Rage of The Dragons/Cassandra/Movelist

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< Rage of The Dragons‎ | Cassandra
Revision as of 04:57, 10 December 2024 by Kinov (talk | contribs) (→‎Command Normals)
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Move List Showcase

Movelist

Impact

Snka.gifSnkb.gifSnkc.gifSnkc.gifSnkd.gif

(Air) Snka.gifSnkb.gifSnkc.gifSnkc.gifSnkd.gif

Command Normals

F.pngSnkb.gif

Df.pngSnkb.gif

Special Moves

(Air) Qcb.pngSnkb.gif/Snkd.gif - Fallen Angel

Dp.pngSnka.gif/Snkc.gif - Angel Slash

Qcf.pngSnkb.gif/Snkd.gif - Illusion

Hcb.pngSnka.gif/Snkc.gif - Innocence

Super Moves

Qcb.pngHcf.pngSnka.gif/Snkc.gif - White Wave

(Air) Qcf.pngHcb.pngSnka.gif/Snkc.gif - White Wave


Close Normals

cl.A
ROTD Cassandra clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 8 +1 0
cl.B
ROTD Cassandra clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 16 -7 -8
cl.C
ROTD Cassandra clC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 2 15 -1/+2 -4

Cassandra's fastest heavy.

cl.D
ROTD Cassandra clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 20 -6/-3 -9

Deals more damage and stun than her other heavies and comes out as fast as cr.C. Her go-to after a jump-in.

Standing Normals

st.A
ROTD Cassandra stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 7 +2 +1
st.B
ROTD Cassandra stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 2 18 -9 -10
st.C
ROTD Cassandra stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
11 2 19 -5/-2 -8
st.D
ROTD Cassandra stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 4 21 -9/-6 -12

Crouching Normals

cr.A
ROTD Cassandra crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 8 +1 0
cr.B
ROTD Cassandra crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +3 +2

A low Cassandra can use for pressure, including staggers, tick throws and fishes for 6B. Chains into itself and confirms into 623A.

cr.C
ROTD Cassandra crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 15 +4 -2

Cassandra's furthest-reaching heavy. Links from 6B on crouching opponents.

cr.D
ROTD Cassandra crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 2 18 KD -3

Jumping Normals

j.A
ROTD Cassandra jA.png
Damage Guard Stun Cancel
8 Mid 6 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 14 - - -

A jump attack which behaves like it's grounded, this can be blocked low but not in the air. This prevents Cassandra from getting into air block wars or getting air thrown. This is an excellent tool for tick throws, and if positioned in such a way Cassandra lands in front before they hit the ground (e.g. with a hop), she may even be able to go for a 50/50.

j.B
ROTD Cassandra jB.png
Damage Guard Stun Cancel
10 High/Air 8 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 10 - - -

Cassandra's instant overhead of choice. From a hop, this will hit everyone crouching except Pupa, and Cassandra can cancel into j.214K for a knockdown. Lenience varies with crouch heights.

nj.C
ROTD Cassandra njC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
4 12 - - -

Reaches deeper than j.B, but outclassed as an instant overhead because it starts slower.

j.C
ROTD Cassandra jC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
7 12 - - -
nj.D
ROTD Cassandra njD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 10 - - -
j.D
ROTD Cassandra jD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
7 10 - - -

In addition to this being Cassandra's de facto jump-in, she can also hop forward and IOH crouching Cassandra and taller, acting as an effective 11f overhead. This not only deals more damage than jump B, but the cancel window is much easier. However, it is too slow to be used after a typical Illusion air reset, which leaves you at +9 — use jump B for this purpose instead.

Command Normals

6B
ROTD Cassandra 6B.png
Damage Guard Stun Cancel
12 High 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
25 6 15 +3/+7 -4

A slow overhead. Heavy attacks will push her out too far for this to connect, but she can cancel from lights or use resets to jail into it. Links into cr.C and Duplex on crouching hit.

3B
ROTD Cassandra 3B.png
Damage Guard Stun Cancel
12 Low 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
13 8 17 -6 -12

A low-hitting slide. Helps glue combos together, but can also be used to approach. After a jump-in, you may need to microwalk the close heavy to get this to connect.

Throws

4/6C
ROTD Cassandra throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Throws the opponent behind her.

System

Tag-In
ROTD Cassandra clD.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-7 invuln) 2 25 KD -10
Guard Cancel
ROTD Cassandra njD.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-20 invuln) 8 17 KD -8

Really bad range for a guard cancel, but plenty invincible.

