Vampire Savior/Sasquatch

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Costume Colors
Sasquatch


Introduction

Sasquatch, the Bigfoot. Abominable snowman is abominable.

Primary objective: Shorthop a lot, Big Brunch into retarded damage, and press buttons FTW.

Normal Moves

LP: Small range but comes out fast with huge priority. Use as combo starters or to jab people out of everything. Whiff crouching opponents. Cancelable.

MP: 'Talk to the hand' move. Huge hitbox, come out fast and cancelable. Sasquatch's key to stopping air guard, wake up meaty and huge combos.

HP: Uppercut. Stop jumps.

LK: Not much use. Cancelable.

MK: Whiff crouching opponents but pretty good range.

HK: Despite its look it's air unblockable. Decent meaty, and goes over low attacks

c.LP: Like LP but doesn't whiff crouching. Seems to have less range though. Cancelable

c.MP: Similar to MP. Trades range for shrunk hitbox. Cancelable.

c.HP: The flip. End combo with this instead of cr.HK if you don't want to knock down your opponent (allowing them to roll away) . Also decent anti air.

c.LK: Hits low. Move yourself a little forward (possible kara cancel for Big Brunch grab ?) . Good combo starter. Cancelable.

c.MK: The ass. Less range than MK, but now cancelable !

c.HK: Sas' sweep. Reach like half a screen. Great combo ender.

j.LP: Good for short hops. Also j.LP j.LK is a good jump in chain.

j.MP: Headbutt. Staple move in short hops. Big hitbox, good damage and stun.

j.HP: A knockdown attack. j.MP will probably lead to more damaging combos but this move is good for mindless long dash raids ... hmmm

j.LK: Nifty. Use this for short hops instead of the punches.

j.MK: Identical to the LK version ... I think it has more starting frames and hit harder. Possibly everything you can do with j.LK can be done with this instead.

j.HK: The butt. 2 hit, and can cross up. Very powerful move in rushes.

Command Normal Moves

P Throw: Sasquatch slams his opponent on the ground. Leaves them at a close enough distance to follow up with pressure if they neutral tech or tech towards you.

Air Throw: Regular air throw. Slams them to the ground.

Pursuit: Doesn't do much damage, but leaves you at a great position for pressure. The es version is faster and hits twice

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:

Specials

Big Breath - 239P: Sasquatch shoots a little bit of hot air at the opponent, and freezes them if they get hit by it. No range, but it negates fireballs, and builds meter fairly fast. EX version allows for an additional hit if you freeze them.

  • (Any Version) Ice puff.
  • (ES Version)

Big Towers - 22P: Surrounds himself with solid ice. Ok as an anti air, but the es version puts the regular on to shame. Es (ice) tower goes full screen, and can be used as an answer to full screen projectiles, functions as an anti-air, hits people when they're recovering, etc.

  • (Any Version) Ice spikes.
  • (ES Version) Ice shockwave that covers full screen in either direction (front/behind).

Big Blow - 623+P: Winds his fist up and unleashes a long punch. Goes further the longer you hold the button. The longer you hold the button, the more unsafe it becomes on block. Es version fully charged hits 3 times.

Really useless move. Takes too long to start up, and the unsafeness of it makes it worthless.

  • (Any Version) Guru guru paaanchi.
  • (ES Version)

Big Typhoon - 623K: Sas's foot becomes a whirlwind, at he throws it at you. The main special you use in combos. The normal version does ok damage, but the es version is a great anti air, and gets you a knockdown in combos.

  • (Any Version) Sasquatch footsmell.
  • (ES Version) Spinny. One hit, lots of damage, knockdown. Useful in combos.

Big Swing - 360+K: Picks the opponent up, flings them, and makes sasquatch dizzy afterward. decent damage, but no range. has the same start up as Big Brunch. Es version does a little more damage

  • (Any Version) Hellacopter.
  • (ES Version)

Big Brunch - 624P: Swallow the opponent up, and spits them out in a frozen state. The opponent unfreezes afer a set amount of time.

One of his best moves, this throw allow you to follow up with a combo afterwards. An example would be Big Brunch, shorthop mk, stand mpxx Es Big Typhoon. The Es version of this leaves them frozen for a little while longer.

  • (Any Version) Swallow and hork them up frozen. Can combo after.
  • (ES Version) Same, but longer freeze time.

Supers

Big Freezer - 426PP: Ice Beam.

Big Eisbahn - 426KK: Ground freeze. Unblockable.

Big Sledge - 720KK (close): Sleigh ride. Unblockable grab.

Banana - 426Start: Slip on the peel. Unblockable.

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

Strategies

You want to master Sasquatch's short hop (6,6,4). From the short hop Sasquatch can create a variety of fast, high priority overheads that also get him closer to the opponent! This leads to a multitude of mixups that all ends with painful combos.

Mixup :

MP : stop people from jumping away and air guard Sas' short hop attacks.

short hop MP/LP/LK link to ground combos : hits high

(empty short hop) cr.LK -> ground chain : hits low

(empty short hop) Big Brunch grab -> combo or just P throw : unblockable

Generally Sas is strong against practically anyone, and his game isn't too overly complicated either. In neutral situations space yourself out for your short hop attacks and sweep to hit at max range. Use MP and LP to defend yourself, or just stay back building meter with backdash HP and kara canceled breath.

