Tatsunoko vs Capcom: Ultimate All Stars/Casshan: Difference between revisions

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=Introduction=
=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.


=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
*6B-Extending Kick-Casshan takes his leg and kicks the enemy. This normal move can be used in a combo, and canceled into his specials/supers; however, you cannot continue to ground combo after his Extending Kick, meaning that you cannot do this: 6B->5C (because 6B animation does not allow you to continue the ground combo, unless you Baroque Extending Kick). This normal move is good to use as a poking attack, but if you miss with it (or whiff), be prepared to get punished.
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| '''5A''' || 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.
|-
| '''2A''' || 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.
|-
| '''5B''' || 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.
|-
| '''2B''' || 9 || - || - || - || 1920 || - || A crouching chop, really only useful as combo filler.  Still doesn't hit low.
|-
| '''6B''' || - || - || - || - || - || - || 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.
|-
| '''5C''' || 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.
|-
| '''2C''' || 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.
|-
| '''3C''' || 13 || - || - || - || 2720 || Launcher || Casshan's launcher, pretty standard.  He does an upward angled chop that you can follow up.
|-
| '''j.A''' || 8 || 6 || - || - || 880 || Overhead || A jumping jab, has decent priority but nothing special
|-
| '''j.B''' || 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.
|-
| '''j.C''' || 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===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (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 <br> (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===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Denkou Punch''' <br> 236A/B/C || 20/20/19(84) || - || 47/46/47 || - || 3600/4000/4400(10400) || - || An advancing punch.  The light version keeps an opponent grounded normally, so it's useful for baroque extensions.  The medium one combos off of 5c and staggers, so it's very useful for optimal combos.  The heavy version pops up off the ground and can be held to charge.  If fully charged, the heavy version is unblockable, and Casshan will grab the opponent and throw them to the opposite wall for a wall bounce.  If Casshan has his back to the corner he can juggle off of this, otherwise he can hit otg afterwards with a divekick.  The charged version can also break armor/grab giants.
|-
| '''Boulder Chop''' <br> 623A/B/C || 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''' <br> j.236A/B/C || 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.  The light version travels at a steep downward angle and will keep an enemy grounded, so you can either baroque or use certain assists to convert off of this into a standing bnb.  The medium version travels at closer to a 45 degree angle, and will pop up enemies if it hits them standing.  Both the light and medium versions hit OTG, and can then cancel into his Brutal Ax super to end combos from distance.  The C version is technically a different move, the Drill Kick. This is a hitgrab which will do several hits and then give a hard knockdown.  Once again you can cancel into Brutal Ax, but make sure your inputs don't get crossed up.  Because it is a hitgrab, the drill kick will also break armor/ hit giants.
|-
| '''Friender Call''' <br> 63214A/B/C || 3 || - || - || - || 3600/800/6668 || - || Casshan calls his robot dog Friender for assistance.  The A version hits overhead and comes out from an angle above and behind Casshan that makes it difficult for an enemy to interrupt.  Can be useful for covering Casshan's approaches, and can technically be used to set up unblockables.  In the B version, Friender runs the whole way across the screen, and if it makes contact with an enemy it bites them.  If it bites a grounded enemy, it latches on for a very long hit stun that's easy to confirm into a combo.  The C version once again runs along the floor, but stops at Casshan's position and breathes a stream of fire.  Casshan is free to act during this, so if you manage to make an enemy block it you're free to apply pressure or combo them if it hits.
|-
| '''Catapult Knee''' <br> 421A/B/C || 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===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


