Cass combo thread

genghis_chan

[11] Champion
Here is my contribution not much but its a beginning i hope you like it.


While in divine force: b(2)~1A+B~214 . K~6B+K . A

Note: you can also swap b(2) for 22/88B this does even more damage than initiating with b(2). it seems that b(2) can be better utilized after your opponent misses a GI.
 
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b4k4

[10] Knight
'Sup peeps.

I've been labbing stuff on my own time. I'd post it here, but I probably won't keep coming back to update. However, I've created a Google doc that I'll be updating over time. It's still a work in progress, for sure, but you can all access it here if you want to see the work I've done so far.

Cassandra Combo Document
 

b4k4

[10] Knight
I've completed the standard combo starters for Cassie in my above linked document. It's clocking in at over 200 lines of combos now, so it's quite extensive. There's a lot of good stuff in there, so I highly recommend taking a look if you're exploring Cassie tech.

I will be adding the following in future revisions over the next couple of days:
Lethal Hit combos
Wall combos
BBB combos (if you are not yet aware, BBB is absolutely bonkers broken in juggles right now, e.g. 3B, BBB, DF 1A+B, 8B+K is guaranteed for 90 damage plus a TS mixup)

BBB combos are almost certain to be patched out of the game soon, but they are very much a real thing for now. You should be able to AC it, but if you time the BBB low to the ground, they can't AC it in any direction (I've tested them all). It gives you a free DF charge mid combo, and gets you the DF 1A+B relaunch into following options, which are a little limited because you've already spent your hard knockdown in the combo.

Anyway, that's all I've got for today! Please take a look at the combo doc I linked - I've put a lot of work into it over the last few days, and I'm sure you'll find some things you didn't know if you take some time to explore it.

Cheers!
 

ottockwu

[08] Mercenary
SC 3A+B,3A+B [95dmg][Consume 2 unit of fuel]
SC 2A+B,2A+B [70dmg][Consume 2 unit of fuel]
SC 2A+B,1A+B [72dmg][Consume 2 unit of fuel]
SC 1A+B,2A+B [68dmg][Consume 2 unit of fuel]
 

b4k4

[10] Knight
Ok, found some interesting stuff with iWS B combos.

The timing of iWS B will change the damage depending on whether your opponent hits the ground or not. Here's an example:

DF 2A+B, iWS B, 4K, 236:B = 70
DF 2A+B, iWS B (perfect timing), 4K, 236:B = 81 damage

You have to delay the iWS B until they touch the ground. It's still guaranteed.

Edit: Upon further testing, the damage variance is a property of DF 2A+B, not iWS B.
 
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b4k4

[10] Knight
I'm just going to post what I've worked on so far here, in case people don't want to look at the actual combo document I linked.

BTW, you really should look at it, because I will be continuing to update it over time. That said, here's what it contains as of right now, in case anyone is coming to this thread looking for info. Some of it is already needing correction, such as the notes on RO / W! properties of some combos ending with 6B+K:A, which can be AC'd, but the combos listed here all work and have been tested.

LEGEND - Standard SC Notation, but there are a few new conventions for Cassie, and one unique notation I use.
DF = Divine Force
TS = Titanic Struggle
( ) = Round parentheses denote whiffed, blocked, or irrelevant attacks. For example, CH (3A)K. CH 3AK is a combo, but doesn't lead to the follow ups that CH (3A)K does - this notation is used to express the opponent blocking the first hit, and getting CH by the second.

Edit - Fixed formatting.

