Vampire Savior/Sasquatch
Introduction
Sasquatch (サスカッチ), is the most noble of his tribe of Bigfoot that live deep in the Rocky Mountains of Canada. When he sensed the powers of the extraterrestrial Pyron, he set out to discover the source of said power. After returning to his village, he finds members of his village have disappeared. In the center of his village was a huge hole. Determined that his fellow villagers have been pulled into trouble, Sasquatch jumped into the hole to help them. In the end, he found out that his fellow Bigfoot went willingly because Jedah offered them lots of bananas (not knowing that he is evil).
His gameplay is characterized by extreme pressure and unseeable high/low mixups. He is backed up by high health, incredible movement speed(if you've mastered short hops), extremely buff normals, and some very high damage combos. His only weaknesses, however slight, is one of the worst walk speeds, though you won't be walking much, and a not quite good air game.
Gameplay
Executional Requirements
Low to Mid Level
Sasquatch is very strong at a low to mid level without putting in much work. At the very least you'll want to be able to do at least a single short hop at will for a mix up or to start some pressure.
Mastery
Sasquatch at a master level becomes a bit difficult, but compared to the rest of the cast it is still much easier. Short hop becomes extremely emphasized as you must be able to short hop the entire length of the screen, instantly short hopping right as you land from the previous one. Doing them them cleanly definitely takes some time to master, but it looks beautiful when executed perfectly.
You'll also want to be able to 1-hit push block at will. Sasquatch very easily turns defense into offense, potentially more so than the rest of the cast. You will simply push block, and short hop in behind it.
What To Focus On When Starting Out
- short hop practice
- air resets into high/low
Strengths | Weaknesses |
---|---|
|
|
Standing Normals
5LP
This button, along with st.HP, are your option select buttons for grabbing.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 8 | 5 | 4 | H: 8 G: 7 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 16 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 17 | 7 | H: 15 G: 9 W: 3 |
5HP
Along with st.MP, this is one of your two option select buttons for anti-air. The angle of it is so great that it will catch MOST upbacks in the corner. This button will not catch Felicia in the corner, however; use st.HK instead.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 5 | 26 | 6 | -7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 24,20 | 9,8 | H: 24 G: 15 W: 6 |
5LK
Apparently this has near and far frame data. Maybe someone will fill in that part one day.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 11 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 4 | H: 6 G: 3 W: 0 |
5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 21 | 0 | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 8 | H: 15 G: 9 W: 3 |
5HK
The anti-air hitbox is active on the 12th frame.
This move has a couple interesting properties. On the 8th frame it will go over lows, and even though Sasquatch is in the air, he is still considered grounded which means opponents cannot air block the anti-air.
This hs lower body invulnerability, so you can cause some low attacks to whiff.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 2(2)3 | 21 | 11 | -2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 8-25 lowerbody | 22,22 | 8,8 | H: 24 G: 15+9 W: 6 |
Close Normals
CL.5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 8 | 8 | 7 | H: 11 G: 10 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
CL.5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 9 | 7 | 6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 4 | H: 6 G: 3 W: 0 |
Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 7 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 8 | 4 | H: 6 G: 3 W: 0 |
2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 14 | 4 | 3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 17 | 7 | H: 15 G: 9 W: 3 |
2HP
Has utility in the corner for combos. You can use this as an ender instead of cr.HK to air reset them and lead into a quick and dirty mixup.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 2(2)3 | 27 | 3 | -10 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 23,20 | 9,8 | H: 24 G: 15+9 W: 6 |
2LK
Foot invincible frames 4F-13F. Must block low.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 11 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | 4-13 feet | 7 | 4 | H: 6 G: 3 W: 0 |
2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 16 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 17 | 8 | H: 15 G: 9 W: 3 |
2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 4 | 30 | - | -6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 18 | 8 | H: 24 G: 15 W: 6 |
Air Normals
J.LP
Decent range, and downward trajectory on the hitbox. This is extremely useful for both jump ins, air chains and air whiffing.
One of Sasquatch's main short hop normals on grounded opponents.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 6 | 4 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 9 | 5 | H: 6 G: 3 W: 0 |
J.MP
Great air normal, use often. It works extremely well for option select air throws as well.
One of Sasquatch's main short hop normals on grounded opponents.
