Table of Kontents

Move List
INPUT COMMANDS |
Justice Jab
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Low Shot
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Straight Punch
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Quick Hook
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Throwin' Blows
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Backhand
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Bloody Knuckles
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High Kick
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Glow Burst
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Spin Kick
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Side Kick
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Roundhouse
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Cunning Sweep
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Flick Kick
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Steel Toe
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JUMPING ATTACKS
|
Cage Jab
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Double Axe Handle
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Army Boot
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HOP ATTACKS
|
Dive Bomb
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Kombat Kick
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GETUP ATTACKS
|
Flip Kick
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Nut Punch
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FLAWLESS BLOCK ATTACKS
|
Flip Kick
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Nut Punch
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: January 27, 2021
Strategy

Cassie Cage is a well-rounded character with fast advancing attacks and strong zoning tools. Cassie has multiple long-reaching normals that allow her to outspace her opponents. She also has great up-close attacks, with her fastest mid coming out in 9 frames. At farther ranges she’s able to control space and zone enemies out with her gunshots and drone projectiles. All of these tools combined make Cassie a very versatile character that excels in all areas.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Whip it Good | ![]() ![]() ![]() |
High, hit confirmable |
No Breaks | ![]() ![]() ![]() |
11 frame advancing mid, hit confirmable, great range |
Shocker | ![]() ![]() ![]() ![]() |
10 frame advancing high, +1 on block, great range, triggers a Krushing Blow on Kounter or Punish |
Poppin’ Bubbles | ![]() ![]() ![]() |
Fast 9 frame mid, hit confirmable |
Dual Wielding | ![]() ![]() ![]() |
High projectile, chargeable |
Ball Buster | ![]() ![]() ![]() |
Combo ender, restand, +2 or more on hit |
Combo Starters
- Kneecappin’
- BLB-118 Energy Burst
Cassie can launch opponents for a combo by using the Kneecappin’ () ability. With the BLB-118 Energy Burst (
) ability equipped, Cassie can stun opponents long enough to combo off of. This is useful as it allows her to deal unbreakable damage to the opponent. It should be noted that Kneecappin’ will not combo when done in the corner.
Combo Enders
- Ball Buster
- Up Glow Kick
- Shoulder Charge
The standard way to end combos with Cassie is to use her Ball Buster () move. Ball Buster is a restand that will leave Cassie at least +2 on hit, depending on how high the opponent is at the end of the combo. This is usually done to prevent opponents from using wake-ups while knocked down. For maximum damage, combos can be ended with Up Glow Kick (
) or the Shoulder Charge (
) ability if equipped.
No Breaks
Cassie’s best move to use in footsies is her No Breaks (+
,
) string.
+
,
is an 11 frame advancing mid attack that can be safely hit confirmed into a combo. On block, it will leave Cassie at -4. Cassie can stop the string short by using
+
as a stagger, but will lose the ability to hit confirm. Cassie can also opt to complete the string by using
+
,
,
to hit opponents attempting to attack after
+
,
. If the opponent is hit, the last hit of
+
,
,
will trigger a Krushing Blow. Use this string with caution because the last hit is a high and can be punished if the opponent ducks underneath it.
Shocker
Another strong move to use in footsies is Cassie’s Shocker (+
,
+
) string.
+
,
+
is a 10 frame advancing high attack. While it does not lead into a combo, it leaves Cassie at +1 on block. It also triggers a Krushing Blow if it hits as a Kounter or Punish.
+
can be used as well due to being 0 on block. This can be used as a stagger versus opponents who are expecting
+
,
+
.
Poppin’ Bubbles
Up-close, Cassie is able to use her Poppin’ Bubbles (+
,
) string.
