Vampire Savior/Sasquatch/Archive

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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
  • Above Average Health
  • Dash movement is incredibly fast for a character like him, once mastered.
  • Big normals with big damage that accompanies them
  • He has a command throw that freezes you and gives you more combo opportunities
  • NEARLY UNSEEABLE HIGH/LOW MIXUP DUE TO HIS SPEED
  • He has good normal and air throws
  • ES ICE TOWER AND ES BIG TYPHOON ARE GREAT SPACE CONTROLLING SPECIALS THAT BOTH YIELD HIGH DAMAGE
  • Not effective if you are not good at moving. He is a slow walker otherwise
  • He has crap specials that you will refrain from using (i.e. Big Blow)

}}

Normal Moves

Standing Normals

Sasquatch s lp.png
s.LP

Near s.LP [ Startup:5 | Active:3 | Hit:+8 | Block:+7 | Renda: H:+11 B:+10 ] Special Cancels/Rapid Cancels
Far s.LP [ Startup:5 | Active:3 | Hit:+5 | Block:+4 | Renda: H:+8 B:+7 ] Special Cancels/Rapid Cancels

Fairly standard st.LP. As with all standing light punches, you receive a renda bonus if you press the button twice. Good for stopping characters with hops, parabolic dashes, or instant air dashes if they are close. Abusing the renda bonus is necessary to give Anakaris a bad time, as the advantage on-block will be enough to go straight into long hop j.LP. In additon, the renda bonus is strong enough to go straight into 623KK.

Sasquatch s mp.png
s.MP

[ Startup:6 | Active:3 | Hit:+5 | Block:+4 ] Special Cancels

Talk to the hand. Extremely good poke. If you don't know what to press as Sasquatch, this should probably be the button to press. It's almost as fast as most jabs in the games (most are 5f), but has a staggering amount of priority. Just like st.LP, you can use this to stop hops, parabolic dashes, or instant air dashes if they are close. The reward for doing so is much better, however.

This button, along with st.HP, are your option select buttons for grabbing.

Sasquatch s hp 1.png
Sasquatch s hp 2.png
s.HP

[ Startup:8 | Active:5(3+2) | Hit:+6 | Block:-7 ]

Pretty good uppercut. This serves as your anti-air normal, but admittedly there won't be many usage of it as a proper anti-air as there are just generally more safe options. This button on-hit will always air reset the opponent, which will lead into one of Sasquatch's mixups afterwards.

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.

Sasquatch s lk.png
s.LK

Near s.LK [ Startup:5 | Active:3 | Hit:+7 | Block:+6 ] Special Cancels
Far s.LK [ Startup:X | Active:X | Hit:+5 | Block:+4 ] Special Cancels

High-hitting light kick. This move can be used as anti-hop, and if anything, is better than st.LP in that regard. The difference between st.LP and st.LK however is that this will not benefit from the renda bonus. Use this to tell pesky animals to sit down before hitting them with another mixup.

Apparently this has near and far frame data. Maybe someone will fill in that part one day.

Sasquatch s mk.png
s.MK

[ Startup:7 | Active:3 | Hit: 0 | Block:-1 ]

For the most part, this serves the same purpose as st.MP in terms of anti-air, but overall inferior to st.MP in raw frame data. This isn't to say that this is a terrible move, as it does cover a higher angle than st.MP. As such, this is better for intercepting higher parabolic dashes or air dashes. Situational at most.

Sasquatch s hk 1.png
Sasquatch s hk 2.png
s.HK

[ Startup:8 | Active:2/3 | Hit:+11 | Block:-2 ]

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.

Crouching Normals

Sasquatch c lp.png
c.LP

[ Startup:5 | Active:3 | Hit:+6 | Block:+5 | Renda: H:+6 B:+5 ] Special Cancels/Rapid Cancels

It's a standard crouching poke. This move is **NOT A LOW**; use st.LK for that. This normal's plus frames is good enough to stuff any attempt of mashing, and great for stagger.

Sasquatch c mp.png
c.MP

[ Startup:6 | Active:3 | Hit:+4 | Block:+3 ] Special Cancels

This move can be used as a means to anti-air air dashes, especially Q-Bee's, but it's not really a great move to mash unlike st.MP. Just like cr.LP, it's not a low; use cr.MK for a low instead. Can be used for staggers and frame traps.

