**General Information about Casshern’s Normals, Specials and Supers:
NORMALS **
:snka: : Basic jab.
:d::snka: : Basic crouching jab.
:snkb: : Just a basic punch, looks a lot like Ken’s close MP from 3rd strike.
:d::snkb: : Crouching chop, hits mid.
:r::snkb: : Casshern kicks forward. I have not found any real way to link any thing after this move, but it can be special or super cancelled. Hits mid.
:snkc: : Casshern chops forward, has 2 hits, both mid. Can combo into the down-forward C launcher off of the second hit, and the second hit can be super-cancelled or special cancelled as well, but this cannot be cancelled off of the first hit.
:d::snkc: : Standard sweep - hits low.
:df::snkc: : Downward chop, launches on hit, follow by hitting up. Can be special or super cancelled on hit or block - hits mid.
Jumping :snka: : Sticks his hand out, nothing really of note with this normal.
Jumping :snkb: : Casshern kicks forward, seems to be his best air-to-air poke, given the slow speed of Jumping C.
Jumping :snkc: : Brings both of his hands downwards. Pretty strong damage, and good from IAD pressure.
SPECIAL MOVES
:qcf: :snka:/:snkb:/:snkc: : Casshern Dashes forward a bit, does an electric punch. A and B versions are good for extending combos, can be cancelled into the Dragon Punch Super or the Combo super, can also be cancelled into Baroque - if you baroque cancel, you have time to dash in and perform the ground chain ending in the launcher, or a super. The C version uncharged will knock down. If you hold the button, it will charge the super and become an unblockable - Casshern will grab the opponent and throw them to the other side of the screen. Unless charged C, all versions of this hit mid. Charged C will also grab the giants and ignore their hyper armor.
:dp: :snka:/:snkb:/:snkc: : Casshern jumps forward a bit, and chops the ground. Green stuff flies out, and will also hit - hits fairly high. It is of note for ground chains ending in sweep that all 3 versions OTG. Hits mid.
:l::d::db: :snka:/:snkb:/:snkc: : Casshern does a rising knee. The A version will go upwards for a short ways, but barely forwards at all, and the C version will go forward about half of the screen - all 3 versions of this move are overhead. A very important note is that while Casshern is in the beginning of his jump for the knee, he cannot be hit out of the move.
:hcb: :snka: : Casshern calls out Friender - the dog comes out from the side of the screen to Casshern’s back and will hit in an arc around Casshern with his claws - hits overhead.
:hcb: :snkb: : Casshern calls out Friender - Friender dashes out from the side of the screen to Casshern’s back, and on grounded hit will grab the opponent - can be blocked, and if it hits them in the air, will just do a single hit, no grab. Hits mid. Will cause hitstun on giants.
:hcb: :snkc: : Casshern calls out Friender - Friender comes out from the side of the screen to his back, stands next to him and breathes fire. Hits mid.
Note for all Friender calls: The dog must be off the screen totally to call him back again, and after he performs his action will run back to the side he came out from. The dog can be hit as well, and if hit, he will run back without performing the action.
In air :qcf: :snka:/:snkb:/:snkc: : Casshern performs a drill kick - the lighter the button the less hits and the more narrow the angle. The C version will cause hit-stun on the giants. Will link into the DP super, even on OTG. Has to be fairly low midscreen, but any height works in the corner for linking the super.
SUPERS
:hcf: :2p: : Casshern performs a 3 hit combo with his electric punches, and if the 3rd hit connects it will knock them up into the air, and Friender will hit them, and it will be followed up with Casshern’s knee. This super has a fair amount of start-up, however, and I would not recommend using it outside of a combo. If blocked, they have ample time between the 2nd and 3rd hits to knock you out of the super. Hits overhead. Costs 1 meter.
:dp: :2p: : Casshern slams the ground, and a pillar of energy forms around him. This super will hit OTG, but you cannot use it to stop most IAD pressure because of the startup on it, unless done early. Costs 1 meter.
:bdp: :2p: : Casshern shoots a beam of energy at the opponent - if it hits, it will trigger a cutscene ending with Casshern clutching his head and doubling over - Casshern will still grab his head and double over even if this is blocked, though. Very unsafe. I would not recommend using this very much because it can be ducked under, it isn’t particularly hard to hit him out of, and it barely does any more damage than his 1 meter combos.
GENERAL STRATEGY
By no means, take this as anywhere near a complete strategy for Casshern. This is just what I have been able to come up with in training mode, thinking about the game while at work, and the sessions I’ve had with other people. It will take a lot more time and communication amongst the Casshern players to have a more complete guide.
