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{{SVC Character Subnav|name=Demitri Maximoff}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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|- | |- | ||
! align="center" colspan="2" | [[image:Demitrisvc.gif|"Forgive me. I cannot accept your existence in my realm."|center]] | ! align="center" colspan="2" | [[image:Demitrisvc.gif|"Forgive me. I cannot accept your existence in my realm."|center]] | ||
|- | |||
| '''Category''' || Sub-Boss | |||
|- | |||
| '''Playstyle''' || Balanced shoto | |||
|- | |- | ||
| '''Difficulty''' || Mostly Easy | | '''Difficulty''' || Mostly Easy | ||
|- | |- | ||
| '''Max Mode Needed?''' || Up | | '''Max Mode Needed?''' || Up To You | ||
|- | |- | ||
| '''Tier Placement''' || Demigod Tier (S+) | | '''Tier Placement''' || Demigod Tier (S+) | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Tall | | '''Crouching Hitbox''' || Tall | ||
|- | |- | ||
| '''Defense Modifier''' || 239 (Player) / 223 (CPU) | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
==Introduction== | ==Introduction== | ||
[[image:Demitrifacesvc.png|right]] | [[image:Demitrifacesvc.png|right]] | ||
"Come | "Come on, baby!" Demitri Maximoff, a vampire character from the [[Darkstalkers]] series, is a shoto-type character who primarily focuses on zoning and defensive play. 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 fairly different from a typical shoto in how he plays. 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, solidifying his spot as a top 5 character capable of handling just about every matchup. | ||
'''Unique Side Note Regarding Demitri''' - Demitri's backwards walk is almost completely invulnerable due to his hurtboxes being completely disabled except for a few frames, whereas the pushbox remains. This ultimately means nothing because proximity blocking will trigger whenever he's being attacked, but it is pretty amusing nonetheless and adds to how unfinished his hitboxes are. | |||
'''How to Select Demitri (Outside of Super Plus)''' | '''How to Select Demitri (Outside of Super Plus)''' | ||
* You wish to play as Demitri? Press these directions while you're on the | * You wish to play as Demitri? Press these directions while you're on the Character Select screen '''before the timer reaches 10 seconds:''' | ||
:* ( | :* (Hold Start) Right(3x), Left, Up, Right, Down, Up | ||
* Console Method: Hold R1/RT above Chun-Li | ::*'''Numpad Notation:''' 66648628 | ||
* Console Method: Hold R1/RT above Chun-Li. | |||
== | {{ ProConTable | ||
| pros= | |||
* '''Great Mobility:''' Demitri's walk speed is naturally fast, and his array of mobility options gives him the upper hand in neutral. | |||
* '''ES Projectile:''' Unfortunately Demitri only had one ES move transferred over from Darkstalkers, but ES Chaos Flare 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 deal breaker. | |||
* '''Magic Series Combos and Pursuits:''' Demitri has a unique advantage over everyone else in that he has access to both Magic Series chains and Pursuits from his game of origin. Magic Series chains make for both easy damage and pressure that's difficult to Front Step through, and Pursuits give him free damage and oki after almost every knockdown. The Magic Series makes Demitri's neutral even more threatening as any poke can convert into a combo. Keep in mind that because of the way it's setup, it makes using Demitri's regular normals like cr.B awkward as they can only be done with neutral directionals. | |||
* '''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 however, 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 forward to give them extra range. Their only big downside is their awkward inputs, but they otherwise do high damage for the meter cost and result in a knockdown. | |||
* '''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 for the damage he deals. | |||
* '''Powerful Max Mode Utility:''' With Max Mode active, Demitri gains access to more ES Chaos Flares and effective corner loops with his DPs, which under the right circumstances elevates his already high damage even higher. | |||
* '''Incredibly Powerful Exceed:''' Demitri's Exceed is nothing special on the surface, as it's just a giant fireball. That said, the hitbox is huge and fast, and it destroys every other projectile in the game with no exceptions. Demitri's already amazing zoning makes his Exceed all the more rewarding and easier to use. Furthermore, it does roughly 10% of one life bar in chip damage on block, which is a lot more than most Exceeds in the game. Because it's functionally a big fireball, he can force the opponent into blocking it from further away while remaining safe, and even up close the chip damage can lead to a checkmate scenario on an opponent's wakeup if their life is low enough. | |||
* '''Approach Has No Limits:''' Demitri is bar-none the best shoto in the game. With amazing fireballs for zoning, a great DP, a Tatsu that's hard to counter, 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 such as Red Arremer, Demitri doesn't have as much luxury but he probably still has the advantage. Playing neutral is hardly an issue for him. | |||
* '''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 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, several of Demitri's attacks either have near zero recovery, disjointed hitboxes, or other properties that make interrupting anything he does its own challenge. | |||
| cons= | |||
* '''Pretty Tall:''' Both 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, but 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 hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases it severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack a standing Orochi Iori. | |||
* '''(Mostly) No Invulnerable DPs:''' Demitri's DPs are strong and recover fast, but he's not invulnerable during any of them and thus he can be punished more easily 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 jumping command normals. | |||
