Casshern tactics - how to play Casshern?

Hey have you seen the casshan* play in the first demo?
at :50 i saw something interesting, he was able to do a jab after a :qcf::snka: can you do this on the jpn version? also what is to stop you from doing another :qcf: :snka: after the second extention?

OK this is actually a little thing that made me angry.

In the current version of TvC, you can’t combo after the denkou punch without a baroque or an assist, BUT, it leaves the opponent in a normal grounded state, allowing Casshern to continue his ground combo. In the movie for the US version, you can jab after it, BUT, it puts the opponent in STAGGER, meaning as soon as you jab them, they become airborne and you are juggling them, which means you can’t continue ground combos normally (which is why you wouldn’t be able to just loop this.) Basically, it makes it easier to combo after, but harder to combo for higher damage.

hmm i see, maybe you can dog cancel it? not sure if there is enough time however, this would really mess up my favorite combo to do with casshern

I guess ill have to baroque before the electric punch on the :snkc: instead

Yeah if you could grab with the dog after the denkou stagger, that would be an instant infinite, so I’d have to say no on that one, unless they really wanted to make him a lot better quick.

I’ve been mucking about with a Casshern/Tekkaman team lately. Any good tips for getting unblockable traps?. I’d like a good way to get the opponent in the unblockable, so I can go into otg ryuusai kick into denkou punch super followed by tekkaman disco super DHC.

Casshern pretty much compliments anyone who has decent OTG hitting moves it seems.

Ok apparently the stagger is only for the B electric punch so its all good

I’m having trouble approaching with Casshern. What should I do? I’ve been messing around with Casshern/Volnutt.

I can only suggest IAD C, air dive kick followed with an assist or BRQ.

Also, spam frienders and assists as you jump/dash around