DevilMaySpy
Mama's Little Bumgorf
Before I get crucified by my own Cassie brethren, no I'm not saying take it away, but it's an added bonus in my opinion. You can play her in a way that doesn't require them to be used often. Lets take a look at all of the options she has.
B12(4)
B12>EX Guns
B12>Nothing
B212D1+2>EX Guns
B212D1+2>Flipkick
F33
F34
DF1>EX Flipkick
Now, lets talk about the risk/reward. B12(4) can be armored through. However, if you don't throw it out frivolously, or your opponent doesn't know how to fight Cassie, you can mix it in from time to time to keep them on their toes. B12>EX Guns can be armored out of, but it does great chip for those round ending situations. B12>nothing can only be reversed by Cassie and Reptile. At this point, the opponent has to make a decision as to start their offense, or to continue blocking. That's when you make the decision to either back off, or continue pressuring. Reptile's Slipperly Slide startup says 6, but it must be slightly faster than that, since I can't block low after B12. B212D1+2 is uninterruptible. If you space it right, you can get away with a regular Flipkick. If you do EX Guns afterwards, it's good guaranteed chip. F33 can only be reversed by Kung Lao's Spin, Reptile's Slippery Slide, and Cassie's Flipkick. If it connects, that's 14%. F34 can only be reversed by Reptile's slide. If it connects, that's 18%. Sometimes, whether it's due to lack of MU knowledge or simply forgetting, people will only be looking for F34 and forget to block low, which often leads to them getting hit by the second part of F33. DF1>EX Flipkick can only be caught by Reptile's slide. If it connects, you end the combo with a regular Nutpunch and get your guaranteed D3 followup to continue pressure.
In conclusion, the vast majority of the cast basically has to sit and block her offense. You can cause people to make really bad decisions without constant use of the Nutpunches. If you knock them down, don't be scared of wakeups. Just run up and block. If you block, punish accordingly. It'll make them think twice about doing it again. Once you've got them conditioned to stop waking up, just keep piling on the pressure to make them panic and continue making bad decisions. These pressure options in conjunction with Gross' safejump setups amplify Cassie's meter management game. You now only NEED to use meter on breakers, EX Guns, and EX Flipkicks to keep yourself safe when necessary. Feel free to add anything I missed, or elaborate on any of the options discussed above.
@Pan1cMode
@Scott The Scot
@Treadmill
@Jer
@gross
@The Magician
@Youphemism
@Syknis
@RiBBz22
@Espio
@SonicFox5000
B12(4)
B12>EX Guns
B12>Nothing
B212D1+2>EX Guns
B212D1+2>Flipkick
F33
F34
DF1>EX Flipkick
Now, lets talk about the risk/reward. B12(4) can be armored through. However, if you don't throw it out frivolously, or your opponent doesn't know how to fight Cassie, you can mix it in from time to time to keep them on their toes. B12>EX Guns can be armored out of, but it does great chip for those round ending situations. B12>nothing can only be reversed by Cassie and Reptile. At this point, the opponent has to make a decision as to start their offense, or to continue blocking. That's when you make the decision to either back off, or continue pressuring. Reptile's Slipperly Slide startup says 6, but it must be slightly faster than that, since I can't block low after B12. B212D1+2 is uninterruptible. If you space it right, you can get away with a regular Flipkick. If you do EX Guns afterwards, it's good guaranteed chip. F33 can only be reversed by Kung Lao's Spin, Reptile's Slippery Slide, and Cassie's Flipkick. If it connects, that's 14%. F34 can only be reversed by Reptile's slide. If it connects, that's 18%. Sometimes, whether it's due to lack of MU knowledge or simply forgetting, people will only be looking for F34 and forget to block low, which often leads to them getting hit by the second part of F33. DF1>EX Flipkick can only be caught by Reptile's slide. If it connects, you end the combo with a regular Nutpunch and get your guaranteed D3 followup to continue pressure.
In conclusion, the vast majority of the cast basically has to sit and block her offense. You can cause people to make really bad decisions without constant use of the Nutpunches. If you knock them down, don't be scared of wakeups. Just run up and block. If you block, punish accordingly. It'll make them think twice about doing it again. Once you've got them conditioned to stop waking up, just keep piling on the pressure to make them panic and continue making bad decisions. These pressure options in conjunction with Gross' safejump setups amplify Cassie's meter management game. You now only NEED to use meter on breakers, EX Guns, and EX Flipkicks to keep yourself safe when necessary. Feel free to add anything I missed, or elaborate on any of the options discussed above.
@Pan1cMode
@Scott The Scot
@Treadmill
@Jer
@gross
@The Magician
@Youphemism
@Syknis
@RiBBz22
@Espio
@SonicFox5000
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