Ice wave (22PP) is one of the tools to setup your pressure. Use it to catch Demitri spamming air fireballs, catching people off guard when they try to dash in, etc even anti air. Don't be too predictable though, this move is easily react to from a good distance. Don't spam it, decent players won't try to counterattack Sas after one Ice wave, you're just wasting meters.

Once you've knocked them into the corner, keep them there as long as possible. Air throw to keep them from chickenguard jumping out, if they tech it then either sweep, MP or prepare for a command grab. Also ending combos with cr.HP is a pretty good idea to end combos, it prevents rolling, after the reset a random sweep can catch desperate players offguard. MP is still your main sort of annoyance, cancel into sweep if you see your opponent block it high. Once you've maintained good pressure, keep hopping.

Also the Whale super thingie ... it's a big gimmick (you can really get killed for using it) but it's incredibly effective to throw out once in awhile when you're pressuring your opponent. When you've trained your opponent to stay defensive when you're at hop distance, throw out a MP xx this super and it'll break their guard. If you haven't used it a lot, you might just pull this off TWICE in a match.

Combos

For most combos you can replace the short hop with a jump in (j.LP j.LK, j.MP j.MK etc) or a Big Brunch grab.

short hop MP, land cr.LK MP cr.MK cr.HK : depending on how your opponent blocks you might use MK instead of cr.MK for extra range.

short hop MK, land MP cr.HK : longer distance hop combo (after a Big Brunch grab for exmaple)

short hop MK, land MP xx 623KK : costs 1 meter, more damage than the above

short hop cross up HK, land -> ground combo

The above combos are Sas' BnB. There are some other random stuff that Sas can do though :

236PP, wait a while, short hop combo : ES ice breath allows a follow up combo, but if you attack the frozen opponent too early you'll only get one hit follow up.

LP LP (or cr.LP cr.LP) xx 623KK

activate super armor Dark Force, long hop [LP LK MP MK HK ], land, ground combo : Sas' super armor DF allows him to chain air normals during his dashes.

Matchups

Frame Data

Normals

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
n.LP 5 +8 +7 0/3/6 Mid Yes/Rapid Renda+: H: +11F G: +10F
n.MP 6 +5 +4 3/9/15 Mid yes
n.HP 8 +6 -7 6/15/24 Mid no
n.LK 5 +7 +6 0/3/6 Mid yes
n.MK 7 0 -1 3/9/15 Mid no
n.HK 8 +11 0 6/15+9/24 Mid no
LP 5 +5 +4 0/3/6 Mid yes/rapid Renda+: H:+8F G:+7F
MP 6 +5 +4 3/9/15 Mid yes
HP 8 +6 -7 6/15/24 Mid no
LK 5 +5 +4 0/3/6 Mid yes
MK 7 0 -1 3/9/15 Mid no
HK 8 +11 0 6/15+9/24 Mid no


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
c.LP 5 +6 +5 0/3/6 Mid yes Renda+: H:+9F G:+8F
c.MP 6 +4 +3 3/9/15 Mid yes
c.HP 7 +3 -6 6/15+9/24 Mid no
c.LK 5 +5 +4 0/3/6 Low no
c.MK 6 +5 +4 3/9/15 Low yes
c.HK 10 Down -6 6/15/24 Low no


Move Startup Meter

Whiff/Block/Hit

Guard Cancel Notes
j.LP 5 0/3/6 High no
j.MP 6 3/9/15 High no
j.HP 10 6/15/24 High no
j.LK 5 0/3/6 High no
j.MK 6 3/9/15 High no
j.HK 8 6/10+4/15+9 High no

Specials

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Notes
236LP 28 +60 +24 12/12/12 Mid
236MP 28 +60 +24 12/12/12 Mid
236HP 30 +62 +26 12/12/12 Mid
236PP 30 +103 +26 0/0/0 Mid
623LP 18~ down -19 18/22/26 Mid
623MP 37~ down -31 18/22/26 Mid
623HP 69~ down -47 18/22/26 Mid
623PP 22~ down -45 0/0/0 Mid
623LK 8 -5 -6 18/19+1/21+3 Mid
623MK 11 +2 -15 18/19+1+1/21+3+3 Mid
623HK 10 -5 -22 18/19+1x3/21+3x3 Mid
623KK 9 down -52 0/0/0 Mid
22LP 7 +24 -8 18/21/24 Mid
22MP 7 +14 -18 18/21/24 Mid
22HP 10 +4 -28 18/21/24 Mid
22PP 9 down -18 0/0/0 Mid
624MP 2 variable - 12/22 Throw Causes Freeze
624HP 2 variable - 12/22 Throw Opponent can mash out
624PP 2 variable - 0/0 Throw
360MK 2 down - 12/42 Throw
360HK 2 down - 12/42 Throw
360KK 2 down - 0/0 Throw

Supers

Move Gauge Startup Hit

Advantage

Block

Advantage

Guard Notes
426PP 1 38 Knockdown -25 Mid
426KK 1 45 Knockdown - Unblockable
426[Start] 1 70 Knockdown - Unblockable
720KK 1 2 Knockdown - Throw


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