No resultsJ.HP
J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 6 | 5 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 9 | 5 | H: 6 G: 3 W: 0 |
J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 6 | 7 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 17 | 7 | H: 15 G: 9 W: 3 |
J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 3,3 | 13 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 11,11 | 4,4 | H: 15+9 G: 10+4 W: 6 |
Special Moves
Big Breath
236LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
28 | - | 10 | 60 | 24 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 18 | 6 | H: 12 G: 12 W: 12 |
236MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
28 | - | 10 | 60 | 24 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 18 | 6 | H: 12 G: 12 W: 12 |
236HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | - | 8 | 62 | 26 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 18 | 6 | H: 12 G: 12 W: 12 |
236PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | - | 8 | 110 | 26 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 23 | 8 | H: 0 G: 0 W: 0 |
Big Blow
623P
Really useless move. Takes too long to start up, and the unsafeness of it makes it worthless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
18,33 | 4,8 | 31 | - | -19 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 23,18 | 6,5 | H: 26 G: 22 W: 18 |
623[P]
Really useless move. Takes too long to start up, and the unsafeness of it makes it worthless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
37,68 | 4,12 | 39 | - | -31 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 25,19 | 7,5 | H: 0 G: 0 W: 0 |
623[P]
Really useless move. Takes too long to start up, and the unsafeness of it makes it worthless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
37,68 | 4,12 | 39 | - | -31 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 25,19 | 7,5 | H: 0 G: 0 W: 0 |
623PP
Really useless move. Takes too long to start up, and the unsafeness of it makes it worthless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
37,68 | 4,12 | 39 | - | -31 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 25,19 | 7,5 | H: 0 G: 0 W: 0 |
Big Typhoon
623LK
As a guard cancel this move has 9 frames of invincibility, which makes it invincible past start up. This means will not lose or trade unlike the other two normal version guard cancels. Also, it is the safest version on block at -6, which is potentially punishable but not quite easily. Besides those advantages, the problems are numerous. You'll still be at -5 on hit afterwards, which is potentially punishable. You'll have to watch out for this completely whiffing on small crouching opponents due to the high hitbox. And even as the fastest version of Big Typhoon, it is still slow for a guard cancel and easily baited. In the end, the guard cancel LK Big Typhoon has a little bit of use, but you may as well push block instead.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 3,8 | 23 | -5 | -6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 14x2 | 4x2 | H: 21+3 G: 19+1 W: 18 |
623MK
(I'm not sure if the game will select the weaker or stronger version of a special if you don't have meter for ES, but I am considering using LK+MK or MK+HK on the basis on which button combination will give you MK Typhoon if you have no meter. With the idea that the game will select the version that gives you a decent frame advantage if you do not have meter for ES Big Typhoon. This is only if you somehow have issues paying attention to how much meter you currently have.)
As a guard cancel, this move has 9 frames of invincibility, and with an 11 frame startup, there is a chance it may be stuffed. Not only that, the startup is so slow it is very easy to bait out. Out of the 3 normal versions of this move, it is plus on hit which is nice, you just just won't get the chance to make use of it.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 3,5,14 | 25 | 2 | -15 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 10x3 | 3x3 | H: 21+3+3 G: 19+1+1 W: 18 |
623HK
As a guard cancel, this move has 9 frames of invincibility, and with a 10 frame start up, this has a high chance of trading. Plus the start up is so long it will be easy to bait out, at which point you're dealing with -22F on block. Not a good guard cancel.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 3,4,4,22 | 26 | -5 | -22 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 9x4 | 3x4 | H: 21+3+3+3 G: 19+1+1+1 W: 19 |
623KK
While it looks like it may have a decent anti-air hitbox, do not use it as such since it is still air blockable and the recovery is long.
As a guard cancel, this move has 9 frames of invincibility, and with a 9 frame start up it has a single active frame before the invincibility putters out. This is his best guard cancel of all version of big typhoon by far, as it starts up second fastest, fully invincible and completely safe on hit. It even does semi-decent damage on hit for a guard cancel. If baited though, it is by far the easiest to punish so watch out what move you cancel from into this.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 48 | 28 | - | -52 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 18 | 5 | H: 0 G: 0 W: 0 |
Guard Cancel
623LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 3,8 | 23 | -5 | -6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 14x2 | 4x2 | H: 21+3 G: 19+1 W: 18 |
623MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 3,5,14 | 25 | 2 | -15 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 10x3 | 3x3 | H: 21+3+3 G: 19+1+1 W: 18 |
623HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 3,4,4,22 | 26 | -5 | -22 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 9x4 | 3x4 | H: 21+3+3+3 G: 19+1+1+1 W: 19 |
623KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 48 | 28 | - | -52 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 18 | 5 | H: 0 G: 0 W: 0 |
Ice Towers
22LP
Its use as an anti-air is a bit matchup dependant. Generally it is extremely strong against Jedah, Morrigan, and a few other characters who have to end up committing to their air movement. Tossing out the super active HK Big Towers means you don't even really have to time it either. I've seen it work consistently on Demitri as well since none of his normals can get below the hitbox down to the hurtbox.