First Impact
ROTD Cassandra CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 3 32 KD -18

From Air Impact, Cassandra can cancel into air super or link into 623C. None of her command normals juggle. She should only use Ground Impact to tag her ally in mid-combo or for Illusion mixups.

Duplex Attack
ROTD Cassandra run.png
236CD
ROTD Cassandra 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 60 29 KD -13

Your partner must be alive and able to tag in.

Damage Guard Stun Cancel
27 (27 with Oni) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar.

Special Moves

Fallen Angel
ROTD Cassandra j214K.png
j.214B/D
Damage Guard Stun Cancel
20 Mid/Air 10 -
Startup Active Recovery Adv. Hit Adv. Guard
1 Until landing 13 KD -

Instant spinning divekick. Can be used with the TK technique (2147B) to build meter insanely fast. Strength determines the angle.

Angel Slash
ROTD Cassandra 623P.png
623A/C
Damage Guard Stun Cancel
16 Mid/Air 4 -
Startup Active Recovery Adv. Hit Adv. Guard
9 (1-11 invuln) 3 27 KD -13

For the A version, only the last hitbox is active. This is Cassandra's main way to end combos on the ground. Functions as a reversal but can be air blocked.

Damage Guard Stun Cancel
22 (8+4+10) Mid/Air 3×3 -
Startup Active Recovery Adv. Hit Adv. Guard
5 2+3+3 27 KD -13

The C version is not a reversal, and although it deals more damage if all hits connect, you will most often get just the last hit, which 623A both outdamages and outstuns. However, it is the optimal move to use in juggles, where all three hits will connect.

Illusion
ROTD Cassandra 236K.png
236B/D
Damage Guard Stun Cancel
20 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
22 20 13 -1 -7

A teleport. Cassandra disappears, but her hurtbox is still active. She reappears in front of the opponent when she either bumps into the opponent or travels for far enough. On the ground, there's no real reward on hit, and on block it gets a quick punish. The only combo into this is from 6B, but you'd rather take the knockdown with 623A every time. From a Ground Impact combo or a Tag-In, however, you'll be left with an air reset where Cassandra is plus and can go for 50/50s. For this, the B version is only useful in the corner, as otherwise it will push Cassandra too far.

Damage Guard Stun Cancel
20 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
22 20 13 0 -7

Cassandra teleports behind u. She's neutral on hit, and on block it's immune to guard cancels. For air resets midscreen, this is the go-to, as it will leave Cassandra right behind them and ready for a 50/50. For IOH super, you will want to delay the input so it doesn't get crosscut.

Innocence
ROTD Cassandra 63214P.png
63214A/C
Damage Guard Stun Cancel
26 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
8 20 13 KD -

High/mid counter. When triggered, Cassandra goes all WWE and pile drives the opponent. Once in a blue moon, a glitch may occur where the opponent teleports in front of her and both are left at neutral, which happens if it hits outside of her grabbox.

Super Moves

White Wave
ROTD Cassandra j2363214P.png
j.2363214A/C
Damage Guard Stun Cancel
40 (5+10+25) High/Air, Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 (1-13 invuln) Until landing, (9)+2×6 37 KD -30

Exactly the same as the grounded version, except the input is mirrored and the damage is spread to fit the new divekick hit. This, in the most literal sense, is an instant overhead; it hits as deep as j.B, but because it comes out on frame 1 (it activates before the flash), it can even hit Pupa ducking. You can tiger knee from the last input to get it as low to the ground as possible, but the range is short.

Damage Guard Stun Cancel
60 (5+15+40) High/Air, Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 (1-15 invuln) Until landing, (11)+2×9 41 KD -40

Less safe than the ground version. From an Air Impact, the middle hit will miss either depending on the character or if you cancel into it late.

White Wave
ROTD Cassandra 2141236P.png
2141236A/C
Damage Guard Stun Cancel
40 (10+30) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-15 invuln) 2×6 37 KD -30

This move has a huge vertical hitbox, but lacks any significant horizontal range; in Impact combos, Air Impact into the air version is preferred because, on top of Ground Impact building less meter, this one has a nasty tendency to miss. It also doesn't combo from anything grounded at all. As a reversal, it's fairly slow.

Damage Guard Stun Cancel
60 (20+40) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-15 invuln) 2×6 41 KD -34

Sometimes better to use than the air version if you're worried about damage scaling, but from an Impact, only do it in the corner where it won't miss.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann