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Chew Bubblegum & Kick Some Ass! Cassie Cage Full Guide (DS and YQ)

Vslayer

Juiced Moose On The Loose
Lead Moderator
Honestly, I started using it because its hella satisfying to connect with a mb shoulder charge lol

Also, idk if you guys are using it or not, but the 2112 string is a hella useful tool to use while your full screen zoning. The gunshots do great damage and has no wet sign. I'm constantly catching people slipping with it. Throw in some standing gunshots and some lows and people get flustered.
yeah, shoulder charge is the shit, I have it in my custom variation. 2112 is really good on block too I've been using more and more.
 
I don't know about you guys, but I'm really starting to like the Yaas Queen Variation.

Also I have two new things to add if you guys are interested.

I found an optimal combo after b13

B1,3- S4- amped low gunshot J2 B2 nut kick. It does a little over 31%

Also depending on the MU, I've been ending my combos with 3,4 canceling into standing gunshot.

The reason I have been ending them with standing gunshot is because the 3,4 string sends them full screen and immediately starts charging your gunshots. I have found that doing this has increased my chances of getting the crushing blow from my gunshot charge.
I found B13, S4 does not consistent from close to max range as you need to dash more to connect.
But obviously optimal.

I do not even use B13, yet. F34 either. Maybe later. :)
 

sars

Noob
I found B13, S4 does not consistent from close to max range as you need to dash more to connect.
But obviously optimal.

I do not even use B13, yet. F34 either. Maybe later. :)
I always dash 4 just to keep it consistent. Than shoulder or nutpunch. Yaas queen is awesome. I don’t think I’ll ever use digital soldier even though it better I find it less fun
 
I always dash 4 just to keep it consistent. Than shoulder or nutpunch
That's ok but from max range I found B13, DASH, S4xx DB1 AMP inconsisent (low gun shot could not launch probably the opponent was too low).
So I practiced B13, B24xxDB1 AMP combos. Not that optimal though. :)

But I have only lab results as during match I did not use it. But I would probably use it from close to max range.
 

Vengeance135

Saltiest Joker Player
I found B13, S4 does not consistent from close to max range as you need to dash more to connect.
But obviously optimal.

I do not even use B13, yet. F34 either. Maybe later. :)
I haven't had a problem using b1,3 into standing 4 at all. That's generally my go to. She is a little more execution heavy then most characters though. So practice makes perfect!
 

BigMilk

Former Divine Power Abuser
I don't know about you guys, but I'm really starting to like the Yaas Queen Variation.

Also I have two new things to add if you guys are interested.

I found an optimal combo after b13

B1,3- S4- amped low gunshot J2 B2 nut kick. It does a little over 31%

Also depending on the MU, I've been ending my combos with 3,4 canceling into standing gunshot.

The reason I have been ending them with standing gunshot is because the 3,4 string sends them full screen and immediately starts charging your gunshots. I have found that doing this has increased my chances of getting the crushing blow from my gunshot charge.
I’ve been doing that as well. Also if you cancel 34 into then cancel into amp upkick it meaties up to +5
 

lionheart21

Its Game Over, Man
I don't know about you guys, but I'm really starting to like the Yaas Queen Variation.

Also I have two new things to add if you guys are interested.

I found an optimal combo after b13

B1,3- S4- amped low gunshot J2 B2 nut kick. It does a little over 31%

Also depending on the MU, I've been ending my combos with 3,4 canceling into standing gunshot.

The reason I have been ending them with standing gunshot is because the 3,4 string sends them full screen and immediately starts charging your gunshots. I have found that doing this has increased my chances of getting the crushing blow from my gunshot charge.
Was just trying that out in Practice Mode. Man, that is a tight execution window to be able to land the AMP Kneecappin and get it to launch.

I'll have to give that 3,4 cancel a shot, though.
 

JDE

Pick up & kill it & kill it & kill it!
IDK if anyone else noticed, but Cassie's optimal damage from 111 xxmb shotxx ji2into st4 enders don't work on Sonya after you punish her B123. You have to change up after her ji2. I've been trying it over & over, but it appears since B123 has so much block stun, you have to improvise your punishment a little bit because st4 will whiff. Just a little too far out of range. Still get good damage though. Just a rare case of you missing it (unless of course I'm missing something).
 