The plus and block frames on hit and guard listed up above don't really tell the full story, since that is on grounded opponents, and this does not have much utility outside of anti-airs.
On an air hit, this move does a knockdown.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 12 | 24 | 24 | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 23 | 5 | H: 24 G: 21 W: 18 |
22MP
Its use as an anti-air is a bit matchup dependant. Generally it is extremely strong against Jedah, Morrigan, and a few other characters who have to end up committing to their air movement. Tossing out the super active HK Big Towers means you don't even really have to time it either. I've seen it work consistently on Demitri as well since none of his normals can get below the hitbox down to the hurtbox.
The plus and block frames on hit and guard listed up above don't really tell the full story, since that is on grounded opponents, and this does not have much utility outside of anti-airs.
On an air hit, this move does a knockdown.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 22 | 24 | 14 | -18 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 23 | 5 | H: 24 G: 21 W: 18 |
22HP
Its use as an anti-air is a bit matchup dependant. Generally it is extremely strong against Jedah, Morrigan, and a few other characters who have to end up committing to their air movement. Tossing out the super active HK Big Towers means you don't even really have to time it either. I've seen it work consistently on Demitri as well since none of his normals can get below the hitbox down to the hurtbox.
The plus and block frames on hit and guard listed up above don't really tell the full story, since that is on grounded opponents, and this does not have much utility outside of anti-airs.
On an air hit, this move does a knockdown.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 32 | 24 | 4 | -28 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 23 | 5 | H: 24 G: 21 W: 18 |
22PP
It travels full screen extremely fast, both in front of and behind Sasquatch. This can be used to punish people throwing bad fireballs, or just jumping around pressing buttons at any position on the screen.
Advantage from a knockdown on hit is huge. You get plenty of time to dash in from full screen and start applying pressure. Plus it does tons of damage to boot. This is not something you want to be hit by.
As a combo tool, I've seen it used occasionally to get a knockdown after a Big Brunch, but when they don't want to deal with the poor advantage on knockdown that ES Big Typhoon gives. Though this is at a price of less damage.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | - | 52 | - | -18 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 28 | 9 | H: 0 G: 0 W: 0 |
Command Throws
632[4]P
There is not any difference between the normal versions, and the ES Big Brunch does slightly more damage and freezes the opponent for longer.
The main thing to keep in mind with this move is every character has a different freeze timing, and distance Sasquatch spits them out at. It is not at all consistent between characters.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 1 | 63 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | - | 19 | 6 | H: 22 G: 0 W: 12 |
360+P
ES Command Throws
632[4]PP
There is not any difference between the normal versions, and the ES Big Brunch does slightly more damage and freezes the opponent for longer.
The main thing to keep in mind with this move is every character has a different freeze timing, and distance Sasquatch spits them out at. It is not at all consistent between characters.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 1 | 63 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | - | 23 | 9 | H: 0 G: 0 W: 0 |
360+PP
Ex Moves
412[6]PP
There are a few characters I'll occasionally use this on from full screen, such as Lei-Lei, Demitri, Morrigan or Jedah. Usually its just if they are jumping around doing dumb stuff. This move does slightly more damage than ES Big Towers, but its hard to say if you get any REAL benefit out of using it.
