General Casshern Information/Combos

That’s awesome. Yeah my thought is that you have to time it so that it hits at the same frame or two as a broom hit, same as with souki/karas. So that would mean you can either catch a super early one, or hit the next one with your strategy.

Also I confirmed earlier that the sequence of/from the KD doesn’t matter, I hit it with just a :bdp::snka: :qcf::2p::snkd: :u::qcf::snka:

Yeah, I was a little confused at that. I was under the impression that you had to do it while one of Roll’s attacks wansn’t hitting, as if you time it right, you can actually make the opponent stand up and Roll will whack them away. But yeah, every time I nail it, her broom twat is active on screen so it’s deffinately around or actually on that timing. Can’t figure out which it is though… No matter, I have it down like 80% or something, it’s super practical (for Casshern/Roll anyway)…

[quote=“Demon_Dash, post:42, topic:52384”]

yeah, every time I nail it, her broom twat is active

[quote]

lol, yeah I saw that one too. Wasn’t going to say anything though.

Oh and btw demon, I’d love to see a vid if you get a chance, I can’t quite figure out what you mean with the timing.

Managed to find some batteries… Done!

[media=youtube]IGu3I8UBRMo[/media]

Thanks a ton man. On a related note:

Here’s a little tutorial vid I made on Roll/Casshern BnB comboes. More detailed than Keits’ thing, goes into a fair amount of detail on the characters, I’m planning on making up a second part for setups, and a third for the infiinite, potentially.

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It was only a matter before cash-earned got a infinite, never thought it’d be like this tho, or with Roll

do you guys have any tips for landing the OTG jump 236A?

the timing is very tight and the setup is rather specific imo. It’s corner or near corner only, and you have to end your air combo with C while you are at the same height or below your opponent.

Also, I had to practice timing the baroque after the jump 236A hits then I land on the ground. Baroque’ing on hit -> A/B/C is inconsistent for me.

One other thing, does rolling effect this OTG? I didn’t get a chance to test that.

The only two conditions to do this are A, Roll OTG hits and B, you time 8236A correctly. This works…

8~A+B+C~C > 2A > 2B > 3C > 9~A > B > 236C > 41236A~P

Can’t make another video because batteries are dead again… Camera sucks…

^See one of my posts above, I go into a little detail on the timing…

oh, sorry. I meant to ask for tips about landing the OTG after an air C (usually part of an air combo)

ie. 3C, SJ, A, A, B, B, jump, B, C, land, Jump, 236A

Oh well then, look at the combo above, it’s simple enough and low down enough so that you’re close for the team super. Once you call the team super, the timing should be the same as in any other condition…

[media=youtube]IGu3I8UBRMo&feature=related[/media]

Added annotations for those who are having trouble with it…

Hey tran, the timing there is pretty tight, and you have to hit them while they’re at the top of your range for your j.C so you fall considerably faster than them. That’s the hardest part of doing this. What I do is usually (after the launcher) jump and then input a,b,b,c at what seems like a reasonable speed, seems to work better for me. But if you want a foolproof method, practice doing a,a,b,b,c at top speed when you jump. You have to start hitting the first A immediately out of the jump, and continue hitting these attacks as fast as they’ll come out, but if you do that right, they’ll end up right in the sweet spot for j.C.

okay thx. that’s one method I discovered. I’ve been practicing this for like 5-6 hours now and I’m getting pretty good.

now I do this:
3C, A, A, B, delay, B, delay, jump, B, delay, C. this usually gives me enough time. I still need to put in more time doing the instant jump 236A. sometimes I jump the gun and I end up doing the electric punch instead /facepalm

doing this method also lets me corner the opponent if they’re up to a screen away from the corner

This is an extremely good baroque setup imo. much better than my previous setup of baroque’ing off an electric punch combo, which is never consistent for me (due to the required 5C)

I commented on your video after realizing my friend has been doing something similar with Tekkaman for a while now, but we never realized that it could be an infinite. I just found a post he made regarding the said setup that he uses:

http://forums.shoryuken.com/showpost.php?p=5988414&postcount=20

I’m still going to try to get him to make a video of it though.

Part 2 of my roll casshern tutorials. This one is just some approaches and info on them.

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Grabbed from the TvC general video thread (posted by frustratedsquirrel):

No need for supers anymore.

With the Karas assisted infinite, do you time your assist + drill kick at the same time? I was messing with it last night and I only got it on PTX (Didn’t try it on Lightan), I found my j.:snka: would always whiff after Baroquing/BBQ’ing the drill kick.

I’ve been working on this with Roll.

:hcb: :snkc: :snkd: :qcf: :snkc: (fully charged) :r: :r:(dash cancel) :dp: :p: :p:

Sorry if this has been posted. Cancel the dash half way with the super otherwise it will not hit and you should land it while the opp. is still OTG.

Need to put it to use against an actually human but seems it should work well against turtles with the unblockable to super.

This is good stuff…it’s actually making me want to think about adding Ippatsu to my team after all.

after the fully charged qcf+C unblockable, sj qcf A xx hcfPP super (A drill into the punching super) does around 20% more damage than the C chop into chop super followup