* '''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. | |||
* '''Lacks Easy Super Confirms:''' While Demitri can set up for or combo into his regular supers, doing so is locked behind poor hit confirms and restrictive setups. | |||
* '''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 still arguably one of the best in the game, but every once in a while, if you're not careful, this can 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 additionally it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself. | |||
* '''Weak Max Mode Loops Midscreen:''' Demitri's Max Mode loops, though strong, don't work nearly as well midscreen. This doesn't diminish the utility of Max Mode at midscreen, since Demitri can still rely on multiple ES Chaos Flares for example, but he requires the corner to stabilize his Max Mode potential. | |||
* '''Overlapping Inputs:''' When accounting for special moves, Demitri's inputs are for the most part typical fighting game inputs. But because the Magic Series inputs are command normals, and as such not only have their own properties and cancel rules over the default normals but 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 down-back; in one such example, trying to anti-air with his cr.C as he holds down-back instead of just back results in df.C instead if done late, which can kill him. | |||
* '''Unfinished Character:''' If Demitri were finished, there's a chance he'd have even more broken tools like an ES Demon Cradle or ES Bat Spin. His questionable hitboxes can also make fighting characters like Orochi Iori, Zero, and Choi far more obnoxious than they have any business being otherwise. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
Note | Note: '''All''' of Demitri's close normals except for cl.B whiff against Orochi Iori and Choi. | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 73: | Line 80: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
Line 82: | Line 93: | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Very fast move that can be canceled easily | |description=* Very fast move that can be canceled easily and chain into itself, but it whiffs against low crouching characters and some standing characters too. Good to use in light starter combos. | ||
}} | }} | ||
}} | }} | ||
Line 96: | Line 107: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Guard= | |Counter Dmg= | ||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
Line 105: | Line 120: | ||
|Block Adv=+0 | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Same as cl.A, but doesn't whiff against low crouching characters. Good to use as a | |description=* Same as cl.A, but doesn't whiff against low crouching characters. Good to use as a light combo starter. | ||
}} | }} | ||
}} | }} | ||
Line 119: | Line 134: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
Line 142: | Line 161: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 166: | Line 189: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
Line 175: | Line 202: | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Same as cl.A | |description=* Same as cl.A with better reach, but it cannot be cancelled outside of Max Mode. | ||
}} | }} | ||
}} | }} | ||
Line 189: | Line 216: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
Line 198: | Line 229: | ||
|Block Adv=-2 | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Great poke. Fast and can link with ease after any | |description=* Great poke. Fast and can link with ease after any light attack, but it cannot be cancelled outside of Max Mode. | ||
}} | }} | ||
}} | }} | ||
Line 212: | Line 243: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
Line 221: | Line 256: | ||
|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Fast poke that whiffs against low crouching | |description=* Fast poke that whiffs against low crouching characters. Good to use as a damaging poke. | ||
}} | }} | ||
}} | }} | ||
Line 235: | Line 270: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
Line 244: | Line 283: | ||
|Block Adv=-1 | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Damaging poke that whiffs against low crouching characters. Demitri will move a little | |description=* Damaging poke that whiffs against low crouching characters. Demitri will move forward a little when he uses this move. | ||
}} | }} | ||
}} | }} | ||
Line 259: | Line 298: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 268: | Line 311: | ||
|Block Adv=+1 | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Light normal to extend or start light starter chains. Very good to cancel, | |description=* Light normal to extend or start light starter chains. Very good to cancel, chain into itself, or link with other light attacks. Can be used as a poke too. Combos tend to reward Demitri more when it ends with him standing. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Guard= | |Counter Dmg= | ||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
Line 291: | Line 338: | ||
|Block Adv=+3 | |Block Adv=+3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This is your helper for | |description=* This is your helper for light starter combos. Can be used as a low poke too, and it will help you in his Hunter/Savior combos. | ||
}} | }} | ||
}} | }} | ||
Line 305: | Line 352: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 314: | Line 365: | ||
|Block Adv=-14 | |Block Adv=-14 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is a great cancelable | |description=* This move is a great cancelable fast anti-air in the event you don't need/want to use DP. | ||
}} | }} | ||
}} | }} | ||
Line 328: | Line 379: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
Line 337: | Line 392: | ||
