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Chew Bubblegum & Kick Some Ass! Cassie Cage Tournament/Ranked Combos, Tech and Tips Thread

Vslayer

I'm a gril
Moderator
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So you wanna creatively tenderize baby makers? You've come to the right place!

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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 Vslayer_MK feel free to add me.

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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
S= Standing
AMP: R1 - RB

Digital Soldier Kombos:
  1. Flippin' Out (there is a use for it after all, look bellow)
  2. Low Gunshot (most useful for extending and starting combos)
  3. Air Bullet Barrage (good anti-air)
Before we start, I suggest you only use 1 bar in her combos because going for the restand is more of an advantage than going for the knockdown.

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%

Jump in:
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%

On block:
B2,4 + Up glow kick AMP for chip. It's safe and creates distance.

Mid-Screen:

B1,3 * S4 + amped low gunshot * J2 * B2 + nut kick 31%
B2,4 + Low gunshot AMP * J4 * S1 * B2,(4 on males), + Nut kick 28%
B1,3 * B2,4 + low gunshot AMP * J4 * S1 * B2,(4 on males), + Nut kick 28%
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)

Overhead string:
F4,1 + DB1 AMP * J2* 2112 27% (1 bar)
F4,1 + DB1 AMP * J2* S1 * B2,4 + Nut Kick 25%

Low Starter:
F3,4 + DB1 AMP * J2* S1 * B2,4 + Nut Kick 25%
B1 + Low gunshot AMP * J2 * B2,4 + nut kick 24%

Optimal Corner:

J4 * Dash * S4 * dual wielding AMP * 111 * nut kick 40%
B13 * Dash * S4 * dual wielding AMP * 111 * nut kick 37%
34 * S3 * dual wielding AMP * 111 + nut kick 36%
J4 * B13 * S1 * S1 * 34 + Nut kick AMP 35%


Optimal Corner Switch:


Anti-Air Combos:


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)

KB Combos:

Corner KB
B13(KB) * Dash * S4 * Dual wielding AMP * 111 + nut kick 44%
D2(KB) * Dash S4* Dual wielding AMP * 111 + nut kick (KB) 57% (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 31%
B1,3 KB *S4 + AMP low shot * S4 + BD3 44%
B1,3KB * S4 * 3,4 AMP DB1 * S4 + BD3 AMP 45%


Uppercut KB:
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:
  1. Shoulder Charge
  2. BLB Energy Burst (2 slots)
Optimal Mid-Screen:

111 * Energy Burst AMP * B24 + nut kick AMP
111 * Energy Burst AMP * B24 + shoulder charge AMP
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 * S1 * S1 * B2,4+ nut kick AMP

Optimal Corner:

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!


Using short hope air bullet barrage:

There are 2 bullets, and the second one is higher than the first one;
o - The first one seems to consistently hit in the head (tested on Jacqui, as she seems to have a lower hitbox)
o - The second one hits higher. Usually, the first bullet will hit in air opp, but if it doesn't, the second bullet will.

So this has some utility:
  • It will hit people trying to move forward.
  • It will hit people trying to jump.
  • Cassie moves backwards thanks the Bullet Barrage.
  • You can AMP it once you land to catch people off guard.
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 Video Guides (Playlist)


A BIG THANK YOU TO EVERYONE WHO CONTRIBUTED TO THIS GUIDE SO FAR <3​
 
Last edited:

sars

Noob
Y’all finding anything in the corner. All I’ve found was B13,1,1,1,D24 ended or or 34,1,1,1,B24 ended. Seems like she gets more damage not in the corner.
 

Vslayer

I'm a gril
Moderator
Premium Supporter
What are the optimal midscreen combos for the 50/50? The kick into OH, and the two low starters?
I'll need to check that out tonight, I use 1,1,1 mostly since it does more damage. Try the same thing I do with that 1,1,1, string, but with any of these low starters and see if it works.

So, 3,4 * db1 amp * jump 2 * b2,4 + bd3 amp
 

SaltShaker

In Zoning We Trust
I'll need to check that out tonight, I use 1,1,1 mostly since it does more damage. Try the same thing I do with that 1,1,1, string, but with any of these low starters and see if it works.

So, 3,4 * db1 amp * jump 2 * b2,4 + bd3 amp
Alright I'll give it a shot in about a half hour. Not too keen on my original main picks but liking Cassie a lot, so strongly considering making the switch.
 

sars

Noob
Yeah she doesn't get a ton of damage in the corner, especially in the gun variation. The most I can do is

JI2 * b13 * 1 * 1 * 1 * b2,3 + nut kick AMP
You can get one more 1 in there. I guess I got all her combos down. Time to start working on setups and other stuff.
 

sars

Noob
Seems like she got some solid frame data, and a solid 4or 5 strings that are hit confirmable. I like how she turned out
 

Vslayer

I'm a gril
Moderator
Premium Supporter
You can get one more 1 in there. I guess I got all her combos down. Time to start working on setups and other stuff.
Edited, thanks!