IDK if anyone else noticed, but Cassie's optimal damage from 111 xxmb shotxx ji2into st4 enders don't work on Sonya after you punish her B123. You have to change up after her ji2. I've been trying it over & over, but it appears since B123 has so much block stun, you have to improvise your punishment a little bit because st4 will whiff. Just a little too far out of range. Still get good damage though. Just a rare case of you missing it (unless of course I'm missing something).
I always do B24xxBD3 after 111xxDB1 AMP, J2. It is a bit less optimal but always works to me.
I had issue with S4xxBD3 after 111 in general so after many tries I just decided to do the more consistent variation (not much less damage).
 

lionheart21

Its Game Over, Man
IDK if anyone else noticed, but Cassie's optimal damage from 111 xxmb shotxx ji2into st4 enders don't work on Sonya after you punish her B123. You have to change up after her ji2. I've been trying it over & over, but it appears since B123 has so much block stun, you have to improvise your punishment a little bit because st4 will whiff. Just a little too far out of range. Still get good damage though. Just a rare case of you missing it (unless of course I'm missing something).
This is also part of what can take Cassie some time to pick up. Her combo ender that follows up the AMP Kneecappin is different depending on which combo starter was used.
 

JDE

Pick up & kill it & kill it & kill it!
I always do B24xxBD3 after 111xxDB1 AMP, J2. It is a bit less optimal but always works to me.
I had issue with S4xxBD3 after 111 in general so after many tries I just decided to do the more consistent variation (not much less damage).
That's what I do for Sonya.

I don't have that many issues landing s4 into bd3. Most of her damage from combos are situational imho.

This is also part of what can take Cassie some time to pick up. Her combo ender that follows up the AMP Kneecappin is different depending on which combo starter was used.
Yeah I agree. I just thought I'd point that out in case someone came in getting tight over s4 missing after the jump in buttons from 111 against her. She's the only one I've found so far though. Everyone else, I land them just fine.
 

JDE

Pick up & kill it & kill it & kill it!
Best way to practice the optimal damage from st4 is to just do half of the combo then practice the timing coming down and landing stand 4. Ji2s easier to land than j3 or 4.
 
Best way to practice the optimal damage from st4 is to just do half of the combo then practice the timing coming down and landing stand 4. Ji2s easier to land than j3 or 4.
How can I do half combo if I practice the ender?
I need to do all the combo... or not? :)

Currently the only S4xxBD3 ender I use in B24xxDB1 AMP, J3, 4xxBD3 against MALES (sometimes B24xxBD3 after I dropped and no confidence).
I find me scared when I need to land this after J3 lol.
I get already nerves when I start the combo and think about the S4 ender lol. And miss... :)
It is not strict just whatever.
 
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JDE

Pick up & kill it & kill it & kill it!
How can I do half combo if I practice the ender?
I need to do all the combo... or not? :)

Currently the only S4xxBD3 ender I use in B24xxDB1 AMP, J3, 4xxBD3 against MALES (sometimes B24xxBD3 after I dropped and no confidence).
I find me scared when I need to land this after J3 lol.
I get already nerves when I start the combo and think about the S4 ender lol. And miss... :)
Well what I'm saying is do practice the combo, but practice the 1st part of it then move to the 2nd part to finish it. Basically practice the part that's hard to time or giving you trouble for all of them then end it however you choose. Use the ones you can get right now obviously lol. Even I by no means always get "the" best damage, but I always eventually optimize a little bit more to hit harder. 10 to 20 points of damage on counter hits & punishment makes a huge difference opposed to like 3 to 7 more on normal hit.

Like before I was doing like 265 on average for damage, but then I went from that to doing like 279 to 307. And the majority of these combos I'd do with 265 could've easily killed had I did at least 270 or more with them not having any meter to break. A lot of it showed up in my matches. Even tournaments. Some even cost me rounds & ultimately sets.

Sometimes, getting the best damage isn't the best thing, but at the end of the day, you never want to give your opponent another shot to kill you when you have them right where you want dead to right. As long as you're doing damage that's making people fear you. I'm just pointing out something that could help you learn them so you'd feel more confident in using them, but do what you feel is comfortable, but will also hurt. I totally get it. I do that too.
 
