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

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{{TVC Character Intro|char=Casshan|content=
{{TVC Character Intro|char=Casshan|content=
==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 movesHis 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.
==Introduction== 
Casshan (or Casshern) is from the anime of the same name and fights alongside his robot dog Friender.   


==Gameplay==
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 mean he can struggle in neutral, but if you find the correct openings, he can end a match quickly. 
{{Content Box|content=


{{ProConTable
==Gameplay== 
|pros=
{{Content Box|content=
* Hits HARD, has best baroque boost in game
* Knee has unflinchable armor, stops nearly everything in the game
* Friender comes in and does his thing, doesn't care what attack the opponent is doing at times.
* Dive kick is dominating
* Boulder Chop has extremely good hitbox and can stop a lot of incoming
* Has great tools for dealing with giants
* Strong Unblockable
|cons=
* Normals are okayish
* No real mixups, Knee and Friender only go so far
* Supers hit hard but require a lot of setup
* Has the most linear air dash, slightly difficult to perform any crossups because of it


}}
{{ProConTable 
}}
|pros= 
}}
* Hits HARD, has best baroque boost in the game 
* Knee has unflinchable armor, stops nearly everything in the game 
* Friender comes in and does his thing, doesn’t care what attack the opponent is doing at times 
* Dive kick is dominating 
* Boulder Chop has an extremely good hitbox and can stop a lot of incoming 
* Has great tools for dealing with giants 
* Strong Unblockable 
|cons= 
* Normals are okayish 
* No real mixups, Knee and Friender only go so far 
* Supers hit hard but require a lot of setup 
* Has the most linear air dash, slightly difficult to perform any crossups because of it 
}}
}}
}} 
 
=Moves List= 
 
{{TvCOverviewHeader 
|header=Normal Moves 
|move=[[File:Cash 5A.webm|thumb|{{TvCInput|5A}}]] 
|startup=8 
|active=1 
|recovery=13 
|blockadv=- 
|damage=1040 
|properties=- 
|notes=A standard standing jab. It hits at a fairly normal range but is a little bit slow compared to other jabs in the game. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 2A.webm|thumb|{{TvCInput|2A}}]] 
|startup=7 
|active=1 
|recovery=- 
|blockadv=- 
|damage=1040 
|properties=- 
|notes=Another jab, this time crouching. Unfortunately, it does not hit low, but is 1f faster than {{TvCInput|5A}}. Likely your go-to for a quick combo starter. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 5B.webm|thumb|{{TvCInput|5B}}]] 
|startup=10 
|active=- 
|recovery=- 
|blockadv=- 
|damage=1920 
|properties=- 
|notes=Casshan moves forward a bit and delivers a gut punch. Useful for combo strings because of its forward movement, but still relatively short range for a medium. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 2B.webm|thumb|{{TvCInput|2B}}]] 
|startup=9 
|active=- 
|recovery=- 
|blockadv=- 
|damage=1920 
|properties=- 
|notes=A crouching chop, really only useful as combo filler. Still doesn’t hit low. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 6B.webm|thumb|{{TvCInput|6B}}]] 
|startup=- 
|active=- 
|recovery=- 
|blockadv=- 
|damage=- 
|properties=- 
|notes=Casshan extends his leg for a toe kick. It can cancel into his specials or supers, but not any of his other normals, so you must use baroque to convert into a combo. Despite his visual reach, the range is not significantly farther than {{TvCInput|5B}}. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 5C.webm|thumb|{{TvCInput|5C}}]] 
|startup=16 
|active=- 
|recovery=- 
|blockadv=- 
|damage=4121 
|properties=- 
|notes=A double-hitting downward-angled chop. One hit can whiff at certain ranges, but it’s fairly reliable after {{TvCInput|5B}}. High damage with both hits, so definitely include it in your combos if you can. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 2C.webm|thumb|{{TvCInput|2C}}]] 
|startup=10 
|active=- 
|recovery=- 
|blockadv=- 
|damage=3200 
|properties=Low 
|notes=A standard sweep, knocks down, and is Casshan’s only low-hitting move. Use this to mix up with your knee special in blockstrings, making it useful even though it’s not great for combos. You can pick up off of it with baroque or by using his DP chop to hit OTG. 
}} 
 
