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* '''Good walking speed:''' Demitri is naturally fast and gives him the upper hand in neutral, along with his already good movement. | * '''Good walking speed:''' Demitri is naturally fast and gives him the upper hand in neutral, along with his already good movement. | ||
* '''ES Projectile:''' Unfortunately, ES fireball was the only move transferred over from Darkstalkers, but it remains one of the best projectiles in the game both for priority and damage. It costs the same as his other supers at 1 bar of meter, but this is hardly a dealbreaker. | * '''ES Projectile:''' Unfortunately, ES fireball was the only move transferred over from Darkstalkers, but it remains one of the best projectiles in the game both for priority and damage. It costs the same as his other supers at 1 bar of meter, but this is hardly a dealbreaker. | ||
* '''Magic Series combos and Pursuits:''' The only character with chains in the game, Demitri has a unique advantage over everyone else. On hit or block, Demitri can chain together his normals in quick succession for both easy damage and easy pressure that's difficult to front step through. And on knockdown, can pursuit for free damage and oki. The magic series makes Demitri's neutral threatening to approach as any poke can convert into a combo. | * '''Magic Series combos and Pursuits:''' The only character with chains in the game, Demitri has a unique advantage over everyone else. On hit or block, Demitri can chain together his normals in quick succession for both easy damage and easy pressure that's difficult to front step through. And on knockdown, can pursuit for free damage and oki. The magic series makes Demitri's neutral threatening to approach as any poke can convert into a combo. Keep in mind, because of the way it is setup, it makes using Demitri's regular normals like cr.B awkward as he cannot hold downback then press B but must hold straight down. | ||
* '''Unique teleport dash:''' Demitri's special forward dash functions as an invisible teleport where he runs forward until the player stops or he is hit. Because it doesn't travel a set distance but instead relies on the player when to stop, judging how far to travel takes practice, let alone getting used to its unorthodox input. When used right, it gives Demitri setup potential, allows him to cross-up with the opponent, and gives him access to a unique DP that further opens up his combo variety. | * '''Unique teleport dash:''' Demitri's special forward dash functions as an invisible teleport where he runs forward until the player stops or he is hit. Because it doesn't travel a set distance but instead relies on the player when to stop, judging how far to travel takes practice, let alone getting used to its unorthodox input. When used right, it gives Demitri setup potential, allows him to cross-up with the opponent, and gives him access to a unique DP that further opens up his combo variety. | ||
* '''Unblockable supers:''' Both of his regular supers are unblockable attacks that also dash forwards to give them extra range. | * '''Unblockable supers:''' Both of his regular supers are unblockable attacks that also dash forwards to give them extra range. | ||
* Max Mode loops are very effective | * Max Mode loops are very effective | ||
* Max Mode gives him impeccable zoning | * Max Mode gives him impeccable zoning | ||
* '''Exceed beats all other projectiles in the game:''' Demitri's exceed is nothing special on the surface, just a giant fireball. That said, the hitbox is huge, fast, and will go through every other projectile in the game with no exceptions. Demitri's already amazing zoning helps make the exceed all the more rewarding and easier to use. | * '''Exceed beats all other projectiles in the game:''' Demitri's exceed is nothing special on the surface, just a giant fireball. That said, the hitbox is huge, fast, and will go through every other projectile in the game with no exceptions. Demitri's already amazing zoning helps make the exceed all the more rewarding and easier to use. | ||
* '''Exceed is also great for chip damage kills:''' Demitri's fireball exceed does roughly 10% of one lifebar in chip damage on block, which is a lot more than most exceeds in the game. But because it's functionally a big fireball, he can force the opponent into blocking it from further away and be safe, too. Even up close, if their life is low enough and Demitri has oki, his exceed turns it into a checkmate scenario. | * '''Exceed is also great for chip damage kills:''' Demitri's fireball exceed does roughly 10% of one lifebar in chip damage on block, which is a lot more than most exceeds in the game. But because it's functionally a big fireball, he can force the opponent into blocking it from further away and be safe, too. Even up close, if their life is low enough and Demitri has oki, his exceed turns it into a checkmate scenario. | ||
