You will have some serious issues modelling this figure, (apart from the copyright issues!) because some of the white areas are white because they are meant to be white objects, ( the trousers etc) and some are white because they are dark but reflecting light. This means that those parts must be modelled black, but be the right shape to reflect light in that exact way. Not impossible, but it requires a lot of skill to predict where a hilight will be on a model when creating the shape. Another issue is that if you intend to keep the character facing exactly the same direction, you will be ok, but if it turns around, the inside of the jacket must be correctly masked by the white of the waistcoat etc. In other words you need to model everything, even the bits you can’t see, in order for the parts you can see to retain any sensible shapes when the character moves.
The upside is that because it is so stylised, you only need a very simple mesh with a good broadly correct outline, and little detail.
I would model each section separately, starting with the boot-soles, and extruding upwards to complete the boots, then start a new mesh for the legs and body, another for the jacket body, one for the stick, one for the hat, and one for each arm. Keep textured turned on even when modelling, so you can see the shading as you work.
Also, you can’t model the mesh as is if you want to animate it, you will need to put it into a default pose that is easy to rig. ( Unless all you need is a single movement)