General Casshern Information/Combos

Kinda obvious but I figured I should post about it, the knee can be baroque cancelled on the first or second hit of it. If you manage to bait somebody with a medium or light knee you can punish them in the air midscreen with something along the lines of
Jump, :snkb::snkb: DJ :snkb: :qcf::snkc: :dp::2p:
17k damage on Ryu with , 10% red life, 2 hits of medium knee
Probably better options than wasting red life on that though.

Edit
After using a fully charged :qcf::snkc: I followed up with a fierce knee to see If I would get any results, I didn’t give Ryu a knee to the ribs but I infact set him on fire While doing the knee… he was behind me, and after Casshern went midair with the knee, Ryu felt the flames 2 hits 10,800 damage. I’m guessing if your opponent is behind you while doing the knee, they receive a nice flame bath however, Ryu was grounded when it happened.

Wow, so what it looks like is he can hit with his jump jets. I wonder if it’s just that move, or if you can do anything else with similar results (super jump)? Probably not useful, but it’s a thought.

i found a useless ass inf vs gold lightan & ptx. i used casshern+rock but ryu assist works too iirc. do an OTG from as far as possible with 623 super and VHC it. if you do it right, casshern’s 623 super should hit only once, allowing you to run up while the assist is still doing their super and connect 2a infinitely. you can tell easily if you did it right if the opponent is still on their back while they’re getting hit. it’s hard to get the spacing for this though. there’s a chance that this inf might work against normal characters but after some testing i either can’t get the spacing right or its just not possible.

was playing random select in casuals yesterday when i found it. wanted to cap a video of it but it seems like i’m not going to be able to, so i thought i should just post instructions to reproduce it.

Are you sure that was the flames from the knee? I’ve hit people with it before, but it’s never done any damage from me.

The main reason I’m asking is because a bare charged punch by itself does 10,800 on Ryu…

I don’t know whats up with that.
Not 100% sure if the flames do any real damage then. :confused:
At least it’s stylish? <_<

Super Edit
Posted about it wrong, It was 10,8"8"0 damage to Ryu
Small amount of damage, but it’s there

another combo with ryu as the assist

weak, weak, medium, c medium, heavy, qcf medium, ryu assist, weak, weak, medium, c medium, heavy, qcf medium, baroque, weak, medium, c medium, heavy, launcher, weak, medium, heavy dive kick, smash ground super+ryu shinku hadouken, weak, weak, launcher, weak, heavy dive kick, smash ground super+ryu shinku hadouken, weak, weak, launcher, weak, heavy dive kick, ground smash super.

yes, that all connects. so to point out some things. the character can obviously mega crash out of it, because they build guard when getting hit with the combo, and they can mega crash on re launch, but regardless, this combo shows you the potential of the game, and casshern with ryu as an assist. have fun with it

casshern does real well with ryu, espeically since you can get a re launch on tag teaming their supers in the corner, and since you can continue cassherns combos with ryu on an assist right after qcf medium.

im tired

You can follow up his fierce special grab with a dragon punch to a super, but your opponent can air tech the grab upon bouncing on the wall from the grab. There’s no guarantee with it because they never actually have to hit the ground.

So i’ve been toying around with his lvl 3 :wonder:
One way to set it up mid screen without an assist is activating baroque after the 2nd hit of his light knee, you can also baroque out of the first hit but the timing has to be more on point.

In the corner, again without an assist you can use the medium knee and baroque out of the 2nd or first hit into lvl 3.
With the heavy knee you “have” to baroque after the 2nd hit, i’ve tried so many times and it seems impossible to make the lvl 3 connect after the first hit.

And last, vs Morrigan, if you end an air combo with a medium dive kick and pop a lvl 3 immediately after landing you’ll do the the lvl 3 the opposite way you were facing she should land behind you and be unharmed, however when the beam reaches the end of the screen Morrigan does get hit. That only worked VERY close to the corner though. I’ve never got that to work on any character besides her, another way to set that up is with your back very close to the corner, pop a lvl 3, if a person hops over you and behind you into the “safe” spot and walks toward you as it’s ending they will be hit, I don’t see that happening though seeing as it looks they’re overlapping you.

: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.

On the above combo, is the :snka::snka::snkb::snkb: correct?

For some reason I can’t get that part of the combo to come out, instead I ended up changing it to :snka::snkb::snkc: :qcf::snkc: and then upon landing, Burst finisher which comes out to 22 hits.

Is there a certain timing to the AA BB ?

Also, what does DJ mean? Double Jump? Do I double into the screw attack?

All combos tested on Ken the Eagle

Casshern / Souki

The majority of these combos are built around the ability to combo B Friender off of the Casshern/Souki Team Super. Interestingly enough, these combos only seem to be possible if you select Casshern on the selection screen first. (If you select Souki first then Friender comes out and bites the opponent, but flees as opposed to grabbing them. Weird, right?)

