Sasquatch (DS2)

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VHSasquatchportrait.gif
VHSasquatchWin.gif

Introduction

A heavy hitter that is a medium rushdown and trap speciallized.

Moves List

Normal Moves

Note worthy Normals

Standing LP - whiffs on crouching opponents

Standing far MP - whiffs on crouching opponents

Standing close MP - good combo starter

Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked

Crouching HP - A good anti air.

Crouching LK - Your main special cancellable attack.

Crouching MK - good low poke.

Crouching HK - long range sweep that is relatively safe on block from max range

Jumping LP - a good dash combo starter

Jumping HP - had a nice angle for overad

Jumping LK - best combo starter

Jumping HK - your main cross up and overhead combo opener.

Special Moves

Big Snow: QCF + P [ES]

A slow but a damaging projectile , Sasquatch open his mouth and spits a snowball, its only useful for far combat.

ES version is a bit fast and makes HP version damage.


Big Cyclone: QCB + K (useable in air) [ES]

A Tatsumaki Senpu Kyaku homage using both legs and rise up his palms, with good active hitboxes but a bad startup and recovery ,use it only for crossing up your opponents in wake up games, the air version had a rainbow trajectory and can be a good hop or jumpo combo finisher

ES ground version had more range and makes HK damage, and the air can be used to juggle or land the Ice Lake.


Big Typhoon: F, D, DF + K (Guard Reversal) [ES]

Sasquatch use his feet and twists it rising up diagonally, can be used as an anti air against straigh jump in oppponents and as your 2-in-1 standing opponent combo ender.

ES version had more range and HK properties.


Big Swing: Close, 360 + MK or HK [ES]

If you wants to make damage use this Command Grab.

ES Version isn't different outside of make more damage.


Big Towers: Press D, D + P [ES]

Sasquactch summon ice pillars around him,a Special Move that was a Super in the first game,it doesn't had a large hitbox but suitable to use it agaisnt front jump in opponents or keepaway him.

ES version is the same as Vampire one.


Big Brunch: Close, HCB + MP or HP [ES]

A great Command Grab for hop setups, it had the enough freeze time for it.

ES version freezes more time.

Super Moves

Big Freeze: HCF + 2P

A powered up version of his projectile, can be evaded jump in and had bad start up, use it only if you are far from your opponent and for cheap damage.


Big Ice Burn: HCF + 2K

Sasquatch breathes ice in the floor to make a fake lake trap, its your option for crouching opponents and close combat, the only problem is that it had a large lenght animation but its a funny one.

The Basics

Your objective is about to be a hop rushdown chainer to charge your bar and make a Ice Floor Trap, for jumping opponent you can use your Ice Pillar for keepaway tactics and hop resets.

Combos

Crouching LK, MP, MK, HK - 4 hits, 25% Damage

Close MP, ES Big Typhoon - 2 hits, 28% Damage

Jumping HK, Crouching LK, Big Typhoon - 7 hits, 25% Damage

Short Hop MP, Crouching LK, MK, HK - 4 hits, 23% Damage

Short Hop LP, MP, Air Big Cylcone - 3 hits, 23% Damage

Long Hop LK, LP, HK, Crouching LK, MK, HK - 7 hits, 52% Damage

Advanced Strategy

Hop Cancel

You can tap back after a forward dash to land fast.

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes

LP 6 3 7 +4 +2 // LM ○/連打可
MP 7 3 15 +4 +2 // LM
HP 9 5 25 -1 -9 // LM × ヒット時吹き飛び
LK 6 3 8 +3 +1 // LM
MK 8 3 20 -1 -3 // LM ×
HK 9 2(2)3 20 +10 -2 // LM × ヒット時吹き飛び
Crouching LP 6 3 6 +5 +3 // LM ○/連打可
MP 7 3 13 +3 +1 // LM ○/連打可
HP 8 2(2)3 26 +2 -8 // LM × ヒット時吹き飛び
LK 6 3 7 +4 +2 // L
MK 7 3 15 +1 -1 // L
HK 11 4 29 Fall -12 // L ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




