I was messing around with Casshern yesterday, and he seems to be solid in the damage/defense department, with the ability (with an AAA) to cover most of the screen, though a tad lacking in his ability to approach.
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Spoiler
Note: This is some very early bare-bones stuff, which hopefully we can all render irrelevant with better stuff later!
Calling Friender has little recovery, and if he grabs them, you have a few options (Which I need to explore), so, you can call Friender and do an AAA (Chun, for instance) and it’s not bad for filling space. I also have a pretty ghetto combo with him involving Chun assist, :d:+:snka:, :d:+:snkb: + call Chun XX :dp:+:snka::snkb: (Or :qcf:+:snkc: if you don’t have meter). I’m pretty sure that’s how the combo goes, but I haven’t played since last night, if I’m wrong, please correct me.
His assist has some use with Chun on point, :snka:, :snkb: + call Casshern, :snkc:, :df:+:snkc: into air combo of choice, easy as hell, decent damage if you know your Chun air combos.
Yeah according to Keits’ research, he’s got some of the better defense in the game. He also looks like some intense anti-giants tech, because friender and his aerial kick special can both stun them from what I’ve seen. His lvl 3 (green lazer) super also stuns them and does really good damage. Yeah this guy is probably my new main, anybody figure out good combos with him yet, or is it just standard stuff? (i.e. a>b>c>assist>a>b>c etc.)
I’ve got some stuff that is pretty gimmicky but has succeeded for me thus far in match play.
:snka:+ call Chun, :snkb: xx :qcf:+:snkc: (Charge), grab when they land, it’s unblockable (tested with autoguard in training mode) and cannot be jumped out of. It can be beaten by reversals and such, but any tech trap can be, after the grab, you can connect another :qcf:+:snkc:, or if you’ve thrown them against a wall close to you, :dp:+:snka::snkb:. I’m also working on blockstrings with Friender fire and Chun assist, I think there’s real potential there, but that requires some more looking into.
Also, Genkuu Punch (Or whatever it’s called), can be connected after a standing :snkc:.
Been running him w/ Polymer, and he can do some stuff like :snka::snkb::d::snkb::snkc::snkd::qcf:+:snkc: fully charge unblockable. It all combos, though the damage meter doesn’t list the extra damage after the punch. On block it looks like it might be escapable with a jump, though the punch hit box is pretty big. The Polymer assist doesn’t hold for as long on block due to the push back.
Also super cancelling doesn’t scale the damage much in here so he can go straight thunder punches to lightning punch super for good damage, I actually like that one more than the chop.
Training mode has an “Attack Data” option, it may show what you’re looking for. Two hit :snkc: into thunder punch into :hcf:+:snka::snkb: is pretty good for how simple it is.
Dunno if this is really helpful, but the combo I have been doing with Casshern has been :snka::snkb::d::snkb::snkc::qcf::snka: Baroque :snka::snkb::d::snkb::snkc::df::snkc::u::snka::snka::snkb: DJ :qcf::snkd: And finished it with Chun’s Air super. Didn’t record the damage, but it seemed to be pretty beefy.
i first started out with casshern/karas. i know you can get in more hits but i kept it short because his attacks dont have much range so theyll easily whiff especially on crouching opponents.
nice b&b with karas. add baroque/air combo as you wish
:d::snka:,:d::snkb:(:r::snkb: or :snkc:), :snkd:, friender with :snkb:, jump quick forward dash :snkc:, :d::snka:…
i first started out with casshern/karas. i know you can get in more hits but i kept it short because his attacks dont have much range so theyll easily whiff especially on crouching opponents.
nice b&b with karas. add baroque/air combo as you wish
:d::snka:,:d::snkb:(:r::snkb: or :snkc:), :snkd:, friender with :snkb:, jump quick forward dash :snkc:, :d::snka:…
If they’re close to you, :snkc: Friender, :snkc: Punch.
If you’re pressuring, :d::snka::d::snkb::d::snkc:xx:qcf::snkc::snkd: - Basically cancel the sweep into the punch and then as soon as you hit C for the punch, call in your assist.
Was messing around in training mode, if you call an assist out after you connect with the A knee like Ryu or Morrigan, someone with a fireball assist, once it hits, you can do AB dj AB236CxxSuper when you land. Can also do it off of 5a5b2b5c421A.
I assume the same is true for the B and C knees, if you delay the assist.
Edit: Generally, this works only in the corner. A fireball assist will knock them away too far to combo after it midscreen.
I’ve been trying this guy out with Yatterman and they seem to work out very good as a defensive team. I still need to learn the combos of these two, but it seems like if my opponent make mistakes, they can capitalize on it. Casshern with his dog, unblockable punch and defensive combos and Yatterman with a good cross-up and zoning game. But, does anyone have a list of Casshern’s combos.