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

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=Introduction=
{{TVC Character Intro|char=Casshan|content=


=Moves List=
==Introduction==
==Normal Moves==
Casshan (or Casshern) is from the anime of the same name and fights alongside his robot dog Friender.
*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.


==Special Moves==
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. 
*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.
 
*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.
==Gameplay== 
*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.
{{Content Box|content= 
*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.
{{ProConTable 
*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).
|pros= 
==Super Moves==
* Hits HARD, has best baroque boost in the game 
*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
* Knee has unflinchable armor, stops nearly everything in the game 
*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).
* Friender comes in and does his thing, doesn’t care what attack the opponent is doing at times 
*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.
* Dive kick is dominating 
=As An Assist=
* Boulder Chop has an extremely good hitbox and can stop a lot of incoming 
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).
* 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.
}} 
 
{{TvCOverview 
|move='''Air Back Throw''' 
|startup=- 
|active=-
|recovery=-
|blockadv=-
|damage=6400 
|properties=Throw 
|notes=It's a throw, use it as a reversal.
}} 
{{TvCOverviewHeader 
|header=Special Moves 
|move=[[File:Cash Denkou .webm|thumb|{{TvCInput|236X}} Denkou Punch]] 
|startup=20/20/19(84) 
|active=- 
|recovery=47/46/47 
|blockadv=- 
|damage=3600/4000/4400(10400) 
|properties=- 
|notes=An advancing punch. 
* The light version keeps an opponent grounded, so it’s useful for baroque extensions. 
* 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.
}} 
 
{{TvCOverview 
|move=[[File:Cash Boulder Chop.webm|thumb|{{TvCInput|623X}} Boulder Chop]] 
|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 
|move=[[File:Cash Divekick.webm|thumb|j.{{TvCInput|236X}} Shooting Star Kick]] 
|startup=18/18/23 
|active=- 
|recovery=- 
|blockadv=- 
|damage=3200/3200/5055 
|properties=- 
|notes=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 {{TvCInput|623XX}} super to end combos from a distance. 
* 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.* 
}} 
 
{{TvCOverview 
|move=[[File:Cash Friender A.webm|thumb|{{TvCInput|63214X}} Friender Call]] 
|startup=3 
|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 
|move=[[File:Cash Knee.webm|thumb|{{TvCInput|421X}} Catapult Knee]] 
|startup=16/17/19 
|active=- 
|recovery=- 
|blockadv=- 
|damage=2964/3588/4212 
|properties=Overhead 
|notes=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 {{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.* 
}} 
 
{{TvCOverview 
|move=[[File:Cash Brutal Ax.webm|thumb|{{TvCInput|623XX}} Brutal Ax]] 
|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 
|move=[[File:Cash Destruction beam.webm|thumb|{{TvCInput|421XX}} Super Destruction Beam]] 
|startup=24+5 
|active=- 
|recovery=- 
|blockadv=- 
|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 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}}
[[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
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