* | * '''Great meterless damage:''' Demitri's regular BnBs do a ton of damage, enough to take off half of one life bar with just a magic series combo alone. It varies by combo and character health, but generally, Demitri's combos hurt a lot, and he doesn't have to spend meter to do so. | ||
* '''Can approach the opponent however he wants:''' Demitri is bar none the best shoto in the game. With amazing fireballs for zoning, a great DP, hard to counter tatsu, solid defense, chains for both offense and defense, and scary rushdown, Demitri is free to do what he wants. In more polarizing or extreme matchups, Demitri doesn't have as much of a luxury, such as Red Arremer, but he probably still has the advantage, anyways. | * '''Can approach the opponent however he wants:''' Demitri is bar none the best shoto in the game. With amazing fireballs for zoning, a great DP, hard to counter tatsu, solid defense, chains for both offense and defense, and scary rushdown, Demitri is free to do what he wants. In more polarizing or extreme matchups, Demitri doesn't have as much of a luxury, such as Red Arremer, but he probably still has the advantage, anyways. | ||
* '''Unfinished character:''' Demitri is the embodiment of SVC's rushed development to meet contractual obligations. Though he looks like one of the game's most polished characters, in reality he has several quirks that make him both much more broken than he should be, and also worse in other aspects. For example, Demitri's hurtboxes are so janky that some combos either change how they work specifically against him, or straight up don't work at all. In another example, Demitri can attack with near zero recovery on several attacks, some with disjointed hitboxes. | * '''Unfinished character:''' Demitri is the embodiment of SVC's rushed development to meet contractual obligations. Though he looks like one of the game's most polished characters, in reality he has several quirks that make him both much more broken than he should be, and also worse in other aspects. For example, Demitri's hurtboxes are so janky that some combos either change how they work specifically against him, or straight up don't work at all. In another example, Demitri can attack with near zero recovery on several attacks, some with disjointed hitboxes, or otherwise makes interrupting anything he does its own challenge. | ||
| cons= | | cons= | ||
* '''Pretty tall:''' Both in crouching and standing, Demitri is one of the tallest characters in the game and thus has some fairly big hurtboxes. It depends on the matchup how much of an issue this is, however, it's still a net negative for him as he gets hit easier. This also indirectly affects his normals, too, where in some cases he's too tall for his own good and can't hit characters with certain normals. | * '''Pretty tall:''' Both in crouching and standing, Demitri is one of the tallest characters in the game and thus has some fairly big hurtboxes. It depends on the matchup how much of an issue this is, however, it's still a net negative for him as he gets hit easier. This also indirectly affects his normals, too, where in some cases he's too tall for his own good and can't hit characters with certain normals. | ||
* '''Uniquely questionable hitboxes:''' Questionable is putting it lightly. There are too many examples to bring up, but in general, Demitri's active hitboxes and his hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack standing Orochi Iori. | * '''Uniquely questionable hitboxes:''' Questionable is putting it lightly. There are too many examples to bring up, but in general, Demitri's active hitboxes and his hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack standing Orochi Iori. | ||
* | * '''(Mostly) no invulnerable DPs:''' Demitri's DPs are strong and recover fast, however he's not invulnerable during any of them thus he can be punished for it. While the startup technically has invulnerability, it's so short it becomes unreliable. The somewhat stubby vertical reach of his DP can also lead it to being more easily punishable by attacks like Mai's jump command normals. | ||
* No quick overhead options | * '''No quick overhead options:''' Demitri lacks overheads in his move list which hinders his mixup potential and makes it harder to open opponents up if his other approaches or magic series chains don't work out. | ||
* Can't combo into supers | * Can't combo into supers | ||
* '''Exceed doesn't knock down:''' Demitri's exceed does not result in any kind of knockdown unless the opponent was already being juggled. In nearly all cases, this doesn't matter as his exceed is arguably one of the best in the game. But once in a blue moon, if you're not careful, the opponent not being knocked down may actually backfire on Demitri. | * '''Exceed doesn't knock down:''' Demitri's exceed does not result in any kind of knockdown unless the opponent was already being juggled. In nearly all cases, this doesn't matter as his exceed is arguably one of the best in the game. But once in a blue moon, if you're not careful, the opponent not being knocked down may actually backfire on Demitri. | ||
