Post by Desslok on May 28, 2010 13:26:11 GMT -6
(Originally compiled by theonejanitor)
Table of Contents
I: General
A: Background
B: Why Play Casey?
C: Pros/Cons
D: Random Info
II: Gameplay
A: Preface
B: The Moves!
C: Strategy
I. General
A. Background
Arnold "Casey" Jones is a vigilante crime fighter in New York City, much like the Turtles themselves. Unlike the Turtles, however, Casey shows no mercy to the criminals he faces. His background story is slightly different, depending on which Turtles incarnation you consult, but the common thread is that he is a ruthless vigilante who really, really, hates criminals. He also is usually depicted as a love interest for April O'Neal. He is known for wearing a mask while he's crime-fighting, and for carrying a golf bag filled with various weapons, including hockey sticks, pipes, and golf clubs.
B. Why Play Casey?
1. Because he's a bad ass.
2. He hits you with a f*cking hockey stick.
3. Because he's not as floaty as most other characters.
4. Because he's strong, especially when compared to how quick his is.
5. Because his throws are relatively powerful.
6. Because he's probably low-tier, and winning with low-tiers is always great.
7. Not many people play him, at least not yet.
C: Pros/Cons
Pros:
1.Doesn't jump that high, falls relatively fast. This makes his aerial approach more viable.
2. Lots of high power attacks.
3. Throws are relatively powerful
4. Lots of good tech chasing options.
5. He is a bad ass.
Cons:
1. Lots of laggy moves
2. Powerful moves are very difficult to land, due to lagginess
3. Disproportionately low priority
4. Unlike most characters, his tilt A moves and aerials don't use his weapon, so he lacks the advantage of the disjointed hitbox.
5. Alot of his moveset is somewhat useless.
6. Probably low tier, when it comes to matchups. Just has less options than most characters.
7. Decent range, but not as much as he needs to overcome his lagginess.
D. Random Info
1. Casey Jones is a starter character, available from the moment you first turn on the game.
2. Beating Arcade mode on any difficulty will unlock Casey Jones's alternate costume, which is based on the design from the "Back to the Sewer" era of the TMNT cartoon.
3. The attack that pushes Casey's health bar below 50% will knock his mask off.
II: Gameplay
A. Preface
In describing the ground moves, I will use the numberpad notation that is used in most 2d fighting game communities. To understand it, just look at your number pad. Each number represents a direction.
7 8 9
4 5 6
1 2 3
5 is neutral, 6 is forward, 8 is up, 3 is down+forward, and so on. For moves that must be "smashed", i.e where you have to press a direction and a button at the exact same time (as opposed to holding a direction, then pressing a button), I will write an s before the move. So 6a means forward tilt A. s6b means forward smash B.
For aerials, I will use Smash Bros. notation. uair/upair means Up+attack in the air. Nair is neutral attack in the air (note that pressing forward and attack does the same move as neutral attack, and pressing away and attacks, turns around and does the same move). Likewise, dair is down and attack in the air.
WA or wa = wall attack
SWA or swa = swing-by attack (I use swa instead of sa or sba to differentiate from smash a or smash b attacks)
66a = dash attack
there are three throws as well: normal throw (which I will refer to as f-throw or b-throw, but be aware that it is the same throw just in different directions), upthrow, and wall throw (wthrow).
Note:
6a and 2a do the same move as 5a
and 9a/9b does the same move as 8a/8b
The format for moves is like this:
Move notation
Damage/Special properties (refer to this thread for info about special properties. If nothing is listed, then that means the enemy is left standing after the move is landed.)
Description (I may eventually replace this with photos)
Notes
B. The Moves!
1. Standing A Moves
5a
23
Casey leans in and jabs the opponent.
Very good range for a jab. However at maximum range, the normal AA combo will not land.
8a
85/Launch
A strong uppercut.
Strongest launcher, so you'll be looking for opportunities to land this. Kind of hard to land due to slow start up.
3a
70/Stun
Casey steps in with a kick to the midsection.
