Vampire Savior/Sasquatch/Combos

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Combos

Terminology

> = next move is a chain
>> = next move is a link
xx = next move is a special or EX cancel

Basic Combos

  • 2.LK > 2.MP > 2.MK > 2.HK
23 red/41 white
Sasquatch's most basic close range knockdown combo. Works on the entire cast.
  • 2.LK > 2.MP > 2.HK
18 red/32 white
If you're too far away to connect all four hits of the combo above then use this as a long range knockdown chain.

Short Hop Combos
All the following combos can be done from either a regular jump in attack, or off of a short hop (664). The j.MP can also be substituted for a j.MK, which has longer range but can be crouched by certain characters.

  • j.MP >> 2.LK > 2(or)5.MP > 2(or)5.MK > 2.HK
29 red/50~ white
After a short hop, depending on the spacing, you may not be able to land all four hits of the ground attacks due to push back, usually having to remove one of the medium strength attacks (MK recommended) to connect the sweep – I find that this is usually a problem standing opponents. However, by using 5.MP and 5.MK rather than 2.MP and 2.MK in the middle of your chain you are able to hit all four grounded hits from a greater distance due to the standing normals having less push back on hit. The problem with that is about half the cast can croucher under 5.MK and Q-Bee can crouch under 5.MP, so you either need to confirm that the opponent is standing after the 2.LK or just not do chains with standing normals on those characters. The characters that can crouch under 5.MK are: Bulleta, Felicia, Gallon, Lei-Lei, Lilith, Morrigan, Q-Bee, Sasquatch and Zabel.
  • j.MP >> 5.MP > 5.MK > 2.HP
33 red/55 white
Most damage available from basic chain off of a short hop. 2.HP gives an air reset on hit and leaves Sasquatch at +3, this reset is most useful in the corner. You can add in an 2.LK before the MP to add in a bit of a high low mix up, however this will actually cause the combo to do less damage at -2 red/-3 white due to damage scaling.
  • j.MP >> 5.MP xx 623.HK
35 red/55 white
  • j.MP >> 5.MP xx 623.KK
38 red/59 white
  • 664 j.HK (1 hit) >> 2.LK > 2.MP > 2.MK > 2.HK
26 red/44 white
Used on crouching opponents that are crossed up when short hopping.

Jump-In Combos

Including j.HK (2 hits) in your jump in combos is more of an optimized thing and doesn't pop up too often in real matches. Most of the time you'll be jumping in with "j.LP > j.MP" or "j.MP > j.MK" chains.

  • j.MP > j.HK(2 hits) >> 5.MP > 5.MK > 2.HK
35 red/57 white
  • j.MP > j.HK(2 hits) >> 5.MP xx 623.LP(or)MP
38 red/59 white
  • j.MP > j.HK(2 hits) >> 5.MP xx 623.HK
40 red/65 white
  • j.MP > j.HK(2 hits) >> 5.MP xx 623.KK
44 red/69 white

Big Brunch Combos

There are three important things to know about Big Brunch, first being that the opponent can mash while frozen to escape sooner, second that Sasquatch spits the opponents out at different distances some follow ups will not work on the characters that are spit out further away, and lastly ES Big Brunch gives you more time to follow up.

  • 63214.xP >> Short Hop j.MK >> 5.MP xx 623.KK
51 red/77 white
Mid-screen big brunch combo, works on the entire cast.
  • 63214.PP >> j.MP > j.HK(2hit) >> 5.MP xx 623.KK
58 red/92 white
ES Big Brunch only(?); Corner only

Other Combos

  • 5.LP > 5.LP xx 623.KK
28 red/45 white
  • 5.LP > 5.LP >> 5.MP xx 623.KK
34 red/54 white
  • 66j.LP (Early) >> j.MP >> 2.LK > 2.MP > 2.MK > 2.HK
29w/51r
Dash link combo. You must start your dash from far away, press j.LP a bit early so that it will hit later in the active frames which will allow you to link into j.MP. The right spacing and timing is necessary even for comboing into the ground chain portion.
  • 236PP >> (brief wait) >> j.MP >> j.HK (2 hits) >> 5.MP xx 623.KK
52 red/81 white
ES Ice Puff allows for a follow up combo, but if you attack the frozen opponent too early it will cause an air reset and only allow a single hit.

Dark-Force Combos (LP+LK / MP+MK ver.)

  • 66j.LP > j.MP > j.HK(2 hits) >> 2.LK > 2.MP > 2.MK > 2.HK
33 red/54 white
Basic combo utilizing Sasquatch's ability to chain air hits during his hops while Dark-Force is activated.
  • 66j.LP > j.MP > j.MK > j.HK >> 66j.LP > j.MP > j.MK > j.HK >> 66j.LP > j.MP > j.MK > j.HK >> 66j.LP > j.MP > j.MK > j.HK >> 2.LP > 5.MP > 5.MK > 2.HK
51 red/88 white
You do the dash loop 4 times and then end in the ground chain. 24 hits. Works only on standing opponents. It may be possible to get one more dash loop...


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