* '''Awkward Exceed input:''' The bigger problem with Demitri's exceed is that the input reader has issues detecting it. You have to be deliberate with the input in order for it to come out, which takes getting used to. In the heat of the moment this can be hard to remember, but worse off, it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself. | * '''Awkward Exceed input:''' The bigger problem with Demitri's exceed is that the input reader has issues detecting it. You have to be deliberate with the input in order for it to come out, which takes getting used to. In the heat of the moment this can be hard to remember, but worse off, it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself. | ||
* Max Mode loops only work in the corner | * Max Mode loops only work in the corner | ||
* | * '''Overlapping inputs:''' If accounting for the special moves, Demitri's inputs are for the most part typical fighting game inputs. But because the magic series are command normals, and as such have their own properties and cancel rules over the default normals, and in turn also overlap with his special move motions, you'll end up getting attacks you didn't intend to do if you're not used to it. More importantly, in the event you are crossed up, this makes such errors more likely to happen, since Demitri cannot default to holding downback; in one such example, trying to anti air with his cr.C as he holds downback instead of just back, do it late and he gets df.C instead which can kill him. | ||
* '''Unfinished character:''' If Demitri were finished, there's a chance he'd have even more broken tools like an ES DP or ES tatsu. Also, are you having fun fighting Orochi Iori, Zero and Choi yet? | * '''Unfinished character:''' If Demitri were finished, there's a chance he'd have even more broken tools like an ES DP or ES tatsu. Also, are you having fun fighting Orochi Iori, Zero and Choi yet? | ||
}} | }} |
Revision as of 17:44, 17 April 2024
デミトリ・マキシモフ, Demitri Maximoff | |
---|---|
Difficulty | Mostly Easy |
Max Mode Needed? | Up to you |
Tier Placement | Demigod Tier (S+) |
Standing Hitbox | Tall |
Crouching Hitbox | Tall |
Introduction
"Come On Baby!" Demitri Maximoff, a vampire character from the Darkstalkers series, is a turtle-like shoto who primarily plays defensively. Not only that, but he managed to do the impossible - be a Darkstalkers guest character in a game without Morrigan. Thank you SNK for saving players from Capcom's wrath of recycling Morrigan's old sprite yet again. But jokes aside, while he certainly plays like a shoto, he's actually fairly different from a typical shoto in how he plays in a match. That said, his flexibility and fantastic tools available to him make him a borderline god tier capable of all sorts of creative ways to play the game that allows him to handle just about every matchup as a top 5 character.
Unique sidenote regarding Demitri - When walking backwards as Demitri, his backwards walk is almost completely invulnerable. His hurtboxes are completely disabled except for a few frames, whereas the pushbox remains. This means nothing, really, since if you attack Demitri, he will default to blocking as always, but is pretty amusing, nonetheless, and adds to how unfinished his hitboxes are.
How to Select Demitri (Outside of Super Plus)
- You wish to play as Demitri? Press these directions while you're on the character select screen, before the timer reaches 10 seconds:
- (While holing start) Right(3x), Left, Up, Right, Down, Up
- Console Method: Hold R1/RT above Chun-Li
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Note regarding close normals: All of Demitri's close normals except for cl.B whiff against Orochi Iori and Choi.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 4 | 11 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 | 4 | 6 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 8 | 7 | 19 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 8 | 14 | 27 | -2 | -4 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 4 | 11 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 8 | 4 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 9 | 13 | 31 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 11 | 8 | 28 | +1 | -1 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 3 | 2 | 5 | 10 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 2, 2, 4, 5 | 19 | 37 | -12 | -14 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 8 | 18 | 34 | SKD | -8 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 3, 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 16 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Magic Series Normals
Note: The frame data calculated is when the attack is used by itself as a command normal, and then followed by when used in the Magic Series (to the best ability possible, at least).
- It's hard to accurately gauge Magic Series chain frame data since the only way to get these normals is by hitting the opponent, whether it connects or is blocked.
- Generally speaking though, when performed in a Magic Series, the startup is significantly faster than normal.