Best Stun move (but that's not saying much). Starts up about the same time as 6b, but winds down MUCH quicker
7a
77/Faint Stun
Casey does a backwards boot to the gut.
s6a
88/Knockback
Casey leaps at the opponent and strikes them with the the top end his stick.
Very good damage and range. Again, slow start up, but the huge range makes up for it.
s2a
66/Trip
Casey swings his stick low backwards, then forwards.
Two parts, both do the exact same damage and knockback. He hits backwards first.
s8a
75/Launch
Casey does a back flip, kicking the opponent in the process.
Probably his best anti-attack. One of the few moves that does decent damage AND has low startup :-D
2. Standing B moves
5b
88 (106 on counter)/Pound (Stun on Counter)
Casey slams the opponent from overhead with his hockey stick.
Really good move. Still bad start up, but good for Casey. Outranges many jabs and other moves, so can be used to interrupt jab combos. If you interrupt a move in progress with this move, it stuns the opponent for a LONG time.
6b
77/Stun
Casey pokes his stick at the opponent's feet.
Good range. Again, slow startup. Pretty bad winddown too. But is useful due to range.
7b
93/Turn Around
Casey does a high, spinning attack with his stick.
Hands down, best move speed/move damage ratio in the entire move set. Second strongest attack, yet one of the fastest.
8b
88 (106 on counter)/Launch
Casey swings his sword in a wide arc over his head.
Decent anti-air attack. Has good overhead range. Does more damage on counter and has more knockback.
s6b
165/Knockback
Casey swings his stick as if were on the driving range, clubbing the opponent and sending him flying.
Ridiculous power. Also, you guessed it, slow startup and winddown. And not as much range as we'd like. But still 165 damage? Sweet.
s2b
60/Knockback
Casey kneels and swipes at the ground in front of him.
Kind of useless. RIDICULOUS startup time, and low damage (for Casey). Has good range though
s8b
66,66 (112 if both hits connect)/Pound
Casey leaps in the air, flips and comes down with his stick. Similar to Ike's Up+B in Brawl (though less good of an attack, which is saying something, because Ike's up+b wasn't all that good lol)
Two hits; one as Casey is rising, and one while his falling. The hitbox doesn't stay out the whole time, and it doesn't start until Casey is airborne. If you hit both hits in one combo (only can be done on an airborne opponent), the decay will cause the second hit to be 46 instead of 66,
3. Aerial attacks
nair
60
Casey does a flying kick.
A very good aerial, has pretty good range and speed, and the hitbox stays out longer than many aerials in the game. Low priority though.
uair
40
Casey shoves his stick directly above his head.
Absolutely retarded, useless, move. Huge start up, tiny hitbox, low damage. I'm pretty sure it's impossible to hit a standing opponent with this move. Hell, its almost impossible to hit an AERIAL opponent with it.
dair
40/Pound
A laggy, diving attack, like everyone elses.
4. Throws
Normal Throw
100/Knockback
Casey pounds the opponent on the top of the head, then sends them flying with his stick.
Do this throw if you can't do wthrow. High Damage
Up Throw
90/Launch
Casey flings the opponent straight up.
Does less damage than normal throw, and has little hitstun (the opponent can recover before you can even combo)
Wall Throw
110/Trip (must be near a wall, obviously)
Casey shoulder rushes the opponent into the wall, then unleashes a flurry of punches, ending with a devastating blow to the midsection.
Strongest throw. Plus leaves them right next to you for your Techchasing pleasure. Use it whenever you can.
5. Special Attacks
Wall Attack (WA)
100/Knockback (Done from a Wall Cling)
Casey flies off of the wall and smacks with the top of his stick.
Good damage, but don't do it into people's shields. Many characters can punish it.
Swing-By Attack (SWA)
120/Knockback (Done after grabbing a pole)
Casey flies at you with a strong kick. SWA appears to be unblockable.
Dash-attack (66a)
40/Knockback (Done after Dashing)
Casey does a shoulder rush.
Low damage, but spectacular speed and range. Also, appears to have invincibility frames, more info as it is tested.
6. Standard Combos
AAA
61/Launch
Jab, Backhand, then a Upwards Kick.
