Combos
- c.lk c.mp s.mk c.hk: good basic chain combo. it's Sasquatch so you know it does big damage.
- s.lp c.lk c.mk c.hk: this is good because a lot of people will randomly block high to try and guard Sasquatch's dash overhead mixups. hits low 3 times, and you already know what a knockdown with Sasquatch means.
- command grab, short hop mk, land s.mp xx ES dp 2k: his big grab damage combo, can be done anywhere.
- command grab, jump in mp mk, s.mp xx ES dp 2k OR chain combo: this is done in the corner, and it does heavy damage.
- c.lk, +s.lp, +s.lp, +s.mp xx ES dp 2k: this is really good if you can get the timing down, though it isn't necessary but it's a really good combo.
- jump in mp mk: his best jump in combo, most damage as well.
- jump in or neutral jump hk: if you neutral jump on their roll with hk, it will crossup and it's sometimes ambiguous. very good to use.
- c.lk c.mp c.mk c.hp: this is used to reset, it can surprise the opponent, and it puts you in good range to rape them with s.mp or other mixups.
-s.mpXX ES B typhoon / lp.B.blow
-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) I been using this? it seems unescapable if you do it at the right range(they roll into it) though I haven?t seen any of the japs use it, so it can?t be good[to be tested further?]
-has 4 different types of dashes(two long, two short)? all of them are incredibly useful
-a top tier sasquatch shorthops like no tomorrow