Standing MS Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 4 | 11 | +4 | +10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 ; ? | 8 ; ? | 7 ; ? | 19 ; ? | -3 ; +1 | +3 ; +7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 ; ? | 9 ; ? | 13 ; ? | 31 ; ? | -2 ; +5 | -4 ; +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 ; ? | 4 ; ? | 6 ; ? | 14 ; ? | +2 ; +4 | +8 ; +10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 ; ? | 6 ; ? | 11 ; ? | 21 ; ? | -5 ; -1 | +1 ; +5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | ? | ? | ? | ? | -3 | -5 | - | |
|
Crouching MS Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 5 | 12 | +3 | +9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 ; ? | 4 ; ? | 5 ; ? | 12 ; ? | +3 ; +2 | +9 ; +8 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 ; ? | 2, 2 ; ? | 33 ; ? | 40 ; ? | -25 ; -17 | -19 ; -19 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 3 ; ? | 3 ; ? | 5 ; ? | 11 ; ? | +4 ; +6 | +10 ; +12 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 12 ; ? | 4 ; ? | 11 ; ? | 27 ; ? | -3 ; +1 | +3 ; +7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 ; ? | 8 ; ? | 18 ; ? | 34 ; ? | SKD | -8 | - | |
|
Pursuit
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | OTG | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Either Dash | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Angled Demon Cradle dp P after dash |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
29x3 | 34 | Mid | 2x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7x11 | 7 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7x12 | 7 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63x8 | 68 | Mid | 4x8 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Demitri's Gameplan
Demitri is a great zoning char(Better than Sagat? I don't know). He can abuse of his air/ground versions of his fireball against most of the characters in the cast(Some characters can counter his zoning with ease, and when he needs, he can just do his very fast DP on the opponent. If the opponent is turtling against you, just do do one of his unblockable Supers and he will learn that he/she cannot do anything. He can do some damaging combos outside of Max Mode, but his source of damage comes from his unique combo system in this game: The Hunter Combos. We'll talk about that, don't worry. In Max Mode, Demitri is a beast if he traps the opponent in a corner. He can do some easy loops(Well... Demitri can do some hard ones too) if the opponent gives him a chance. Good Luck in your future matches.
Introduction to the SNK Magic System (You'll need to read this, so don't jump this intro)
This is a very important thing in Demitri's game. If you played any Marvel vs Capcom or Darkstalkers games, you'll probably know about the Magic Series. It's like that thing, but SNK tried to do it with only 4 attack buttons. And it worked very well! But if you don't know the Magic Series yet, I'll talk about it. It's just the ability to link all of the character's attack buttons together. We have a strength rule, and you'll need to know it:
LP - LK - MP - MK - HP - HK, where:
- The Standing/Crouching LP can link into the St./Cr. LK, and the Medium/Heavy attacks(In this game, the Light Attacks cannot link into itself, sadly);
- The Standing/Crouching LK can link into any St./Cr. Medium/Heavy attack;
- The Standing/Crouching MP can link into the St./Cr. MK, and the Heavy Attacks;
- The Standing/Crouching MK can link into any St./Cr. Heavy Attack;
- The Standing/Crouching HP can link into the St./Cr. HK only;
- The Standing/Crouching HK is the only move that cannot link(But the Cr.HK can be followed up with a Pursuit).
Notes: You can alternate between the Standing and Crouching versions while doing the combo, like: f+LP, df+LK. And if you want, you can jump some attack buttons too, like: df+LP, df+LK, d+HK. Very interesting to do if you're having problems. Oh, I forgot, if you begin with a Light Attack, like f+LP, you just need to hold forward while pressing the buttons. With the Crouching Attacks, it's the same thing. The best Hunter combo will be in Demitri's combos section.
Quick Air Fireball
This will be important to Demitri's zoning game. Some characters have air special moves, but some characters have trouble on using them effectively. But this isn't Demitri's case. You can do an air Fireball quickly(And land quickly) by doing the classic Tiger Knee motion(QCF, uf, P). Very good to use in Demitri's zoning stategies. It works with the ES version and with that diving Teleport too.
Advanced Strategy
Zoning on Max Mode
You can ask:"What's the difference?" I'll say. In Max Mode, you can have two fireballs on the screen:One being the air version, and the other being the ground version(In the normal mode you cannot do that, right?). How can you do that? Simple. It's better if you begin with the air fireball(It should be better if you use the quick motion), and you can use the ES version too (Remember: this will only work if the fireball hasn't hit the opponent yet or if the fireball whiffs). Now try to do a normal(This part is only possible with the normal version) fireball in the ground. He will do another fireball(And you'll lose a little of your meter), making it harder for the opponent to advance! If he/she jumps, he/she can see the air fireball, and if he/she continues in the ground, he/she will be forced to block/negate the ground fireball! Really nice if you like his zoning strategies.
