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Guide - Hollywood Hollywood, max damage combos

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Hey guys, last thread hasn't been edited since June, as of which there has been multiple changes to Cass, and I really wanted to discuss some combo science with you guys and make a comprehensive list, even if just for my own sake (but for everyone's tho), and I wanted to get down on paper, the highest damage, practical BnBs. By practical, I don't mean easy execution, I simply mean consistent.

E.G. since the run changes, while B12~Flip, RC 212 is consistent, the same combo started with F3 or D/F1 will whiff if not used from point blank range, and one of the strengths of our 50/50 is the range on it, there isn't much on the optimal follow-up when used at range. This is just an example, I'm putting together what I got so far, out there in writing, and if anyone can improve on any of it damage wise please let me know and I'll edit it in.

Also, I often like using ex-Flip to make F3 safe, this gives more room for juggle however and it feels wasted following it up with just the standard meterless follow-up.



Midscreen Openers

Confirmable Advancing/Footsies:
B12~Flip, RC, 212, B12~Nutpunch = 26%

50/50:
D/F1~Flip, RC, B12~Nutpunch = 21%
D/F1~Flip, RC, 212, B12~Nutpunch = 25% (consistent at close range, e.g. after a D3 on hit)
F3~Flip, RC, B12~Nutpunch = 22%
F3~Flip, RC, 212, B12~Nutpunch = 26% (consistent at close range, e.g. after a D3 on hit)
F3~EX-Flip, RC, 21u4, RC, 11, B12~Nutpunch = 31%


Punish/Pressure Highs:
242, 33, B12~Flip, RC, B12~Nutpunch = 31%
B212d1+2~Flip, RC, 212, B12~Nutpunch = 30%

Armor Break Oki:
F44, 33, B12~Flip, RC, F24~Nutpunch = 29%




Corner Openers

Confirmable Advancing/Footsies:
B12~Flip, RC, 121, 21u4, 4~Flip, RC, 123~Nutpunch = 39%

50/50:
D/F1~Flip, RC, 121, 21u4, 4~Flip, 123~Nutpunch = 38%
F3~Flip, RC, 121, 21u4, 4~Flip, 123~Nutpunch = 40%
F3~EX-Flip, RC, F33, 21u4, 4~Flip RC, 123~Nutpunch = 44%



Punish/Pressure Highs:

242, F33, 21u4, 21u4, 4~Flip, RC, 123~Nutpunch = 42%
242, F33, 21u4, 21u4, 21u4, 212~Flip, RC, 123~Flip = 43% (Safejump)
B212d1+2~Flip, RC, F33, 21u4, 4~Flip, RC 123~Nutpunch = 43%

Armor Break Oki:

F44, F33, 21u4, 21u4, 4~Flip, RC, 123~Nutpunch = 41%







So basically wondering... does anyone have any improvements on these? Way to squeeze more damage out? I'm not talking ex-ing the nutpunch or anything like that, I mean actual harder hitting combos? I'ma keep editing this till it's perfect, and stay on it after patches too

 

Scott The Scot

Where there is smoke, there is cancer.
Hey guys, last thread hasn't been edited since June, as of which there has been multiple changes to Cass, and I really wanted to discuss some combo science with you guys and make a comprehensive list, even if just for my own sake (but for everyone's tho), and I wanted to get down on paper, the highest damage, practical BnBs. By practical, I don't mean easy execution, I simply mean consistent.

E.G. since the run changes, while B12~Flip, RC 212 is consistent, the same combo started with F3 or D/F1 will whiff if not used from point blank range, and one of the strengths of our 50/50 is the range on it, there isn't much on the optimal follow-up when used at range. This is just an example, I'm putting together what I got so far, out there in writing, and if anyone can improve on any of it damage wise please let me know and I'll edit it in.

Also, I often like using ex-Flip to make F3 safe, this gives more room for juggle however and it feels wasted following it up with just the standard meterless follow-up.