|Block Adv=-8 | |Block Adv=-8 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is a great low poke | |description=* This move is a great low poke due to its reach. Possibly the largest sweep in the game. This is your best ender for Hunter combos for a forced knockdown and some oki. | ||
}} | }} | ||
}} | }} | ||
Line 352: | Line 407: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 376: | Line 435: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=2 | |Startup=2 | ||
Line 386: | Line 449: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Diagonal Jumping Attack | |description=* Diagonal Jumping Attack | ||
* Bad move | * Bad move. Demitri has better air moves to use. | ||
}} | }} | ||
}} | }} | ||
Line 400: | Line 463: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 410: | Line 477: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Neutral Jumping Attack | |description=* Neutral Jumping Attack | ||
* This is Demitri's best neutral jump-in. It's fast, | * This is Demitri's best neutral jump-in. It's fast, easy to combo after, and useful against characters with smaller jumps such as Hugo. | ||
}} | }} | ||
}} | }} | ||
Line 424: | Line 491: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 448: | Line 519: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
Line 472: | Line 547: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
Line 496: | Line 575: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
Line 506: | Line 589: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Neutral Jumping Attack | |description=* Neutral Jumping Attack | ||
* Kick that aims up. Avoid this move | * Kick that aims up. Avoid this move as Demitri has better options for anti-airs. | ||
}} | }} | ||
}} | }} | ||
Line 520: | Line 603: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
Line 535: | Line 622: | ||
===Magic Series Normals=== | ===Magic Series Normals=== | ||
'''Note:''' The frame data calculated is when the attack is used '''by itself as a command normal,''' | '''Note:''' The frame data calculated is when the attack is used '''by itself as a command normal,''' ''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. | * 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. | * Generally speaking though, when performed in a Magic Series, the startup is significantly faster than normal. | ||
Line 549: | Line 636: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
Line 558: | Line 649: | ||
|Block Adv=+10 | |Block Adv=+10 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The beginning of Demitri's Hunter Combos system, | |description=* The beginning of Demitri's Hunter Combos system, otherwise known as the Magic Series. | ||
* This move is one of the weak starters | * This move is one of the weak starters and has the same animation as st.A, but it is part of a chain. | ||
* You must press forward in order to start the Magic Series and function as Light Punch | * You must press forward in order to start the Magic Series and function as Light Punch; using st.A by itself will not begin the combo and instead function as st.A. | ||
* Demitri doesn't have a Far/Close version of this move, hence it is not labelled as close or far compared to his basic normals. | * Demitri doesn't have a Far/Close version of this move, hence it is not labelled as close or far compared to his basic normals. | ||
* Magic Series combos are better when they are done from a very close range so as to ensure all hits connect. | * Magic Series combos are better when they are done from a very close range so as to ensure all hits connect. | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 ; ? | ||
|Active=8 | |Active=8 ; ? | ||
|Recovery=7 | |Recovery=7 ; ? | ||
|Total=19 | |Total=19 ; ? | ||
|Hit Adv=-3 | |Hit Adv=-3 ; +1 | ||
|Block Adv=+3 | |Block Adv=+3 ; +7 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is used in the middle of a Magic Series combo. It looks like a faster cl.C with most of the same properties, but cannot be | |description=* This move is used in the middle of a Magic Series combo. It looks like a faster cl.C with most of the same properties, but it cannot be cancelled outside of Max Mode. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 ; ? | ||
|Active=9 | |Active=9 ; ? | ||
|Recovery=13 | |Recovery=13 ; ? | ||
|Total=31 | |Total=31 ; ? | ||
|Hit Adv=-2 | |Hit Adv=-2 ; +5 | ||
|Block Adv=-4 | |Block Adv=-4 ; +3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Use it near the end of a combo. The animation in the same as Demitri's st.C, but faster in the Magic Series. | |description=* Use it near the end of a combo. The animation in the same as Demitri's st.C, but faster in the Magic Series. | ||
* Zero reason to use this by itself since it's identical to st.C | * Zero reason to use this by itself since it's identical to st.C; only use it for the Magic Series. | ||
}} | }} | ||
}} | }} | ||
Line 624: | Line 723: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 ; ? | |||
|Active=4 ; ? | |||
|Recovery=6 ; ? | |||
|Total=14 ; ? | |||
|Hit Adv=+2 ; +4 | |||
|Block Adv=+8 ; +10 | |||
|Invulnerability= | |||
|description=* Same animation as Demitri's cl.B, and it's perhaps the best Magic Series starter since it hits low. Cannot be normal cancelled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b.B | |||
|caption= | |||
|name=Standing Medium Kick | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 ; ? | |||
|Active=6 ; ? | |||
|Recovery=11 ; ? | |||
|Total=21 ; ? | |||
|Hit Adv=-5 ; -1 | |||
|Block Adv=+1 ; +5 | |||
|Invulnerability= | |||
|description=* Can be used as an anti-air as the only version of this attack. Very fast, but cannot be normal cancelled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=st.D (After Any Standing Magic Series Normal) | |||
|caption= | |||
|name=Standing Heavy Kick | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=? | |||
|Active=? | |||
|Recovery=? | |||
|Total=? | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* Same animation as st.D, but faster. | |||