Easiest way to launch an opponent, but you've already max-decayed any move that you would combo in after this.
AAB
69/Knockback
Jab, Backhand, then a swipe with the stick.
I'd just use the regular jab combo + juggle for more damage.
AB
56
Jab, then a shot to the head with the top of the stick.
See above.
C: Strategy
1. Moves You Probably Should Learn to Use
a. 7b: It's fast and strong AND has good range. Best move by far. Use it whenever you can.
b. 5b: Strong move, and can lead to a good stun, which can lead to a sweet combo.
c. 5a: Jab is your friend. Good range, and of course leads to a basic combo that you can get around 80 damage from, not bad.
d. wthrow: Yesss, it's strong, use it
e. Grabs in general: They do 100 damage, at least. (except upthrow, but don't use that.) Use them all the time.
f. 6b: Great range.
g. 8a and s8a: Good anti-aerials, and great to start a high damage combo.
i. s6a: Great range and power.
j. s6b: I mean 165 damage yo.
h. nair: Its hitbox stays out for a long time. A staple in Casey's game, imo.
2. Moves You Probably Shouldn't Use
a. uthrow: It's useless. Less damage than other throws, and doesn't combo.
b. uair: Literally useless
c. s2b: Low damage, and huge start up time.
3. Casey's General Strategy
Casey lacks the options that a lot of characters have so you're going to have to perfect your spacing and prediction. Learn the range for his moves. Many of his moves have deceptive range, if you react quick enough you can get the jump on your opponent with a move such as s6a or 6b. Anytime you see an opportunity, throw out a 7b, its such a good move, and does a ton of damage. Grabbing is also going to be really important with Casey. His grabs are relatively strong, so look to tech chase your opponent with grabs. Casey's stun moves(3a, 7a, 6b) rarely lead to any follow ups because they all have long winddown lag, so don't attempt to follow up on this moves, you'll get jabbed. An exception to this is 5b on counter hit, which stuns the enemy for a long time. Look for opporutnities to s6b. It's one hundred sixty five f*cking damage. It's still very strong after being decayed once. 8a to s6b is a devastating combo (200 damage).
Table of Contents
I: General
A: Background
B: Why Play Casey?
C: Pros/Cons
D: Random Info
II: Gameplay
A: Preface
B: The Moves!
C: Strategy
I. General
A. Background
Arnold "Casey" Jones is a vigilante crime fighter in New York City, much like the Turtles themselves. Unlike the Turtles, however, Casey shows no mercy to the criminals he faces. His background story is slightly different, depending on which Turtles incarnation you consult, but the common thread is that he is a ruthless vigilante who really, really, hates criminals. He also is usually depicted as a love interest for April O'Neal. He is known for wearing a mask while he's crime-fighting, and for carrying a golf bag filled with various weapons, including hockey sticks, pipes, and golf clubs.
B. Why Play Casey?
1. Because he's a bad ass.
2. He hits you with a f*cking hockey stick.
3. Because he's not as floaty as most other characters.
4. Because he's strong, especially when compared to how quick his is.
5. Because his throws are relatively powerful.
6. Because he's probably low-tier, and winning with low-tiers is always great.
7. Not many people play him, at least not yet.
C: Pros/Cons
Pros:
1.Doesn't jump that high, falls relatively fast. This makes his aerial approach more viable.
2. Lots of high power attacks.
3. Throws are relatively powerful
4. Lots of good tech chasing options.
5. He is a bad ass.
Cons:
1. Lots of laggy moves
2. Powerful moves are very difficult to land, due to lagginess
3. Disproportionately low priority
4. Unlike most characters, his tilt A moves and aerials don't use his weapon, so he lacks the advantage of the disjointed hitbox.
5. Alot of his moveset is somewhat useless.
6. Probably low tier, when it comes to matchups. Just has less options than most characters.
7. Decent range, but not as much as he needs to overcome his lagginess.
D. Random Info
1. Casey Jones is a starter character, available from the moment you first turn on the game.
2. Beating Arcade mode on any difficulty will unlock Casey Jones's alternate costume, which is based on the design from the "Back to the Sewer" era of the TMNT cartoon.