Not sure of the comparative advantage on hit you get from this fullscreen compared to ES Big Towers either.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
38 | 49 | 11 | - | -25 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | - | - | 31 | 8 | H: 0 G: 0 W: 0 |
412[6]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
45 | 67 | 8 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
unblockable | - | 112-118 whole body | 39 | 10 | H: 0 G: 0 W: 0 |
720+KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 1 | 63 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | - | 36+16 | 8+6 | H: 0 G: 0 W: 0 |
412[6]START
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
70 | 179 | 4 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
unblockable | - | - | 2 | 1 | H: 0 G: 0 W: 0 |
Pursuits
8P or 8K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
17 | 18 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-2 feet | 6 | 6 | H: 24 G: 0 W: 6 |
8PP or 8KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
17 | 18 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-2 feet | 5+7 | 4+6 | H: 0 G: 0 W: 0 |
Ground Throw
6MP or 6HP
Sasquatch actually gets +12 on a throw tech from Jedah, Bulleta and Q-Bee.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 48 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-47 whole body | 23 (11) | 8 (4) | H: 9 G: 0 W: 0 |
Air Throw
J.6P or J.4P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 23 + 38 + landing 12 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-23 whole body | 23 (11) | 8 (4) | H: 9 G: 0 W: 0 |
Dark Force
Super Armor: Big Resistor / M.A.P.S. - Same strength P + K
- Big Resistor (Light or Medium Version/LP+LK or MP+MK: Super Armor: Big Resistor. Adds super armor (not hyper armor). Useful for getting out of traps. A decent option to use when being pressured, but only works on the ground. It also allows you to chain more attacks when dashing.
- M.A.P.S. (Heavy Version/HP+HK): Magical Avalanche Penguin Super-units. Summons an army of penguins to throw at your opponent. Toss penguins by hitting any punch. Penguins chip on block, and the distance depends on the strength of the punch button. Can be used on the ground and in the air
Movement
Walk: The forward walk speed is fairly average, but his backwards walk is a little slower.
Dash: Sasquatch takes a big leap at his opponent. Very easy to hit him out of a regular dash, but Sasquatch also has a shorthop. (Forward, Forward, Back). It shortens the total distance of the hop, but increases the speed greatly. A good portion of where his pressure game comes from.
Jump:
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/16.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
DD | DD or 山岡士郎 | LP ![]() |
Kanto Region | http://twitter.com/DDsas http://blog.livedoor.jp/iamddsas23/ https://www.youtube.com/channel/UCX93eVj3PS-r2yqLR32ZATA |
#01 Sassy GO,GO,GO,GO! |
Kowappa | こわっぱ | LP ![]() |
Kanto Region | http://twitter.com/kowappa0530 | #02 Sasquatch Also goes by "Kowahara" Very Active Comedian |
Haitani | ハイタニ | HK ![]() |
Osaka, Japan | http://twitter.com/hai090 | Inactive, but a GOD |
TKO | — | KK ![]() |
Kanto Region | http://twitter.com/tkocombo http://www.youtube.com/channel/UCr_qlYFz9KjvwZxMJf5dZ-g |
Japanese Vampire Hunter Community leader #01 Hunter Sasquatch |
Sasunii | さす兄 | MP ![]() |
Tokyo, Japan | http://twitter.com/sasquatch21chan https://www.youtube.com/channel/UCr_qlYFz9KjvwZxMJf5dZ-g/about |
Big Brother Sasquatch |
Nasu | ナス | LK ![]() |
Kanto Region | http://twitter.com/nasu_stupid | |
Hosokawa | ホソカワ | MP ![]() |
Nagoya, Japan | http://www.youtube.com/channel/UCY6ruY39OZ6J7jb4fpEk9AQ https://twitter.com/hosoquatch |
uses st.hk as corner resets |
Okekebi | おけけび | MP ![]() |
Saitama, Japan | http://twitter.com/okkb_tt | |
Orecom | 俺こん | LP ![]() |
http://www.youtube.com/user/orecomchan/ | Used to be Felicia. | |
Kuma | クマ | HP ![]() |
Yamagata, Japan | http://twitter.com/kumamk | |
Tsune | ツネ | KK ![]() |
Kanto Region |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
JayOneTheSk8 | ジェイワン ザ スケート | PP ![]() |
New York, USA | https://twitter.com/JayOneTheSk8 | Long time player that has been greatly successful. He's a musician that managed to implement those techniques in how he plays. |
YetiGhettoSlang | イェティー ゲットー スラング | HP ![]() |
Ohio, USA | https://twitter.com/yetighettoslang | One of the Nasty Boys. Legendary commentator that has no other equal. |
Mr. Igloo | ミスターイグルー | MK ![]() |
Nevada, USA | https://twitter.com/Mr_igloo | Semi-Retired. Formerly a California player that has won tournaments. Now an igloo caught in a desert. |
Shorjewken | ショージューケン | HK ![]() |
Unknown, USA | https://twitter.com/shorjewken | Longtime player that has had great results. Also known for playing Lei-Lei. |