{{TvCOverview 
|move=[[File:Cash 3C.webm|thumb|{{TvCInput|3C}}]] 
|startup=13 
|active=- 
|recovery=- 
|blockadv=- 
|damage=2720 
|properties=Launcher 
|notes=Casshan's launcher, pretty standard. He does an upward-angled chop that you can follow up on. 
}} 
 
{{TvCOverview 
|move=[[File:Cash jA.webm|thumb|{{TvCInput|j.A}}]] 
|startup=8 
|active=6 
|recovery=- 
|blockadv=- 
|damage=880 
|properties=Overhead 
|notes=A jumping jab with decent priority but nothing special. 
}} 
 
{{TvCOverview 
|move=[[File:Cash j.B.webm|thumb|{{TvCInput|j.B}}]] 
|startup=10 
|active=2 
|recovery=- 
|blockadv=- 
|damage=1760 
|properties=Overhead 
|notes=An upward-angled kick. It has a pretty nice hitbox and can be versatile, but is mostly used for air combos. 
}} 
 
{{TvCOverview 
|move=[[File:Cash j.C.webm|thumb|{{TvCInput|j.C}}]] 
|startup=13 
|active=4 
|recovery=- 
|blockadv=- 
|damage=3200 
|properties=Overhead 
|notes=A double axe handle, Casshan’s standard IAD pressure tool. High damage and a good amount of stun. It has a small crossup hitbox but is difficult to use as a crossup without setup. 
}} 
 
{{TvCOverviewHeader 
|header=Universal Mechanics 
|move='''VAR starter''' 
|startup=13 
|active=- 
|recovery=- 
|blockadv=- 
|damage=3200 
|properties=- 
|notes=Same animation as {{TvCInput|j.C}}. 
}} 
 
{{TvCOverview 
|move='''Counter Tag''' 
|startup=26 
|active=- 
|recovery=- 
|blockadv=- 
|damage=2400 
|properties=- 
|notes=Same animation as {{TvCInput|3C}}. You can launch after this for a normal air combo. 
}} 
 
{{TvCOverview 
|move='''Assist <br> (Boulder Chop)''' 
|startup=58 
|active=- 
|recovery=- 
|blockadv=- 
|damage=4004 
|properties=no Autocorrect 
|notes=Casshan’s assist is the same as his {{TvCInput|623X}} move. It has a deceptively large hitbox and is one of the only assists that can hit OTG. 
}} 
 
{{TvCOverview 
|move='''Forward Throw''' 
|startup=- 
|active=- 
|recovery=- 
|blockadv=- 
|damage=5600 
|properties=Throw 
|notes=It's a throw, use it as a reversal. 
}} 
 
{{TvCOverview 
|move='''Back Throw''' 
|startup=- 
|active=- 
|recovery=- 
|blockadv=- 
|damage=5600 
|properties=Throw 
|notes=It's a throw, use it as a reversal. 
}} 
 
{{TvCOverview 
|move='''Air Forward Throw''' 
|startup=- 
|active=- 
|recovery=- 
|blockadv=- 
|damage=6400 
|properties=Throw 
|notes=It's a throw, use it as a reversal. 
}}