Sasquatch c hp 1.png
Sasquatch c hp 2.png
c.HP

[ Startup:7 | Active:2+3 | Hit:+3 | Block: 0 ]

This move is definitively an anti-air, and if anything, slightly better than st.HP in the regard. If the opponent jumps bad, you can use this to swat them out of the sky and air reset them, leading to a 50/50 that the opponent obviously doesn't want.

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.

Sasquatch c lk.png
c.LK

[ Startup:5 | Active:3 | Hit:+5 | Block:+4 ]

An amazing crouching low. Use this normal a lot, as it is the low you should be using at most given times. This move also has the benefit of moving Sasquatch slightly forward as he uses this, and has great plus frames. Good for staggering and keeping close to the opponent.

Foot invincible frames 4F-13F. Must block low.

  • Is Sasquatch air-reset if hit out of this?
Sasquatch c mk.png
c.MK

[ Startup:5 | Active:3 | Hit:+5 | Block:+4 ] Special Cancels

Pretty good crouch medium. Surprisingly, this is just as fast as cr.LK, but it's not as spammable as that move. Use this as mixup as well.

Sasquatch c hk.png
c.HK

[ Startup:10 | Active:4 | Hit:Knockdown | Block:-6 ]

Sasquatch's sweep. This normal goes far, so much so that you can use this on round start. Use this to end your combos or get your mixup game started. Pretty negative on block. Opponents should not pushblock this if they are close.

Forward and Back Jumping Normals

Sasquatch j9 lp.png
j.LP

[ Startup:5 | Active:6 ]

Hitbox is positionally the same as neutral jump LP, but the hurtbox on the arm is positioned a bit further forward and higher.

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.

Sasquatch j9 mp.png
j.MP

[ Startup:6 | Active:6 ]

Hitbox is positionally the same as neutral jump MP, but the hurtbox on the neck is positioned much further back and a bit lower. Due to how much further back it is I'd say it's superior to the neutral jump version.

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.

Sasquatch j9 hp.png
j.HP

[ Startup:10 | Active:4 ]

Hard knockdown on contact, no matter if the opponent is grounded or in the air. Good usage on long hops as either your first or second option, as this move does sport some great range.

Sasquatch j9 lk.png
j.LK

[ Startup:5 | Active:6 ]

Very great poke in the air, and excellent options on a short and long hop. You can use this air-to-air to swat opponents out of the sky, and if that happens to fail, you can go straight into j.MK for another attempt.

j.MK

[ Startup:6 | Active:6 ]

Essentially the same as j.LK, but hits harder and maybe has a better hitbox. Someone will upload the picture...

Sasquatch j9 hk 1.png
Sasquatch j9 hk 2.png
j.HK

[ Startup:7 | Active:6 ]

Two-hit normal. This move is great for sticking to the opponent, but is arguably guard-cancel bait and easy to pushblock. This move can be used to crossup opponents from a short hop and long hop if timed correctly. This move will usually crossup most short crouchers from a short hop, so abuse it when you can.

Neutral Jump Jumping Normals

Sasquatch j lp.png
j.LP

[ Startup:5 | Active:6 ]

TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT

Sasquatch j mp.png
j.MP

[ Startup:6 | Active:6 ]

TEXT

Sasquatch j hp.png
j.HP

[ Startup:10 | Active:4 ]

TEXT

Sasquatch j lk.png
j.LK

[ Startup:5 | Active:6 ]

TEXT

Sasquatch j mk.png
j.MK

[ Startup:6 | Active:6 ]

TEXT

Sasquatch j hk 1.png
Sasquatch j hk 2.png
j.HK

[ Startup:8 | Active:6(3+3) ]

TEXT

Old Normal Moves Info

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

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

Special Moves and Throws

Sasquatch normal throw.png
Normal Throw (MP or HP)

[ Startup:1 | Active:1 | Hit:Knockdown | Throw Tech:+11]

One of the best normal throws in the game. Both MP and HP excellent option select into anti-air normals if the opponent jumps, and if they tech they are left close to Sasquatch and he has a good advantage. In the corner, Sasquatch is left right next to the opponent and can throw loop them as long as they keep throw teching.

Sasquatch actually gets +12 on a throw tech from Jedah, Bulleta and Q-Bee.