3. The attack that pushes Casey's health bar below 50% will knock his mask off.
II: Gameplay
A. Preface
In describing the ground moves, I will use the numberpad notation that is used in most 2d fighting game communities. To understand it, just look at your number pad. Each number represents a direction.
7 8 9
4 5 6
1 2 3
5 is neutral, 6 is forward, 8 is up, 3 is down+forward, and so on. For moves that must be "smashed", i.e where you have to press a direction and a button at the exact same time (as opposed to holding a direction, then pressing a button), I will write an s before the move. So 6a means forward tilt A. s6b means forward smash B.
For aerials, I will use Smash Bros. notation. uair/upair means Up+attack in the air. Nair is neutral attack in the air (note that pressing forward and attack does the same move as neutral attack, and pressing away and attacks, turns around and does the same move). Likewise, dair is down and attack in the air.
WA or wa = wall attack
SWA or swa = swing-by attack (I use swa instead of sa or sba to differentiate from smash a or smash b attacks)
66a = dash attack
there are three throws as well: normal throw (which I will refer to as f-throw or b-throw, but be aware that it is the same throw just in different directions), upthrow, and wall throw (wthrow).
Note:
6a and 2a do the same move as 5a
and 9a/9b does the same move as 8a/8b
The format for moves is like this:
Move notation
Damage/Special properties (refer to this thread for info about special properties. If nothing is listed, then that means the enemy is left standing after the move is landed.)
Description (I may eventually replace this with photos)
Notes
B. The Moves!
1. Standing A Moves
5a
23
Casey leans in and jabs the opponent.
Very good range for a jab. However at maximum range, the normal AA combo will not land.
8a
85/Launch
A strong uppercut.
Strongest launcher, so you'll be looking for opportunities to land this. Kind of hard to land due to slow start up.
3a
70/Stun
Casey steps in with a kick to the midsection.
Best Stun move (but that's not saying much). Starts up about the same time as 6b, but winds down MUCH quicker
7a
77/Faint Stun
Casey does a backwards boot to the gut.
s6a
88/Knockback
Casey leaps at the opponent and strikes them with the the top end his stick.
Very good damage and range. Again, slow start up, but the huge range makes up for it.
s2a
66/Trip
Casey swings his stick low backwards, then forwards.
Two parts, both do the exact same damage and knockback. He hits backwards first.
s8a
75/Launch
Casey does a back flip, kicking the opponent in the process.
Probably his best anti-attack. One of the few moves that does decent damage AND has low startup :-D
2. Standing B moves
5b
88 (106 on counter)/Pound (Stun on Counter)
Casey slams the opponent from overhead with his hockey stick.
Really good move. Still bad start up, but good for Casey. Outranges many jabs and other moves, so can be used to interrupt jab combos. If you interrupt a move in progress with this move, it stuns the opponent for a LONG time.
6b
77/Stun
Casey pokes his stick at the opponent's feet.
Good range. Again, slow startup. Pretty bad winddown too. But is useful due to range.
7b
93/Turn Around
Casey does a high, spinning attack with his stick.
Hands down, best move speed/move damage ratio in the entire move set. Second strongest attack, yet one of the fastest.
8b
88 (106 on counter)/Launch
Casey swings his sword in a wide arc over his head.
Decent anti-air attack. Has good overhead range. Does more damage on counter and has more knockback.
s6b
165/Knockback
Casey swings his stick as if were on the driving range, clubbing the opponent and sending him flying.
Ridiculous power. Also, you guessed it, slow startup and winddown. And not as much range as we'd like. But still 165 damage? Sweet.
s2b
60/Knockback
Casey kneels and swipes at the ground in front of him.
Kind of useless. RIDICULOUS startup time, and low damage (for Casey). Has good range though
s8b
66,66 (112 if both hits connect)/Pound
Casey leaps in the air, flips and comes down with his stick. Similar to Ike's Up+B in Brawl (though less good of an attack, which is saying something, because Ike's up+b wasn't all that good lol)
Two hits; one as Casey is rising, and one while his falling. The hitbox doesn't stay out the whole time, and it doesn't start until Casey is airborne. If you hit both hits in one combo (only can be done on an airborne opponent), the decay will cause the second hit to be 46 instead of 66,
3. Aerial attacks
nair
60
Casey does a flying kick.
