Flying Ass of Doom! Cassie Combos

After I use 66B+G I usually do 88KK. It works well, and does 63 dmg (and you can always just do 88K for a tech trap).
 
like i said you have to time it if you do it correct it wont do the actual 1k it will do her like ground sweep with her legs, you can either use 1k,2k, or 3k and it all does the same move.
 
Something I found on the fly when a friend was controlling out of my normal 4BB:A ender. I tested these out in training mode and was unable to break out of them (except for the just ukemi on A+B of course).

33B A+B 236: 236B | 75-79 damage (seems like the lower they are for the 2nd 236B = more damage)

33B A+B 236: 4BB:A | 82-83 damage

Or just to be flashy

33B A+B 236: 236: 236B | 81-82 Damage

33B A+B 236: 236: 4BB:A | 90-92 Damage
 
For wake up I think the 236B ender is prety good too since you recover before they hit the ground, which can lead to a mixup right away. I haven't actually tested this too much yet though, this is just from what I could tell when I used it but was unsure what do to next (I started doing it during the last few games we were playing for the night).
 
wow, i came here now because i'd been doing 33_99b, a+b, 236, 236, 4bb:a since 1.03 came out here in japan and i was thinking there had to be something else better.

yay, and boo, for me.
 
I don't think this has been mentioned but I just landed 236: 236:B 236: my next 236 wasn't just so I don't know if I could have continued it or not.

I'm pretty sure I didn't see it listed so hey maybe it's something new =P
 
I was in the middle of X's stage. I tried to replicate it but so far nothing. It was against Kilik in practice but I got a combo out of it I know.
 
anyone wanna test this out? I accidently did it once in training so I know its possible just never persued it because I play online more than off.. so... lag i cant do it :'(

33_99b,A+B,33_99b,236:,4bb:A

timing on this one is very tricky for the 2nd 33b, as you need it to do a 3rd bounce of course for the 236b which has to be JFd and if im not mistakin the dmg may reset after the 2nd 33b I cant remember though >.<
 
anyone wanna test this out? I accidently did it once in training so I know its possible just never persued it because I play online more than off.. so... lag i cant do it :'(

33_99b,A+B,33_99b,236:,4bb:A

timing on this one is very tricky for the 2nd 33b, as you need it to do a 3rd bounce of course for the 236b which has to be JFd and if im not mistakin the dmg may reset after the 2nd 33b I cant remember though >.<


If the damage reset then you aren't actually comboing. You might just be hitting the second 33B because the opponent is getting up.
 
na you have to hit them as there falling with the second 33b... thats why I cant do it online because the lag keeps me from hitting the again as they are falling and its stops the 3rd bounce... but like I said I may be mistakin on the reset actually I know im mistakin since what you said...

***EDIT***

Okay I know now why it resets its because the 2nd 33b hits them JUST as they hit the ground which means its escapable but only with a JU I believe... either way it may not technically be considered a combo but it you land it its over half a life bar in dmg >.> pretty useful IMO
 
na you have to hit them as there falling with the second 33b... thats why I cant do it online because the lag keeps me from hitting the again as they are falling and its stops the 3rd bounce... but like I said I may be mistakin on the reset actually I know im mistakin since what you said...

***EDIT***

Okay I know now why it resets its because the 2nd 33b hits them JUST as they hit the ground which means its escapable but only with a JU I believe... either way it may not technically be considered a combo but it you land it its over half a life bar in dmg >.> pretty useful IMO


I only went into practice for a second so I may have just been slow but.........I set the dummy's second action to guard to test this. The computer always guarded the second 33B. Now like I said I could be slow, but I think you are just hitting the opponent as they are getting off the ground.
 
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:
 
I haven't tested whether or not the CH 66K stun is shakeable, but CH 66K 66B+KAB does around 91 damage and has pretty amazing ringout potential. And as far as I can tell, 66K is punishable only by AA for most characters. I'd say the risk/reward is worth it, but that's only assuming that the stun isn't shakeable.

If it is, just ignore me. >_>
 
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