Darkstalkers 3/Sasquatch

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Sasquatch is one of what seems to be the 3(or 4) defined top tier in Vampire Savior. While, I'm no expertly expert playing as sasquatch, I've aquired a good deal enough about him to at least give insight on the basics of his game, and why he's so slutty(while feeling comfortable enough to know that i'm not giving misinformation).

Noteworthy normals

Standing Normals

-s.lp - "the flick" - everyone says its good(I think its overrated), theres better stuff you could be doing... but it does have the priority that people talk about. It is one of a whole array of normal moves which sasquatch has at his disposal. What makes it different from the rest?: it's rapid fire cancelable,

-s.mp - "the hand" - s. strong is infamous for its priority, and is bufferable!!

-s.fierce: an upward hitting punch, think ryu's close fierce, except his arm/hitbox is much MUCH bigger -_-

-s.lk - Sas kinda leans back and does a kick thats meh. nothing noteable

-s.mk - Sas does a handstand, and his feet come out. makes for an ok Anti Air option, but aside from that, use his s.mp.

-s.rk - Sas hops. Great if on wakeup, you know your opponent will jump. It will hit them, and keep them grounded.

-Standing Normal Frame Data -

Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 5 +8 +7 y H/L
Far 5 +5 +4 y H/L
Strong Close 6 +5 +4 y H/L
Far 6 +5 +4 y H/L
Fierce Close 8 +6 -7 n H/L
Far 8 +6 -7 n H/L
Short Close 5 +7 +6 y H/L
Far 5 +5 +4 y H/L
Forward Close 7 0 -1 n H/L
Far 7 0 -1 n L
Roundhouse Close 8 +11 0 n L
Far 8 +11 0 n H/L

Jumping Normals

-j/d.lp/mp: Both normals have a down-forward(approx 45º's down from forward) hitbox. the j/d.lp will empty link easily into the mp, so if you dont hit with the lp(dashing or jumping) you should be able to throw that mp in. on a regular jump, you might be able to do a late j.lp, if you start with a j.mp, though j.mk may be a better option

-j.fierce - Sasquatch (hammer?) swings his arms approximately 270º's(maybe a little less) around his body. the hit boxes go from behind his head, to a little behind his ass. There is a shitload of priority, and instant knockdown. of course, its only one hit... so if you bank on just jumping around doing j.fierce, you'll eventually get chicken guarded at some point, so chaining to j.rk may be wise.

-j/d.lk/mk -Tthe animation for these moves appear to be exactly the same... though there are slight differences. these are great to shorthop with; I didn realize it till recently. the hit boxes are awesome. shorthopping in on a grounded opponent with a sh.mk lessens their safety in jumping. priority is good too. empty jump j.lk->j.mk is most exceptionally useful, or j.lk->j.mp to cover all grounds(if they end up doing nothing)

-j.rk: 2 hit ass attack. decent priority. its the 2 hits that throws people off. whether it be a sh.rk, or a j.rk on wakeup, if done properly, the opponent wont know whether to block low at the correct time. in many situatitions, you'll have them block prematurely, which leads to some sort of groundcombo->knockdown.

-Jumping Normal Frame Data -

Name State Startup Blk pos
Jab jumping 5 H
Strong jumping 6H
Fierce jumping 10 H
Short jumping 5 H
Forward jumping 6 H
Roundhouse jumping 8 H

Crouching Normals

-c.lp - Much like Sasquatch's s.lp, only crouching.

-c.mp - Much like Sasquatch's s.mp, only a poke, with priority at his hands/fingers.

-c.fierce: I call it the pancake flipper... relatively safe(provided they block it of course). the priority is decent(neither shitty nor outstanding)

I've had many experiences with princess chibiabobo(ya, i think its a corny name too...) spamming c.fierce on me in the corner on wakeup. you can either trade with it(which is waht majority of moves do), or block and pushblock it. jumping will get you hit.... theres likely more to this move, but thats all I have on it for now....

