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 | |
立 ち |
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 | |
垂直め |
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 | × | ||
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![]() |
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 ![]() ![]() |
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![]() |
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![]() |
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 | ||