Cassie Cage

Move List


INPUT COMMANDS
Justice Jab
1
Low Shot
Back+1
Straight Punch
Down+1
Quick Hook
2
Throwin' Blows
Back+2
Backhand
Forward+2
Bloody Knuckles
Down+2
High Kick
3
Glow Burst
Back+3
Spin Kick
Forward+3
Side Kick
Down+3
Roundhouse
4
Cunning Sweep
Back+4
Flick Kick
Forward+4
Steel Toe
Down+4
JUMPING ATTACKS
Cage Jab
1
Double Axe Handle
2
Army Boot
3or4
HOP ATTACKS
Dive Bomb
Up,1orUp,2
Kombat Kick
Up,3orUp,4
GETUP ATTACKS
Flip Kick
Up+2
Nut Punch
Up+3
FLAWLESS BLOCK ATTACKS
Flip Kick
Up+2
Nut Punch
Up+3
THROWS
Toward Throw
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
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


Version 1.27
Last Updated: December 18, 2020

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
  • Fast normals
  • Good zoning
  • Long-ranged normals
  • Slow pokes
  • Slow Fatal Blow

Key Moves

Name Input Description
Whip it Good 1,1,1 High, hit confirmable
No Breaks Back+2,4 11 frame advancing mid, hit confirmable, great range
Shocker Forward+2,1+3 10 frame advancing high, +1 on block, great range, triggers a Krushing Blow on Kounter or Punish
Poppin’ Bubbles Forward+4,1 Fast 9 frame mid, hit confirmable
Dual Wielding BackForward1 High projectile, chargeable
Ball Buster BackDown3 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’ (DownBack1) ability. With the BLB-118 Energy Burst (DownBack4) 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 (BackDown3) 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 (BackForward4) or the Shoulder Charge (BackForward2) ability if equipped.

No Breaks

Cassie’s best move to use in footsies is her No Breaks (Back+2,4) string. Back+2,4 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 Back+2 as a stagger, but will lose the ability to hit confirm. Cassie can also opt to complete the string by using Back+2,4,3 to hit opponents attempting to attack after Back+2,4. If the opponent is hit, the last hit of Back+2,4,3 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 (Forward+2,1+3) string. Forward+2,1+3 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. Forward+2 can be used as well due to being 0 on block. This can be used as a stagger versus opponents who are expecting Forward+2,1+3.

Poppin’ Bubbles

Up-close, Cassie is able to use her Poppin’ Bubbles (Forward+4,1) string. Forward+4,1 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, Forward+4,1 leaves Cassie at -5. Cassie can stagger the string by using Forward+4, which will leave her at -3 on block. Similar to her Back+2,4,3, Cassie can complete the string by using Forward+4,1,2. The final hit of Forward+4,1,2 is a high attack that can hit opponents attempting to attack after Forward+4,1. Despite this, using Forward+4,1,2 is ill-advised due to its high risk and low reward.

Whip it Good

Cassie’s Whip it Good (1,1,1) string is a multi-hitting high attack that’s best used up-close. Each hit of 1,1,1 comes out very fast, making this string great when mixed with throws. On hit, 1,1,1 can be easily confirmed into a combo. If 1,1,1 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 (BackForward4) or Dual Wielding (BackForward1) after 1,1,1 is blocked. It’s important to know which characters can punish 1,1,1 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 124,2,1,1,3 and 2,1,Down+2. While these strings do not lead into a combo, they are much safer than 1,1,1.

Anti-air Glow Burst

Cassie’s Glow Burst (Back+3) is an advancing high attack that can be used to hit opponents out of the air. With its quick start-up and far reach, Back+3 becomes an amazing anti-air attack at mid-range. Cassie can combo off of an anti-air Back+3 by cancelling it into a Special Move such as Kneecappin’ (DownBack1).

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 (BackForward1) 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 Forward+2,1+3, 3,4, or Forward+4,1. 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 Back+1,3 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 3,4 string. 3,4 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 3, which will leave her at +3 on block.

Dual Wielding

Cassie’s Dual Wielding (BackForward1) Special Move is a high projectile that can be charged by holding 1. When charged, it will deal increased damage on all of her attacks involving her gun. These attacks include her Back+1,3,2,1,1,2,Forward+4,1,2, Dual Wielding, and Toward Throw. Charging Dual Wielding can also trigger a Krushing Blow when held for maximum duration. Inputting Down 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 1,1,1,Back+2,4, and Forward+4,1.