StarterEnderDamageNotes
CH (3A)K236:B46
66BB46
6B+K:A54Drains guard
DF 1A+B, 8B+K65Restores guard, Goes to TS
DF 1A+B, 214K, 6B+K:A67Restores guard, Drains guard (x2), RO / W! to the right
DF 1A+B, 214K, SC 236:A+B81Restores guard, Drains guard, Possible extensions near walls
DF 1A+B, CE76Restores guard, Drains guard, Charges DF
WS [A]6BB, 236:B60
6BB, 6B+K:A65Drains guard
DF 6BA+B68
2BB:K59Angles right for RO / W!
DF 2BA+B, 236:B68
A6AA, 236:B59Angles right for RO
A6AA, 6B+K:A62Drains guard, Angles right for RO / W!
A6AA, SC 236:A+B73Angles right for RO, Possible extensions close to walls
A6AA, DF 1A+B, 8B+K67Restores guard, Goes to TS
A6AA, DF 1A+B, 214K, 6B+K:A70Restores guard, Drains guard, RO / W! to the right
A6AA, DF 1A+B, 214K, 236:A+B78Restores guard, Drains guard, possible extensions close to walls
6BB, SC 236:A+B75Possible extensions close to walls
CE76Drains guard
DF CE86
4A (aGI)W!Possible wall combos, Leaves opponent BT in high splat, Charges DF
(8A)K236:B41Whiffs at longer ranges
66BB44Whiffs at longer ranges
SC 236:A+B68-70Very spacing dependent, possible for 2nd hit to wiff. Not recommended
(BB)B / 4B+K66BB54Drains guard
9KK56Drains guard
DF 2A+B, 236:B67Drains guard, Restores guard
SC 214A+B67Drains guard
DF 2A+B, SC 236:A+B87Drains guard, Restores guard, Possible extensions by walls
DF CE85Drains guard, Restores guard, Whiffs at longer ranges
(BB)B6 / 4B+K68B+K58Drains guard, goes to TS
4K, 236:B61Drains guard
4K, 6B+K:A65Drains guard (x2)
iWS B, 6K65Farthest forward RO range (6B+K:A will allow them to AC back to stage)
iWS B, 4K, 236:B71Drains guard
iWS B, 4K, 6B+K:A76Drains guard (x2)
iWS B, 4K, SC 236:A+B88Drains guard, potential extensions by walls
DF 236AA+B, 236:B67Drains guard, Restores guard
DF 1A+B, 8B+K73Drains guard, Restores guard, goes to TS
DF 1A+B, 4K, 236:B74Drains guard, Restores guard
DF 1A+B, 4K, 6B+K:A77Drains guard (x2), Restores guard, RO / W! to right side
DF 1A+B, 214K, 236:B79Drains guard (x2), Restores guard
DF 1A+B, 214K, 6B+K:A83Drains guard (x3), Restores guard, RO / W! to right side
CE82Drains guard (x2)
DF 1A+B, CE86Drains guard (x2), Restores guard
DF CE91Drains guard, restores guard
DF 6BA+B78Drains guard, Restores guard
DF 1A+B, 214K, SC 236:A+B95Drains guard (x2), Restores guard, possible extensions near walls
CH [ B] (2nd hit)236:B57
7KK58Use 7K, 9K will jump over and 2nd hit will whiff.
6B+K:A64Drains guard, RO / W! to the right
1A+G80Can be escaped
2A+GK67Can be escaped, goes to TS
DF 1A+B, 8B+K74Goes to TS, Restores guard
DF 1A+B, 214K, 6B+K:A81Drains guard (x2), Restores guard, RO / W! to the right
DF 1A+B, CE85Drains guard (x2), Restores guard
DF 1A+B, 214K, SC 236:A+B91Drains guard, Restores guard, possible extensions near walls, 2nd hit of SC 236:A+B may whiff at some ranges
B[2]1_2A+G68Guaranteed back throw, charges DF
7KK49Non-DF combo vs. Voldo/Asta who can break the backthrow
1[ B]53Goes to TS, Side swap. Catches all Ukemi directions, but not no-tech. You can Step Left and 1[ B], but then they can tech it.
DF 1A+B, 8B+K66Restores guard, goes to TS
DF 1A+B, 214K, 6B+K:A74Drains guard, Restores guard, RO / W! to the right
DF 1A+B, CE77Drains guard, Restores guard, Charges DF, CE can whiff at point blank if done too early