A very good aerial, has pretty good range and speed, and the hitbox stays out longer than many aerials in the game. Low priority though.
uair
40
Casey shoves his stick directly above his head.
Absolutely retarded, useless, move. Huge start up, tiny hitbox, low damage. I'm pretty sure it's impossible to hit a standing opponent with this move. Hell, its almost impossible to hit an AERIAL opponent with it.
dair
40/Pound
A laggy, diving attack, like everyone elses.
4. Throws
Normal Throw
100/Knockback
Casey pounds the opponent on the top of the head, then sends them flying with his stick.
Do this throw if you can't do wthrow. High Damage
Up Throw
90/Launch
Casey flings the opponent straight up.
Does less damage than normal throw, and has little hitstun (the opponent can recover before you can even combo)
Wall Throw
110/Trip (must be near a wall, obviously)
Casey shoulder rushes the opponent into the wall, then unleashes a flurry of punches, ending with a devastating blow to the midsection.
Strongest throw. Plus leaves them right next to you for your Techchasing pleasure. Use it whenever you can.
5. Special Attacks
Wall Attack (WA)
100/Knockback (Done from a Wall Cling)
Casey flies off of the wall and smacks with the top of his stick.
Good damage, but don't do it into people's shields. Many characters can punish it.
Swing-By Attack (SWA)
120/Knockback (Done after grabbing a pole)
Casey flies at you with a strong kick. SWA appears to be unblockable.
Dash-attack (66a)
40/Knockback (Done after Dashing)
Casey does a shoulder rush.
Low damage, but spectacular speed and range. Also, appears to have invincibility frames, more info as it is tested.
6. Standard Combos
AAA
61/Launch
Jab, Backhand, then a Upwards Kick.
Easiest way to launch an opponent, but you've already max-decayed any move that you would combo in after this.
AAB
69/Knockback
Jab, Backhand, then a swipe with the stick.
I'd just use the regular jab combo + juggle for more damage.
AB
56
Jab, then a shot to the head with the top of the stick.
See above.
C: Strategy
1. Moves You Probably Should Learn to Use
a. 7b: It's fast and strong AND has good range. Best move by far. Use it whenever you can.
b. 5b: Strong move, and can lead to a good stun, which can lead to a sweet combo.
c. 5a: Jab is your friend. Good range, and of course leads to a basic combo that you can get around 80 damage from, not bad.
d. wthrow: Yesss, it's strong, use it
e. Grabs in general: They do 100 damage, at least. (except upthrow, but don't use that.) Use them all the time.
f. 6b: Great range.
g. 8a and s8a: Good anti-aerials, and great to start a high damage combo.
i. s6a: Great range and power.
j. s6b: I mean 165 damage yo.
h. nair: Its hitbox stays out for a long time. A staple in Casey's game, imo.
2. Moves You Probably Shouldn't Use
a. uthrow: It's useless. Less damage than other throws, and doesn't combo.
b. uair: Literally useless
c. s2b: Low damage, and huge start up time.
3. Casey's General Strategy
Casey lacks the options that a lot of characters have so you're going to have to perfect your spacing and prediction. Learn the range for his moves. Many of his moves have deceptive range, if you react quick enough you can get the jump on your opponent with a move such as s6a or 6b. Anytime you see an opportunity, throw out a 7b, its such a good move, and does a ton of damage. Grabbing is also going to be really important with Casey. His grabs are relatively strong, so look to tech chase your opponent with grabs. Casey's stun moves(3a, 7a, 6b) rarely lead to any follow ups because they all have long winddown lag, so don't attempt to follow up on this moves, you'll get jabbed. An exception to this is 5b on counter hit, which stuns the enemy for a long time. Look for opporutnities to s6b. It's one hundred sixty five f*cking damage. It's still very strong after being decayed once. 8a to s6b is a devastating combo (200 damage).