lionheart21
Its Game Over, Man
Digital Soldier Cassie Cage
Offense (4/5): Has two very solid strings in B243 and F41 that are both safe on block and both can be staggered to set up throws. Like her dad, her Nutkick is a reliable restand to end combos with, although not as plus on hit as Johnny's Nutpunch. Her B1 and F3 aren't very reliable low starters due to them both being 18 and 19 frames and easy to poke out of, but both work well as whiff punishers, particularly B1, which launches when used as B1,3. Only one of her strings has a gap that can be Flawless Blocked (F3,4,3), but there's no real need to complete the string. AMPed Up Glow Kick can also be used after a blocked string to become safe on block. However, I had to deduct a point because her corner game is lacking.
Defense (3/5): Her crouching pokes are nothing to write home about, and the same can be said about her wakeup attacks.
Neutral (5/5): She's known as the Neutral Queen for a reason. She's got some of he best mids in the game with her F2, which can confirm into her F2, 1+3 as a Krushing Blow on counter, and her F4, which has solid range, is 0 on block, and can confirm into her F4, 1, which ends in an overhead; both can confirm into her AMPed Kneecappin, her main combo extender. She has a standing 1 that is 7 frames and a 10-frame B3, and both can lead into a full combo when used as an anti-air. Her Kneecappin and Air Bullet Barrage is where she really shines and helps to improve her already excellent neutral game, but that's more related to the next section.
Zoning/Counter-Zoning (5/5): Kneecappin is pretty much her best special move in this variation due to the versatility of it. You can zone the opponent well with it due to its speed and it's an excellent counter-zoning tool since Cassie ducks down and is able to beat out virtually every projectile in the game; her Air Bullet Barrage and Up Glow Kick can be used to prevent opponents from jumping in. With her tools, Cassie players can help dictate the pace of the matchup, although teleport characters can give her a hard time since they don't need to respect her zoning game.
Damage (3/5): With some great Krushing Blows and her AMPed Kneecappin, Cassie can easily do close to 30% for a bar. However, it is important to note that Cassie should always have at least one bar of meter due to how reliant she is on meter to deal damage. If she doesn't have meter, she's gonna have issues in dealing damage due to her lack of 50/50s. And her Fatal Blow is one of the worst in the game
Final Score: 20/25
Offense (4/5): Has two very solid strings in B243 and F41 that are both safe on block and both can be staggered to set up throws. Like her dad, her Nutkick is a reliable restand to end combos with, although not as plus on hit as Johnny's Nutpunch. Her B1 and F3 aren't very reliable low starters due to them both being 18 and 19 frames and easy to poke out of, but both work well as whiff punishers, particularly B1, which launches when used as B1,3. Only one of her strings has a gap that can be Flawless Blocked (F3,4,3), but there's no real need to complete the string. AMPed Up Glow Kick can also be used after a blocked string to become safe on block. However, I had to deduct a point because her corner game is lacking.
Defense (3/5): Her crouching pokes are nothing to write home about, and the same can be said about her wakeup attacks.
Neutral (5/5): She's known as the Neutral Queen for a reason. She's got some of he best mids in the game with her F2, which can confirm into her F2, 1+3 as a Krushing Blow on counter, and her F4, which has solid range, is 0 on block, and can confirm into her F4, 1, which ends in an overhead; both can confirm into her AMPed Kneecappin, her main combo extender. She has a standing 1 that is 7 frames and a 10-frame B3, and both can lead into a full combo when used as an anti-air. Her Kneecappin and Air Bullet Barrage is where she really shines and helps to improve her already excellent neutral game, but that's more related to the next section.
Zoning/Counter-Zoning (5/5): Kneecappin is pretty much her best special move in this variation due to the versatility of it. You can zone the opponent well with it due to its speed and it's an excellent counter-zoning tool since Cassie ducks down and is able to beat out virtually every projectile in the game; her Air Bullet Barrage and Up Glow Kick can be used to prevent opponents from jumping in. With her tools, Cassie players can help dictate the pace of the matchup, although teleport characters can give her a hard time since they don't need to respect her zoning game.
Damage (3/5): With some great Krushing Blows and her AMPed Kneecappin, Cassie can easily do close to 30% for a bar. However, it is important to note that Cassie should always have at least one bar of meter due to how reliant she is on meter to deal damage. If she doesn't have meter, she's gonna have issues in dealing damage due to her lack of 50/50s. And her Fatal Blow is one of the worst in the game
Final Score: 20/25