Midscreen Openers

Confirmable Advancing/Footsies:
B12~Flip, RC, 212, B12~Nutpunch = 26%

50/50:
D/F1~Flip, RC, B12~Nutpunch = 21%
D/F1~Flip, RC, 212, B12~Nutpunch = 25% (consistent at close range, e.g. after a D3 on hit)
F3~Flip, RC, B12~Nutpunch = 22%
F3~Flip, RC, 212, B12~Nutpunch = 26% (consistent at close range, e.g. after a D3 on hit)
F3~EX-Flip, RC, 21u4, RC, 11, B12~Nutpunch = 31%


Punish/Pressure Highs:
242, 33, B12~Flip, RC, B12~Nutpunch = 31%
B212d1+2~Flip, RC, 212, B12~Nutpunch = 30%

Armor Break Oki:
F44, 33, B12~Flip, RC, F24~Nutpunch = 29%




Corner Openers

Confirmable Advancing/Footsies:
B12~Flip, RC, 121, 21u4, 4~Flip, RC, 123~Nutpunch = 39%

50/50:
D/F1~Flip, RC, 121, 21u4, 4~Flip, 123~Nutpunch = 38%
F3~Flip, RC, 121, 21u4, 4~Flip, 123~Nutpunch = 40%
F3~EX-Flip, RC, F33, 21u4, 4~Flip RC, 123~Nutpunch = 44%



Punish/Pressure Highs:

242, F33, 21u4, 21u4, 4~Flip, RC, 123~Nutpunch = 42%
242, F33, 21u4, 21u4, 21u4, 212~Flip, RC, 123~Flip = 43% (Safejump)
B212d1+2~Flip, RC, F33, 21u4, 4~Flip, RC 123~Nutpunch = 43%

Armor Break Oki:

F44, F33, 21u4, 21u4, 4~Flip, RC, 123~Nutpunch = 41%







So basically wondering... does anyone have any improvements on these? Way to squeeze more damage out? I'm not talking ex-ing the nutpunch or anything like that, I mean actual harder hitting combos? I'ma keep editing this till it's perfect, and stay on it after patches too
Looks good. You should add a staminaless combos, you'll wish you had practiced them when you need them!
 

B. Shazzy

NRS shill #42069
I forget man, it's been a while since i've played Cassie. With the rc adjustment making her original midscreen juggles impossible (bonus cassie damage nerfs yay) and recent nutpunch nerf I can't think of anything midscreen besides b1 xx nut enders. i'd even suggest at this point that you choose a different ender on those you have listed unless you ex nut.

that goes especially true for her corner combos. for those i always did starter xx flip, 121, 21u4, 4(?) xx flipkick rc 123 xx flip ...? Something like that, I know it does more damage than the ones you have listed there and provides better follow-ups than nut.

i'll figure it out for sure later today.
 

B. Shazzy

NRS shill #42069
ok you got me they're not always impossible in specific ranges where certain starter hits on certain parts of the screen against certain characters blah, blah...

no one does them for a reason. i didn't mean literally impossible - dont be youphemism jr.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
ok you got me they're not always impossible in specific ranges where certain starter hits on certain parts of the screen against certain characters blah, blah...

no one does them for a reason. i didn't mean literally impossible - dont be youphemism jr.
I dedicated a whole paragraph to explaining that though. Basically if you are using it in the neutral, you are best off going for the consistent RC B12 because you might have been out of range, however if you connect after a D3, you can be sure that the RC 212 will string (or you fucked up). And you can probably confirm the point blank 50/50 connects if you get them in the neutral as well, you have time to recognise that and go into 212.




So you think it's better to end in 123 Flip instead of 123 NP? Isn't the NP more advantage by the time you get back in from a Flip? any secondary opinions from anyone on this?
 

Scott The Scot

Where there is smoke, there is cancer.
ok you got me they're not always impossible in specific ranges where certain starter hits on certain parts of the screen against certain characters blah, blah...

no one does them for a reason. i didn't mean literally impossible - dont be youphemism jr.
Breh. I'm older than Youph. :DOGE
 

Arzumis

Noob
More damaging corner combos

f3~flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 42%

f3~flip, f2, 121, 21u4, 21U4, 212~flip, run 123 flipkick. 43%(Safe Jump)

f3~EX flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 45%

f3~EX flip, f2, 121, 21u4, 21u4, 212~flip, run 123 flip. 46%(Safe Jump)

will post more in a bit
[EDIT]
The safe jumps actually do more damage and require 2 sets of 21u4's
 
Last edited:

Scott The Scot

Where there is smoke, there is cancer.
More damaging corner combos

f3~flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 42%

f3~flip, f2, 121, 21u4, 212~flip, run 212 flipkick. 42%(Safe Jump)

f3~EX flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 45%

f3~EX flip, f2, 121, 21u4, 212~flip, run 212 flip. 45%(Safe Jump)

will post more in a bit
Huh. Never knew thought about using F2. Good shit!
 