=Moves List=
{{TvCOverview 
==Normal Moves==
|move='''Air Back Throw'''   
{| class = wikitable style="text-align: center;"
|startup=-
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|active=-   
|-
|recovery=-
|[[File:Cash 5A.webm|thumb| '''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.
|blockadv=-   
|-
|damage=6400 
|[[File:Cash 2A.webm|thumb| '''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.
|properties=Throw  
|-
|notes=It's a throw, use it as a reversal.   
| [[File:Cash 5B.webm|thumb|'''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.
}} 
|-
{{TvCOverviewHeader  
| [[File:Cash 2B.webm|thumb|'''2B''']] || 9 || - || - || - || 1920 || - || A crouching chop, really only useful as combo filler. Still doesn't hit low.
|header=Special Moves 
|-
|move=[[File:Cash Denkou .webm|thumb|{{TvCInput|236X}} Denkou Punch]]
|[[File:Cash 6B.webm|thumb|'''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 comboAlthough visually he extends his leg fairly far, he leans backwards a bit, and the range ends up not being significantly farther than his 5B.
|startup=20/20/19(84)  
|-
|active=-
|[[File:Cash 5C.webm|thumb| '''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.
|recovery=47/46/47  
|-
|blockadv=-
|[[File:Cash 2C.webm|thumb|'''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.
|damage=3600/4000/4400(10400) 
|-
|properties=-
| [[File:Cash 3C.webm|thumb|'''3C''']] || 13 || - || - || - || 2720 || Launcher || Casshan's launcher, pretty standard. He does an upward angled chop that you can follow up.
|notes=An advancing punch.   
|-
* The light version keeps an opponent grounded, so it’s useful for baroque extensions. 
| [[File:Cash jA.webm|thumb|'''j.A''']] || 8 || 6 || - || - || 880 || Overhead || A jumping jab, has decent priority but nothing special
* The medium one combos off {{TvCInput|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 this; otherwise, he can hit OTG afterward with a divekick. *The charged version can also break armor/grab giants.
| [[File:Cash j.B.webm|thumb|'''j.B''']] || 10 || 2 || - || - || 1760 || Overhead || An upward angled kickIt has a pretty nice hitbox on it, and can be somewhat versatile, but is mostly used for air combos.
}
|-
| [[File:Cash j.C.webm|thumb|'''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===
{{TvCOverview 
{| class = wikitable style="text-align: center;"
|move=[[File:Cash Boulder Chop.webm|thumb|{{TvCInput|623X}} Boulder Chop]] 
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=33/33/34 
|active=
|recovery=
|blockadv=
|damage=4004 
|properties=
|notes=Casshan hops slightly into the air and comes down with a small explosion. The explosion has a good hitbox, but the main usage is to hit OTG after certain combos. 
}} 


|-
{{TvCOverview 
| '''VAR starter''' || 13 || - || - || - || 3200 || - || Same animation as j.C
|move=[[File:Cash Divekick.webm|thumb|j.{{TvCInput|236X}} Shooting Star Kick]] 
|-
|startup=18/18/23 
| '''Counter Tag''' || 26 || - || - || - || 2400 || - || Same animation as 3C, you can launch after this for a normal air combo.
|active=-
|-
|recovery=-
| '''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.
|blockadv=-
|-
|damage=3200/3200/5055 
| '''Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
|properties=-
|-
|notes=Casshan’s special dive kick, one of his best approaches, even though it can be awkward to combo after.
| '''Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
* The light version travels at a steep downward angle and will keep an enemy grounded, so you can baroque or use certain assists to convert 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 versions hit OTG and can cancel into {{TvCInput|623XX}} super to end combos from a distance.
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw || It's a throw, use it as a reversal.
* The {{TvCInput|C}} version is a hitgrab drill kick. It does several hits and gives a hard knockdown. You can cancel into {{TvCInput|623XX}}, but be careful not to cross up your inputs. *The drill kick will also break armor/hit giants.
|-
}
| '''Air Back Throw''' || - || - || - || - || 6400 || Throw || It's a throw, use it as a reversal.
|}