DF 1A+B, 214K, SC 236:A+B86Drains guard, Restores guard, possible extensions near walls
(6B)[ B]236:B52
6B+K:A60Drains guard
SC 236:A+B73Possible extensions near walls
3B4K, 236:B57
4K, 6B+K:A62Drains guard, RO / W! to the right
214K, 6B+K:A71Drains guard (x2), RO / W! to the right, Close range 3B only, otherwise use 4K combo
BBB, DF 1A+B, 8B+K92Damage varies. BBB timing needs to be tight, but can catch all AC directions. Goes to TS. This is definitely going to get patched out, so enjoy it while it lasts. Idk who came up with this, but my friend mentioned he learned it through Heaton. BBB is easier to land at long range, and harder at close range. Even at point blank with optimal AC (Left), you can still catch them with PERFECT timing. Maybe, further testing shows this might not work. IDK, community is split 50/50 right now on whether this is real. Time will tell, but abuse it while you can.
DF 6BA+B75Restores guard
214K, DF 2A+B, 236:B79Drains guard, Restores guard
4K, DF 1A+B, 8B+K70Restores guard, Goes to TS
4K, DF 1A+B, CE79Restores guard, Drains guard. Note that you cannot combo a second 4K / 214K to extend this combo: the engine has a hard cap on one hard knockdown per combo.
214K, DF 2A+B, SC 236:A+B100Drains guard, Restores guard, possible extensions near walls
CH DF 2BA+B236:B87Restores guard
6B+K:A93Restores guard, Drains guard, RO / W! to the right
SC 236:A+B107Restores guard, possible combo extensions near walls
4B (aGI)w!Low wall splat combo, 6B+K:A extensions possible with wall 45 degrees to left side, Charges DF
FC 3B (aGI)W!Wall splat combos yield higher damage than FC 3B:4 follow up
CH 3K1_2A+GGuaranteed crouch throw attempt
2A26
SC19Guaranteed SC activation into stumble
CH 1K66BB39
236:B39
6B+K:A46Drains guard
DF 1A+B, 8B+K54Restores guard, Goes to TS
DF 1A+B, 214K, 6B+K:A59Restores guard, Drains guard, RO / W! to right side
DF 1A+B, CE63Restores guard, Drains guard, Charges DF, Must delay CE input or CE will whiff under opponent
DF 1A+B, 214K, SC 236:A+B66Restores guard, Drains guard, possible combo extensions near walls
4K236:B40Whiffs at long range
66BB42
6B+K:A49Drains guard, Whiffs at long range, RO / W! to right side
SC 236:A+B63Possible extensions near walls
A+B8B+K58Goes to TS
4K, 6B+K:A65Drains guard, RO / W! to right side
iWS B, 4K, 236:B71
iWS B, 4K, 6B+K:A76Drains guard
iWS B, 4K, SC 236:A+B88
iWS B, 6K65Option for RO
CE82Drains guard, Charges DF
DF CE91Restores guard
DF 6BA+B78Restores guard
DF 236AA+B, 6B+K:A70Restores guard, Drains guard, Max range forward carry, RO / W! to right side
DF 236AA+B, SC 236:A+B77Restores guard, RO / W! to the front, possible extensions near walls
DF 3A+B6[6]BAB, 66BB94You need to time the run for the first hit of 6[6]BAB - too early and you'll whiff, too late and it won't combo
6[6]A+B:486Charges DF
6[6]BAB, 236:A+B110Possible extensions near walls
DF 2A+B, 4A+B, DF 1A+B, DF 6BA+B111SC required. This is in no way practical, as the "sweet spot" to get DF 3A+B to combo with DF 2A+B is very, very small. Do not attempt this in a match. Still, swag.
DF 2A+B44K, 236:B84
44K, 66BB86
4A+B, 6B+K:A81Drains guard (x2)
iWS B, 4K, 236:B70 - 81Damage varies depending on timing of iWS B - See notes section for details