Starting w/ Casshern
No Bar, No Baroque
2A, B, 2B, C, Assist, HCB+B, 2A, B, 2B, C, Launcher…

No Bar, Baroque
2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, Assist, HCB+B, 2A, B, 2B, C, Launcher…

3 Bar, No Baroque
RDP+A/B, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher…

2A, B, 2B, C, 2C, DP+C, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher…

2A, B, 2B, C, Launcher, jABB, jAB, QCF+C, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher…

3 Bar, Baroque
RDP+A/B, DP Team Super, HCB+B, 2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, Assist, HCB+B, 2A, B, 2B, C, Launcher…(Arguably the most useful of the Team Super combo variants)

2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, 2C, DP+C, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher… (Arguably the most useful of the Team Super combo variants. With 20% Baroque or more they’re pretty much dead)

2A, B, 2B, C, 2C, DP+C, DP Team Super, HCB+B, 2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, Assist, HCB+B, 2A, B, 2B, C, Launcher…

5 Bar, Baroque
RDP+A/B, DP Team Super, HCB+B, 2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, Launcher, jABB, jAB, QCF+C, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher…

2A, B, 2B, C, 2C, DP+C, DP Team Super, HCB+B, 2A, B, 2B, C, QCF+B, Baroque, 2A, 2A, B, 2B, C, Launcher, jABB, jAB, QCF+C, DP Team Super, HCB+B, 2A, B, 2B, C, Launcher…

IAD C,5B,2B,5C,236B,Baroque,dash,5B,2B,5C,Daimou assist, IAD C,5B,2B,5C,3C,AABB,JBB 236C

30800 on 10% red life, and a little over 29000 if you don’t do the first IAD C. . . Ryu assist works too. . .

can anyone tell me if I can combo 2B into 41236 super?

I think I can. I would test but I’m at work and impatient.

http://d.hatena.ne.jp/video/niconico/sm6087464

Interesting stuff in this video. A dive kick can pick up OTG and put the opponent in a standing state, which means you can do stuff like combo>launcher> j.a,a,b,b,c>land>j,a.dive kick,BBQ>ground combo>launcher>j.a,a,b,b,c>land>j,a.dive kick>assist>b.friender>ground combo>launcher>j.a.a.b.b>drill kick, super

also @ mtran, no it doesn’t.

EDIT: some combos using the dive kick trick, written out.

1st, the one I posted before, I think this is corner only.
:d::snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :snkc:, (land), :u:, :qcf::snka:, BBQ, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :snkc:, (land), :u:, :snkd:(where to put this varies depending on assist), :qcf::snka:, (assist hits), :hcb::snkb:, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :qcf::snkc:, :dp::2p:

2nd, a baroque combo off of the 412a, which we all know is useful.
:bdp::a:, BBQ, :snkd:(again, timing can vary), :u:, :qcf::snka:, :hcb::snkb:, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :qcf::snkc:, :dp::2p:

If you want or if you don’t have red life, you can append a megacrash chain at the beginning of the 1st combo: I think it should look like this:
:d::snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :snka:+:snkb:+:snkc:+:snkd:,(land),:snka:, :snka:, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :snkc:, (land), :u:, :qcf::snka:, BBQ, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :snkc:, (land), :u:, :snkd:(where to put this varies depending on assist), :qcf::snka:, (assist hits), :hcb::snkb:, :snka:, :snkb:, :d::snkb:, :snkc:, :df::snkc:, :u:, :snka:, :snka:, :snkb:, :snkb:, :qcf::snkc:, :dp::2p:

Note - These combos are written out practiced with a roll assist, which has a long stagger. With a ryu/morriga assist or something you probably won’t need the dog, and with other assists, it might not stun long enough for the dog to hit, try it out with your own character.

i cannot get the stupid casshern+roll infinite. How do I do this.

I am doing 2C(sweep), 623C (Special Chop), 236AB P (Duo Super with Roll), jump A Dive Kick (236A in air), and then 2P is always hitting them in the air and not still OTG.

j1n, I finally got this one working and the thing is, the timing is super tight. What I ended up doing was just holding up during casshern’s super, and then inputting qcf+a right when his super ended and he jumped. I think it’s like the souki/karas one in that you probably only have a frame or two to do it, it feels even a little harder, I think that’s probably because there isn’t as much of a visual cue of when you should do it.

EDIT: Ummm…it seems to have a higher success rate if you jump back instead of straight up, also the sequence before the knockdown doesn’t matter, I’ve been able to get it off of a :bdp::snka: in the corner, but not off of anything midscreen, although I’m still trying.

wow I wanna go home and try these. XD

wtf is bbq?

Just another way to say Baroque. I don’t know where the second “b” comes from though?

I can confirm it works mid screen… Sorry, not enough battery for a video, you know how it works anyway… :slight_smile:

http://img26.imageshack.us/img26/8716/p8190813lg0.jpg

Your Mother, I for some reason get it down of a slightly different timing, I guess it’s what you train your timing from. But this method works for me mid screen.

2C > 623C > 41236A+B~P (call Roll team super straight away, no hanging around)

Hold up like Your Mother, ecept allow Casshern to jump all the way to the peak of his jump. As soon as he starts to drop, like litterally a few frames into his drop animation, do 236A. Allow him to reach the ground and slide forward a little before BRQ’ing and 2A repeat.

Casshern is A tier easilly, cheap as nails, practical and ecent damage as comeback combo. It’s a buff in the tiers I NEVER expected. Saying that, I never knew the properties of jumping 236, but yeah, craziness…

And SRK wept… I was really hoping something like this wouldn’t show itself. In Souki’s case you have a character that isn’t equipped with a feasible means to open their opponent up, but now, this shit’s definitely going to make a difference. I have this sneaking suspicion that Casshern/Roll will achieve S status on this stunt alone. I’m assuming, of course, that this combo works off of 421+A/B, and 63214+A? Either way, sick find, I just hope that I’m exaggerating its usefulness.