===Special Moves===
{{TvCOverview 
{| class = wikitable style="text-align: center;"
|move=[[File:Cash Friender A.webm|thumb|{{TvCInput|63214X}} Friender Call]] 
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=
|active=
|recovery=
|blockadv=
|damage=3600/800/6668 
|properties=
|notes=Casshan calls his robot dog Friender for assistance. 
* The {{TvCInput|A}} version hits overhead and comes from above and behind Casshan, making it hard for enemies to interrupt. It’s useful for covering Casshan’s approaches and can technically set up unblockables. 
* The {{TvCInput|B}} version has Friender running across the screen, and if it bites a grounded enemy, it latches on for a long hit stun that’s easy to confirm into a combo. Mashing can release the bite, but Casshan can often follow up before that happens. *The B version can also break hyper armor and stun giants.* 
* The {{TvCInput|C}} version has Friender stop at Casshan’s position and breathe fire. Casshan is free to act during this, making it useful for pressure or combo setups. 
}} 


|-
{{TvCOverview 
| '''Denkou Punch''' <br> 236X <br>[[File:Cash Denkou .webm|thumb|'''236B''']] <br>[[File:Cash Denkou Charged.webm|thumb|'''236[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.'''''
|move=[[File:Cash Knee.webm|thumb|{{TvCInput|421X}} Catapult Knee]]
|-
|startup=16/17/19
|[[File:Cash Boulder Chop.webm|thumb| '''Boulder Chop''' <br> 623X]]|| 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.
|active=-
|-
|recovery=-   
| '''Shooting Star Kick''' <br> j.236X <br>[[File:Cash Divekick.webm|thumb|j.236B]] <br>[[File:Cash Divekick Heavy.webm|thumb|j.236C]]|| 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.'''''
|blockadv=-
|-
|damage=2964/3588/4212 
| '''Friender Call''' <br> 63214X <br> [[File:Cash Friender A.webm|thumb|63214A]] <br> [[File:Cash Friender B.webm|thumb|63214B]]<br>[[File:Cash friender C.webm|thumb|63214C]] || 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 B version can also break hyper armor and stun giants.'''''  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.
|properties=Overhead 
|-
|notes=Casshan’s Knee, a very powerful move. It hits overhead, has a high/mid guard point, and gives a hard knockdown.   
| [[File:Cash Knee.webm|thumb|'''Catapult Knee''' <br> 421X]]|| 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 placeSince they all give hard knockdown, they can be cancelled into Brutal Ax for a followup, or baroqued into a combo.
The heavier versions move farther, with the {{TvCInput|A}} version staying in place. Since they give hard knockdown, you can cancel into {{TvCInput|623XX}} for a follow-up or baroque into a combo.   
|}
}} 
{{TvCOverviewHeader 
|header=Super Moves 
|move=[[File:Cash Scrap.webm|thumb|{{TvCInput|41236XX}} Scrap Android]]
|startup=15+3
|active=-
|recovery=-
|blockadv=-
|damage=12258 
|properties=-
|notes=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. 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 burst. *The last hit works on giants for some reason.*  
}


===Super Moves===
{{TvCOverview 
{| class = wikitable style="text-align: center;"
|move=[[File:Cash Brutal Ax.webm|thumb|{{TvCInput|623XX}} Brutal Ax]] 
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=14+7 
|active=
|recovery=
|blockadv=
|damage=10005 
|properties=
|notes=Casshan punches the ground as in his {{TvCInput|623X}} special, and a pillar of energy erupts from the ground. This move hits OTG, does several hits, and launches the enemy very high before ending. Does less damage than {{TvCInput|41236XX}}, but is much more versatile, making it Casshan’s go-to super. 
}} 


|-
{{TvCOverview  
|[[File:Cash Scrap.webm|thumb| '''Scrap Android''' <br> 41236XX]] || 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'''''
|move=[[File:Cash Destruction beam.webm|thumb|{{TvCInput|421XX}} Super Destruction Beam]]
*The super has no followups, but for some reason if you can get the last hit on an opponent at max normal jump height, their knockdown animation will be slightly altered which will let you follow up with '''Brutal Axe'''
|startup=24+5
|-
|active=-
| [[File:Cash Brutal Ax.webm|thumb|'''Brutal Ax''' <br> 236XX]] || 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.
|recovery=-
|-
|blockadv=-
| [[File:Cash Destruction beam.webm|thumb|'''Super Destruction Beam''' <br> 214XX]] || 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'''''
|damage=25552
|}
|properties=-
|notes=Casshan slowly brings his arms up and releases a green beam which advances before he collapses. It deals high damage but is difficult to connect off of anything other than a grounded {{TvCInput|236B}}. It can be used for burst baiting but lacks invulnerability until the hit. *Usable on Giants.* 
}