+
,
is a 9 frame mid attack that can be safely hit confirmed into a combo. The 2nd hit of this string is an overhead which can catch opponents off guard. On block,
+
,
leaves Cassie at -5. Cassie can stagger the string by using
+
, which will leave her at -3 on block. Similar to her
+
,
,
, Cassie can complete the string by using
+
,
,
. The final hit of
+
,
,
is a high attack that can hit opponents attempting to attack after
+
,
. Despite this, using
+
,
,
is ill-advised due to its high risk and low reward.
Whip it Good
Cassie’s Whip it Good (,
,
) string is a multi-hitting high attack that’s best used up-close. Each hit of
,
,
comes out very fast, making this string great when mixed with throws. On hit,
,
,
can be easily confirmed into a combo. If
,
,
is blocked, Cassie will be at -8 and can be punished by characters with a 7 frame attack. To counter opponents for punishing, use a Special Move such as Up Glow Kick (
) or Dual Wielding (
) after
,
,
is blocked. It’s important to know which characters can punish
,
,
and which can’t. Against characters without a 7 frame attack, Cassie can safely use this string without being punished.
Other strings Cassie can use up-close are ,
,
,
,
and
,
,
+
. While these strings do not lead into a combo, they are much safer than
,
,
.
Anti-air Glow Burst
Cassie’s Glow Burst (+
) is an advancing high attack that can be used to hit opponents out of the air. With its quick start-up and far reach,
+
becomes an amazing anti-air attack at mid-range. Cassie can combo off of an anti-air
+
by cancelling it into a Special Move such as Kneecappin’ (
).
Corner
Cassie lacks the ability to combo in the corner unless she has the BLB-118 Energy Burst ability equipped. Because of this, it’s best to use Dual Wielding () after hitting an opponent with an attack in the corner. If Amplified, Cassie will be at +11 on hit. This can then be followed up with a guaranteed
+
,
+
,
,
, or
+
,
. Once opponents are conditioned to block after the Amplified Dual Wielding, they can then be thrown for a mix-up.
There are a couple of strings that Cassie can use to combo in the corner. Cassie’s +
,
string is a low attack that launches the opponent up for a combo. This string is very risky though as it is -11 on block and should rarely be used. A more viable string Cassie can use in the corner is her
,
string.
,
is a high attack that launches the opponent up for a combo when done in the corner. If blocked, it will leave Cassie at 0 and create a decent amount of pushback. Cassie also has the option to stop the string short and use
, which will leave her at +3 on block.
Dual Wielding
Cassie’s Dual Wielding () Special Move is a high projectile that can be charged by holding
. When charged, it will deal increased damage on all of her attacks involving her gun. These attacks include her
+
,
,
,
,
,
,
+
,
,
, Dual Wielding, and Toward Throw. Charging Dual Wielding can also trigger a Krushing Blow when held for maximum duration. Inputting
will allow Cassie to save the charged shot for later use. Dual Wielding can be charged while zoning if the opponent ducks in anticipation to the gunshot.
Due to Cassie’s lack of combo potential in the corner, it’s a good idea to use Dual Wielding and Amplifying it to keep opponents standing while dealing a good amount of damage. When Amplified, Dual Wielding will leave Cassie at +11 on hit. This is especially useful when hitting the opponent in the corner with attacks that she cannot combo off of such as ,
,
,
+
,
, and
+
,
.
Restand
At the end of combos, Cassie is able to restand opponents by using Ball Buster (). Depending on how high the opponent is at the end of the combo, Ball Buster can leave Cassie anywhere from +2 to +6 on hit. Cassie can then follow this up by using
+
,
which cannot be escaped. Once the opponent is conditioned to block the
+
,
, Cassie can mix this up with a throw.
Up Glow Kick
Cassie’s Up Glow Kick () is a quick upwards attack that can be used to hit airborne opponents. When Amplified, Cassie will drop down on the opponent and will be at a slight disadvantage. Throwing out Up Glow Kick in the neutral can be an easy and safe way to attack opponents due to how much space it covers. Up Glow Kick can also be used up-close after blockstrings such as
,
,
. However, this can be quite risky because the 2nd hit of Up Glow Kick can be Flawless Blocked and punished. When using Up Glow Kick, it’s a good idea to mix up the regular and Amplified versions, making it difficult for opponents to punish.
