edit: link to casshern casuals - http://www.youtube.com/view_play_list?p=CFBB91B3D29A05AC
So I’m trying to learn how to play this guy and I’m having a hard time learning how to be Casshern.
My feeling is that he is a rush down kinda character, but his tools for this are risky or short ranged.
After a session of using Casshern in casuals, here are some of my notes. Please help me explore these.
Casshern does not have good ways to get in and his normals are very short ranged. It is usually impossible to combo into a 5C on a human opponent due to crouching or mid-screen
jump C has a slow start-up but really good priority during it’s hit frames. I don’t think I’ve been stuffed out of a jump C, but I’ve traded at most. If you connect a j.C you get a knockdown
most/all knockdowns can lead to his geyser super (and in my case I can DHC karas’ sword spin super…lots of damage, always over 20k I think)
Jump back C to get breathing space. On landing call friender. If they are rushing you down, A friender will help tremendously. A friender is a jump attack (read: overhead) and gives you a knockdown. It will come out even if they hit you while you do the whistle.
I rarely ever connect with B friender. I think it is the most useless version of friender just because I don’t know how/when to call him because my opponents are usually in my face or in the air. I’ve tried calling B friender after a knockdown, but they see it a mile away and just block it. After the block, I have no more pressure. Please tell me how you guys are setting up B friender. Cuz if B friender connects, you can lay on HUUUGE damage.
C friender is good for setting up pressure/mixups after a knockdown. A friender is also good on a cornered opponent because it’s an overhead. ie. you have a knockdown in/near the corner. call out A friender and the dog will do an overhead. if the overhead hits, you can immediately juggle a launcher.
bread and butter string is (2A), 2A, 2B, 3C, sj.A, A, B, B, j.A, B, 236C, land, geyser super. If they block, cancel 3C into another move or call out assist.
because I can rarely combo 5C, I can’t combo his 236A/B. this hurts my game a lot
236A/B by itself is a decent move to close the gap. But I would only do it with an assist or baroque. I do this and just hope for the best. If I connect with a 236A/B I will get karas assist to combo. After that I can immediately call B friender and set up a damaging combo. If I connect and baroque, I can do an even longer combo. This approach will have the opponent in a standing state, so you can do casshern’s big combos cuz you can combo 5C.
Random 421A/B/C is working out for me… But I want to find good setups for it. It should be an option you keep in your mind if they are near the corner because you can link the geyser super.
[*]I never do his lvl3 or his 41236 super. Reasons being I don’t know how to combo into them. 41236 combos off a 236A/B but 236A/B combos off a 5C. since I cannot connect a 5C, I can’t connect 236A/B
I still don’t know how I’m supposed to play Casshern. It seems like he’s all about getting knockdowns and spamming friender.
a few more notes I didn’t include:
 236C charge is really good. Probably unavoidable when you kill an opponent and their partner comes in. C friender also helps you set up the charge. you can link a super after this as well at any range
 A friender does 3600 damage (according to densetsu’s post). I think this is more than most projectiles. More than Ryu’s C fireball