Restand

At the end of combos, Cassie is able to restand opponents by using Ball Buster (BackDown3). 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 Forward+4,1 which cannot be escaped. Once the opponent is conditioned to block the Forward+4,1, Cassie can mix this up with a throw.

Up Glow Kick

Cassie’s Up Glow Kick (BackForward4) 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 1,1,1. 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
BackDown2
Adds Control BLB-118 Special Move. Manually fly and attack with BLB-118.
(Air) Bullet Barrage
BackForward1
Adds (Air) Bullet Barrage Special Move. Fire in a straight line while airborne.
Kneecappin’
DownBack1
Adds Kneecappin’ Special Move. Lean back and fire a low shot.
Flippin’ Out
DownBack3
Adds Flippin’ Out Special Move. Leap forward and fire twice below Cassie.
Shoulder Charge
BackForward2
Adds Shoulder Charge Special Move. Charge forward and tackle the opponent.
Flying Glow Kick
BackForward3
Adds Flying Glow Kick Special Move. Grab BLB-118 and fly forward, kicking the opponent.
BLB-118 Advance
Down,Up + Forward
Adds BLB-118 Advance Special Move. Grab BLB-118 and fly in several directions.
BLB-118 Bullet Ricochet
DownBack1
Adds BLB-118 Bullet Ricochet Special Move. Bounce a bullet off of BLB-118.
BLB-118 Energy Bounce
DownBack1
Adds BLB-118 Energy Bounce Special Move. Bounce a bullet off of BLB-118 and create an energy bomb.
BLB-118 Energy Burst
DownBack4
Adds BLB-118 Energy Burst Special Move. BLB-118 flies forward and releases a burst.
BLB-118 Bitchin’ Bubble
DownBack4
Adds BLB-118 Bitchin’ Bubble Special Move. BLB-118 flies forward and creates a damaging bubble.

Kneecappin’

Kneecappin’ (DownBack1) 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 Back+2,4. 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 (DownBack3) 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 1,1,1 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 (BackForward2) is a quick, advancing attack which has even more range than her Back+2 and Forward+2. 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 (BackForward3) 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 (DownUp + Forward) and BLB-118 Escape (DownUp + Back) 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 1,1,1 because it is punishable at -8 on block.

BLB-118 Energy Bounce

BLB-118 Energy Bounce (DownBack1) 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 (DownBack4). 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 Forward+4,1FB after a BLB-118 Energy Burst will yield at least 38% unbreakable damage.

Combos


Beginner

Cassie Cage - Digital Soldier - Beginner Combos

Cassie Cage – Digital Soldier – Beginner Combos


(Air) Bullet Barrage
Kneecappin’
Flippin’ Out

Cassie Cage - Yaas Queen - Beginner Combos

Cassie Cage – Yaas Queen – Beginner Combos


BLB-118 Energy Burst
Shoulder Charge

Cassie Cage - Sups OD - Beginner Combos

Cassie Cage – Sups OD – Beginner Combos


Incomplete

Advanced

Cassie Cage - Digital Soldier - Advanced Combos

Cassie Cage – Digital Soldier – Advanced Combos


(Air) Bullet Barrage
Kneecappin’
Flippin’ Out

Cassie Cage - Yaas Queen - Advanced Combos

Cassie Cage – Yaas Queen – Advanced Combos


BLB-118 Energy Burst
Shoulder Charge

Cassie Cage - Sups OD - Advanced Combos

Cassie Cage – Sups OD – Advanced Combos


Flying Glow Kick
BLB-118 Advance
BLB-118 Energy Bounce

Extra Guides


Fighting Cassie Cage

Fighting Cassie Cage


Gaps & Punishes Cassie’s is -8 on block which can be punished by 7 frame attacks. Be careful when punishing because if Cassie uses a Special Move afterwards, then you will be hit. Cassie’s is +3 on block, however there is a gap before the last hit. This gap is large enough to where you will be able to interrupt with an attack. Flawless Blocking the last hit can also work and is a much ...
Gunshot Corner Pressure (Character Specific)

Gunshot Corner Pressure (Character Specific)


When Cassie Cage Amplifies her Dual Wielding, or , she will fire multiple gunshots. Although these gunshots are highs, they will connect on crouch block against characters with large hurtboxes such as Jax Briggs. If blocked, the gunshots will deal a hefty 5% chip damage. This is best used in the corner as the gunshots will leave Cassie Cage anywhere from +1 to +3 on block. After the gunshots, you will be able to check your ...