Note: It is possible for the opponent to punish both the regular and Ampified Up Glow Kick with proper timing on their Flawless Block, therefore Up Glow Kick can still be very risky to use up-close.
Abilities
Control BLB-118 ![]() ![]() ![]() ![]() Adds Control BLB-118 Special Move. Manually fly and attack with BLB-118. |
(Air) Bullet Barrage ![]() ![]() ![]() ![]() Adds (Air) Bullet Barrage Special Move. Fire in a straight line while airborne. |
Kneecappin' ![]() ![]() ![]() ![]() Adds Kneecappin' Special Move. Lean back and fire a low shot. |
Flippin' Out ![]() ![]() ![]() ![]() Adds Flippin' Out Special Move. Leap forward and fire twice below Cassie. |
Shoulder Charge ![]() ![]() ![]() ![]() Adds Shoulder Charge Special Move. Charge forward and tackle the opponent. |
Flying Glow Kick ![]() ![]() ![]() ![]() Adds Flying Glow Kick Special Move. Grab BLB-118 and fly forward, kicking the opponent. |
BLB-118 Advance ![]() ![]() ![]() Adds BLB-118 Advance Special Move. Grab BLB-118 and fly in several directions. |
BLB-118 Bullet Ricochet ![]() ![]() ![]() ![]() Adds BLB-118 Bullet Ricochet Special Move. Bounce a bullet off of BLB-118. |
BLB-118 Energy Bounce ![]() ![]() ![]() ![]() Adds BLB-118 Energy Bounce Special Move. Bounce a bullet off of BLB-118 and create an energy bomb. |
BLB-118 Energy Burst ![]() ![]() ![]() ![]() Adds BLB-118 Energy Burst Special Move. BLB-118 flies forward and releases a burst. |
BLB-118 Bitchin' Bubble ![]() ![]() ![]() ![]() Adds BLB-118 Bitchin' Bubble Special Move. BLB-118 flies forward and creates a damaging bubble. |
Kneecappin’
Kneecappin’ () is a quick projectile that is great for keeping opponents at bay. It also gives Cassie the ability to duck underneath high projectiles while zoning opponents out. At close quarters, Kneecappin’ can be used to counter opponents attacking after blockstrings such as
+
,
. While risky, it can lead into a full combo if Amplified. The Amplified Kneecappin’ can also be difficult to punish as Cassie will roll backwards while performing the move. It’s a good idea to mix up both regular and Amplified Kneecappin’ to keep opponents guessing on how to punish.
Note: With proper defense, it is possible for the opponent to punish both the regular and Amplified Kneecappin’.
Flippin’ Out
The Flippin’ Out () ability allows Cassie to leap over the opponent and fire at them from above. Flippin’ Out is safe on block and can be directed close, mid or far. It’s best to use the Far Flippin’ Out to create as much distance from the opponent as possible. This can be a useful way to switch positions with the opponent and escape the corner. This also prevents Cassie from being punished after
,
,
on block. It should be noted that while this move is safe on block, opponents can punish Cassie by preemptively walking or dashing to avoid the gunshots.
Shoulder Charge
Shoulder Charge () is a quick, advancing attack which has even more range than her
+
and
+
. The Amplified Shoulder Charge also triggers a Krushing Blow if the opponent blocks late. Shoulder Charge can be used in the neutral to stop opponents from moving. Despite the fact that it is -16 on block, it can be difficult to punish. Opponents must be quick to react in order to punish Shoulder Charge due to how fast the move is.