==Special Moves==
|-
*Lightning Punch-236A/B/C-Casshan does a dashing lightning punch at his enemy. Each version has its own properties, damage output, traveling distance, and number of hits. A version (when the enemy is hit) causes a very minor hit animation, travels 1/5th across the screen, does around 3,600 Billion Damage, and does 1 hit. B version (when the enemy is hit) causes stagger (meaning you can ground dash into the enemy and continue your ground combo), does around 4,000 Billion Damage, travels less than half-way across the screen, and does 1 hit. And with the C version, Casshan is able to charge this special move by holding down C (you will know when you've completely charged C version because Casshan will automatically dash at his enemy). A normal C version (not charged): causes the enemy to fly across the screen, travels 4/5ths across the screen, does around 4,400 Billion Damage, and does 1 hit; a charged C version (fully): causes the enemy to go into a throw animation (meaning Casshan punches the enemy, grabs hold of the enemy, and then throws the enemy at the other end of the screen-which causes wall bounce on the enemy), travels 4/5ths across the screen, does around 10,400 Billion Damage (first hit does 7,400 Billion Damage, the second hit does 3,000 Billion Damage), and does 2 hits. This special is great to use in combos, especially the B version because it saves Casshan from using his Baroque to extend his damage output during his ground combo.
| '''Scrap Android''' <br> 41236A+B || 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.
*Boulder Chop-623A/B/C-Casshan jumps slightly into the air and lands on the ground with a powerful karate chop (powerful enough to cause blue energy to spark from the ground). Each version travels its own distance (all three versions of Boulder Chop does around 4,200 Billion Damage). A version travels 1/5th across the screen, B version travels 1/3rd across the screen, and the C version travels slightly less than half-way across the screen. While you cannot ground combo into Boulder Chop, it's uses are great otherwise. Whenever the enemy is knocked down, and if you're fast enough, you can do Boulder Chop to add more damage (this special is considered an off-the-ground (OTG) move)). You can also cancel this special move into his Brutal Ax super to increase your output damage. You can also use this special move to surprise/keep your opponent's character(s) off of Casshan.
|-
*Shooting Star Kick-While in the air, 236A/B-Casshan does an air darting kick. Each version travels at a different trajectory. A version travels nearly vertically downward, while the B version will travel at a 45 degree declining angle. Both versions damage output does around 3,200 Billion Damage. You can use this during an air combo; however, this will not cause a knock down on your enemy. Of course, you can use Shooting Star Kick while your enemy is lying on the ground to increase your output damage (this special is also an off-the-ground move (OTG)). You can also cancel Shooting Star Kick (as an OTG move) into his Brutal Ax super to increase your damage output.
| '''Brutal Ax''' <br> j.236A+B || 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.
*Flying Drill-While in the air, 236C-Casshan does a very powerful air dive towards his enemy. Flying Drill travels at a 40 degree declining angle. This special move does around 6,000 Billion Damage. You can use this during an air combo. This move (if timed correctly, and once you hit the ground) can be canceled into his Brutal Ax super.
|-
*Friender Call-63214A/B/C-Casshan calls for his trusty cyborg companion to assist in his battle. Each version has its own properties. A version will make Friender jump out and slash at Casshan's enemy (called Friender Maul: does 1 hit, does around 3,600 Billion Damage), B version makes Friender run and bite at Casshan's enemy (called Friender Bite: literally holding the enemy's leg-counts as a grab move; this can last up 3 seconds; Casshan can hit the enemy while Friender holds the enemy; does around 0,800 Billion Damage); C version makes Friender runs out and does a fire breath move (called Friender Flame: does 8 hits, you can ground/air combo into it or with it, and does around 6,700 Billion Damage). B and C version of Friender Call should be used to add combo potential set-ups; A version should be used as a defensive option since you can run away from the enemy while Friender slashes at Casshan's enemy (and also A version can count as an anti-air). It is possible to combo with A Friender Call (when you and your enemy are in the corner); however, this set-up has strict timing. Note: Friender, in all three versions, can be hit by the enemy, and therefore, interrupting Friender's move.
| '''Super Destruction Beam''' <br> 214A+B || 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.
*Catapult Knee-Casshan does a jumping knee kick. All three versions do 3 hits. Each version has its own traveling distance and damage output. A version travels about 1/5th across the screen and does around 3,100 Billion Damage, B version travels about 1/3 across the screen and does around 3,700 Billion Damage, and C version travels about less than half-way across the screen and does around 4,400 Billion Damage. A version of Catapult Knee can be used during a ground combo (and can be canceled into his Brutal Ax super for more output damage).
|}
==Super Moves==
*Scrap Android-41236+Any two attack buttons-Casshan does two lightning punches, followed by a lightning launcher, where Friender performs Friender Maul, with Casshan ending the super with a Catapult Knee. This super can be used in a ground combo. This super does 5 hits and does around 12,260 Billion Damage. While this super's output damage is more than his Brutal Ax, it does not have the near instant start-up that Brutal Ax has nor are you able to use this super as an off-the-ground (OTG). This super does
*Brutal Ax-623+Any two attack buttons-Casshan's super version of Boulder Chop. This super does 8 hits and does around 10,000 Billion Damage. This super is great to use as an off-the-ground move, especially when your enemy is lying on the ground. Using Brutal Ax at then end of a combo (both ground and air) guarantees you the ability to create new set-ups as your opponent's character lands back to the ground. Brutal Ax is also great to use as an anti-air (since not only does it reach at a super jump height level, but also the start-up is nearly instant).
*Super Destruction Beam (Level 3 Super)-421+Any two attack buttons-Casshan goes into an "X" pose and shoots out a green beam towards his enemy. If the beam hits the enemy, the enemy will be engulfed in a powerful nuclear blast. This super does 5 hits and does around 25,550 Billion Damage by itself. While Super Destruction Beam travels nearly all the way across the screen, the super is very slow, making it very easy to avoid. It is possible to use this super if your enemy becomes confused during a cross-up attack (meaning your enemy may not block correctly, for example: air combo ending with Flying Drill; Casshan lands on the opposite side of his enemy, you do his level 3 super and the enemy blocks the wrong way). This super, while very unlikely in many situations, can be used as a desperate anti-air move (usually against normal jumping enemies). If this super misses (or whiffs), Casshan will go into a long delay (clutching his forehead in pain and agony), giving your enemy to attack you easily.
=As An Assist=
Casshan jumps out of the screen and does his B version of Boulder Chop. Casshan's Assist is able to be used during a ground (and under certain timing and circumstances, during an air combo). It also as the same off-the-ground properties (OTG). Use Casshan's assist as a surprise attack (or to run away from your opponent's character).