Sasquatch air throw.png
Air Throw (MP or HP)

[ Startup:1 | Active:1 | Hit:Knockdown | Throw Tech:-3]

One of the best air throws in the game. If you look at other characters air grabs, their grab 'box' is actually just a single pixel line. Sasquatch actually has a box for his air throw.

Sasquatch bigbrunch.png
Big Brunch - 63214P

[ Startup:2 | Active:1 | Total Frames: 65 ]

An absolutely amazing command grab. When it connects, the opponent will be frozen and Sasquatch can hop in to get a free combo. This move is incredibly fast, and easily lets you confirm into an ES Big Typhoon for big damage. The only downside is that it is one of the few throws that always gives a whiff animation. The whiff animation is long enough that if someone neutral jumps they will have time to land on Sasquatch's head and punish.

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.

Check here for more information about the freeze times and distances for each characther:
http://darkstalkers.web.fc2.com/savior/data-s/sasquatch-s/sasquatch-s-sp-bigblanch.html

  • Is it possible to mash out of this?
Sasquatch bigswing.png
Big Swing - 360K

[ Startup:2 | Active:1 | Total Frames:65 ]

Good range, though not much reason to ever use this over Big Brunch, especially since this has a whiff animation as well.

LK Big Typhoon
Sasquatch typhoon lk.png
MK Big Typhoon
Sasquatch typhoon mk.png
HK Big Typhoon
Sasquatch typhoon hk.png
Sasquatch typhoon es 1.png
Sasquatch typhoon es 2.png
Big Typhoon - 623K

LK Big Typhoon [ Startup:8 | Active:11 | Hit:-5 | Block:-6 ]

One of Sasquatch's two useful versions of this move. Its useful as an anti-air, though it is air blockable. Most character's won't be able to punish it on block unless they have a way of altering their air movement, and even then it can tend to be a bit of a tight punish. Still, it hits a nice part on the screen, comes out fast, and recovers surprisingly quickly. Useful in certain situations and matchups.

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.

MK Big Typhoon [ Startup:11 | Active:22 | Hit:+2 | Block:-15 ]

Not much to say about this version. It is plus on hit unlike his other two Typhoons, which may actually be punished.

(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.

HK Big Typhoon [ Startup:10 | Active:33 | Hit:-5 | Block:-22 ]

Not much to say about this one either. Does the most hits and damage of any of the normal versions, but you're better off comboing into a knockdown or resetting to keep your momentum going.

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.

ES Big Typhoon [ Startup:9 | Active:48 | Hit:Knockdown | Block:-52 ]

The most useful version of Big Typhoon. Does massive damage and is great as a finishing move. While you are advantageous on hit, recovery is long, and you have a very good chance of losing pressure after knocking down with this move. Its generally best used when finishing an opponent off.

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.

LP Big Breath
Sasquatch breath lp.png
MP Big Breath
Sasquatch breath mp.png
HP Big Breath
Sasquatch breath hp.png
Sasquatch breath es.png
Big Breath - 236P

[ Startup:X | Active:X | Hit:+X ]

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)
Sasquatch icetower 1.png
Sasquatch icetower 2.png
Sasquatch icetower es 1.png
Sasquatch icetower es 2.png
Big Towers - 22P

LK Big Towers [ Startup:7 | Active:12 | Hit:+24 | Block:-8 ]

MK Big Towers [ Startup:7 | Active:22 | Hit:+14 | Block:-18 ]

HK Big Towers [ Startup:10 | Active:32 | Hit:+4 | Block:-28 ]

The normal versions of Big Towers are very useful, and generally aren't given enough credit by the player base who ignores them for ES Big Towers. The anti-air hitboxes are great, and its active for ages. The only real downside is they are air blockable, and probably only a little bit more easily punishable on an air block than ES Big Towers.

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.

ES Big Towers [ Startup:9 | Active:6(Each Spike) | Hit:Knockdown | Block:-18 ]

This is the move. Usually referred to as 'Ice Tower', it is one of the most frustrating things to deal with when fighting Sasquatch. It is multi-functional, since it works as: An anti-air(but still air blockable), a full screen punish, and a combo tool. Hell, I even just mash it as a reversal sometimes when I see my opponents timing is slightly off.

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.