iWS B, 4K, 6B+K:A74 - 85Damage varies depending on timing of iWS B - See notes section for details
iWS B, 4K, SC 236:A+B86 - 98Damage varies depending on timing of iWS B - See notes section for details
iWS B, 6K73Option for RO
44K, DF 1A+B, DF 6BA+B114Soul Charge required
44K, DF 1A+B, 8B+K105Soul Charge required, Goes to TS
44K, DF 1A+B, SC 236:A+B115Soul Charge required
44K, DF 1A+B, DF CE120Soul Charge required
DF 1A+B66BB65Restores guard
DF 2A+B, 236:B88Restores guard, Requires Soul Charge
DF 2A+B, SC 236:A+B104Restores guard, Requires Soul Charge, Possible extensions near walls
8A+B (Quake)AAA37
3K, 1_2A+GGuaranteed low throw attempt
A6AA, 236:B47Only at closer ranges. AAA at longer ranges
A6AA, 6B+K:A51Drains guard, RO / W! to right
A6AA, DF 1A+B, 214K, 6B+K:A64Drains guard (x2), RO / W! to right
A6AA, DF 1A+B, CE65Drains guard (x2), Charges DF
A6AA, DF 1A+B, 214K, 236:A+B72Drains guard, restores guard, possible combo extensions near walls
(B+K)[ B]BT B+K49Charges DF
CH 2B+K1_2A+GGuaranteed grab attempt
236:B39
6B+K:A47Drains guard, RO / W! to right side
DF 1A+B, 214K, 6B+K:A66Restores guard, Drains guard, RO / W! to right side
DF 1A+B, CE68Restores guard, Drains guard, Charges DF
DF 1A+B, 8B+K63Restores guard, Goes to TS
DF 1A+B, 214K, SC 236:A+B73Restores guard, Drains guard, possible combo extensions near walls
WS B+K8B+K52Goes to TS
iWS B, 4K, 236:B62
iWS B, 4K, 6B+K:A67Drains guard
iWS B, 4K, SC 236:A+B84
214K, 236:B64Drains guard
214K, 6B+K:A68Drains guard (x2), RO / W! to right side
CH 22_88AA6B+K:A77Drains guard
236:B63
SC 236:A+B92
CH 11_44_77AW!RO / W! to left side
(66BA)B236:B51
66BB53
SC 236:A+B77Potential combo extensions near walls
22_88B1_2A+GGuaranteed throw attempt
236:B52
6B+K:A59Drains guard
SC 236:A+B73
DF 1A+B, 8B+K71Restores guard, Goes to TS
DF 1A+B, 214K, 6B+K:A77Drains guard, Restores guard
DF 1A+B, 214K, 236:A+B86Drains guard, Restores guard
DF 1A+B, CE81Restores guard, Drains guard, Charges DF
11_44_77B236:B53
6B+K:A61Drains guard
SC 236:A+B74Restores guard, Potential combo extensions near walls
66Kw!Low wall splat combos
CH 22_88KKW!2nd hit leads to wall splat combos
22_88[K] (2nd hit)W!2nd hit leads to wall splat combos
11_44_77K236:B61
6B+K:A71Close range only.
SC 236:A+B88
22_88_33_66_99B+KBT B+K44Charges DF
iWS B, 4K, 236:B75
iWS B, 4K, 6B+K:A80Drains guard
iWS B, 4K, SC 236:A+B92
iWS B, 6K69Option for reverse RO
11_44_77B+KW!Leads to wall splat combos. Shallow hits give better follow up potential than deep hits at the wall.
33_66_99A+G66BB59
7KK59
6B+K:A64Drains guard
DF 1A+B, 8B+K72Restores guard, Goes to TS
DF 1A+B, 214K, 6B+K:A83Restores guard, Drains guard (x2)
DF 1A+B, CE86Restores guard, Drains guard, Charges DF
DF 1A+B, 214K, SC 236:A+B91Restores guard, Drains guard
DF 236AA+B236:B52
6B+K:A55Drains guard
236:B1A43
W!Wall splat combos
236K2K42Guaranteed at closest range. Otherwise, backwards ukemi escapes 2K
214BB2A48
(214B)[ B]4K, 6B+K:A72Drains guard, 214K leaves them too far for 6B+K:A to connect, except in front of walls.
iWS B, 4K, 236:B78
iWS B, 4K, 6B+K:A84Drains guard
iWS B, 4K, SC 236:A+B98Possible combo extensions near walls
214K66BB53
DF 2A+B, SC 236:A+B92Potential extensions near walls.
 
