Note : All damage numbers can generally vary plus or minus 50 bill. All Baroque combos done with 10% red life.
Basic Combos :
*~~~~ The Bread N’ Butters*
c.A, B, c.B, C
[2A, 5B, 2B, 5C]
Most every extended ground combo for Casshern starts with this string of moves right here, your Bread N Butter in most cases.
c.A, B, c.B, f.B
[2A, 5B, 2B, 6B]
An alternative to the basic Bread N’ Butter, 6B is cancellable into specials and is a worthy alternative when doing your BnB on shorter crouching opponents since it’ll do more damage when 5C would normally only do 1 hit.
Note : As long as you don’t plan on cancelling 6B into 3C (Launcher), you can replace any combo with the [2A, 5B, 2B, 5C] string with the alternative BnB.
*~~~~ Comboing with Specials*
Lightning Punch-A : 10,853
c.A, B, c.B, C, QCF-A
[2A, 5B, 2B, 5C, 236-A]
You have a number of options after the QCF-A special. You could cancel into HCF - Super or Baroque and continue the ground combo, know that if you baroque your best bet would be to repeat the first basic combo (c.A. B. c.B, C) 2 more times and end with a Launcher -> Air Combo -> QCF-C -> Super. We’ll get to the longer strings later.
Boulder Chop - C* : 13,149
c.A, B, c.B, C, c.C, DP-C
[2A, 5B, 2B, 5C, 2C, 623-C]
Very good combo if you’re just planning to do some quick easy damage to your opponent, but doesn’t leave you many options after the DP-C other than throwing out your super. If you’re using this string on a blocking standing opponent the c.C will trip them and you can proceed with the last 2 inputs (DP-C xx Geiser Super)
Catapult Knee-A/B A-Version : 10,439; B-Version : 10,913
c.A, B, c.B, C, RDP-A or B versions
[2A, 5B, 2B, 5C, 421-A or B]
First off, why use The Knee - A or B version over the C version? The A version does everything the B version does with less startup time and less damage. You can baroque either version and continue your combo with relative ease. The C version of the move however leaves the opponent too far away to do much of anything. If you’re using this string on an opponent that’s both crouching and blocking you might be better off omitting the last C and skipping straight to the RDP-A or B. Why? Well, typically if you’re hitting a crouching opponent they’re gonna be advance guarding, the sooner you throw out the overhead, the better.
“The Knee” has wonderful characteristics :
- It has super armor on startup, meaning you could tank through your opponents counter attack and still hit them, baroque, and continue your combo
- It hits overhead. So this means if your opponent continues to crouch block while this move connects they will be hit regardless. Too good.
- When knee is advance guarded no push back is applied. So if they block and advance gaurd the knee BBQ to grab comes out very fast
- Knee is good also when you anticipate a tech roll cuz the thrusters shoot fire behind casshern that can actually hit the opponent. (so the opponent can get hit when they get out of the roll on both sides of you)
Thanks go out to ThaHungryWolf for points 3 and 4.
** Launcher Combos **
There are gonna be two variations of this combo, the first one is going to be without a Lightning Punch-B version, generally if you’re just starting out with Casshern this is the one you’re gonna wanna try to master first as the Lightning punch version’s timing can be kind of strict. You’ll also have to consider if the extra damage is worth going through the trouble of dealing with the more difficult timing. In both combos you can land on the ground and throw out a geiser super for more damage.
No Lightning Punch : 20,028
c.A, B, c.B, C, Launcher j.AABB -DoubleJump- j.B, QCF-C,
[2A, 5B, 2B, 5C, 3C, j.AABB -Jump- j.B, 236-C]
Lightning Punch-B : 23,590
c.A, B, c.B, C, QCF-B B, c.B Launcher, J.AABB -DoubleJump- j.B QCF-C
[2A, 5B, 2B, 5C, 236-B, 5B, 2B, 3C, J.AABB -DoubleJump- j.B, 236-C]
Note : Because i dont feel like writing out every combo with launchers twice just know that you can replace any string that has [2A, 5B, 2B, 5C, 3C] with the Lightning Punch-B version of the launcher for some extra damage.
Baroque Combos :
And now we get into the more complicated Casshern combos. Don’t let the prospect of Baroqueing (or BBQing as most people refer to it as) scare you, it’s an INSANELY useful mechanic. At face value Baroque is used simply to cancel the lag of any attack or special so that you can either extend your combos or make an unsafe move safe. The more red life you have, the more damage your normals will do after Baroqueing so it’s a good idea to make the Baroque combos niceee and long.
Lightning Punch BBQ (No Assist) : 25,000
c.A, B, c.B, C, QCF+A, BBQ, -Dash->, c.A, B, c.B, C, Launcher, j.AABB, -Jump- j.B, QCF-C
[2A, 5B, 2B, 5C, 236-A, BBQ, 2A, 5B, 2B, 5C, 3C, j.AABB -Jump- j.Bm QCF-C]
Lightning Punch BBQ (Projectile Assist)* : 29,656
c.A, B, c.B, C, QCF+A, BBQ, -Dash->, c.A, B, c.B, C, P, HCB-B, c.A, B, c.B, C, Launcher j.AABB -Double Jump- j.B QCF-C
[2A, 5B, 2B, 5C, 236-A, BBQ, 2A, 5B, 2B, 5C, P, HCB-B, 2A, 5B, 2B, 5C, 3C, j.AABB -Jump- j.B, 236-C]
Just gonna need your standard projectile assist; Ryu, Morrigan, or anyone that can cause enough hitstun and doesn’t set your opponent into a stagger state. If you’re using a Roll/Karas assist you’re better off using the no-assist version of this combo. B-Friender (HCB-B) is the key to getting the 3rd repetition of your BnB as it latches on to your opponent as he or she is still in the hit stun of the assist attack.
Catapult Knee BBQ : 19,300
c.A, B, c.B, C, Knee-B (Reverse DP Motion), BBQ, -Dash-> c.A, B, Launcher, j.AB, QCF-C
[2A, 5B, 2B, 5C, 421-B, BBQ, 2A, 5B, 3C, j.AB, 236-C]
My personal favorite baroque combo, may not do as much damage as the above combo but its definitely got flare, and of course thanks to the above mentioned knee properties (Super Armor and hitting Overhead) you might be pulling this one off more often. After The Knee you’ll basically be juggling your opponent so it may take some practice. Also, because your opponent will technically already be in the air before you launch him the timing for your Air Combo will be a little different, which is why you can’t rely on j.AABB.
Level 3 Combo :
** To be frank, there’s almost no reason to waste 3 meters on a level 3 super unless you’re using it to win a match. A standard VHC combo with the right assist can easily the top damage achieved in your typical level 3 combo. Hell, with 2 meters and a VAR you can top the damage you’d do in a Level 3 combo, but for the sake of completion …
With Lightning Punch - B : 26,940
c.A, B, c.B, C, QCF-B xx Level 3 Super.
[2A, 5B, 2B, 5C, 236-B, 421-AB]
The stagger after the Denkou Punch-B causes just enough hitstun to combo into level 3, its good stuff. But with the right assist, in all honesty it’s better to just … not use the level 3.