* You can only use this version of st.D while you're doing a Hunter Combo. You cannot whiff Magic Series combos to use this attack either. | |||
}} | |||
}} | |||
====Crouching MS Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.A | |||
|caption= | |||
|name=Crouching Light Punch | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=12 | |||
|Hit Adv=+3 | |||
|Block Adv=+9 | |||
|Invulnerability= | |||
|description=* Same animation as Demitri's cr.A, but cannot be normal cancelled. It's a great starter for crouching Magic Series combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=db.A | |||
|caption= | |||
|name=Crouching Medium Punch | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 ; ? | |||
|Active=4 ; ? | |||
|Recovery=5 ; ? | |||
|Total=12 ; ? | |||
|Hit Adv=+3 ; +2 | |||
|Block Adv=+9 ; +8 | |||
|Invulnerability= | |||
|description=* Same animation as cr.A/LP but used in the middle of a Magic Series combo. | |||
* Crouching Light Punch and Crouching Medium Punch are identical to each other, only Crouching Medium Punch deals a pinch more damage and otherwise has different frame data due to being in the middle of the Magic Series. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.C | |||
|caption= | |||
|name=Crouching Heavy Punch | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 ; ? | |||
|Active=2, 2 ; ? | |||
|Recovery=33 ; ? | |||
|Total=40 ; ? | |||
|Hit Adv=-25 ; -17 | |||
|Block Adv=-19 ; -19 | |||
|Invulnerability= | |||
|description=* This move, if used alone, is almost a great low poke. The reach is almost the same as Demitri's cr.D. | |||
* One massive glaring issue when used by itself is that it's -25 on hit and -19 on block. You must follow up with Heavy Kick in the Magic Series in order to make this attack safer to use. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Crouching Light Kick | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 ; ? | |||
|Active=3 ; ? | |||
|Recovery=5 ; ? | |||
|Total=11 ; ? | |||
|Hit Adv=+4 ; +6 | |||
|Block Adv=+10 ; +12 | |||
|Invulnerability= | |||
|description=* Same animation as the cr.LK but serves as the LK part of the Magic Series combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=db.B | |||
|caption= | |||
|name=Crouching Medium Kick | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 ; ? | |||
|Active=4 ; ? | |||
|Recovery=11 ; ? | |||
|Total=27 ; ? | |||
|Hit Adv=-3 ; +1 | |||
|Block Adv=+3 ; +7 | |||
|Invulnerability= | |||
|description=* cr.MK isn't that good when cancelled in Max Mode. Only use it in Magic Series combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=cr.D | |||
|caption= | |||
|name=Crouching Heavy Kick | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 ; ? | |||
|Active=8 ; ? | |||
|Recovery=18 ; ? | |||
|Total=34 ; ? | |||
|Hit Adv=SKD | |||
|Block Adv=-8 | |||
|Invulnerability= | |||
|description=* Same notes from cr.D apply here. | |||
* It's a crouching HK and the best ender for basically any Magic Series since you can follow up with Pursuit. Time well when you're going to follow it up. | |||
}} | |||
}} | |||
====Pursuit==== | |||
{{MoveData | |||
|image= | |||
|subtitle=u.K (When Opponent is Knocked Down) | |||
|caption= | |||
|name=Hell Ride Pursuit | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=OTG | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 633: | Line 983: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* For those who don't know Demitri yet, this is a Pursuit, a feature from the Darkstalkers games. It hits as an OTG move that can be used as a follow-up for almost any knockdown move in Demitri's arsenal. Even if you miss, which can sometimes happen, it's very fast and has almost no recovery. Whether it's safe to use will depend on your timing, but the earlier the better. | ||
* Demitri does not have an ES version of this move unlike the Darkstalkers games. | |||
* If you stun the opponent, doing a pursuit will not negate the stun. They will still wake up stunned regardless. | |||
* SVC's input reader makes performing this move slightly unintuitive. You can get Pursuits to come out more consistently by inputting them as K~u (i.e. pressing the Kick button slightly before tapping up instead of inputting the directional and the button at the same time). | |||
}} | }} | ||
}} | }} | ||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=24 | ||
|Guard= | |Counter Dmg=24 | ||
|Cancel= | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 656: | Line 1,014: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
Line 664: | Line 1,022: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=24 | ||
|Guard= | |Counter Dmg=24 | ||
|Cancel= | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 679: | Line 1,041: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | ||
|caption= | |caption= | ||
|name= | |name=Guard Cancel Blowback | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=0 | ||
|Counter Dmg=0 | |||
|Guard=Mid | |Guard=Mid | ||
|Cancel= | |G. Crush=0 | ||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 703: | Line 1,068: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | }} | ||
}} | }} | ||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=(Jump) qcf P | ||
|caption= | |caption= | ||
|name= | |name=Chaos Flare | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 726: | Line 1,096: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Good projectile to abuse in Demitri's zoning game. Mix the A version with the C version on the ground and in the air to confuse your opponent. Some characters can duck under this projectile (and some projectiles can pass under it too). It doesn't knock down. | ||
}} | }} | ||
}} | }} | ||
Line 734: | Line 1,104: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=dp P | ||
|caption= | |caption= | ||