=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.
As mentioned in the opener, Casshan has stubby buttons and average movement, which means his neutral is only ok. However, he has some strong and advantageous moves. His divekick can be used at varying timings (after jump, air dash, double jump, second air dash), and as long as you don’t super jump, you can cover it with assists for a strong approach. His knee can be used in neutral as it blows up any approaches other than lows, catching enemies blocking low if close enough, then baroque for safety.


=Advanced Strategy=
=Advanced Strategy=
[Content placeholder]


=Match-Ups=
=Match-Ups=
 
[Content placeholder]
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Hone
| point = Casshan
| anchor = Ryu
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social =  [https://x.com/HONE1 X]
}}
{{TvC-Players
| name = GEM
| point = Casshan
| anchor = Ryu
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social =
}}
{{TvC-Players
| name = MagnomanX
| point = Casshan
| anchor = Megaman Volnutt
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Volnutt_Face.png
| social =
}}
{{TvC-Players
| name = BlingBloing
| point = Casshan
| anchor = Joe the Condor
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Joe_Face.png
| social = [https://www.youtube.com/@blingading4324 youtube]
}}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 14:53, 18 March 2025

Introduction

Casshan (or Casshern) is from the anime of the same name and fights alongside 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 mean he can struggle in neutral, but if you find the correct openings, he can end a match quickly.

Gameplay

Strengths Weaknesses
  • Hits HARD, has best baroque boost in the game
  • Knee has unflinchable armor, stops nearly everything in the game
  • Friender comes in and does his thing, doesn’t care what attack the opponent is doing at times
  • Dive kick is dominating
  • Boulder Chop has an extremely good hitbox and can stop a lot of incoming
  • Has great tools for dealing with giants
  • Strong Unblockable
  • Normals are okayish
  • No real mixups, Knee and Friender only go so far
  • Supers hit hard but require a lot of setup
  • Has the most linear air dash, slightly difficult to perform any crossups because of it
TVC Casshan Art.png

Moves List

Normal Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 1 - - 1040 - Another jab, this time crouching. Unfortunately, it does not hit low, but is 1f faster than

TVC-L.png

. Likely your go-to for a quick combo starter.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 1920 - Casshan moves forward a bit and delivers a gut punch. Useful for combo strings because of its forward movement, but still relatively short range for a medium.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 - - - 1920 - A crouching chop, really only useful as combo filler. Still doesn’t hit low.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
- - - - - - Casshan extends his leg for a toe kick. It can cancel into his specials or supers, but not any of his other normals, so you must use baroque to convert into a combo. Despite his visual reach, the range is not significantly farther than

TVC-M.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - 4121 - A double-hitting downward-angled chop. One hit can whiff at certain ranges, but it’s fairly reliable after

TVC-M.png

. High damage with both hits, so definitely include it in your combos if you can.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 3200 Low A standard sweep, knocks down, and is Casshan’s only low-hitting move. Use this to mix up with your knee special in blockstrings, making it useful even though it’s not great for combos. You can pick up off of it with baroque or by using his DP chop to hit OTG.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 - - - 2720 Launcher Casshan's launcher, pretty standard. He does an upward-angled chop that you can follow up on.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 6 - - 880 Overhead A jumping jab with decent priority but nothing special.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 2 - - 1760 Overhead An upward-angled kick. It has a pretty nice hitbox and can be versatile, but is mostly used for air combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 - - 3200 Overhead A double axe handle, Casshan’s standard IAD pressure tool. High damage and a good amount of stun. It has a small crossup hitbox but is difficult to use as a crossup without setup.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 13 - - - 3200 - Same animation as

j.TVC-H.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Counter Tag 26 - - - 2400 - Same animation as

TVC-3.png TVC-H.png

. You can launch after this for a normal air combo.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist
(Boulder Chop)
58 - - - 4004 no Autocorrect Casshan’s assist is the same as his

TVC-623.png TVC-AT.png

move. It has a deceptively large hitbox and is one of the only assists that can hit OTG.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6400 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6400 Throw It's a throw, use it as a reversal.

Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20/20/19(84) - 47/46/47 - 3600/4000/4400(10400) - An advancing punch.
  • The light version keeps an opponent grounded, so it’s useful for baroque extensions.
  • The medium one combos off

TVC-H.png   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 this; otherwise, he can hit OTG afterward with a divekick. *The charged version can also break armor/grab giants.*
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
33/33/34 - - - 4004 - Casshan hops slightly into the air and comes down with a small explosion. The explosion has a good hitbox, but the main usage is to hit OTG after certain combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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 baroque or use certain assists to convert 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 versions hit OTG and can cancel into

TVC-623.png TVC-AT.png TVC-AT.png   super to end combos from a distance.

  • The

TVC-H.png   version is a hitgrab drill kick. It does several hits and gives a hard knockdown. You can cancel into TVC-623.png TVC-AT.png TVC-AT.png

, but be careful not to cross up your inputs. *The drill kick will also break armor/hit giants.*
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3 - - - 3600/800/6668 - Casshan calls his robot dog Friender for assistance.
  • The

TVC-L.png   version hits overhead and comes from above and behind Casshan, making it hard for enemies to interrupt. It’s useful for covering Casshan’s approaches and can technically set up unblockables.

  • The

TVC-M.png   version has Friender running across the screen, and if it bites a grounded enemy, it latches on for a long hit stun that’s easy to confirm into a combo. Mashing can release the bite, but Casshan can often follow up before that happens. *The B version can also break hyper armor and stun giants.*

  • The

TVC-H.png

version has Friender stop at Casshan’s position and breathe fire. Casshan is free to act during this, making it useful for pressure or combo setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16/17/19 - - - 2964/3588/4212 Overhead Casshan’s Knee, a very powerful move. It hits overhead, has a high/mid guard point, and gives a hard knockdown.

The heavier versions move farther, with the TVC-L.png version staying in place. Since they give hard knockdown, you can cancel into TVC-623.png TVC-AT.png TVC-AT.png

for a follow-up or baroque into a combo.

Super Moves

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. 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 burst. *The last hit works on giants for some reason.*
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14+7 - - - 10005 - Casshan punches the ground as in his

TVC-623.png TVC-AT.png   special, and a pillar of energy erupts from the ground. This move hits OTG, does several hits, and launches the enemy very high before ending. Does less damage than TVC-41236.png TVC-AT.pngTVC-AT.png

, but is much more versatile, making it Casshan’s go-to super.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
24+5 - - - 25552 - Casshan slowly brings his arms up and releases a green beam which advances before he collapses. It deals high damage but is difficult to connect off of anything other than a grounded

TVC-236.png TVC-M.png

. It can be used for burst baiting but lacks invulnerability until the hit. *Usable on Giants.*

The Basics

As mentioned in the opener, Casshan has stubby buttons and average movement, which means his neutral is only ok. However, he has some strong and advantageous moves. His divekick can be used at varying timings (after jump, air dash, double jump, second air dash), and as long as you don’t super jump, you can cover it with assists for a strong approach. His knee can be used in neutral as it blows up any approaches other than lows, catching enemies blocking low if close enough, then baroque for safety.

Advanced Strategy

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Match-Ups

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Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Hone
TvC Casshan Face.png

Casshan
TvC Ryu Face.png

Ryu
X
Player Name Point Character Anchor Character Social Media
GEM
TvC Casshan Face.png

Casshan
TvC Ryu Face.png

Ryu
Player Name Point Character Anchor Character Social Media
MagnomanX
TvC Casshan Face.png

Casshan
TvC Volnutt Face.png

Megaman Volnutt
Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Casshan Face.png

Casshan
TvC Joe Face.png

Joe the Condor
youtube

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