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Combo List - Cassie Cage Cassie Cage Combo Thread

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
You should use in the corner to leave them standing and a vortex 1 bar in the corner for 40%

F3 DB2 121 212 DB2 B12 BD3
If you are using 212 instead of 21u4 in Hollywood combos you are doing it wrong. Check out the first page for optimal BNBs.
 
I saw Saionide using regular Glow Kick in his corner combos. It looks super sweet.

I don't think he finished at least 1 of them, but i went to the lab and tried to replicate

starter~db2, Run~4~bf4, 21u4, 4~db2, Run~123~bd3 (ex)


It does the same damage as her regular corner bnb's (42-43%), but looks flashy and cool.

It's easier to do after Ex flip kick actually and you can extend your combo even more

starter~db2 (ex), Run~4~bf4, 21u4, 4~db2, Run~21u4, 123~ender (43-46%)
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
Here are the Cassie Cage Kommunity’s combos. I’ll try to keep this as up to date as possible. Please note this is a work in progress, combos will be added to the OP as they are discovered.

Notation is thus:

ATTACKS
1 – front punch (fp): square on PS4, X on Xbone
2 – back punch (bp): triangle on PS4, Y on Xbone
3 – front kick (fk): X on PS3, A on Xbone
4 – back kick (bk): Circle on PS4, B on Xbone

DIRECTIONS
u - UP
d - DOWN
b – BACK (away from opponent)
f - FORWARD (towards opponent)

JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)

OTHERS
~ - cancel
xx – cancel
(ex) – indicates EX version of a special
(MB) - indicates a MB version of a special/move
RUN – indicates a run (ff+block)
THRW - indicates a throw (L1 on PS4, Left Bumper on Xbone)
, - end of string/normal/special
> - end of string/normal/special
+ - indicates button pressed at same time

Color Key:
Green=Spec Ops
Red=Hollywood
Blue=Brawler

N.B. In any midscreen combo where 212 follows a run, you can substitute 11 or omit the 212 entirely for less damage, but easier/more consistent execution.


MIDSCREEN

SPEC OPS.

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12(4)/(~bf4) (25%/26%) [missile setup if end in b124]

(Low) d+f1~db2, RUN~212, b12(4)/(~bf4) (24%/25%)[missile setup if end in b124] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db1~db2, RUN~212, b12(4)/(~bf4) (25/26%) [missile setup if end in b124]

(6 frame punish) 242, 33, b12~db2, RUN~b12~bf4 (31%)

b212d+1+2~db2, RUN~212, b12(4)/(~bf4) (29/30%) [missile setup if ended in b124]

(missile setup) dd1, (RUN~)ji2, RUN~212, b12~db2, RUN~b1~bf4 (27%) <N.B. first RUN necessity is distance dependant>

(neutral jump punch) nj1/2, 33, f24~db2, RUN~f24~bf4 (30%)

METER

(ex missile setup) dd1(ex), (RUN~)ji2, RUN~212, b12~RUN~B1~bf4 (30%) <N.B. first RUN necessity is distance dependant>



HOLLYWOOD

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12~bd3 (27%) [restand]

(Low) d+f1~db2, RUN~212, b12~bd3 (26%) [restand] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db2, RUN~212, b12~bd3 (27%) [restand]


(6 frame punish) 242, 33, b12~db2, RUN~b12~bd3 (32%) [restand]

(armour breaking move) f44, 33, b12~db2, RUN~f24~bd3 (29%) [restand]

b212d+1+2~db2, RUN~212, b12~bd3 (31%) [restand]

(neutral jump punch) njp, 33, f24~db2, RUN~b12~bd3 (30%) [restand] <N.B. walk forward slightly to get the 33 to connect>


METER


(11 frame advancing mid) b12~db2, RUN~212, b12~bd3(ex) (30%) [restand+vortex]

(Low) d+f1~db2, RUN~12, b12~bd3(ex) (27%) [restand+vortex] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db2, RUN~212, b12~bd3(ex) (30%) [restand+vortex]

(6 frame punish) 242, 33, b12~db2, RUN~f2~bd3 (ex) (34%) [restand+vortex]

(armour breaking move) f44, 33, b12~db2, RUN~f24~bd3(ex) (31%) [restand+vortex]

b212d+1+2~db2, RUN~212, b12~bd3(ex) (33%) [restand+vortex]

(neutral jump punch) njp, 33, f24~db2, RUN~b1~bd3(ex) (32%) [restand] <N.B. walk forward slightly to get the 33 to connect>



N.B. For any of Cassie's combos ending in bd3(ex), she can chose to spend another bar and get a 12% blockstring [ji2~b212d+1+2~bf1(ex)], essentially adding 12% to the damage of each combo at the cost of 1 bar.