|name= | |name=Demon Cradle | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dp A | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 749: | Line 1,124: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Very good as an anti-air, and a good part of Demitri's zoning game. It beats almost all jumping attacks (like a normal DP). The A version is better for anti-airs, and the C version is better in combos (especially on Max Mode, where the hits can be canceled, leading to his better combos). This move doesn't have an ES version. | |||
}} | }} | ||
}} | }} | ||
Line 757: | Line 1,150: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=(Jump) qcb K/BD | ||
|caption= | |caption= | ||
|name= | |name=Bat Spin | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 772: | Line 1,170: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | |||
{{AttackData-SVC | |||
|version= | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Demitri's classic teleport move, and the properties of this move are almost the same as in Darkstalkers (you can follow it up depending on how you hit the opponent). Very good to control Demitri's air game. The button determines the distance and the angle of this move. You can use it to punish some projectiles too. | |||
}} | }} | ||
}} | }} | ||
Line 780: | Line 1,196: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=Hold BC, Tap b~f or f~b | ||
|caption= | |caption= | ||
|name= | |name=Tokushu Idou | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=Either Dash | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup= | ||
Line 795: | Line 1,216: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Tapping b~f lets Demitri dash forward, whereas tapping f~b lets Demitri dash backward. | ||
* This is Demitri's dash from the Darkstalkers games. Very good to use because he will be invincible while he disappears in the dash (like in his game). You can cancel it into any move except for regular/command normals and throws. Good to use if you want to make the opponent use his Exceed '''IN VAIN'''. | |||
}} | |||
{{AttackData-SVC | |||
|version=Angled Demon Cradle | |||
|subtitle=dp P (After Dash) | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Demitri will stop dashing and do a different DP. It's a good surprise move (more so if you do it while he disappears, but you'll need to know where he is to do that). Like in his normal DP, this move can be canceled in Max Mode (and you can cancel the dashing DP into the normal DP, which is one of Demitri's corner loops). There is no ES version of this move. | |||
}} | }} | ||
}} | }} | ||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=(Jump) {{Motion|236}}{{Icon-SNK|A}}{{Icon-SNK|C}} | ||
|caption= | |caption= | ||
|name= | |name=ES Chaos Flare | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=29x3 | ||
|Counter Dmg=34 | |||
|Guard=Mid | |Guard=Mid | ||
|Cancel= | |G. Crush=2x3 | ||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 818: | Line 1,264: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Technically not a super, but it costs meter to use and so will be treated as such. | ||
* Demitri got the ES version of his projectile here (with 3 hits), which is very good in his zoning game. This move doesn't knock down (like the normal version), but the startup is longer than the normal projectile and you'll need to spend 1 level of meter to use it. You can use this move (along with the normal version) in the air to control his air game. This move is like a super projectile, so it can almost destroy some normal projectiles. This version is bigger than the version above, so characters who can duck under the normal version cannot duck under this move. Particularly effective as a meter dump option in neutral during Max Mode. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle={{Motion|2}}{{Motion|6}}{{Motion|3}}{{Icon-SNK|A}}{{Icon-SNK|C}} | ||
|caption= | |caption= | ||
|name= | |name=Midnight Bliss | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=7x11 | ||
|Guard= | |Counter Dmg=7 | ||
|Cancel= | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 843: | Line 1,292: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* One of Demitri's unblockable supers. The input can look easy to do, but SVC's input reader makes it tricky. There are some shortcuts to do it (like [[Geese Howard (SvC)|Geese's]] Raging/Raising Storm), such as dp, df+PP. One of SVC's more infamous supers due to the unique transformation animations against each character in the cast. This super can be performed out of Demitri's teleport dash (which was one of his setups from Darkstalkers). | ||
* A very consistent input "shortcut" for Midnight Bliss is hcf,b+PP. This allows the super to be performed more naturally while avoiding overlap with other inputs, which is otherwise a key problem with Demitri. | |||
* | |||
}} | }} | ||
}} | }} | ||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|A}}{{Icon-SNK|A}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Midnight Pleasure | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7x12 | |||
|Counter Dmg=7 | |||
* | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
* | |Meter=0 | ||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
* | |Total= | ||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another unblockable super. Demitri will bite the opponent before doing a flurry of attacks against the opponent that sends them flying. | |||
* Used more than Midnight Bliss since it deals more damage and can be comboed from cl.B during the input. It can be used from the teleport dash. | |||
* The rules regarding the super input are strange, but if you try to do AA,f,BD by itself, the super will never come out. As quoted by a GameFAQs guide by user Kao_Megura who explains it best: | |||
