Sasquatch: A strong character with varying mixups and hella evil with momentum. He can easily wipe you out in 2 combos from full health. Quite possibly the most dangerous command throw in the game.
-Hop Dash is great for overheads and all around pressure
-Great pokes and anti air normals
-Great air to air game
-Ridiculous damage off s.MP xx EX Typhoon
-Combo off of Big Swallow command throw
-Fullscreen control with 1 meter due to ES Ice Towers
-Momentum is so easy to start
-Super Taunt does damage and can be used in combos. (lolBANANA)
-Loses to proper zoning and footsies
-Defensive options poor.
-All his command grabs have a lengthy whiff animation
s.lp - Finger flick. Very good priority and quick. Chain and cancelable.
s.lk - Little foot. Not much range. No use for it. s.lp is better in everyway.
s.mp - 'Talk to the hand' Cancelable. Decent hitbox. Cannot be crouched. Cancel to ES Typhoon for 40%
s.mk - Standing dropkick kinda thing. Very good poke. Can be crouched though.
s.hp - Uppercut. Basically a Shoto's Mexican upper. Stupid priority on jumpers once you learn the timing.
s.hk - Roll in place. Is air unblockable despite Sas being airborne during the duration. Situational AA.
c.lp - Finger poke. Same as s.lp.
c.lk - Foot Hop. Hits low. Non cancelable/chainable. Use this as a low starter after a hop mixup.
c.mp - Eye pokes. Decent hitbox. Not cancelable. Use as chain fodder.
c.mk - Stationary butt. Low. Reaches out a distance and special cancelable. Can be kara canceled into 236P to build more meter.
c.hp - Table Flip. Very good anti-air, anti-jump, anti-poke. Use in a combo to cause them to flip back standing instead of a knockdown. Good to start up more pressure afterwards.
c.hk - Long range sweep. Standard sweep.
j.lp - Thumb to the eye. Quick and good hitbox. Basic air to anything normal. Decent hop starter.
j.lk - Super kick. Very quick, amazing hitbox. Air to air, hopping, you name it. This thing is a godsend.
j.mp - Headbutt. Basic hop overhead. Not much else going for it though.
j.mk - Same as j.lk but a small bit slower for more damage.
j.hp - Hammer. Covers around 240 degrees area around Sasquatch. Instant knockdown on hit. Stupidly good priority.
j.hk - Ass attack. 2 hits. Can be used as an ambiguous crossup. Relatively safe if chicken blocked due to his fall speed.
(Jumping normals are the same as hop normals.)
Big Breath (236P) - Icy breath. Freezes opponent on hit. Can be used as anti-air sparingly. ES version allows a quick followup combo if you wait for them to settle. Kara c.mk into lp version for fast meter build.
Big Blow (623P) - Wind up punch. No use for this move whatsoever. Maybe a very arrogant tick throw since nobody sees this move. Can be charged for more hits and becomes more unsafe. Knocks down on full charge. ES always knocks down.
Big Typhoon (623K) (GC) - Spinny Leg. Decent hitbox. Not to be used as a poke. Rather unsafe if opponent isn't caught dumbfounded. Can be airblocked. ES version hits once and knocks down for a good chunk of damage. ES Guard Cancel is very fast and does good damage for a GC.
Big Tower (22P) - Ice towers form around him. Alright as an AA. Can be punished on block and air blockable. ES version is amazing. Covers the screen with ice spikes. Can be punished but if they aren't expecting it or if they throw a projectile, free damage/screen control.
Big Swallow (63214P) (Throw) - Swallow and Spit leaves them frozen afterwards. Can combo after anywhere on screen. Basic combo after is shorthop j.mp s.mp EX Typhoon Does about 50%
Big Swing (63214K) (Throw) - Sends them full screen. Sasquatch can use this to get them closer to the corner but really no need since you get more damage from Swallow and still get positioning.
Big Beam (41236PP) - Spits out a kamehameha ice beam. 1 hit knocks down. Decent damage but not really worth it for the meter. Terrible on block.
Sled Dogs (720KK) (Throw) - Super grab that has Sasquatch dragging you while he rides his sled led by cute huskies. Does 50%. Can follow up with Pursuit afterwards.
Thin Ice (41236KK) (Unblockable) - Super which has quite a bit of range on it. Makes the ground in front of him a hitbox. Can tripguard/catch opponent off guard. Does 50%
Banana (51236Start) (Unblockable) - Super Taunt in which Sas throws a banana peel on the ground. Mainly used to troll. Can be used as a defensive mechanism at times in case a Q-Bee is rushing you down. Just Tech Hit and if it's a H-Tech they will slide into the peel and slip. Does 1 damage and knockdown.
Big Resistor (LP+LK MP+MK) - Super armor while grounded. Hops do not gain armor but instead allow full chains. Can do a loop for 70% (Long Hop: j.lp mp mk hk xN)
Penguin Armor (HP+HK) - Super armor while grounded. Army of penguins follow you and explode at varying distances depending on the button you press. LP in front of you HK full screen. Terrible tool. Troll tactic.
c.lk c.mp c.mk c.hk - Basic chain combo ending in sweep. Does good damage and generally safe even on tech hit thanks to c.hk's gigantic hitbox.
c.lk c.mk c.hp - Chain combo ending in a reset state for the opponent in which they are able to be mixed up from a short hop distance away. Good to use when you are opening your opponent up.
s.mp xx ES Typhoon - 1 meter combo that does a large chunk of damage for a hit confirm during footsies.
s.mp xx LP Big Blow - Keeps them standing and you at frame advantage.
c.lk + s.lpx2 +s.mp xx ES Typhoon - Hit confirmable from low into simple damage.
Big Swallow shorthop j.mp s.mp xx ES Typhoon - Basic command throw followup. 50%
Big Swallow j.mp j.mk s.mp xx ES Typhoon - Corner followup for command throw. 60%
(Long Hop) j.lp + j.mp - Simple link to learn while hopping to combo instead of mixing up after the hop ends.
To be continued.