Some Resets
As you know, Demitri has his unblockable Supers. But they don't go too far(If they were like Akuma's Raging Demon, he would be broken). So what to do? How can you hit with them? I'll use the Midnight Bliss as an example(For the Midnight Pleasure, you have a hit-confirm combo), but the resets work with the other Super too. This is what you can do if you're outside of the Max Mode:
(Corner only and if the opponent is jumping) QCF+PP, Hit the opponent with any normal, (While the opponent is landing) d, f, df+PP(Midnight Bliss)
Really interesting, but very hard to land. The opponent will not do a neutral jump with his back to the corner(That's really rare to see), but that's just a possible reset. Now if you're in Max Mode:
(Corner only and the opponent is standing) cl.C/D, DP+C(Cancel the second hit), QCF+PP/Exceed, Hit the opponent with any normal, d, f, df+PP(Midnight Bliss)
This is easier to land than the above, and you can even hit-confirm the Exceed with it. Very nice to use as a punishing reset. You should learn it just to use when you need. You need to use the cl.C/D part, or the combo will not work.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) df.A ~ Magic Series combo ~ d.D, Pursuit | TBA | TBA | TBA | TBA | This is Demitri's best combo outside of Max Mode, without doubt. I said, his Hunter Combos system are very important here. Learn this, you'll need. About the Pursuit, you don't need to do it(Yeah, the Pursuit is optional everytime), but you can use this combo to practice with it(Do a u+K after the opponent touches the ground). Remember that the opponent can do a recovery roll too(And the Pursuit will not work). |
cr.B/A, cl.B, dp P, Pursuit | TBA | TBA | TBA | TBA | Very easy combo with a low starter to use everywhere. The damage is simple, and can be useful if you don't like magic series combos. |
(j.X,) cl.C/D, dp P, Pursuit | TBA | TBA | TBA | TBA | A more damaging version of the combo above. |
df.C, d.D, Pursuit | TBA | TBA | TBA | TBA | A poking Hunter Combo. Very fun to surprise your opponent. |
(j.X,) cl.A x2, cl.B, AA~f~BD | TBA | TBA | TBA | TBA | This combo is a very damaging one. Watch out for the B part, you can get a st.B and the Super will not connect (fact check this). |
(While you're fullscreen away from the opponent) qcf P/AC, Exceed | TBA | TBA | TBA | TBA | Fireball combo. The damage is incredible too, I don't even know how to describe. Can be very hard to land, but this can work while Demitri is zoning against some characters. If the opponent is jumping, this combo will work with the QCF+PP(And you can add a Pursuit from that too). |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Magic Series combo ~ MS HP, (C)qcf C | TBA | TBA | TBA | TBA | Very simple if you're used to the Hunter combos. Strangely enough, the ES fireball didn't came out when I tried with two buttons instead of only one, so I don't know if it works. You don't need to do the full Hunter Combo, you just need to cancel the C/D's animation(Yeah, if you're having problems, just jump buttons, don't worry about damage), it's just in there if you want more damage. |
(j.X,) cl.C/D, dp C(2), (SC)Exceed | TBA | TBA | TBA | TBA | Good to practice. You can do it everywhere, so if you want to use, do it on punish situations. On the corner, you can juggle your opponent after the Exceed hits in this combo, so you can think about what to do after it hits. |
(Corner only) (j.X,) cl.C/D, dp C(2), qcf AC, qcf AC, Exceed | TBA | TBA | TBA | TBA | Extended version of the combo above. This is the easier of Demitri's killer combos too. Keep in mind, do NOT do this deep in the corner - qcf AC whiffs on point blank. You'll likely kill your opponent if you do it. Very nice to use, and very easy to land. If you want to use only one QCF+PP(To save meter), go ahead. If you miss one the 8 hits of the Exceed, don't worry, you just need the first hits. If you're having problems on doing the Exceed's input while doing the combo, just do the QCF(2x) part before Demitri recovers from the ES fireball's animation, and when he recovers, just press the 4 buttons. Button holding also helps. |
(Corner only) (j.X,) cl.C/D, dp C(1), [(C)[BC]~bf~dp C(1), (C)dp C(1),]xN, stun, any follow-up | TBA | TBA | TBA | TBA | This is a very hard, but possible stun combo. He isn't the only character that can connect multiple DPs in this game, but that's a great thing to see on him. You don't need the cl.C/D to do the combo, you just need to land a DP, and cancel it on the first hit. Good luck with this. If you need help with this combo, just click here and watch the short video. Most importantly, you do not need to do dp C twice in a row, just button hold after the first dp C(1), and the second DP will automatically come out by itself. This gives you more time to cancel into the teleport dash. |
(Corner only) (j.X,) cl.C/D, [(C)[BC]~bf~dp C(1),]xN, stun, any follow-up | TBA | TBA | TBA | TBA | Variation of the above combo where you only do the teleport DP, since it can cancel back into itself. |