BRAWLER

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12~bf3 (29%)

(Low) d+f1~db2, RUN~212, b12~bf3 (28%) <N.B. cancel d+f1 after the second hit>

(Overhead) f3~db2, RUN~212, b12~bf3 (29%)

(6 frame punish) 242, f24~db2, RUN~f24~bf3 (33%)
(6 frame punish) 242, b12~db2, RUN~f21+3 (28%) [restand]

b2121+2~db2, RUN~212, b21~bf3 (31%)

(neutral jump punch) nj1/2, 33, f24~db2, RUN~f21+3 (30%) [restand]
(neutral jump punch) nj1/2, 33, f24~db2, RUN~f24~bf3 (33%)

METER

(jump in kick) ji3/4~THRW+d(MB), f24~db2, RUN~f21+3 (34%) [restand]
(jump in kick) ji3/4~THRW+d(MB), f24~db2, RUN~f24~bf3 (38%)


CORNER


SPEC OPS

METERLESS
(11 frame advancing mid) b12~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b(39%) [missile setup]

(overhead) f3~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b (40%) [missile setup]

(low) d+f1~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b (38%) [missile setup]

(6 frame punish) 242, 4, 212, 212, 123~db2, RUN~33~db2, b12~dd1b (40%) [missile setup]

(neutral jump punch) nj2, 4, 212, 212, 123~db2, RUN~33, db2, b12~dd1b (38%) [missile setup]

(from missile setup {f3 hitting first}) [dd1b] f3, 4, 212, 212, 123, RUN~33~db2, b1~dd1b (40%) [missile setup]

(from missile setup {missile hitting first}) [dd1b] f3~db2, RUN~4, 212, 123~db2, b1~dd1b (34%) [missile setup]

METER
(from ex missile setup) [dd1(ex)] d+f1~db2, RUN~33, 212, 123~db2, b1~dd1b(34%) [missile setup] <N.B. dial d+f1~db2 so only the first hit comes out. The low must hit first>



HOLLYWOOD

METERLESS

{easy} (11 frame advancing mid) b12~db2, RUN~33, 212, 212~db2, b12~bd3 (36%) [restand]

(11 frame advancing mid) b12~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3 (41%) [restand]

{easy} (overhead} f3~db2, RUN~33, 212, 212~db2, b12~bd3 (37%) [restand]

(overhead) f3~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3 (42%) [restand]

{easy} (low) d+f1~db2, RUN~33, 212, 212~db2, b12~db3 (35%) [restand] <N.B. cancel after second hit of d+f1>

(low) d+f1~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3 (40%) [restand] <N.B. cancel after second hit of d+f1>


(6 frame punish) 242, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (45%) [restand] <N.B. use 21u4 as a starter instead of 242 for 1% less but much easier execution>

(armour breaking move) f44, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (41%) [restand]

(high to low) b212d1+2~db2, RUN~4, 21u4, 4~db2, RUN~123~bd3 (42%) [restand]

(neutral jump punch) nj2, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (43%) [restand]

(jump in kick) ji4~bf1, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (43%) [restand]

METER



(11 frame advancing mid) b12~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3(ex) (43%) [restand+vortex]

{easy} (overhead} f3~db2, RUN~33, 212, 212~db2, b12~bd3(ex) (39%) [restand+vortex]

(overhead) f3~db2, RUN~121, 21u4, 4~db2, RUN~123~d3b(ex) (44%) [restand+vortex]

{easy} (low) d+f1~db2, RUN~33, 212, 212~db2, b12~db3 (37%) [restand] <N.B. cancel after second hit of d+f1>

(low) d+f1~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3(ex) (42%) [restand+vortex] <N.B. cancel after second hit of d+f1>

(6 frame punish) 242, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (46%) [restand+vortex] <N.B. use 21u4 as a starter instead of 242 for 1% less but much easier execution>

(armour breaking move) f44, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (42%) [restand+vortex]

high to low) b212d1+2~db2, RUN~4, 21u4, 4~db2, RUN~123~bd3(ex) (43%) [restand+vortex]

(neutral jump punch) nj2, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (44%) [restand+vortex]

(jump in kick) ji4~bf1, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(44%) [restand+vortex]

N.B. For any of Cassie's combos ending in bd3(ex), she can chose to spend another bar and get a 12% blockstring [ji2~b212d+1+2~bf1(ex)], essentially adding 12% to the damage of each combo at the cost of 1 bar.