LP 6 着地まで - - - // HM Cancel after Startup
MP 7 7 13 - - // HM
HP 9 4 17 KD - // HM ×
LK 6 着地まで - - - // HM Cancel after Startup
MK 7 7 7 - - // HM
HK 9 2・3 13 - - // HM ×
 







Specials
ビッグスノー
     
Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
14 - Total:57 +34 -12 // HML 空中ヒット時KD
14 - Total:57 +34 -12 // HML
14 - Total:57 +34 -12 // HML
ES 14 - Total:57 +60 +14 0/ 0/ 0 HML
ビッグ
     タイフーン
(GC技)

Dp.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 6・6・6・8 19 -2 -4 // LM 空中ヒット時KD
7 6・6・6・8 19 -2 -4 // LM
7 6・6・6・8 19 -2 -4 // LM
ES 9 48 13 KD -40 0/ 0/ 0 LM
ビッグ
     サイクロン

Qcb.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
12 6(3)6(3)3 10+着地7 KD // HML 最後の攻撃判定消失後
3F間Invincible
12 {6(3)}x4・3 10+着地7 KD // HML
12 {6(3)}x6・3 10+着地7 KD // HML
ES 11 {4(2)}x12・2 10+着地7 KD 0/ 0/ 0 HML
空中ビッグ
     サイクロン

空中で Qcb.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
4 6(3)6(3)3 可変+着地7 KD // HML 最後の攻撃判定消失後
3F間Invincible
4 {6(3)}x4・3 10+着地7 KD // HML
4 {6(3)}x6・3 10+着地7 KD // HML
ES 3 {4(2)}x12・2 10+着地7 KD 0/ 0/ 0 HML
ビッグタワーズ
     
Down.gif Down.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 13 21 +33 -13 // LM 空中ヒット時KD
7 23 21 +23 -23 // LM
7 33 21 +13 -33 // LM
ES 弾:12 - Total:60 +29 -9 0/ 0/ 0 HML
ビッグブランチ
     
相手の近くで
Hcb.gif + MPorHP
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
- - - - - - - 間合いが遠い場合
     Startup:8

硬化差は別表
2 1(5)1(4)1 43 別表 - / 投げ
2 1(5)1(4)1 43 別表 - / 投げ
ES 2 1(5)1(4)1 43 別表 - 0/ 0 投げ
ビッグスイング
     
相手の近くで
1回転 + MKorHK
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
- - - - - - - 間合いが遠い場合
Startup:8
2 1(5)1(4)1 43 KD - / 投げ
2 1(5)1(4)1 43 KD - / 投げ
ES 2 1(5)1(4)1 43 KD - 0/ 0 投げ
 





ビッグブランチ硬化差
キャラ 最大硬化差
(通常版/ES版)
食らい判定Startup キャラ 最大硬化差
(通常版/ES版)
食らい判定Startup キャラ 最大硬化差
(通常版/ES版)
食らい判定Startup
ドノヴァン +92 / +112 10F ザベル +103 / +123 21F オルバス +99 / +119 17F
レイレイ +89 / +109 15F モリガン +81 / +101 15F サスカッチ +101 / +121 11F
デミトリ +85 / +105 19F アナカリス +78 / +98 12F フォボス +90 / +110 0F
ガロン +119 / +139 21F フェリシア +78 / +98 12F パイロン +108 / +128 18F
ビクトル +103 / +123 13F ビシャモン +105 / +125 15F
表内の数値はレバガチャ無し、及びサスカッチ行動可能からの数値







Supers
ビッグフリーザー
     
Hcf.gif+ PP
Startup Active Recovery Hit Guard Guard Height Notes
42 64 10 KD - ガード不能 立MPを出際Cancelして出すとStartup:15
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 43 KD +24 レバー
 







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
1 KD 不可 レバー
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 20 15 着地0 /
ES 20 15 着地0 0/ 0
 

Match-ups

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