The Shinnok Slayer
Feel free to post all your combos, videos as long as it's with the tournament variations presets that Cassie has. NRS has stated that these may or may not change, and they may or may not add more so I'll edit this thread if changes are made. I'll also add all the combos we find in this post so people can have a quick look and find the most optimal ones.
NOTE: This is still under construction so optimal combos are the optimal ones we've found so far, it doesn't mean they will be a few weeks from now.
Also, if you're looking for training partners don't be shy, ask! My PSN is Gods_Nerd, feel free to add me.
Krushing Blow Requirements For Kombo Starters:
D2: Punish or Kounter
B1,3: if the opponent is blocking standing
Notation Guide (PS4/XBOX)
1= square - X
2= triangle - Y
3= X - A
4= Circle - B
AMP: R1 - RB
Digital Soldier Kombos:
- Flippin' Out (there is a use for it after all, look bellow)
- Low Gunshot (most useful for extending and starting combos)
- Air Bullet Barrage (good anti-air)
Mid Screen + Punish:
B2,4 + Low gunshots AMP * J4 * 1,1,1 + Up glow kick AMP 32%
F4,1 + Low gunshots AMP * S4 * 1,1,1 + Up glow kick 29%
F2 + Low gunshots AMP * J4 * 1,1,1 + Up glow kick 29%
F4,1 + Low gunshots AMP * J2 * F2,1+3 25%
J4 * F2 + low gunshots AMP * S4 + Up glow kick 28%
easier to hit:
J4 * F2 + low gunshots AMP * 2,1,D2 28%
J4 * F2 + low gunshots AMP * F4,1 + Up glow kick 30%
J4 + air bullet barrage AMP 20%
B2,4 + Up glow kick AMP for chip. It's safe and creates distance.
1,1,1 + low gunshot AMP *S4 * 1,1,1 + up glow kick 32% (1 bar)
JI2 * B1,3 * S4 + low gunshot AMP * J2 * B2,4 + Nut kick 34% ( 1 bar, if AMP nut kick 36% for 2 bars)
JI2 * 1,1,1 * DB1 amp * jump 2 * S1 * B2 + BD3 AMP 33%
B1,3 * B2,4 + low gunshot AMP * J4 + Air bullet barrage 30% (1 bar)
F4,1 + DB1 AMP * J2* 2112 27% (1 bar)
F4,1 + DB1 AMP * J2* B2,4 + Nut Kick Amp 28% (2 bars)
F3,4 + DB1 AMP * J2* B2,4 + Nut Kick Amp 28% (uses 2 bars)
B1,3 * S1 * S1 * B2,4 + low gunshot AMP * B2 + Nut kick AMP (31%, 34% with charged guns)
B1,3 * S4 * 1,1,1 + BF1 AMP 33%
1,1,1 * DB1 AMP * J2 * B2,4 + Nut kick AMP 32%
If they're blocking crouching and 2 hits:
F4,1 + DB1 AMP * J2 * B2,4 + Nut kick AMP 28%
B3 * F4,1 + Low gunshots AMP * B2,4 + Nut kick AMP 30% (2 bars)
S4 * B2,4 * DB1 AMP * S1 * B2,4 * BD3 AMP 32% (2 bars)
Corner B1,3 KB
Easy: B1,3 KB * S1 * S1 * B2,4 + low gunshot AMP * B2 + Nut kick AMP 38% (40% with charged guns)
B1,3 KB * S4 +BF1 AMP * 1,1,1 + up glow kick AMP 47% (2 bars)
B1,3 KB * S3 * S4 * 1,1,1 + low gunshot AMP * F1,2 + Nut kick AMP 44% (2 bars)
B1,3 KB midscreen:
B1,3 * B2,4 + low gunshot AMP * J4 + Air bullet barrage (need to check the %, but it's pretty good and easy to land)
B1,3 KB *S4 + AMP low shot * S4 + BD3 44%
B1,3KB * S4 * 3,4 AMP DB1 * S4 + BD3 AMP 45%
D2 KB * S4 + AMP low shot * S4 + AMP low shot * S4 + Nut kick 46%
D2 KB * S4 * Low Gunshots AMP * JI3 * Air Bullet Barrage 41%
D2 KB * B2,4 + Low gunshots AMP * S1 *B2 + Nut kick AMP 38%
Nut Kick KB:
1,1,1 + DB1 AMP * J2 * B2,4 + Nut kick AMP (35% + DoT damage + 2% if using charged guns)
Wake-up Combos: (need to work on those)
U2 * B2,4 (delay the B2, 4 just a tad) + low gunshot AMP * 2,1 + nut kick AMP
Flippin’ Out tech:
Yaas Queen Kombos:
- Shoulder Charge
- BLB Energy Burst (2 slots)
1,1,1 + energy burst AMP* B1,3 * B3 * B2,4 + Nut kick 31% (1 bars)
b2,4 * energy burst AMP * quick link to b1,3 * micro walk 1 * 1 * b2,4+ nut kick AMP
F4,1 * BLB Burst AMP * S1 * S1 * S1 * S1 * F4,1 + shoulder charge AMP
S2 + energy burst AMP * B1,2 * S4 * energy burst * S1 * S1 * S1 * S1 * B2,4 + nut kick AMP
F4,1 + BLB Burst AMP * b1,3 * S1 * S1 * S1 * S1 * F4,1 + shoulder charge AMP
Jailing & Frame Traps
So you HAVE to hit confirm 1 into the whole 1,1,1 string for the high to hit after the D3.
D3 + 1 * 1,1 + low gunshot AMP * J2 * 2,1,1,2 30% (1 bar)
D3 + 1 * 1,1 + low gunshot AMP * J2 * B2,4 + Nut kick AMP 31% (2 bar)
Optimal: D3 + 1 * 1,1 + low gunshot AMP * S4 * 111 + Up glow kick 33% (1 bar)
D+4 into F2,1+3 will KB the first time it hits!
General Tech and Tips
Just like her MKX incarnation, most of her combos require strict timing and for the opponent to be at a certain height to prevent the nut kick from whiffing entirely. She has great pressure, a bit less useful 50/50s, and her corner game has been hella nerfed, but she has really good anti-zoning tools this time around and swaggy mid-screen combos.
If you find yourself full screen, use low gunshot to your advantage and slowly make your way in, it also ducks under normal projectiles! So it's a zoning and counter zoning tool in one! If they jump in on you? No problem you got air bullet barrage!
Advance on the enemy with B2,4 which you can cancel. I usually use the nut kick but don't waste your bars on those short combos, you want to focus on using both of Cassie's offensive bars in one big combo to get 30%+ damage since bars regenerate on their own. Don't forget to charge her guns BF1 for more damage, and once you amplify nut kick for the third time it'll KB and do major damage especially if paired with the charged gun.
F4 is still your best punish option at 9 frames startup. If 1 (overhead) hits, then you have plenty of punishing options.
F2, 1+3 pushes them full screen, if they block there's also a decent amount of push back so you can control the space with that move. Another good space control tool is her quick dial string 2,1,1,2. It pushes the enemy back on block, and throws them away if used in a combo.
Charging her guns before going into any low gunshot combo will add 2% on that combo!
Normally F4 is 0 on block. But you can meaty it up to plus 3. Only allowing the opponent 6 frames to punish. Tho the timing for +3 is super tight I’d say with my practice I’ve only been able to get +2 consistently and sprinkle some +3 in there. So you will beat out or trade most jabs. This inherently allows for mix ups. Repeatedly done, this can be used greatly for mind games. You can continue with an over head or switch to a down 4 just to trip them up for more advantage
Cassie Cage Digital Soldier Video Guide