Flying Ass of Doom! Cassie Combos

I don't know if this is already posted in here but:

33B, 236:, 236:, 4BB:A - 85 damage, not JU (like the A+B combo varient), but it requires good timing on the first 236:
 
Well that's a bummer. I was really starting to like 66K, too.

Why shouldn't you like it, its an amesome tool. It tech jumps, kills step, is safe, is big advantage on counterhit, and is a K so it beats things like Asura and Voldo's BS A+B.
 
Why shouldn't you like it, its an amesome tool. It tech jumps, kills step, is safe, is big advantage on counterhit, and is a K so it beats things like Asura and Voldo's BS A+B.

Still, would have been a lot more awesome if it guaranteed 91 damage. Probably a little broken, actually.
 
Idlemind knows these and I think I've actually posted one somewhere before in the thread.

236 236 empty 236 236B 68dmg by itself
236 236 empty 236 1A 58dmg by itself

Both of these are tech traps. The empty 236 is only for timing purposes. If you wanted you could just do the moves by themselves and get the same results. The damage on the first is pretty much the highest you can get from a 236. The reason it works is because the delay causes scaling to reset. The CPU is able to block both but if you test against yourself, doing anything results in you eating the tech trap.

Catch someone with the first one near a wall. It's fun.
 
It should probably be noted that CH 2B+K, 236B does the same amount of damage as a 4BB:A followup but has better oki.

Edit: If it is a combo, CH 2B+K, 8A+K, K does more damage than the 236B followup. a 66B+K followup also does more damage than a 236B.
 
It should probably be noted that CH 2B+K, 236B does the same amount of damage as a 4BB:A followup but has better oki.

Edit: If it is a combo, CH 2B+K, 8A+K, K does more damage than the 236B followup. a 66B+K followup also does more damage than a 236B.

But CH 2B+K into 44B+K does the most (52dmg is always welcome) :sc4cas1:. But I do like doing 22_88K after it, as you can tech trap.
 
But the thing is the combos are different enough that you actually have a decision worth making. To me it seems like her oki game is weak enough without you being put into bt.
 
What is the best way to hit my opponent wir 33_99 B? I really like the combos you can do when this attack hits but im having a hard time try to hit my opponent with it because he will step or block it 95% <.<
Any suggestions when/how i should use this move?
 
What is the best way to hit my opponent wir 33_99 B? I really like the combos you can do when this attack hits but im having a hard time try to hit my opponent with it because he will step or block it 95% <.<
Any suggestions when/how i should use this move?

this is a good question. i also have this problem.
 
What is the best way to hit my opponent wir 33_99 B? I really like the combos you can do when this attack hits but im having a hard time try to hit my opponent with it because he will step or block it 95% <.<
Any suggestions when/how i should use this move?

Use 2K alot, then when you knock them down use 33_99B.
 
What is the best way to hit my opponent wir 33_99 B? I really like the combos you can do when this attack hits but im having a hard time try to hit my opponent with it because he will step or block it 95% <.<
Any suggestions when/how i should use this move?

I generally use it if the other guy thinks I'm going to throw him. So after I knock him down, I'll run up and switch up between grabs, 33_99B, 1A, 22_88B_, etc.

Not sure if it's the best way to use it, but that's what I do.
 
not very useful and very spacing specific, but still kinda cool -
236B W! 2B8B W! 4BB:A W!

W! stands for wall splat.
the 236B W! needs to splat at a medium high height,
the 2B8B W! needs to splat High.

have fun.
 
New (I think) discovery: After landing the final hit of 66B+KAB, 44BB:A is guaranteed.

I just want to second the notion that 66B+KAB,4BB:A does appear to basically be guaranteed if the B knocks down. The 4BB:A will pickup while their feet are still in the air after the knockdown. I have not been able to really space it properly so that it doesn't pickup due to the knockdown distance... so I am willing to say it's guaranteed.

So, this would be a guaranteed CH combo for 66B+KAB.

Attack Counter 66B+KAB,4BB:A = 78 damage with RO potential
Side Dash Counter 66B+KAB,4BB:A = 75 damage with RO potential
Back Dash Counter 66B+KAB,4BB:A = 78 damage with RO potential

If for some reason you manage to land the full string 66B+KAB as an NH, and tacking on the 4BB:A afterwards, this thing can end up doing a pretty silly amount of damage (slightly over 100). The last B is not safe on block though even though it forces crouch...

*ADDENDUM*
I did some further testing and I managed to find a situation where the B knockdown didn't seem to allow for the pickup. If you hit your opponent while they are in a BT state the 4BB:A might not pickup. Seems like any frontal or side attacks though will knock them down in such a way that the 4BB:A then appears guaranteed.

*SECOND ADDENDUM*
Gar. I finally managed to see what Cla was talking about. Basically, if they were back dashing when you land any of the CH's, they can tech normal or backwards (forward and sides still catch) to avoid the 4BB:A. The kicker is that they have to have been in the open when they got knocked down. If you knocked them towards a wall or edge where they don't get the full spacing, then the pickup is unavoidable.

I guess it would be safer to say that this is more of a situationally guaranteed tech trap combo rather than a true combo... *sigh*
 
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