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b4k4

[10] Knight
Noob Q: How do you jf 236b for the 2nd hit? I see the cmd as 236a+b but is there some trick to it?
Can you explain what you meant by that? 236B and 236:B don't have second hits.

There is SC 236:A+B. That one is only available while you're in Soul Charge (hence, SC 236:A+B). Is that what you were talking about? I might've forgotten to put the SC part in some of the notation.
 

shinsanity

[01] Neophyte
Can you explain what you meant by that? 236B and 236:B don't have second hits.

There is SC 236:A+B. That one is only available while you're in Soul Charge (hence, SC 236:A+B). Is that what you were talking about? I might've forgotten to put the SC part in some of the notation.
Oh, I meant that. I wasn't aware of the SC difference. Thanks and sorry about that.
 
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Ukkesh

[11] Champion
Found a 148 combo (156 in SC)
I am by no means a competitive player, but it might be worth a look. It's a bit specific but the damage is undeniable.

You need to be on low health and guard stamina for it to work.

Legend just in case I'm using the wrong notations.

WC: while crouching
CH: Cyclops hammer

It's:
WC8K(LH)_8B+K_CH(LH)_CE
 

b4k4

[10] Knight
LH A+B, B+G!, 214 K, 1B hold, A_4A 107 Dmg
The 1[ B] can be escaped by left Ukemi in my testing. I was testing on Groh - who are you testing on?

That said, LH A+B, B+G is fire tech. Thanks for bringing that up. It gave me the idea for this one:

LH A+B, B+G, iWS B, 214K, 6B+K:A = 102 damage guaranteed. Nice.

Edit: I should note that the above combo also drains, like, 40% of your guard meter lol. Use at your own risk ^_^.
 
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b4k4

[10] Knight
LH Combo Section of the Cassandra Combo Guide is now complete. Transcription below:


StarterEnderDMGNotes
LH b66BB, 236:B69
6BB, 6B+K:A74Drains guard
6BB, SC 236:A+B85
2BB:K67RO / W! to the front and right
DF 6BA+B77
DF 2BA+B, 236:B77
DF 2BA+B, 6B+K:A80
DF 2BA+B, SC 236:A+B88Requires active SC
DF 1A+B, 8B+K69Restores guard, Goes to TS
DF 1A+B, CE80Charges DF
LH FC 8KiWS B, 4K, 236:B81
iWS B, 4K, 6B+K:A88Drains guard
iWS B, 8B+K77Goes to TS
iWS B, 6K72For forward RO
iWS B, 4K, SC 236:A+B103
iWS B, DF 6BA+B99Restores guard, delay required before DF 6B input or it will whiff
iWS B, CE102Drains guard
iWS B, DF CE112Restores guard
LH A+BB+G, iWS B, 4K, 236:B90214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges
B+G, iWS B, 4K, 6B+K:A96214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges
B+G, iWS B, 4K, SC 236:A+B110214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges
B+G, iWS B, 6K86For forward RO
B+G, iWS B, CE105Drains guard, Charges DF
B+G, iWS B, DF CE112Restores guard
LH 4B+KiWS B, DF 2A+B, 236:B78
iWS B, DF 2A+B, 6B+K:A82Restores guard, Drains guard
DF 2A+B, iWS B, 6K72For forward RO
DF 2A+B, iWS B, 4K, SC 236:A+B86This has criminal forward RO / W! range. Just sayin'
DF 2A+B, DF 1A+B, iWS B, 4K, SC 236:A+B91Swag. Requires active SC
DF 2A+B, iWS B, CE81Restores guard, Drains guard, Charges DF
LH SC 4B+KBDF 2A+B, 236:A+B90
DF 1A+B, iWS B, DF 6BA+B90
DF 1A+B, iWS B, DF 236 AA+B, SC 236:A+B93Swag
DF 1A+B, iWS B, DF CE96
LH 66K6BB, 66BB69Nice
6BB, 6B+K:A72Drains guard
2BB:K66For RO / W!
DF 6BA+B76Restores guard
DF 2BA+B, 6B+K:A79Restores guard, Drains guard
DF 2BA+B, SC 236:A+B88Restores guard
LH 44B+K44K, 236:B83
iWS B, 8B+K78Goes to TS
iWS B, DF 6BA+B93Must delay 6B string or it will whiff
iWS B, DF 2A+B, 6B+K:A95
44K, SC 236:A+B103
iWS B, DF 2A+B, SC 236:A+B113This could do more damage - this combo is really inconsistent. Technically possible, but would not recommend using in a match.
iWS B, CE97Side switch! This was a random find. Time too early, and it whiffs under. Time it so they land on you, and CE switches sides. Neat!
iWS B, DF CE101
LH AS BDF 2A+B, 236:B71
DF 2A+B, SC 236:A+B91
DF 1A+B?TBDThis route may be possible near edges/walls. Requires further testing
LH AT B3BSee 3B combos
2BB:KW! combos
DF 2BA+BWhy not? See DF 2BA+B combos
LH AT BB2A50Glorious. Seriously though, us either LH AT B or LH AT B[ B]
LH AT B[ B]4K, 236:B69Nice
8B+K68Goes to TS
4K, 6B+K:A70Drains guard, Honestly probably not worth the extra point of damage
iWS B, 4K, 236:B74Tight iWS timing
iWS B, 4K, 6B+K:A76Drains guard
iWS B, 4K, SC 236:A+B85
iWS B, DF 6BA+B81Delay 6B string or it will whiff
iWS B, 6K71For forward RO
iWS B, CE82Drains guard, Charges DF
iWS B, DF CE86Restores guard
LH TS A_B_KDF 6BA+B120Damage assumes 6[K] starter
DF CE131Damage assumes 6[K] starter
4K, 1A+B, CE115Damage assumes 6[K] starter. I mean, you could do this, but why?
4K, 1A+B, iWS B, 6K113Insane forward RO range. This is the only reason to use this route, otherwise you get more damage for an easier combo with above options
LH TS 4A_B_K236:B105Damage assumes 6[K] starter. Very tight buffer
SC 236:A+B131Damage assumes 6[K] starter. Very tight buffer
LH RE A3B...See 3B combos, though optimization varies due to scaling. Will test later.
2BB:KW! options
DF 2BA+B...See CH 2BA+B options
CE88Drains guard, Charges DF
DF CE95Restores guard
LH RE [A]NoneThis seems like a wasted opportunity for damage just to charge DF. I strongly recommend using LH RE A instead.
LH RE B2BB:K83Possible W! and RO options
3AK, DF 1A+B, iWS B, 4K, 236:B78All that for a drop of blood?
66BAB, 236:B90
66BAB, SC 236:A+B99
DF 6BA+B91Restores guard
CE97Drains guard, Charges DF
DF CE104Restores guard
LH RE KDF 3A+B67This is objectively sweet.
 
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b4k4

[10] Knight
I hope you folks are refreshing my combo sheet every so often, because there's lots of spicy new tech in there.

66A+G, DF 1A+B, iWS B, 4K, 6B+K:A = 85 damage.

You're welcome ^_^
 

Windstar

[13] Hero
So I've found that most any launcher Cass initiates can be followed up with a Divine Force combo. So this means that things like 6BA+B, 2BA+B, among others are really good for simple combos with a lot of damage applied for what is really simple combos.