ChadHaveMercy
Mortal
Apparently I can't upload a video?
The main problem I see with this tech is that people are beginning to break before the second hit of kneecappin which means they avoid being launched at all. Soon more people will break away using this method which creates more space for them to wakeup safely and avoids more damage as well. Doing this would only get you killed in that situation. On the flip side, if people use breakaway in this manner they will waste it whether you amplify low shot or notI'm not sure if someone discovered this yet, but I think I might've found a use for db3 with Cassie in Digital Soldier.
Yeah no one gonna wait to be launched that highThe main problem I see with this tech is that people are beginning to break before the second hit of kneecappin which means they avoid being launched at all. Soon more people will break away using this method which creates more space for them to wakeup safely and avoids more damage as well. Doing this would only get you killed in that situation. On the flip side, if people use breakaway in this manner they will waste it whether you amplify low shot or not
Well the more I like at it idk because they can literally waste breakaway on reg low shotYeah no one gonna wait to be launched that high
So disrespectful lmao be honest... did you do that on purpose or was that an accidental input?
Honestly I'm still not convinced about doing the optimal combo instead of the Nut Kick ender. Plus, Foxy at Stunfest played Cassie, and always used the Nut Kick ender combos.As I watched Summit of Time, I noticed a distinct lack of Cassies ending their combos in nut kick. Why is this? Is the slight advantage (it's +1 or 2 I think) and restand not worth it compared to the damage of up glow kick and more advantage but no restand, or the full screen push of air guns? Or is it just because her combos can be finicky and nobody wanted to risk dropping it?
Also no nut kick means no amp nut kick and therefore no KB after 3 amps. Has anyone tried a game plan of doing shorter combos with amp nut kick instead of low gun to build up the KB and then using a 2 bar combo to close out the game? Or is the damage just not worth it?
This.Honestly I'm still not convinced about doing the optimal combo instead of the Nut Kick ender. Plus, Foxy at Stunfest played Cassie, and always used the Nut Kick ender combos.
+4 on a restand is way too much of an upside to trade for damage imo. And yes, the optimal combo is really tricky, more so on female characters.
I would not recommend doing the AMP Nut Kick though. You're losing the restand, and the plus side that should be the KB isn't worth it in terms of damage (Considering the fact that you're using one bar on the Nut Kick, when you could just relaunch with an AMP Low Gunshots)
Honestly I'm still not convinced about doing the optimal combo instead of the Nut Kick ender. Plus, Foxy at Stunfest played Cassie, and always used the Nut Kick ender combos.
+4 on a restand is way too much of an upside to trade for damage imo. And yes, the optimal combo is really tricky, more so on female characters.
I would not recommend doing the AMP Nut Kick though. You're losing the restand, and the plus side that should be the KB isn't worth it in terms of damage (Considering the fact that you're using one bar on the Nut Kick, when you could just relaunch with an AMP Low Gunshots)
It really doesn't do that much more damage, I used it in a two KB combo and it does 40%, with 2 KBs, and 2 bars. It's so not worth it.How much extra damage does the KB do? And then the dot at the end? A 2 bar combo ending in KB nut kick has to hit pretty hard. If you find yourself zoning most of the game and every time you land a hit you have 2 bars ready, maybe it could be worth it to stock up the KB? Or avoid amped guns for your first 3 combos and use amp nut kick instead. It's less damage but it's not a juggle so they can't break away. Then if you catch them without breaker ready, you can do a huge combo.
Is that better than just doing 1 bar amped gun combos every time and dealing with break aways as they come? I don't know I'm just theory crafting (and looking for a way to make the KB good because it's hilarious). But I did notice some matches at Summit were so slow paced that every time Cassie landed a hit, breaker was ready again.
That's some very rough maths, but there you go.Also, is it really worth building her Nut Kick KB ? Doesn't really seem like so. You lose around 100 damages doing the Nut Kick instead of Low Gunshots to continue the combo. Times 3. And you're only gaining around 150-200 doing the KB the third time. And some of that is DoT, which doesn't really serve any purpose, when you can get flat HPs instead with a regular Low Gunshots combo.
I know, right?! I didn't catch on with her in MKX since I had to drop the game around the time of the first Kombat Pack due to other obligations (university mainly), but if she was like this in the previous game, I really missed the boat on her because I am really enjoying my time learning her in this game.I see all this discussion on cassie's combos and damage and it's making me realize that shes one of the most balanced characters I've ever seen NRS develop.
For real. I feel like there's nothing really overpowered on her THAT WE KNOW OF at this point in time.I know, right?! I didn't catch on with her in MKX, but if she was like this in the previous game, I really missed the boat on her because I am really enjoying my time learning her in this game.
Right? I'm still glad I learned Johnny, he'll get a buff soonYou can take Johnny from me for the time being, NRS, but you're not taking away my ability to put someone in the corner and hit them in the balls. I can still do that perfectly fine with Cassie.
She literal perfection without being OP. She's a masterpiece.I see all this discussion on cassie's combos and damage and it's making me realize that shes one of the most balanced characters I've ever seen NRS develop.