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Well what I'm saying is do practice the combo, but practice the 1st part of it then move to the 2nd part to finish it. Basically practice the part that's hard to time or giving you trouble for all of them. Use the ones you can get right now obviously lol. Even I by no means always get "the" best damage, but I always eventually optimize a little bit more to hit harder. 10 to 20 points of damage on counter hits & punishment makes a huge difference opposed to like 3 to 5.

Sometimes, getting the best damage isn't the best thing. As long as you're doing damage that's making people fear you. I'm just pointing out something that could help you learn them so you'd feel more confident in using them, but do what you feel is comfortable. I totally get it.
Yes thank you for the help.

I picked up Cassie recently (a week or 2?) and I realized fast that I can not play her without doing proper damage especially the ender.

And first I could learn the character gameplan and figure if she is my character with consistent combos.
I felt that S4 ender was an annoying extra shit I could not jump over in the practice room and without match experience I did not want to spend more time and brain cell to it.

Well after around 350 matches and with the fact that I state her my true co-main with Scorpion who I can play by heart I may go to the practice room again and check these S4 enders again. :)
Now the basics are okay so I can care about optimization.
B24 ender instead of S4 is 7 damage after 111, F41, F2 and B24.
And while I am writing it I could do it first time lol. But yes that 7 damage is what I am talking about. :)
I think the consistent ender is worth much more than 7 damage (dropping 1 out of 10 is more waste) but it is personal preference. I like practical + close to optimal combos which works under heavy pressure and stress too.
 
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GrimJack

Rock paper scissor specialist
I think it is best to just remember the follow up for different common starters: b24, f41, 111, b3 and if you need to do jk or j2 after them. And after all of them you can do 4 nut kick consistently.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
Here's a low starter combo straight from Sonic Fox, thanks to @ChadHaveMercy for pointing this out.

B1 + Low gunshot AMP * J2 * B2,4 + nut kick 24%

If you're too far, J2 is not going to connect so you could just B2,4 the distance, but it's best not to waste your bar and try to get it when you're a bit closer.
 
Here's a low starter combo straight from Sonic Fox, thanks to @ChadHaveMercy for pointing this out.

B1 + Low gunshot AMP * J2 * B2,4 + nut kick 24%

If you're too far, J2 is not going to connect so you could just B2,4 the distance, but it's best not to waste your bar and try to get it when you're a bit closer.
Is B1 xx DB1 Amp hitconfirmable? Or just safeish from max range? Or simply risk against potent opppnent?

Is it better than F43? I frame faster more range less reactable?

I need to lab it. :)
Maybe walking/blocking opponents can be catched where B2 where just blocked.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
Is B1 xx DB1 Amp hitconfirmable? Or just safeish from max range? Or simply risk against potent opppnent?

Is it better than F43? I frame faster more range less reactable?

I need to lab it. :)
Maybe walking/blocking opponents can be catched where B2 where just blocked.
B1 is a frame faster than F4, and it's hit confirmable for sure you just have to really mash the amp button or it won't come out. I wouldn't do it unless they're blocking or they're advancing on you.
 

Vengeance135

Saltiest Joker Player
B1 is a frame faster than F4, and it's hit confirmable for sure you just have to really mash the amp button or it won't come out. I wouldn't do it unless they're blocking or they're advancing on you.

I don't know if you guys know this, but I've been messing with nut kick and it's a pretty good reversal in between gaps in strings. I did it a few times to wetdoba vs shao Kahn and I haven't had more time to test it but I'm letting you guys know about it.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
I don't know if you guys know this, but I've been messing with nut kick and it's a pretty good reversal in between gaps in strings. I did it a few times to wetdoba vs shao Kahn and I haven't had more time to test it but I'm letting you guys know about it.
yep been using it against Jax and Scarlet, can you do it on Shao Khan's mid to low to grab string? There's a gap after that low right?
 
Here's a low starter combo straight from Sonic Fox, thanks to @ChadHaveMercy for pointing this out.

B1 + Low gunshot AMP * J2 * B2,4 + nut kick 24%

If you're too far, J2 is not going to connect so you could just B2,4 the distance, but it's best not to waste your bar and try to get it when you're a bit closer.
ive been using b13 * b24xxlow shot AMP * 2112/s4xxnutkick (s4xxnutkick is very strict timing and not worth it ONLINE imo unless you absolutely want the restand)
NOTE: you CAN side switch if you micro step forward BEFORE the s4 then 11