-c.lk: sas does a little russian hop. this move is in no ways fast. infact, I should take the opportunity at this point to state, sasquatch has no fast low hitting moves. imo, using c.lk is about as good as using c.forward. this move is bufferable I think... tho yeah... i dont want to say dont use it, b/c its mixupable with the shorthop. but you can't rapid cancel it, like c.lp; so do the smart thing...::brief mental fart::

-c.mk: a low hitting ass attack(he slides it along somewhat reminiscent of a dog with itchy ass) bufferable. well mixed up with a bunch of shorthops.

-c.rk:crazy ranged sweep... i think its at least 1/3rd of the screen. nuff said.

-Crouching Normal Frame Data -

Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 5 +6 +5 y H/L
Strong crouching 6 +4 +3 y H/L
Fierce crouching 7 +3 -6 n H/L
Short crouching 5 +5 +4 y L
Forward crouching 6 +5 +4 y L
Roundhouse crouching 10 kd -6 n L


====== the puff "Big Breath"====== (qcf+p) - Sas does a quick puff of ice something into the air. its small, and quick... important too. because this is the move he has, thats relatively safe to spam to build meter. it makes a decent(barely tho) AA, there may be additional ES properties, that I'll look into, but none that I know of currently. use it mainly, when the opponents on the other side of the screen being a bitch.

======swing punch "big blow"====== (dp+p) - Sas's chargeable swing punch. why it's chargeable I dont know. I rarely use it. I think the japs rarely use it. you can combo the strong version(mp for the pple of lesser knowledge) into it off of a s.strong, likely c.mk too. tho sometimes it doesnt connect for some reason or another.

======Spinny kick "Big Typhoon ====== (dp+k) - This doubles as sas's guard cancel. he does some weird kick where he spins his leg in some sort of awkward way.... awkward enough to give a large area of hitboxes -_-. Tho it may be his gc, it is no shoryuken. from afar, its only one hit, and you can chicken guard it from the air.

======Towers "Ice Tower"====== (down, down+p) - this move is splooged almost as much and fast as mike tyson did with his money. everyone uses the ES version of this move.... I think even megaman xcopied it in some of his incarnations.

well, the motion is quite simple(and unsusual for a capcom game... since i'm taking note of these things..) sas assumes the "about to take a shit" position, and long towers of ice pop out. much like blanka's RC electricity, there is recovery where you can retaliate, despite sasquatch still being surrounded in icicles(i hope the cvs2 players can at least understand the blanka reference)

as I said earlier, the ES version is splooged alot... which is much'a problem with new players, who take every opportunity to use it as soon as they get meter. used sparingly, you can catch the opponent off guard plenty of times tho.

======360 throw "Big Swing"====== (360+k) - to honestly say, I'm not at liberty to judge this move, mainly because I dont use it much. I'm too one minded w/ rtsd. tho in the same token, I see this move used rarely(more than the big punch/blow... its a 360 throw... thus unblockable, use at your own discresion i guess):

======Swallow "Big Gulp"====== (hcb+mp or hp): much like the big swing, I dont feel confident in my judging it. BUT, it has great utility if you can set it up. the swallow has great utility in that he spits out his opponent in an ice form of sorts. BUT, is still in a comboable state. so, provided you know this(which you do now), you can dash in and combo his ass, or do something from afar.

-Special Move Frame Data -

Name Strength Startup Hit adv Blk adv Blk pos
Big Breath Jab 28 +60 +24 H/L
Strong 28 +60 +24 H/L
Fierce 30 +62 +26 H/L
ES 30 +103 +26 H/L
Big Blow Jab 18 kd -19 H/L
Strong 38 kd -31 H/L
Fierce 69 kd -47 H/L
ES 22 kd -45 H/L
Big Typhoon Short 8 -5 -6 H/L
Forward 11 +2 -15 H/L
Roundhouse 10 -5 -22 H/L
ES 9 kd -52 H/L
Ice Tower 7 +24 +24 -8 H/L
Strong 7 +14 -18 H/L
Fierce 10 +4 -28 H/L
ES 9 kd -18 H/L
Big Swing Short 2 kd - UBK
Forward 2 kd - UBK
Roundhouse 2 kd - UBK
ES 2 kd - UBK
Big Gulp Forward 2 kd - UBK
Roundhouse 2 kd - UBK
ES 2 kd - UBK
Pursuit Regular 33 - -
ES 33 - -

Supers & Dark Force

======Sled Super "Big Sledge"====== (720+KK) - Oh snaps, a double motion, double button press!... its like combining cvs2 and marvel together!... I am still working on setups for this super... any input is welcomed.