*: ''You may have noticed that "button press" supers, in previous games, could be canceled into from any attack, even cancelable ones. In this game however, they are only cancelable from specific animations. What's so odd about this is that Demitri's far standing B is not one of them. So if you perform this move from afar, pressing D after the standing B comes out won't work unless you do it late (as the kick ends). Or you can just enter (A,A,f,B,D,D) since the 2nd D will occur after the far standing B has finished.'' | |||
* | *: This in turn affects what combos into the super Demitri can do because of these cancel rules, which seemingly follow their own logic. | ||
* If you're having trouble with the command, use the super above instead. | |||
* [https://x.com/kof_fengmin/status/1816113796944986608 A detailed explanation in Japanese on a Twitter thread can be found here.] | |||
}} | |||
}} | |||
===Exceed=== | ===Exceed=== | ||
{{MoveData | |||
* | |image= | ||
|subtitle={{Motion|236}}{{Motion|236}} (delay) {{Icon-SNK|A}}{{Icon-SNK|B}}{{Icon-SNK|C}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Demon Flare | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=63x8 | |||
|Counter Dmg=68 | |||
|Guard=Mid | |||
|G. Crush=4x8 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* If you're having trouble with this Exceed and are getting misinputs, usually you just need to wait a moment before pressing the 4 buttons. How you perform the input also affects whether Exceed registers or not. | |||
:* If you do two very fast qcf motions, or as fast as the game can register them, then you have to wait approximately 10 frames before pressing ABCD for Exceed to register. | |||
:* If instead you do the qcf motions very slowly (such as about 4 frames for each direction held), then you can do the ABCD input almost immediately and the Exceed will register. | |||
:* The timing of the super is also affected by slowdown, such as if you're doing corner combos with qcf AC, meaning the ES Chaos Flare's multiple hits slow the game down and thus make the input harder to perform. | |||
* This move is a great Exceed for Demitri. It can destroy most super projectiles in the game, deals very nice damage (with 8 hits), and can be used as a finisher for his corner loops. Can be used as a follow-up to any of Demitri's projectiles too. | |||
}} | |||
}} | |||
== | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Demitri's Gameplan''''' | '''''Demitri's Gameplan''''' | ||
Demitri is a great zoning | Demitri is a great zoning character (likely even better than [[Sagat (SvC)|Sagat]]). He can abuse the air/ground versions of his fireball against most characters in the cast, and when he needs to he can use his very fast DP to shut down any attempts to navigate around his zoning. If the opponent is playing more defensively, his unblockable supers can force them to act. He can do some damaging combos outside of Max Mode thanks to his unique combo system in this game: the Hunter Combos. In Max Mode, Demitri is a beast if he traps the opponent in the corner. He has access to relatively easy loops if the opponent gives him a chance. | ||
'''''Introduction to the SNK Magic System''''' ''(You'll need to read this, so don't jump this intro)'' | '''''Introduction to the SNK Magic System''''' ''(You'll need to read this, so don't jump this intro.)'' | ||
Magic Series combos are a core part of Demitri's game. If you've played any [[Marvel vs Capcom]] or Darkstalkers games, you'll probably know about the Magic Series. SNK tried to implement this system with only 4 attack buttons, and the end result was surprisingly good. If you don't know about the Magic Series, it's simply the ability to chain all of the character's attack buttons together. The strength rule for the Magic Series is: | |||
LP - LK - MP - MK - HP - HK, where: | LP - LK - MP - MK - HP - HK, where: | ||
* The Standing/Crouching LP can link into | * The Standing/Crouching LP can link into st./cr. LK and Medium/Heavy attacks (in this game light attacks cannot link into themselves, sadly); | ||
* The Standing/Crouching LK can link into any | * The Standing/Crouching LK can link into any st./cr. Medium/Heavy attack; | ||
* The Standing/Crouching MP can link into | * The Standing/Crouching MP can link into st./cr. MK and Heavy attacks; | ||
* The Standing/Crouching MK can link into any | * The Standing/Crouching MK can link into any st./cr. Heavy attack; | ||
* The Standing/Crouching HP can link into | * The Standing/Crouching HP can link into st./cr. HK only; | ||
* The Standing/Crouching HK is the only move that cannot link( | * The Standing/Crouching HK is the only move that cannot link (but cr.HK can be followed up with a Pursuit). | ||
Notes: You can alternate between the | Notes: You can alternate between the standing and crouching versions of attacks while doing the combo, such as f+LP, df+LK. If you want, you can skip attack buttons as well, such as df+LP, df+LK, d+HK. This can be helpful if you're having problems with full Magic Series chains. If you begin with a light attack like f+LP, you just need to hold forward while pressing the buttons. With crouching attacks it's the same thing. The best Hunter Combo will be in Demitri's Combo section. | ||
'''''Quick Air Fireball''''' | '''''Quick Air Fireball''''' | ||
An important part of Demitri's zoning game. Some characters have air special moves, but some characters have trouble on using them effectively. For Demitri, you can perform fast air fireballs by doing the classic Tiger Knee motion (qcf,uf+P). This technique also works with ES Chaos Flare and Bat Spin. | |||
'' | ===Advanced Strategy=== | ||
'''''Zoning in Max Mode''''' | |||
In Max Mode it's possible for Demitri to have both an air fireball and a ground fireball on the screen at the same time. After performing the air fireball first, you can Free Cancel into the ground fireball upon landing. The ES version can be used for the air version but not the ground version. This can be used to completely shut down your opponent's approach options. | |||
'''''Some Resets''''' | '''''Some Resets''''' | ||