=The Basics=
=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.


=Advanced Strategy=
=Advanced Strategy=

Revision as of 13:46, 19 November 2020

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.

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 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.
2A 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.
5B 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.
2B 9 - - - 1920 - A crouching chop, really only useful as combo filler. Still doesn't hit low.
6B - - - - - - 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.
5C 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.
2C 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.
3C 13 - - - 2720 Launcher Casshan's launcher, pretty standard. He does an upward angled chop that you can follow up.
j.A 8 6 - - 880 Overhead A jumping jab, has decent priority but nothing special
j.B 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.
j.C 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
236A/B/C
20/20/19(84) - 47/46/47 - 3600/4000/4400(10400) - An advancing punch. The light version keeps an opponent grounded normally, so it's useful for baroque extensions. The medium one combos off of 5c and staggers, so it's very useful for optimal combos. The heavy version pops up off the ground and can be held to charge. If fully charged, the heavy version is unblockable, and Casshan will grab the opponent and throw them to the opposite wall for a wall bounce. If Casshan has his back to the corner he can juggle off of this, otherwise he can hit otg afterwards with a divekick. The charged version can also break armor/grab giants.
Boulder Chop
623A/B/C
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.236A/B/C
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. The light version travels at a steep downward angle and will keep an enemy grounded, so you can either baroque or use certain assists to convert off of this into a standing bnb. The medium version travels at closer to a 45 degree angle, and will pop up enemies if it hits them standing. Both the light and medium versions hit OTG, and can then cancel into his Brutal Ax super to end combos from distance. The C version is technically a different move, the Drill Kick. This is a hitgrab which will do several hits and then give a hard knockdown. Once again you can cancel into Brutal Ax, but make sure your inputs don't get crossed up. Because it is a hitgrab, the drill kick will also break armor/ hit giants.
Friender Call
63214A/B/C
3 - - - 3600/800/6668 - Casshan calls his robot dog Friender for assistance. The A version hits overhead and comes out from an angle above and behind Casshan that makes it difficult for an enemy to interrupt. Can be useful for covering Casshan's approaches, and can technically be used to set up unblockables. In the B version, Friender runs the whole way across the screen, and if it makes contact with an enemy it bites them. If it bites a grounded enemy, it latches on for a very long hit stun that's easy to confirm into a combo. The C version once again runs along the floor, but stops at Casshan's position and breathes a stream of fire. Casshan is free to act during this, so if you manage to make an enemy block it you're free to apply pressure or combo them if it hits.
Catapult Knee
421A/B/C
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
Scrap Android
41236A+B
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.
Brutal Ax
j.236A+B
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.
Super Destruction Beam
214A+B
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.

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.

Advanced Strategy

Match-Ups