BRAWLER

METERLESS

(11 frame advancing mid) b12~db2, RUN~121, 212, 123~db2, RUN~24~bf3 (41%)

(overhead) f3~db2, RUN~121, 212, 123~db2, RUN~24~bf3(42%)

(low) d+f1~db2, RUN~121, 212, 123~db2, RUN~24~bf3 (40%)

(6 frame punish)242, f33, 212, 123~db2, ji3, 24~bf3 (42%)

(armour breaking move) f44, 121, 212, 4~db2, RUN~123~db2, RUN~24~bf3 (41%)

(neutral jump punch) njp, f33, 212, 123~db2, ji3~24~bf3 (40%)


METER
(jump in kick) ji4~THRW+d(MB), f24~db2, RUN~f24~db2, RUN~123~bf3 (44%)
nice thread, do you have any footage on tap of this, not tutorials but at least a quick visual of some of those combos... it would help me alot
 

Pan1cMode

AUS FGC represent!
nice thread, do you have any footage on tap of this, not tutorials but at least a quick visual of some of those combos... it would help me alot
I will eventually make a series of videos, it's just with patching still going on, I don't want to make a series of videos just to have them be obsolete in a patch's time, if you understand me?
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
I will eventually make a series of videos, it's just with patching still going on, I don't want to make a series of videos just to have them be obsolete in a patch's time, if you understand me?
yes i do thats why ive been holding back, gotcha, well tag me when you do.
 

STB Sgt Reed

Online Warrior
If you are using 212 instead of 21u4 in Hollywood combos you are doing it wrong. Check out the first page for optimal BNBs.
I'm not entirely sold on 21u4. I do the B12 Flipkick 121 21u4 4 flipkick B1 nut punch combo but... a lot of times I get a neutral jump 2 instead of 21u4. =/
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
I'm not entirely sold on 21u4. I do the B12 Flipkick 121 21u4 4 flipkick B1 nut punch combo but... a lot of times I get a neutral jump 2 instead of 21u4. =/
I have never got NJ once when doing 21u4 I dunno why. Maybe I am just the man.

(Puts on aviators)
 

Goatlegs

Noob
I've read every post in this thread but if this has already been pointed out just let me know and I'll delete this post.

So I noticed ji3~throw+d(MB), f24~db2, RUN~f24~bf3, which normally does 38% damage, only does 36% if the j3 was an air-to-air. It seems the damage scaling is increased if your opponent is airborne. If the j3 connects with a standing opponent the combo does 38%. Is this a bug or something?

This is in Brawler of course.
 

RWDY Nori

Where is crossplay?
Hey I'm just picking up cassie cage and (mained jc since day 1). I'm having some issues with combos. Are the combos on the 1st post updated? I'm having a lot of trouble with b12 flip, run, 33, and getting the 212 flip to connect. Did something change or do I just need to lab more?
 
Hey I'm just picking up cassie cage and (mained jc since day 1). I'm having some issues with combos. Are the combos on the 1st post updated? I'm having a lot of trouble with b12 flip, run, 33, and getting the 212 flip to connect. Did something change or do I just need to lab more?
I don't even recognize that combo.

The bnb for b12 starter is going to be

b12~db2, Run~11, b12~bd3 (ex)

You use 33 in combos only after f44 (armor breaking move), 242 (your main punisher) and njp.

The 1st post is pretty much all of her main bnb's. But you can do some funky stuff with her if you choose to spend some time in the lab.
 

Jer

I'm a literal Sloth
Hey I'm just picking up cassie cage and (mained jc since day 1). I'm having some issues with combos. Are the combos on the 1st post updated? I'm having a lot of trouble with b12 flip, run, 33, and getting the 212 flip to connect. Did something change or do I just need to lab more?
The combo is B12xxFlip 33 run 212 b12xxwhatever