Night Warriors: Darkstalkers' Revenge/Sasquatch: Difference between revisions

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'''Big Snow:''' QCF + P [ES]
'''Big Snow:''' QCF + P [ES]
A slow but a damaging projectile, Sasquatch open his mouth and spits a snowball.
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'''Big Cyclone:''' QCB + K (useable in air) [ES]
'''Big Cyclone:''' QCB + K (useable in air) [ES]
A Tatsumaki Senpu Kyaku homage using both legs and rise up his palms, and had a bade recovery ,use it only for crossing up your opponents in wake up games.
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'''Big Typhoon:''' F, D, DF + K (Guard Reversal) [ES]
'''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.
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'''Big Swing:''' Close, 360 + MK or HK [ES]
'''Big Swing:''' Close, 360 + MK or HK [ES]
If you wants to make damage use this Command Grab.
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'''Big Towers:''' Press D, D + P [ES]
'''Big Towers:''' Press D, D + P [ES]
A Special Move that was a in the first game, use it agaisnt front jump in opponents
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'''Big Brunch:''' Close, HCB + MP or HP [ES]
'''Big Brunch:''' Close, HCB + MP or HP [ES]
A great Command Grab for hop setups


== Super Moves ==
== Super Moves ==

Revision as of 22:53, 13 October 2016

Introduction

Moves List

Normal Moves

Note worthy Normals

Standing LP - whiffs on crouching opponents

Standing far MP - whiffs on crouching opponents

Standing close MP/MK - good combo starters

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

Crouching HP - completely useless outside of chain combos

Crouching MK - good low poke

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

Jumping HP - good air-to-air attack, but the legs are vulernable

Jumping LK - deep angle that's good for tick throws

Jumping MK - good air-to-air and can cross up

Jumping HK - good for pinning people down when cornered and good combo starter

Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.


Standing Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 5 +5 +3 y H/L
Far 5 +5 +3 y H/L
Strong Close 7 -2 -4 y H/L
Far 8 -3 -5 n H/L
Fierce Close 9 -7 -9 y H/L
Far 10 -5 -7 n H/L
Short Close 6 +4 +2 y H/L
Far 6 +4 +2 y H/L
Forward Close 7 -5 -7 y H/L
Far 8 -8 -10 n H/L
Roundhouse Close 11 -4 -6 n H/L
Far 11 -4 -6 n H/L

Crouching Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +5 +3 y H/L
Strong crouching 8 -1 -3 y H/L
Fierce crouching 9 -10 -12 n H/L
Short crouching 6 +4 +2 y L
Forward crouching 9 -3 -5 y L
Roundhouse crouching 11 kd -7 n L

Jumping Normal Frame Data

>
Name State Startup Blk pos
Jab jumping 6 H
Strong jumping 7H
Fierce jumping 8 H
Short jumping 6 H
Forward jumping 7 H
Roundhouse jumping 11 H

Special Moves

Big Snow: QCF + P [ES]

A slow but a damaging projectile, Sasquatch open his mouth and spits a snowball.


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

A Tatsumaki Senpu Kyaku homage using both legs and rise up his palms, and had a bade recovery ,use it only for crossing up your opponents in wake up games.


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.


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

If you wants to make damage use this Command Grab.


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

A Special Move that was a in the first game, use it agaisnt front jump in opponents


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


A great Command Grab for hop setups

Super Moves

Big Freeze: HCF + 2P


Big Ice Burn: HCF + 2K

The Basics

Advanced Strategy

Match-ups

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