Despite Demitri having access to unblockable supers, their lack of range makes them harder to use outside of close-range setup situations or potentially even some resets. Here are some examples using Midnight Bliss: | |||
(Corner | (Corner Only, Opponent In Air) qcf+PP, any normal, (While Opponent is Landing) d,f,df+PP (Midnight Bliss) | ||
Not as likely to occur due to the positioning required, but if the opponent is cornered and you tag them out of the air with an ES Chaos Flare, this setup is guaranteed and doesn't require Max Mode. | |||
(Corner | (Corner Only, Opponent Standing) cl.C/D, dp+C(2), (C)qcf+PP/Exceed, any normal, d,f,df+PP (Midnight Bliss) | ||
A more reliable setup that requires Max Mode. Free Cancelling the 2nd hit of C Demon Cradle allows you to even hit-confirm into Exceed if you're able, then reset into a guaranteed Midnight Bliss. | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) df.A ~ Magic Series ~ d.D, Pursuit || TBA || TBA || TBA || TBA || Demitri's best combo outside of Max Mode and a key example of what makes Hunter Combos so important. The opponent can escape the Pursuit with a recovery roll, but this combo is a good way to practice Pursuit timing and leads to further guaranteed damage if they don't. | |||
|- | |||
|cr.B/A, cl.B, dp+P, Pursuit || TBA || TBA || TBA || TBA || Very easy combo with a low starter to use everywhere. Solid damage 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 short Hunter Combo from a surprisingly long-range low poke. | |||
|- | |||
|(j.X,) cl.A x2, cl.B, AA~f~BD || TBA || TBA || TBA || TBA || Demitri's staple hit-confirm into Midnight Pleasure. Cancelling cl.B is required here to stabilize the confirm. | |||
|- | |||
|(From Fullscreen) qcf+P/AC, Exceed || TBA || TBA || TBA || TBA || A legit fullscreen hit-confirm into Exceed from a fireball during zoning wars. Difficult to land but still technically possible. This is also possible and slightly easier to do if you anti-air an opponent with ES Chaos Flare first, and from a juggle into Exceed you can add a Pursuit. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) Magic Series ~ MS HP, (C)qcf+C || TBA || TBA || TBA || TBA || Very simple if you're used to Hunter Combos. You don't need to do the full Hunter Combo, you just need to cancel the C/D's animation. | |||
|- | |||
|(j.X,) cl.C/D, dp+C(2), (SC) Exceed || TBA || TBA || TBA || TBA || A great combo for high damage punishes. In the corner you can juggle your opponent after the Exceed hits, allowing for Pursuits or other potential oki. | |||
|- | |||
|(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 kill combos. Do NOT do this too deep into the corner as qcf+AC whiffs at point blank. You can use only one ES Chaos Flare to save meter if needed. Use the button hold buffer for the Exceed input if needed, as it can be awkward to perform mid-combo. | |||
|- | |||
|(Corner Only) (j.X,) cl.C/D, dp+C(1), [(C)[BC]b~f~dp+C(1), (C)dp+C(1),]xN (Stun), any follow-up || TBA || TBA || TBA || TBA || Demitri's difficult but highly rewarding stun combo. You don't need cl.C/D to do the combo, you just need to land a DP and cancel it on the first hit. [https://www.youtube.com/watch?v=xruzJHHy85g This video reference] can help with learning the combo. Most importantly, you do not need to do dp+C twice in a row, just use the button hold buffer 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]b~f~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. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] |
Latest revision as of 02:30, 28 July 2024
デミトリ・マキシモフ, Demitri Maximoff | |
---|---|
Category | Sub-Boss |
Playstyle | Balanced shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Up To You |
Tier Placement | Demigod Tier (S+) |
Standing Hitbox | Tall |
Crouching Hitbox | Tall |
Defense Modifier | 239 (Player) / 223 (CPU) |
Wall Jump | No |
Introduction
"Come on, baby!" Demitri Maximoff, a vampire character from the Darkstalkers series, is a shoto-type character who primarily focuses on zoning and defensive play. 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 fairly different from a typical shoto in how he plays. 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, solidifying his spot as a top 5 character capable of handling just about every matchup.
Unique Side Note Regarding Demitri - Demitri's backwards walk is almost completely invulnerable due to his hurtboxes being completely disabled except for a few frames, whereas the pushbox remains. This ultimately means nothing because proximity blocking will trigger whenever he's being attacked, but it 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:
- (Hold Start) Right(3x), Left, Up, Right, Down, Up
- Numpad Notation: 66648628
- Console Method: Hold R1/RT above Chun-Li.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
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: 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, 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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
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 | - | - | - | - | - | - | - | - | - | - | - |
|
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 character (likely even better than Sagat). He can abuse the air/ground versions of his fireball against most characters in the cast, and when he needs to he can use his very fast DP to shut down any attempts to navigate around his zoning. If the opponent is playing more defensively, his unblockable supers can force them to act. He can do some damaging combos outside of Max Mode thanks to his unique combo system in this game: the Hunter Combos. In Max Mode, Demitri is a beast if he traps the opponent in the corner. He has access to relatively easy loops if the opponent gives him a chance.
Introduction to the SNK Magic System (You'll need to read this, so don't jump this intro.)