Flying Glow Kick
Flying Glow Kick () is an advancing high attack that covers a long distance. It also triggers a Krushing Blow if it hits as a Kounter or Punish. If blocked, Cassie will be at -8, but is safe due to pushback. Flying Glow Kick can be used in zoning to stop advancing opponents. It is especially useful after a blocked BLB-118 Energy Bounce because the BLB-118 Energy Bounce is heavily advantageous on block. If the opponent attempts to move after blocking the BLB-118 Energy Bounce, they will be hit by Flying Glow Kick.
Cassie’s Flying Glow Kick is very deadly while she has a Fatal Blow. If the opponent is hit by a Flying Glow Kick, it can be cancelled directly into her Fatal Blow for high unbreakable damage. The opponent will not be able to use a Breakaway to escape because the Fatal Blow will break the opponent’s armor. The great thing about this is that the Fatal Blow will only come out if the opponent is hit by the Flying Glow Kick. If the opponent blocks the Flying Glow Kick then Cassie will not use her Fatal Blow and will remain safe.
BLB-118 Advance / Escape
BLB-118 Advance () and BLB-118 Escape (
) allow Cassie to leap into the air and either attack the opponent from above or retreat to a safe distance. BLB-118 Advance gives Cassie the option to pressure opponents when used after blockstrings. It can then be followed up with a jump attack to continue Cassie’s offense. In contrast, BLB-118 Escape can be used after blockstrings to run away from the opponent without putting Cassie at risk. This is especially useful when done after
,
,
because it is punishable at -8 on block.
BLB-118 Energy Bounce
BLB-118 Energy Bounce () is a slow low projectile that can be directed close, mid or far. On block, BLB-118 Energy Bounce is +23, +24, and +34 respectively.
BLB-118 Energy Bounce can be useful up-close for pressure. Since it does not disappear if Cassie is hit, it can be used somewhat safely. Opponents must react quickly and jump out in order to escape. It’s best to mix up which attack BLB-118 Energy Bounce is used after to stay unpredictable.
BLB-118 Energy Burst
Cassie gains the ability to obtain unbreakable damage using BLB-118 Energy Burst (). BLB-118 Energy Burst will temporarily stun the opponent, long enough for Cassie to combo off of it. This allows Cassie to combo while keeping the opponent on the ground and not have to worry about the opponent escaping via Breakaway. If Cassie has a Fatal Blow, then doing
+
,
FB after a BLB-118 Energy Burst will yield at least 38% unbreakable damage.
Variations
(Air) Bullet Barrage ![]() ![]() ![]() ![]() Adds (Air) Bullet Barrage Special Move. Fire in a straight line while airborne. |
Kneecappin' ![]() ![]() ![]() ![]() Adds Kneecappin' Special Move. Lean back and fire a low shot. |
Flippin' Out ![]() ![]() ![]() ![]() Adds Flippin' Out Special Move. Leap forward and fire twice below Cassie. |
BLB-118 Energy Burst ![]() ![]() ![]() ![]() Adds BLB-118 Energy Burst Special Move. BLB-118 flies forward and releases a burst. |
Shoulder Charge ![]() ![]() ![]() ![]() Adds Shoulder Charge Special Move. Charge forward and tackle the opponent. |
Flying Glow Kick ![]() ![]() ![]() ![]() Adds Flying Glow Kick Special Move. Grab BLB-118 and fly forward, kicking the opponent. |
BLB-118 Advance ![]() ![]() ![]() Adds BLB-118 Advance Special Move. Grab BLB-118 and fly in several directions. |
BLB-118 Energy Bounce ![]() ![]() ![]() ![]() Adds BLB-118 Energy Bounce Special Move. Bounce a bullet off of BLB-118 and create an energy bomb. |
Extra Guides
![]() Character Specific Gunshot Corner PressureWhen Cassie Cage Amplifies her Dual Wielding, or , she will fire multiple gunshots. Although these gunshots are highs, they will connect on crouch block ... |
![]() Fighting Cassie CageGaps & Punishes
Cassie’s is -8 on block which can be punished by 7 frame attacks. Be careful when punishing because if Cassie uses a ... |