Introduction
Casshan (or Casshern) is from the anime of the same name, and fights along his robot dog Friender.
Casshan is a character with high damage, but some strong setups if he can get into the right position. He also possesses the powerful RDP knee, the swiss army knife of moves. His stubby normals and average movement means he can struggle in the neutral, but if you find the correct openings, he can end a match quickly.
Gameplay
Strengths | Weaknesses |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 1 | 13 | - | 1040 | - | A standard standing jab. It hits at a fairly normal range but is a little bit slow compared to other jabs in the game. | |
7 | 1 | - | - | 1040 | - | Another jab, this time crouching. Unfortunately does not hit low, but is 1f faster than the 5a, so is probably your go-to for a quick combo starter. | |
10 | - | - | - | 1920 | - | Casshern moves forward a bit and delivers a gut punch. Useful for combo strings because of its forward movement, still relatively short range for a medium. | |
9 | - | - | - | 1920 | - | A crouching chop, really only useful as combo filler. Still doesn't hit low. | |
- | - | - | - | - | - | Casshan extends his leg for a toe kick. It can cancel into his specials or supers, but not any of his other normals, meaning you have to use baroque to convert into a combo. Although visually he extends his leg fairly far, he leans backwards a bit, and the range ends up not being significantly farther than his 5B. | |
16 | - | - | - | 4121 | - | A double hitting downward angled chop. One of the hits can whiff at certain ranges, but it's pretty reliable after 5B. High damage with both hits, so definitely include it in your combos if you can. | |
10 | - | - | - | 3200 | Low | A standard sweep, knocks down and is Casshan's only low hitting move. You can use this to mix up with your knee special in blockstrings, making it pretty useful even though it's not good for combos. You can pick up off of it with baroque or by using his DP chop to hit OTG. | |
13 | - | - | - | 2720 | Launcher | Casshan's launcher, pretty standard. He does an upward angled chop that you can follow up. | |
8 | 6 | - | - | 880 | Overhead | A jumping jab, has decent priority but nothing special | |
10 | 2 | - | - | 1760 | Overhead | An upward angled kick. It has a pretty nice hitbox on it, and can be somewhat versatile, but is mostly used for air combos. | |
13 | 4 | - | - | 3200 | Overhead | A double axe handle, Casshan's standard IAD pressure tool. Does high damage and has a good amount of stun. Has a small crossup hitbox, but is hard to use as a crossup reliably without a setup. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 13 | - | - | - | 3200 | - | Same animation as j.C |
Counter Tag | 26 | - | - | - | 2400 | - | Same animation as 3C, you can launch after this for a normal air combo. |
Assist (Boulder Chop) |
58 | - | - | - | 4004 | no Autocorrect | Casshan's assist is the same as his 623 boulder chop move. It has a deceptively large hitbox and is one of the only assists that can hit OTG. |
Forward Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Back Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Air Forward Throw | - | - | - | - | 6400 | Throw | It's a throw, use it as a reversal. |
Air Back Throw | - | - | - | - | 6400 | Throw | It's a throw, use it as a reversal. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Denkou Punch 236X |
20/20/19(84) | - | 47/46/47 | - | 3600/4000/4400(10400) | - | An advancing punch.
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33/33/34 | - | - | - | 4004 | - | Casshan hops slightly into the air and comes down with a chop to the ground that causes a small explosion. The explosion actually has a pretty good hitbox, but the main usage of this move is to hit OTG after certain combos. | |
Shooting Star Kick j.236X |
18/18/23 | - | - | - | 3200/3200/5055 | - | Casshan's special dive kick, one of his best approaches, even though it can be awkward to combo after.
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Friender Call 63214X |
3 | - | - | - | 3600/800/6668 | - | Casshan calls his robot dog Friender for assistance.
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16/17/19 | - | - | - | 2964/3588/4212 | Overhead | Casshan's Knee, a very powerful move. This move hits overhead, has a high/mid guard point, and gives a hard knockdown. The heavier versions move forward farther, with the A version staying mostly in place. Since they all give hard knockdown, they can be cancelled into Brutal Ax for a followup, or baroqued into a combo. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
15+3 | - | - | - | 12258 | - | Casshan punches twice, the second hit staggering, then pauses, and launches. If the third punch hits, it goes into a canned animation where Casshan and Friender both attack the enemy. Very difficult to hit outside of a grounded combo, which means it's not very useful unless you're trying to finish someone off before they can burst or finish a match with a simple combo. The last hit works on giants for some reason
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14+7 | - | - | - | 10005 | - | Casshan punches the ground as in his Boulder Chop special, and a pillar of energy erupts from the ground. This move hits otg, does a number of hits, and launches the enemy very high up into the air before it ends. Does less damage compared to Scrap Android, but the functionality of this super makes it his go-to super. | |
24+5 | - | - | - | 25552 | - | Casshan slowly brings his arms up to his head and begins releasing a green beam which slowly advances partially across the screen before Casshan collapses from the exertion. Does high damage, but is difficult to connect off of anything other than a grounded 236B, and doesn't have invulnerability that goes up until the hit. It has its uses for ending the match, and can be used to burst bait in some situations, but is generally not a great level 3. Useable on Giants |
The Basics
As mentioned in the opener, Casshan has stubby buttons and only average movement, which means his neutral is only ok. However, he has a couple strong and advantageous moves. first off, his divekick can be used at varying timings (after jump, air dash, double jump, 2nd air dash), and as long as you don't super jump you can cover it with assists for a strong approach. He can also use the knee in neutral, since it blows up any approaches other than lows, and can catch enemies blocking low if you're close enough, then baroqued for safety.