Casshern seems to be a fairly well-rounded character. He has pretty decent speed, but he isn’t as fast as Viewtiful Joe or Karas. He is certainly strong, and can do 17k damage without any baroque, meter or use of assists with a full ground chain ending in an aerial rave. However, his forte remains on the ground, where a lot of his options lie. Here are some of your options for approaching and trying to get in on the opponent:
- IAD j.B or j.C
- A Friender (Overhead)
- B Friender (Grab on hit)
- C Friender (Hits mid, however, if you are close to the opponent, you can use the block stun or hit stun to connect a charged dash punch, or combo them regularly at your leisure.)
- Rising knee (Overhead - this can also be used as a protection off of an advanced guard if you have done something unsafe, because it will absorb hits on part of the way up. It will require practice to get the timing down though. - Additionally, if you hit with a knee and are in the corner, you can do an air combo if you call out an assist.)
- Charged C Dash Punch (This has a fair amount of startup, but it is not hard to cover yourself while you do it. For example, you can cancel a sweep into it, and then call out an assist. The general idea is to keep the opponent occupied with other things as much as you can while you charge it.
One important thing to remember when pressing with Casshern is that a lot of his stuff is very unsafe. If you have your thunder punches, your ground smashes, or the knees blocked, you are almost guaranteed to eat a combo. Be wary of that, and constantly keep your opponent guessing about what you are going to do next.
So you’ve hit an opponent, and gotten a knockdown. Awesome. So where do you go from here? There are several options.
- If you have hit your opponent with a knock down move that doesn’t have long recovery, like a sweep or a charged dash punch, you can connect with a ground smash OTG.
- Begin trying to set up for a Charged C Dash punch to knock them down again.
- Standard high-low mixup using Friender, Knees, Crouching B/C, etc.
That’s a general idea with offense. So moving onto defense, what are your options while blocking?
- The knee. Remember that it has armor on it at the beginning of his jump.
- Friender. Friender is awesome on defense as well as offense because even if YOU get hit while calling him out, he still comes. I recommend mostly using the A version of Friender while on defense because it will hit people out of IADs, and is the least likely to get smacked and run away, since he is in the air.
If you don’t want to rush down with Casshern, turtling is also a possibility thanks to Friender. You can run away and throw out Friender based on the situation, to try and keep them off of you. It’s great to know this if you’re low on life, and afraid to just approach them outright. Both the A and B Frienders will knock down on hit, so if you can land a random hit with them while running away, then you can set up your offense while they are on the ground, pissed off at your dog.
That’s it for now, but I will continue updating it as I find out more information, and with posts made in this thread/forum as well!
COMBOS
:snka::snkb::d::snkb::snkc: (2 hits) :df::snkc: :u: :snka::snka::snkb::snkb: DJ :snka::snkb::qcf::snkc: (Optional :dp::2p: on landing) Pretty basic aerial rave, does solid damage. Make sure you start hitting them early on the way up after the launcher, or you will fall too low to finish the combo with the drill kick.
- 17,303 damage on Ryu
:snka::snkb::d::snkb::snkc: (2 hits) :qcf::snka: xx :hcf::2p: - Costs 1 meter.
- 19,436 damage on Ryu
:qcf::snkc: *CHARGED :dp::snkc: - First hit grabs them and flings them across the screen, then OTG them with the ground smash.
- 14,248 damage on Ryu
Midget combo - :d::snka::d::snka::snkb::snkc:(Only 2nd hit connects) :df::snkc::u::snka::snkb::snkb: DJ :snka::snkb::qcf::snkc:
- 15,451 damage on Roll
Basic Baroque Combo - :snka::snkb::d::snkb::snkc::qcf::snka: Activate, Dash in :snka::snkb::d::snkb::snkc::df::snkc::u::snka: :snka::snkb::snkb: DJ :snka::snkb::qcf::snkc:
- 10% Red Life - 22,696 damage on Ryu
- 20% Red Life - 28,021 damage on Ryu
Another Baroque Combo (This only works if you don’t have an assist that launches) - :snka::snkb::d::snkb::snkc::qcf::snka: Activate, Dash in :snka::snkb::d::snkb::snkc::snkd:(Call in after first hit) Dash in again :snka::snkb::d::snkb::snkc::df::snkc: :u: :snka::snka::snkb::snkb: DJ :snka::snkb::qcf::snkc:
- 10% Red Life - 26,776 damage on Ryu
- 20% Red Life - 36,245 damage on Ryu