Tatsunoko vs Capcom: Ultimate All Stars/Casshan

From SuperCombo Wiki

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 means he can struggle in the neutral, but if you find the correct openings, he can end a match quickly.

Gameplay

Strengths Weaknesses
  • 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 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 does not hit low, but is 1f faster than the 5A. Likely your go-to for a quick combo starter.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 1920 - Casshern 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 his 5B.
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 5B. 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.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Counter Tag 26 - - - 2400 - Same animation as 3C. 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 Boulder Chop 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 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.
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 Brutal Ax super to end combos from a distance.
* The C version is a hitgrab drill kick. It does several hits and gives a hard knockdown. You can cancel into Brutal Ax 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 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 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 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.
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 A version staying in place. Since they give hard knockdown, you can cancel into Brutal Ax for a followup 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 Boulder Chop 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 Scrap Android 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 236B. 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

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