Chints
Noob
I think this is where I should post this. I wanted to take a look at Cassies normal/strings and just talk about them.
As far as I'm concerned, she really doesn't have too many useless normals. Just a couple for which I couldn't see any use but largely speaking I think I'd just all of these in games for something or the other.
1,1
1,1,1
Both these strings are the go to punish strings if you're in close range. At 7 frame startups they're incredibly fast. 1,1 is safer than 1,1,1 but so far I've found 1,1,1 difficult to punish.
1,2
I find this to be useful mostly cause it can be hit confirmed into a special or into 1,2,4 which is a nice string to get some pushback on block.
B1,3
This is risky but can be rewarding. It's a low starter and launcher which can be converted into a combo by utilizing b3 to continue a combo. However, it's slightly longer range than the previous strings but more than twice as slow on startup at 18f and unsafe on block. It also can't be converted into anything else to make it more safe.
2, 1
Her 10 frame starter that has multiple routes depending on the situation and as such gives a little more versatility than the "1" starters.
2,1,1,2
Is a pretty good combo ender that puts some distance between you and your opponent.
2,1,d2
In the case of a blocking opponent 2,1 can be converted into 2,1,d2 for an overhead ender. Can trick out ducking opponents who are expecting the two gunshots at the end.
b2,4
11f starter with great range and probably my favorite string of hers. Hits mid to start, can be cancelled and is also safe on block.
b2,4,3.
Can be used to create pushback if b2,4 gets blocked. However, huuuge gap between the 4 and 3. HUGE. If it lands though, some pretty great corner carry.
I don't really see myself using this string too much.
f2
Pretty good range, 10 frame start. Cancel into f2, 1+3 for some pushback. It's safe on block.
f3, 4
Low starter with a 14f startup so it's a little safer than b1,3. But there's a tiny little gap in between the string that it is possible to poke out of.
b3
Her shadow kick in normal form. Really useful to quickly cover some distance. At 10 frames it's hella fast for what it is, but super unsafe as it can be ducked under. I primarily use it to follow up after b1,3 midscreen.
f4,1
Fast starter at 9 frames, decent range. 2nd hit is an overhead to apply some guessing games to the mix.
I haven't figured out what I'd use f4,2 or 3,4 for. I tried to anti air with 3,4 but it didn't really work.
As far as I'm concerned, she really doesn't have too many useless normals. Just a couple for which I couldn't see any use but largely speaking I think I'd just all of these in games for something or the other.
1,1
1,1,1
Both these strings are the go to punish strings if you're in close range. At 7 frame startups they're incredibly fast. 1,1 is safer than 1,1,1 but so far I've found 1,1,1 difficult to punish.
1,2
I find this to be useful mostly cause it can be hit confirmed into a special or into 1,2,4 which is a nice string to get some pushback on block.
B1,3
This is risky but can be rewarding. It's a low starter and launcher which can be converted into a combo by utilizing b3 to continue a combo. However, it's slightly longer range than the previous strings but more than twice as slow on startup at 18f and unsafe on block. It also can't be converted into anything else to make it more safe.
2, 1
Her 10 frame starter that has multiple routes depending on the situation and as such gives a little more versatility than the "1" starters.
2,1,1,2
Is a pretty good combo ender that puts some distance between you and your opponent.
2,1,d2
In the case of a blocking opponent 2,1 can be converted into 2,1,d2 for an overhead ender. Can trick out ducking opponents who are expecting the two gunshots at the end.
b2,4
11f starter with great range and probably my favorite string of hers. Hits mid to start, can be cancelled and is also safe on block.
b2,4,3.
Can be used to create pushback if b2,4 gets blocked. However, huuuge gap between the 4 and 3. HUGE. If it lands though, some pretty great corner carry.
I don't really see myself using this string too much.
f2
Pretty good range, 10 frame start. Cancel into f2, 1+3 for some pushback. It's safe on block.
f3, 4
Low starter with a 14f startup so it's a little safer than b1,3. But there's a tiny little gap in between the string that it is possible to poke out of.
b3
Her shadow kick in normal form. Really useful to quickly cover some distance. At 10 frames it's hella fast for what it is, but super unsafe as it can be ducked under. I primarily use it to follow up after b1,3 midscreen.
f4,1
Fast starter at 9 frames, decent range. 2nd hit is an overhead to apply some guessing games to the mix.
I haven't figured out what I'd use f4,2 or 3,4 for. I tried to anti air with 3,4 but it didn't really work.