Magic Series combos are a core part of Demitri's game. If you've played any Marvel vs Capcom or Darkstalkers games, you'll probably know about the Magic Series. SNK tried to implement this system with only 4 attack buttons, and the end result was surprisingly good. If you don't know about the Magic Series, it's simply the ability to chain all of the character's attack buttons together. The strength rule for the Magic Series is:
LP - LK - MP - MK - HP - HK, where:
- The Standing/Crouching LP can link into st./cr. LK and Medium/Heavy attacks (in this game light attacks cannot link into themselves, sadly);
- The Standing/Crouching LK can link into any st./cr. Medium/Heavy attack;
- The Standing/Crouching MP can link into st./cr. MK and Heavy attacks;
- The Standing/Crouching MK can link into any st./cr. Heavy attack;
- The Standing/Crouching HP can link into st./cr. HK only;
- The Standing/Crouching HK is the only move that cannot link (but cr.HK can be followed up with a Pursuit).
Notes: You can alternate between the standing and crouching versions of attacks while doing the combo, such as f+LP, df+LK. If you want, you can skip attack buttons as well, such as df+LP, df+LK, d+HK. This can be helpful if you're having problems with full Magic Series chains. If you begin with a light attack like f+LP, you just need to hold forward while pressing the buttons. With crouching attacks it's the same thing. The best Hunter Combo will be in Demitri's Combo section.
Quick Air Fireball
An important part of Demitri's zoning game. Some characters have air special moves, but some characters have trouble on using them effectively. For Demitri, you can perform fast air fireballs by doing the classic Tiger Knee motion (qcf,uf+P). This technique also works with ES Chaos Flare and Bat Spin.
Advanced Strategy
Zoning in Max Mode
In Max Mode it's possible for Demitri to have both an air fireball and a ground fireball on the screen at the same time. After performing the air fireball first, you can Free Cancel into the ground fireball upon landing. The ES version can be used for the air version but not the ground version. This can be used to completely shut down your opponent's approach options.
Some Resets
Despite Demitri having access to unblockable supers, their lack of range makes them harder to use outside of close-range setup situations or potentially even some resets. Here are some examples using Midnight Bliss:
(Corner Only, Opponent In Air) qcf+PP, any normal, (While Opponent is Landing) d,f,df+PP (Midnight Bliss)
Not as likely to occur due to the positioning required, but if the opponent is cornered and you tag them out of the air with an ES Chaos Flare, this setup is guaranteed and doesn't require Max Mode.
(Corner Only, Opponent Standing) cl.C/D, dp+C(2), (C)qcf+PP/Exceed, any normal, d,f,df+PP (Midnight Bliss)
A more reliable setup that requires Max Mode. Free Cancelling the 2nd hit of C Demon Cradle allows you to even hit-confirm into Exceed if you're able, then reset into a guaranteed Midnight Bliss.
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 ~ d.D, Pursuit | TBA | TBA | TBA | TBA | Demitri's best combo outside of Max Mode and a key example of what makes Hunter Combos so important. The opponent can escape the Pursuit with a recovery roll, but this combo is a good way to practice Pursuit timing and leads to further guaranteed damage if they don't. |
cr.B/A, cl.B, dp+P, Pursuit | TBA | TBA | TBA | TBA | Very easy combo with a low starter to use everywhere. Solid damage 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 short Hunter Combo from a surprisingly long-range low poke. |
(j.X,) cl.A x2, cl.B, AA~f~BD | TBA | TBA | TBA | TBA | Demitri's staple hit-confirm into Midnight Pleasure. Cancelling cl.B is required here to stabilize the confirm. |
(From Fullscreen) qcf+P/AC, Exceed | TBA | TBA | TBA | TBA | A legit fullscreen hit-confirm into Exceed from a fireball during zoning wars. Difficult to land but still technically possible. This is also possible and slightly easier to do if you anti-air an opponent with ES Chaos Flare first, and from a juggle into Exceed you can add a Pursuit. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) Magic Series ~ MS HP, (C)qcf+C | TBA | TBA | TBA | TBA | Very simple if you're used to Hunter Combos. You don't need to do the full Hunter Combo, you just need to cancel the C/D's animation. |
(j.X,) cl.C/D, dp+C(2), (SC) Exceed | TBA | TBA | TBA | TBA | A great combo for high damage punishes. In the corner you can juggle your opponent after the Exceed hits, allowing for Pursuits or other potential oki. |
(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 kill combos. Do NOT do this too deep into the corner as qcf+AC whiffs at point blank. You can use only one ES Chaos Flare to save meter if needed. Use the button hold buffer for the Exceed input if needed, as it can be awkward to perform mid-combo. |
(Corner Only) (j.X,) cl.C/D, dp+C(1), [(C)[BC]b~f~dp+C(1), (C)dp+C(1),]xN (Stun), any follow-up | TBA | TBA | TBA | TBA | Demitri's difficult but highly rewarding stun combo. You don't need cl.C/D to do the combo, you just need to land a DP and cancel it on the first hit. This video reference can help with learning the combo. Most importantly, you do not need to do dp+C twice in a row, just use the button hold buffer 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]b~f~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. |