On a different note. I've been seeing some mentions about cassie having to use a run mechanic or something like that, in order to be properly utilized. Wondering if anyone could clarify what they mean by that? I've been watching some combo vids for her, and I don't really see anyone running in order to get solid combo's with her?
Here's one that I recorded yesterday:
https://youtu.be/8REiC180lDg
However, Cassie's launchers tend to push the opponent a medium to long horizontal distance away from her (exception being {F+BK, BK}, which is not any part of a ground combo and only serves as a launcher). So, in this video, I wouldn't be able to connect with the {Up, BP} slam after {BP, BK, BP}. In fact, I would have been limited to continuing the combo with a string that begins with {F+BP...} or {B+FP...}, as they both feature quick horizontal movement as part of their startup.
This is where the run cancel comes in. In theory, you quickly tap {F, F+BLK} then start the juggle string after you've traveled the desired distance. However, there seems to be strict timing on when you can actually start running after Cassie's launchers. Plus you then have to properly time the juggle WHILE you're running. It's hard, but not impossible. The problem is if you miss your juggle, you MIGHT be open for punishment if your opponent quick rises.
Luckily, damage scaling makes long combo strings really not too worth the effort in the end, unless you're playing at a high level tournament where every point of damage is life or death.