Flying Ass of Doom! Cassie Combos

lobo

Luminario
ALL COMBOS BELOW WORK AS OF PATCH 1.03
DISTINCTIONS FOR PRE-PATCH COMBOS REMOVED


33_99b
**Note: All 33_99B combos into A+B are JF Techable

A+B 236:(B) 236:B
A+B 66A+B
A+B 66A+B (Near Wall) 236:B
236:(B) 66A+B
66A+B
4BB:A

3B

4BB:A
6AAA
236:B

WSB:

236:(B), 236:(B), 236B
236:(B), 236 (B), 4BB:A
66A+B

236:(B)

2B8BAA
236:(B), 66A+B
236:(B), 236:(B), 236:(B), 236:(B)
236:(B), 4BB:A
236:(B), 236B
2A+G_B+G (can be broken)
2BB:K

2B+K CH

2A+G_B+G (breakable)
4BB:A
44B+K

1A

236:B
WS B (close range required)

CH 4AB:

4BB:A
236:B

66B+G:

4BB:A
236:B
44B+K

CH 1K:

4BB:A
236:B

A+B

4BB:A

44B

BT B+K

CHB+KB

BT B+K

CH 22_88AA

4BB:A
236:B

4K:
**Note: 4K Stun is shakeable

6AAA 2B+G (can be broken)
6AAA 236B

CH wsA

2A+B_B+G (can be broken)
236:B

ws[A]:

6AAA 2A+G_B+G
6AAA

66B

236:B
4BB:A
22K BT B+K (strict timing)

CH 66B+K

4BB:A
236:B

Edited for clarity and format. Please inform me of any mistakes.
-Idle
 
Natural Combos List (provided by Lags)

I am not sure why nobody else has bothered to post this, but here are Cass' canned Natural Combos (NC) and Natural Counter Combos (NCC) in no particular order.

For those who are new, a NC means if the first hit was a normal hit, then the remaining string is guaranteed as long as you do not delay the inputs. NCC means that if the first hit was a Counter Hit (CH), then the rest of the string is guaranteed as long as you do not delay the inputs.

Natural Combos:

:A::A:
:A::K:
:6::A::A:
:B::B:
:4::B::B:::A:
:A::+::B:
:6::6::A::+::B:::4:
:3::3:_:6::6:_:9::9::B::+::K::A:
:2::3::6::A::B:
:2::3::6::5::2:_:8::A::B:
:2::3::6::5::2:_:8::B::A::A:
:2::1::4::A::B:


Natural Counter Combos:

:6::A::A::A:
:4::A::B:
:3::A::K:
:B::K:
:2::B::B:::K:
:2::B::8::B::A::A:
:2::2:_:8::8::A::A:
:2::2:_:8::8::K::K:
:3::3:_:9::9::K::K:
:B::+::K::B:
:8::A::+::B::K:
:8::A::+::K::K:
:3::3:_:6::6:_:9::9::B::+::K::A::B:
:3::3:_:6::6:_:9::9::B::+::K::A::K:
:2::3::6::5::2:_:8::K::K:
 
So far so good.

33_99B 66A+B:4
236 4BB:A
Normal hit 236 236 236B
Normal hit 236 2A+G or 2B+G
3B 4BB:A
WSB 236: 236: 236B
236: 236: 66A+B:4
236: 236: 236: 236: 236:
1K CH, 4BB:A
236:B_ 2B,B:K
A+B 4BB:A
44B B+K
B+K B B+K
 
Off the top of my head, but will check em again when I'm off from work.

33B, A+B, 4BB:A - A+B has a habit of wiffing if you're near a wall :(
33B, 4BB:A - does more damage than 236, 4BB:A
3B, 6AAA
236, 2BB - I haven't tried 2BB:K since I can never seem to get this JF but I get this when I hit B a bit faster than G when going for 236, 2B+G (I'm using a stick with only A, B, K, and G bound)
 
i was goin to post some juggles, but almost all of them have been posted already.

cass is beastin in this game. i personally think she's better than soph, easily.

just an imo.


oh!

66K ch, 66a+b:4
22_88a ch, 4bb:a

btw, 4k leaves opponent in a RIDICULOUS stun. no ch required, but it can be shaken out of. BLEH.

4k...

66a+b:4
a+b, 236b
a+b, 4bb:a
2b+k, 2b+g_a+g
66k, 66a+b:4 - this is the most dmg'ing one at 82 dmg with the jf. even without the jf is more than the others or right with them.

really, take your pick.

verify please.
 
Three more:

- 66B+G, 66B+K, 4BB:A OR 236B : I'm pretty sure you can land a second 4BB:A if you got a wall splat at the end.
- 66B, 66B+K, BT B+K : I haven't tested this with 236 yet but it *should* work the same.
- CH 66B+K, 4BB:A : found this one on accident, it deals a healthy 65ish damage.

I'll test the first two a bit more and edit my post later tonight.

This one needs a little more testing:
236, 236, 66B+K

I did this *once* and got a 3 hit combo pop up, I haven't been able to duplicate it since because I completely fail at 236, 236 (not fast enough?) but it looks like you can land a 4BB:A or 236B after 66B+K can anyone verify?
 
66B+G 66B+K 4BB:A seems character dependent. Some people can just roll and get away from it. Some don't seem to get hit at all and some it's guaranteed. Haha. I usually just use 236B so I don't hurt my brain.

66B 66B+K BT B+K also seems a bit character dependent. It's a bit more consistent if you delay the 66B+K a bit. I still just do 236B off 66B though. Off NH 236 it seems to be more or less the same but I think it's techable.

And 236 236 66B+K 236B does work. Not sure why you can't get it? Haha.
 
Thanks for checking those out ShenYu, I did all my testing on mitsurugi/hilde but I do agree with you on 66B+G. 66B+K, 236B; I'm just too used to 4BB:A ending basically EVERY combo so thats the first thing I tend to try.

As for 236, 236 I dunno why I've never been able to land the second, I'm probably just a fraction of a second too late the second 236 just goes over their head as they're falling over from the first. Guess more practice is in order eh?
 
Ok all the posted combos should be organized on the very first post of this thread. Please let me know if you notice any that are missing.

And keep any more combos coming :)
 
Couple things:

I was doing some testing today.
4K, 6AAA, 236B does the same damage as 4K, 236AB which is ~60 dmg.
236, 236, 4BB:A does the same damage as 236, 236, 236B which is again ~60 dmg.

The point: Alternatives for less experienced players like myself, who can't always get the 4BB:A JF. Also, 236AB is much easier to remember in a pinch than 6AAA, 236B.

Second: 33B, A+B, 236AB, I was doing some tests with this and set the CPU to AC backwards, out of 20 tests it escaped the B in 236AB 3 times, all tests were conducted at the center of the stage. Does this mean that the combo is considered AC'able?

Anyway back to the game I'll post more if I notice anything else.
 
Second: 33B, A+B, 236AB, I was doing some tests with this and set the CPU to AC backwards, out of 20 tests it escaped the B in 236AB 3 times, all tests were conducted at the center of the stage. Does this mean that the combo is considered AC'able?
Yes, I would consider that combo AC'able.
 
33_99B, 236:, 66A+B:4

Does more damage than 33_99B, A+B, 66A+B:4 does and can't be escaped.
The timing is pretty difficult though, I haven't got it down consistently yet.
 
I find I have to be pretty close with 1A, 4BB:A to land the 4BB:A. At max range on 1A the 4BB:A whiffs, or maybe I'm just a little late on 4BB:A?
 
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