Vampire Savior/Sasquatch/Strategy
Strategy
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 thing ... 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.
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.
Advanced Techniques
- Long dash links in the Corner
- Dashing J.attack, recover, J.attack. This string can combo if linked with the right normals & will negate tech-Hits as Sasquatch maintains his momentum.
- Renda cheese to exploit Anakaris
- (st.lp, RENDA st.LP, instant long dash j.lp, instant J.hk, Land) xN
- Long dash links after Brunch
- Some opponents make it possible to combo after brunch with long dash links, The initial attack becomes MEATY to allow the second link to connect & be easier to execute. without the MEATY setup, d.j.lp, LINK j.lk is a 1-2 frame link.
- Long dash cross-ups at mid-screen
- Against wide opponents (GA, LE, BI, VI, JE) whom are crouching at mid-screen, it's possible for Sasquatch to long dash on the first side & connect with J.hk as a cross-up on the second air attack.
- Short-Hop cross-ups at mid-screen.
- Against short crouchers (MO, LI, BU, GA, QB) whom are crouching at mid-screen, it's possible for Sasquatch to short hop and force a J,hk to cross up.
- Short-hop x Turn Around Brunch
- Against short crouchers (MO, LI, BU, GA, QB) whom are crouching at mid-screen, it's possible for Sasquatch to short hop over the opponent then avoid the turn around frames by a perfect input of ES-brunch. ES-Brunch will grab behind Sasquatch & force an instant turn-around.
- Guard Cancel on trade combos
- See memo's section below - HK guard cancel, on trade, can lead to a ridiculously long hit-stun state on the opponent. This creates very easy combos.
- 2-Hit Ice Towers
- Ice towers can hit twice, so long as the opponent's hurt-box resides on both sides of Sasquatch during activation.
- Hosokawa Resets
- While the opponent is in the corner, it's ultra-effective to constantly do short chains ending in cl.hk to force a corner reset. This build tremendous white life. Mix in these options until the next opening will be a max damage to secure the deathblow.
- cr.lk, st.hk
- Short hop j.mp, cr.lk, st.hk,
- Brunch, Short-hop j.mp, cr.lk, st.hk
- https://twitter.com/VMP_KyleW/status/962082780673748993
- https://twitter.com/VMP_KyleW/status/966400918756376576
- While the opponent is in the corner, it's ultra-effective to constantly do short chains ending in cl.hk to force a corner reset. This build tremendous white life. Mix in these options until the next opening will be a max damage to secure the deathblow.
- Guard-Lock Short-hops
- Completing a frame tight short-hop j.lp, land short-hop j.mp is a 100% block-stun state with no gap for the opponent to act otherwise. the only option for the opponent is GC or Tech-Hit.
- J.mp chain to beat throw attempts
- When you make a read that the opponent will throw you, execute an instant 8-jump j.mp, j.mk (whiff), falling j.lp, j.hk string to get some offense & advantage out of the situation.
- HP-Throw OS & Backwards Knockdown
- HP-Throw is also an Option Select for catching players jumping out of the corner; abuse this. Additionally, recognize that after Sasquatch'S HP-Throw connects (No throw-tech) the opponent wakes up BACKWARDS. Their ground rolls are reversed & will most likely NOT execute a reversal.
- cr.lk corpse hop
- cr.lk slightly moves Sasquatch forward. Use this to corpse hop after correctly guessing the opponents ground roll.
- Throw-Tech Offense/Confirms
- After executing HP-Throw & the opponent completes a Throw-tech, Sasquatch can still maintain an advantage with specific attacks.
- Short-Hop J.mk confirms at neutral
- At neutral Sasquatch has a really strong approach/confirm tool; short-hop j.mk. be sure to follow-up according to the scenario.
- Opponent crouches & is hit = st.mp xx ES-Typhoon
- Opponent stands & blocks = Another short hop or a low attack to maintain offense
- Opponent air blocks the j.mk = confirm into a grounded UB normal then purse after the reset scenario
- Opponent is hit out of jump-startup = purse after the reset scenario
- At neutral Sasquatch has a really strong approach/confirm tool; short-hop j.mk. be sure to follow-up according to the scenario.
- St.mp xx Big Eisbahn
- Gimmicky, but effective if the opponent is being very defensive - after a corner reset, mount an offense with st.mp xx Big Eisbahn or a corner combo ending in cr.hp then do an immediate Big Eisbhan
- J.hk hits on both sides
- Correctly guess the opponents ground roll then descend with a 8-jump J.hk just as they wake-up.
- Pursuit (whiff) - Big Towers Option Select
- When going for a deathblow with pursuit, the opponent may roll away (instant back-roll). Sasquatch can execute ES-Big Towers to cover the whiff & force an instance of cheap-kill damage. Just execute 22+PPP just after Sasquatch lands from the sweep.
- If the opponent rolled away = Es-Big Towers cheap-kill
- If the opponent didn't roll away = Pursuit's animation covers the 22+PPP input.
- https://twitter.com/VMP_KyleW/status/903126037776629760
- When going for a deathblow with pursuit, the opponent may roll away (instant back-roll). Sasquatch can execute ES-Big Towers to cover the whiff & force an instance of cheap-kill damage. Just execute 22+PPP just after Sasquatch lands from the sweep.
- Kowappa-Sweeps
- At higher levels of play, because of the overall risk-reward being in Sasquatch's favor to dash-in at mid-range, most opponents block standing at this distance. Kowappa recognizes this & successfully land many cr.hk's at this range. The sweep gives Sasquatch time to dash-in & cover all of the opponents roll options.
- Long-Dash j.mp, j.hk offers cross-up offense for opponents who are wide while crouching; Lei-Lei, Gallon, Etc.