N-Zalo

Noob
With the rc adjustment making her original midscreen juggles impossible
Since the 9/1 patch, b1,2xxFlip rc 2,1,2 (or 1,1) is not consistent anymore. That happened when NRS tried to tone down the advantage of canceling specials on block of all characters at once (Liu, Tanya, Jax etc..) and ended up messing the running mechanics of the whole game in the previous 8/29 patch.
I tested countless times that you can't 2,1,2 after any starter if you buffer the run, you have to start running at the precise moment Cassie get her hands off the ground during the flip, and I don't find that to be reliable...
That tells us something I never saw anyone talking about: Buffering run is not the fastest way to start running (at least not for Cassie)
@Scott The Scot
@God Confirm
Have you find any workaround for this? Is there any tech to be consistent on that juggles that I haven't found yet??

Edit: I think you can do 2,1,2 by buffering run after b1xxFlip, 2,1,2xxFlip or flip alone at point blank
 

Scott The Scot

Where there is smoke, there is cancer.
Since the 9/1 patch, b1,2xxFlip rc 2,1,2 (or 1,1) is not consistent anymore. That happened when NRS tried to tone down the advantage of canceling specials on block of all characters at once (Liu, Tanya, Jax etc..) and ended up messing the running mechanics of the whole game in the previous 8/29 patch.
I tested countless times that you can't 2,1,2 after any starter if you buffer the run, you have to start running at the precise moment Cassie get her hands off the ground during the flip, and I don't find that to be reliable...
That tells us something I never saw anyone talking about: Buffering run is not the fastest way to start running (at least not for Cassie)
@Scott The Scot
@God Confirm
Have you find any workaround for this? Is there any tech to be consistent on that juggles that I haven't found yet??

Edit: I think you can do 2,1,2 by buffering run after b1xxFlip, 2,1,2xxFlip or flip alone at point blank
Still works consistently for me. I've been buffering run the whole time. You gotta do it.
 

Cosmos

Noob
never seen anyone do the f2 121 is it hard?
No it's really easy just takes a few minutes in the lab to get used to the timing on f2 as it varies from different launchers.

Not only is it max damage it also doesn't require stamina. I use it from starter into regular flip though so i'm not sure if you would have to do a run from Exflip or could just walk slightly forward.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Since the 9/1 patch, b1,2xxFlip rc 2,1,2 (or 1,1) is not consistent anymore. That happened when NRS tried to tone down the advantage of canceling specials on block of all characters at once (Liu, Tanya, Jax etc..) and ended up messing the running mechanics of the whole game in the previous 8/29 patch.
I tested countless times that you can't 2,1,2 after any starter if you buffer the run, you have to start running at the precise moment Cassie get her hands off the ground during the flip, and I don't find that to be reliable...
That tells us something I never saw anyone talking about: Buffering run is not the fastest way to start running (at least not for Cassie)
@Scott The Scot
@God Confirm
Have you find any workaround for this? Is there any tech to be consistent on that juggles that I haven't found yet??

Edit: I think you can do 2,1,2 by buffering run after b1xxFlip, 2,1,2xxFlip or flip alone at point blank
I don't know if I buffer the run or not I'm unsure my method, all I know is that B12 flip RC 212 is most definitely consistent
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
More damaging corner combos

f3~flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 42%

f3~flip, f2, 121, 21u4, 212~flip, run 212 flipkick. 42%(Safe Jump)

f3~EX flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 45%

f3~EX flip, f2, 121, 21u4, 212~flip, run 212 flip. 45%(Safe Jump)

will post more in a bit
im gunna try these out, thanaks a bunch man, awesome, I had no idea. Post whatever else you got as well
 

ryublaze

Noob
More damaging corner combos

f3~flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 42%

f3~flip, f2, 121, 21u4, 212~flip, run 212 flipkick. 42%(Safe Jump)

f3~EX flip, f2, 121, 21u4, 212~flip, run 123 nut punch. 45%

f3~EX flip, f2, 121, 21u4, 212~flip, run 212 flip. 45%(Safe Jump)

will post more in a bit
These are really good. You can also end with 331 after 212 flip for the hard knockdown.
 

Reauxbot

You think you bad? You aint bad.
My god. She does almost no midscreen damage -_- And it's so weird doing her combos now :/