Sasquatch blow 1.png
Sasquatch blow 2.png
Big Blow - 623P (hold P to charge)

[ Startup:X | Active:X | Hit:+X ]

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)

EX Moves

Sasquatch bigsledge.png
Big Sledge - 720kk

[ Startup:2 | Active:1 | Total Frames: 65 ]

EX Command throw. If Sasquatch didn't have Big Brunch, this would actually be a strong move. It does a ton of damage and has a great throw range. But when you can do comparable damage or more with Big Brunch and gain meter from the follow up hits, you really don't have a good reason to be using this. On a miss, it always gives a throw whiff animation, like the rest of his command throws.

Sasquatch freezer 1.png
Sasquatch freezer 2.png
Big Freezer - 41236pp

[ Startup:38 | Active:49 | Hit:Knockdown | Block:-25 ]

Ice Beam. Generally ES Big Towers is favored over this by most players as it initially comes out much faster and is generally safer against opponents jumping in on you randomly. At full screen, I'm not quite sure which would reach the other end first, but I am inclined to say ES Big Towers would or it would be about even as Big Freezer doesn't travel quite as fast as it may seem.

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.

  • Probably need to do proper research for this move at some point.
Sasquatch icepuddle.png
Big Eisbahn - 41236kk

[ Startup:45 | Active:67 | Total Frames on Whiff:119 ]

The Puddle. Unblockable, super-active, character-detached ground grab. A strong move, especially in the corner and the opponent is up-backing just outside of your anti-air range. They'll land on the ice sheet and be unable to escape. You can also set it up with a s.MP canceled into this. There isn't much of a gap to poke out, especially if you canceled from a s.MP that air resets. Setups from s.MP aren't exactly solid though, as in all cases if they notice it, they can simple hold up forward and punish Sasquatch. On defense, make sure you don't try up backing away from it in the corner. You'll just fall back on top of it as you land due to how super-active the move is.

Sasquatch banana.png
Banana - 41236 + Start

[ Startup:70 | Active:179 | Hit:Knockdown | Regains Movement:74 ]

Easter Egg EX Move. Hits low. Causes knockdown on hit. Even though this is projectile that sits on the screen for a good 3 seconds it isn't very good. It costs a meter, has an extremely long start up time, and does almost no damage. Its just not really worth it.

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:


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 -2 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

Special Moves

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

EX Moves

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

Colors

Colors-sasquatch.gif

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 Sasquatch color lp small.png 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 Sasquatch color lp small.png Kanto Region http://twitter.com/kowappa0530 #02 Sasquatch
Also goes by "Kowahara"
Very Active
Comedian
Haitani ハイタニ HK Sasquatch color hk small.png Osaka, Japan http://twitter.com/hai090 Inactive, but a GOD
TKO KK Sasquatch color kk small.png 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 Sasquatch color mp small.png Tokyo, Japan http://twitter.com/sasquatch21chan
https://www.youtube.com/channel/UCr_qlYFz9KjvwZxMJf5dZ-g/about
Big Brother Sasquatch
Nasu ナス LK Sasquatch color lk small.png Kanto Region http://twitter.com/nasu_stupid
Hosokawa ホソカワ MP Sasquatch color mp small.png Nagoya, Japan http://www.youtube.com/channel/UCY6ruY39OZ6J7jb4fpEk9AQ
https://twitter.com/hosoquatch
uses st.hk as corner resets
Okekebi おけけび MP Sasquatch color mp small.png Saitama, Japan http://twitter.com/okkb_tt
Orecom 俺こん LP Sasquatch color lp small.png http://www.youtube.com/user/orecomchan/ Used to be Felicia.
Kuma クマ HP Sasquatch color hp small.png Yamagata, Japan http://twitter.com/kumamk
Tsune ツネ KK Sasquatch color kk small.png Kanto Region

North America

Name (English) Name (Japanese) Color Location Contact Notes
JayOneTheSk8 ジェイワン ザ スケート PP Sasquatch color pp small.png 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 Sasquatch color hp small.png 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 Sasquatch color mk small.png 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 Sasquatch color hk small.png Unknown, USA https://twitter.com/shorjewken Longtime player that has had great results. Also known for playing Lei-Lei.

South America

Name (English) Name (Japanese) Color Location Contact Notes
Xabaladabu シャバラダブー LK Sasquatch color lk small.png Brazil ??? A tale as old as time. Jedah player that recently found great tournament success after switching to Sasquatch.


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