======Thin Ice super "Big Ice Burn"====== (hcf+KK) - unblockable if the opponent is in that vicinity. I like to do it on wakeup near the corner.... of course, with ground movement while knocked down you must use proper positioning/intuition to get the hit.

======Ice beam "Big Freezer"====== (hcf+PP) - I think this is the first super that people find out about. sas does a big slowass beam that covers little less than the bottom half of the screen, fullscreen. nuff said.

======Banana peel "Big Trap" ====== (lp+lk, or mp+mk)(hcf+taunt): figures red beret gives a top tier character a top tier lvl 3 taunt super -_-. sas eats a banana, and throws the peel on the ground in front of him. whether or not its unblockable escapes me. but I know it does little-no damage(i'm leaning toward no damage). you can follow with a pursuit.

======Dark Force 1 ====== (lp+lk, or mp+mk) - The better of Sasquatch's two typed of Dark Forces. Sasquatch turns yellow, and gains hyper armor, and retains the ability to chain in all states(dashing included). While he still takes damage, hyper armor allows a sasquatch player to attack, without fear that his attack will be hit clean(and thus nullified)

======Dark Force 2 ====== (fp+rk) - His other Dark Force gives Sasquatch an army of 8 minature penguins. These penguins can be sent forward(relative to where they are standing, not sasquatch) to explode, possible extending a combo. Sending the penguins forward is done by pressing one of the punch buttons(akin to Spiral with swords). Sending a penguin with jab will have the penguin explode little less than a half screen's worth of where it is standing, while a penguin sent with fierce punch will travel full screen. Sasquatch himself will neither gain nor lose any abilities. I'd recommend NOT using this dark force, as it doesn't really help sasquatch in any real way. His meter has much more utility in other areas of his game.

-EX Move Frame Data -

Name Req meter Startup Hit adv Blk adv Blk pos
Big Sledge 1 2 kd - UBK
Big Ice Burn 1 45 kd ? H/L
Big Freezer 1 38 KD -25 H/L
Banana Trap 1 70 kd - UBK
Dark Force 1 1 46 - - -
Dark Force 2 1 33 - - -

Combos & Patterns

bnb: sh.mp, +s.mpXXES dp+KK

-s.mpXX ES B typhoon / lp.B.blow

-hcb+P throw, allows for a follow up

-d.lp, +d.mp

  • dash links are always good to know.. although, the japs use more d.lk, d.mp… maybe dashing lk has more priority

-s.lp, s.lp, +s.mpXX ES.B.blow

s.lp, +d.lk, +d.lp

  • needs to be tested

DF combos (lights, mediums): activate, [dash, lp, lk, mp, mk*, rh]xN, mp XX ES. cloud thingy

  • -the d.mk is optional in the first round of the combo

+ His DF(HP+HK) has a bunch of penguins follow him and explode, spiral style(lp to fling em)… is there any practical use?

-When cornering the opponent, knockdown, slippery ground super(hcf+2k)


As far as strategy goes. With sasquatch, Vampire Savior, and many other games, strategy has evolved from controlling space, to flat out rushing down.

Sasquatch's rushdown consists of hi-lo, leff-right mixup using his short-hop. With a throw here and there thrown in for good measure(preferably big gulp).

I cant stress how important it is to be able to do shorthops+attacks consistently. The importance of shorthopping is equal to that of magneto trijumping. Its speed allows you to not only rush down an oppnent up close; but using d.lk or mk, you have near half screen range to safely tag your opponent in the middle of a move or jump.

Alternatively, you can use sasquatch's high priority normals to zone your opponent. Sasquatch is just as capable of poking and zoning to death as he is rushing down.

His infamous flick(s.lp) and hand(s.mp) are what you'd opt to use, since both hit majority of the Vampire Savior cast, while crouching.

make use of sas's empty-link jumps; since all his aerial normals have significant range and priority.

Sasquatch Quirks

his gc has quite some utility, though there are a select few moves that just plainly beat it out, despite a successful gc.