Seems like she got some solid frame data, and a solid 4or 5 strings that are hit confirmable. I like how she turned out
She's got great pressure and good 50/50s.
 

Hankiro

Noob
In the corner I've been going with b12xs4x1x1x2112, but I need to explore more. I contributed a lot of tech for Robin in Injustice so hopefully I can do the same with Cassie. Looking forward to learning with yall
 

Vslayer

I'm a gril
Moderator
Premium Supporter
In the corner I've been going with b12xs4x1x1x2112, but I need to explore more. I contributed a lot of tech for Robin in Injustice so hopefully I can do the same with Cassie. Looking forward to learning with yall
Nice! Glad to see another Robin main joining the Cassie crew!

I was actually wondering if you could end a corner combo with her dial 2112, glad someone tested it out. I'll see if I can find more stuff after work this evening.
 

Sugarwatermixlegit

Frosty Cage
Thank the elder gods for this thread, I was hoping it would be made ASAP <3
Im going to lab all of this tonight. As of now, I feel like the variation with the low gunshot is going to be the most optimal one to stick with, is everybody else kinda feeling that as well?
 

Vslayer

I'm a gril
Moderator
Premium Supporter
Thank the elder gods for this thread, I was hoping it would be made ASAP <3
Im going to lab all of this tonight. As of now, I feel like the variation with the low gunshot is going to be the most optimal one to stick with, is everybody else kinda feeling that as well?
Yep, having low gunshot against zoners is extremely effective and so is the air bullet barrage as an anti-air, I wouldn't bother with the other one for now.
 

sars

Noob
Thank the elder gods for this thread, I was hoping it would be made ASAP <3
Im going to lab all of this tonight. As of now, I feel like the variation with the low gunshot is going to be the most optimal one to stick with, is everybody else kinda feeling that as well?
I havnt messed around with the other veriations yet but I’m liking the low gunshot one. I have another 2 days off so I might mess around with the other one tomarrow. The ex shoulder tackle looks fun as hell to use, but I probably won’t stick with it. The low gun has to many uses
 

SaltShaker

In Zoning We Trust
I'll need to check that out tonight, I use 1,1,1 mostly since it does more damage. Try the same thing I do with that 1,1,1, string, but with any of these low starters and see if it works.

So, 3,4 * db1 amp * jump 2 * b2,4 + bd3 amp
So Midscreen for the Low starter (F3,4) I adjusted it a bit for about ten points more damage and found 272 damage one bar and 294 two bars for this-

F34, EX DB1, JK4, 21-BD3 (EX for the 2nd bar)

I'll only be using the GunShot variation today. I'm back on now for the next like 5-6 hours straight so I'll be experimenting for higher damage and tech/setups.
 

Vslayer

I'm a gril
Moderator
Premium Supporter
So Midscreen for the Low starter (F3,4) I adjusted it a bit for about ten points more damage and found 272 damage one bar and 294 two bars for this-

F34, EX DB1, JK4, 21-BD3 (EX for the 2nd bar)

I'll only be using the GunShot variation today. I'm back on now for the next like 5-6 hours straight so I'll be experimenting for higher damage and tech/setups.
Sweet, added it! I'll see if we can use F3,4 to punish. It has a pretty slow start-up, but it's safe on block.
 

Sugarwatermixlegit

Frosty Cage
Yep, having low gunshot against zoners is extremely effective and so is the air bullet barrage as an anti-air, I wouldn't bother with the other one for now.
That's exactly what I was going by, plus the ex low gunshot is a tight combo extender. Really wish the names were switched, because Yaas Queen is so good :(
 

SaltShaker

In Zoning We Trust
Sweet, added it! I'll see if we can use F3,4 to punish. It has a pretty slow start-up, but it's safe on block.
It's a bit slow for punishing a lot of blocked attacks (19F), so we might be better off punishing with old reliable F4 when in doubt. Though the JK4 in the combo won't work there because the kick will kick them away instead of directly over them, so will use your combo on F4 hits.

The mix with low will be strong when applying staggers or landing the +frames. Very strong I think.
 

Vslayer

I'm a gril
Moderator
Premium Supporter
It's a bit slow for punishing a lot of blocked attacks (19F), so we might be better off punishing with old reliable F4 when in doubt. Though the JK4 in the combo won't work there because the kick will kick them away instead of directly over them, so will use your combo on F4 hits.

The mix with low will be strong when applying staggers or landing the +frames. Very strong I think.
Yeah I noticed they patched that, use J2.