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 |
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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 | ![]() Casshan |
![]() Ryu |
X |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
GEM | ![]() Casshan |
![]() Ryu |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
MagnomanX | ![]() Casshan |
![]() Megaman Volnutt |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
BlingBloing | ![]() Casshan |
![]() Joe the Condor |
youtube |