General Casshern Information/Combos

**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

I’m almost positive that super is :hcf::2p:
If not, I’ve been executing it wrong the whole time. =

I think you’re right. I also think the normal one is HCF. My bad, I’ll go ahead and edit that.

I will be adding more to the general stuff tonight as well.

can his super link after his throw. i tried that in training, with the cpu on auto guard, and if you throw, and immediately go into his energy pillar super, the opponent will be just getting up, and backwards to you. it hit everytime, but ill have to try it against a human later

cant, just tried

you can combo the super after the throw if you do a variable hyper combo from the dp super. also with certain partners, cashern can continue comboing after a VHC.

I just tested and the non-super electric punch/charch is-
:qcf::snka:/:snkb:/:snkc:
^you were right the first time lmao

but yeah, the super is-
:hcf::2p:

I guess it doesn’t really matter if you get into the habit of using HCF for both though.
No harm can come out of that unless you suck at executing it. lmao

maybe a dumb question but what does “snkb” mean?

Typos. Supposed to be the B button graphic. My bad. They’re all fixed now, I believe. Thanks.

another baroque combo, with chun as the assist

weak, weak, medium, heavy, qcf medium, baroque, weak, weak, medium, heavy, qcf medium, chun assist, lvl 3 super.

all that shit connects, and gives them a sliver of life left. its bananas. gonna see if i can add in some extra, so it can become a death combo. cash money hern is to strong my dudes.

thats a corner combo. i just tested it out outside of the corner, and after the baroque, you can only do weak, medium, heavy, qcf medium, chun assist, lvl 3. im still testing some things to try to get the two weaks to connect, and alternating other stuff. still though, if you get somebody in the corner with that combo, its curtains

another pretty damaging baroque assist combo with chun in the corner is

weak, weak, medium, heavy, qcf medium, baroque, weak, weak, medium, heavy, medium rising knee, chun assist, jump medium, heavy, ground super.

shit does healthy damage too.

oh, and im sorry. let me address the damage real quick. i was practicing on 40 % of my life gauge red in training mode. so obviously damage will vary. my bad on not posting that

oh, and obviously you can opt for weak, medium, crouching medium, heavy, qcf medium. thats my dumbness

so with chun as an assist, if you catch them with it clean, as i only have tested it on a clean hit, but you can immediately follow with weak, medium, launcher,…whatever you want. i have been able to hit weak, weak, spinning dive kick, ground smash super, but it varies. mess around with it, and you will see. so tired…

oh, and another small combo is, chun assist, weak tiger knee, ground smash super. you can do it with the medium tiger knee, but the super does not hit as clean, or maybe it was me, but im pretty sure, unless your in the corner, it will not hit clean off of a medium tiger knee. so tired…

i like this dude, he alright. i like him with chun so far, because i know i can do lvl 3 supers off her assist, and blah blah. so tired…

casshern sins is a tight anime too

lol good luck getting 40% red

regardless, good stuff

yeah, i know right. lol. so messing around now again in the early am. cassh money ern can do this combo

launcher, weak, weak, medium, medium, dj, weak, heavy, weak ground chop, ground smasher super. it all connects. so instead of just a standard cancel into ground smash super, you can get extra hits by throwing in that chop first. i have not tried it with the medium chop yet.

you can also do all that, and if for any reason you have no meter or whatever, and you didnt want to opt for the weak ground chop, you can also combo in his tiger knee thing with either medium or weak tiger knee. i was just trying silly shit, and it connected somehow. so the combo could be

launcher, weak, weak, medium, medium, dj, weak, heavy, medium tiger knee. i tried to call in a chun assist after the medium ground chop to see if she would randomly scoop him back up for a nice relaunch, and it didnt work. gonna play with baroque cancels to see if i can come up with anything new tonight.

oh, and it doesnt look like i could add in a ground chop to the launcher ender, spinning dive kicks, so it seems your only option so far is to just cancel that into the ground smash super, but ill play around some more. might try to get some random vids up tomorrow. no hd quality

sorry, replace that weak after the double jump with a medium, you can do it with weak, but the ground smash doesnt hit all the time, but if you do medium, heavy, after the double jump, you can hit the light ground chop with ease.

was playing around in training vs the cpu just now. couple things. you can mega crash out of morrigans throw move, if for any reason you need to, and what else. i think thats it, well i wanna test out calling out the friender fire after chuns assist in my baroque combo and see if i can get that to connect.

if you baroque cancel the first hit of the medium dive kick, you can immediately hit weak, and juggle the opponent to your pleasure. the medium dive kick lifts them off the ground, so if you cancel it as soon as the first hit, the opponent will still be in the air, in your in their face to continue comboing as you please.

if you cancel the weak dive kick, you can just follow up the combo of your choice, and it will connect if you baroque cancel the first hit of the weak dive kick.

the first dive kick can only be baroque canceled immediately before the first hit, or you can baroque as soon as the kick is over. didnt find anything useful yet on baroque canceling at the end of the dive kicks for any combos or anything

Basic Combo with Ippatsuman assist (Corner)
:snka::snkb::d::snkb::snkc::qcf::snka: (baroque) :snka::snkb::d::snkb::snkc: (assist) :hcb::snka::dp::2p:

Friender grounded Batsu after the Ippatsuman assist…
21 hits, 23,200 damage on Batsu 10% red life

I’ve also gotten Friender to ground the opponent midscreen after Ippatsuman’s assist but I can never combo into it and the timing is pretty iffy.

Awesome, because I was thinking of making them a team.