Night Warriors: Darkstalkers' Revenge/Demitri Maximoff: Difference between revisions
Line 14: | Line 14: | ||
The ES version throws a slightly larger fireball that does multiple hits and results in a knock down. Unfortunately you cannot combo into the ES Chaos Flare. It it best used for his limited juggles and to winning projectile wars. Be careful this move whiffs at point blank range. The ES version is a few frames slower on start-up but much safer on a block. | The ES version throws a slightly larger fireball that does multiple hits and results in a knock down. Unfortunately you cannot combo into the ES Chaos Flare. It it best used for his limited juggles and to winning projectile wars. Be careful this move whiffs at point blank range. The ES version is a few frames slower on start-up but much safer on a block. | ||
---- | |||
'''Demon Cradle:''' F, D, DF+P (Guard Reversal) [ES]<br> | '''Demon Cradle:''' F, D, DF+P (Guard Reversal) [ES]<br> | ||
Line 20: | Line 22: | ||
ES Version can be a better substitute for Guard Reversals and anti-airs due to its higher priority. It still carries the problematic combo draw back. This moves does more damage and more hits, but when comboed into many hits will whiff. In the end do not combo into this ES at mid-screen, a two-in-one into a normal Demon Cradle will actually do more damage. Two-in-one to ES Demon Cradle against a cornered opponent will work. | ES Version can be a better substitute for Guard Reversals and anti-airs due to its higher priority. It still carries the problematic combo draw back. This moves does more damage and more hits, but when comboed into many hits will whiff. In the end do not combo into this ES at mid-screen, a two-in-one into a normal Demon Cradle will actually do more damage. Two-in-one to ES Demon Cradle against a cornered opponent will work. | ||
---- | |||
'''Bat Spin:''' D, DB, B+K (useable in air) [ES]<br> | '''Bat Spin:''' D, DB, B+K (useable in air) [ES]<br> | ||
Line 29: | Line 33: | ||
ES version has the same distance of the LK version but results in more damage and hits. This version does have a few less frames on invincibility. ES Bat Spin will keep you close the opponent and give you a small window of advantage to link another attack. Therefore, you can combo off of this ES move. By being kept closer and no re-coil, the ES version is slightly safer, you mean even attempt a block string or walk-up throw if blocked. At the same time this move, like the other is open Guard Reversal punishment. More people will be prone to Guard Reversal this to get you back and since the normal Bat Spin can be easily punished. | ES version has the same distance of the LK version but results in more damage and hits. This version does have a few less frames on invincibility. ES Bat Spin will keep you close the opponent and give you a small window of advantage to link another attack. Therefore, you can combo off of this ES move. By being kept closer and no re-coil, the ES version is slightly safer, you mean even attempt a block string or walk-up throw if blocked. At the same time this move, like the other is open Guard Reversal punishment. More people will be prone to Guard Reversal this to get you back and since the normal Bat Spin can be easily punished. | ||
---- | |||
'''Negative Stolen:''' Close, 360 + MP or HP | '''Negative Stolen:''' Close, 360 + MP or HP |
Revision as of 11:55, 31 March 2013
Introduction
A good character for people looking for someone "familiar", due to his "shoto-style" gameplay basics.
Moves List
Normal Moves
Demitri's dash (toward and back) causes him to teleport a short distance. At any point in the dash, he can perform a special or super, but cannot do any normal attacks.
Special Moves
Chaos Flare: D, DF, F+P (useable in air) [ES]
This is Demitri's fireball. You can only combo into the MP and HP versions from medium and or hard attacks. This projectile moves rather fast and helps control space. By doing a tiger-knee motion (D, DF, F, UF +P) you can do instant air Chaos Flares from the ground to further control space. If this move hits an airborne opponent in the corner it does put them in a limited juggle state. If you do not juggle it will result in a standard knock down.
The ES version throws a slightly larger fireball that does multiple hits and results in a knock down. Unfortunately you cannot combo into the ES Chaos Flare. It it best used for his limited juggles and to winning projectile wars. Be careful this move whiffs at point blank range. The ES version is a few frames slower on start-up but much safer on a block.
Demon Cradle: F, D, DF+P (Guard Reversal) [ES]
Essentially this is Demitri's own Shoryuken based attack. This move is Demitri's bread and butter for anti-airs. However it is not completely invincible. It is prone to trading hits. Mix it up use standing close HP and standing MK for anti-air as well. Whiffing a few LP Demon Cradle's from max range is an OK strategy for building bar, put them in between your Chaos Flares. The strength used won't affect the damage output but the height, invincibility and recovery of the attack. With that said stay away from using the HP version, unless you think you really need the extra height. On a connected hit, the HP Demon Cradle can still be risky if the opponent tech rolls. You can perform this move during his dash, resulting in the Demon Cradle flying at an upwards angle.
You can use the Demon Cradle in two-in-one's and that is it, with one other exception. Demon Cradle will not combo from a standing close HP. This special has such a narrow hit box, therefore a jump-in to attack would push you out of range from connecting with a Demon Cradle.
ES Version can be a better substitute for Guard Reversals and anti-airs due to its higher priority. It still carries the problematic combo draw back. This moves does more damage and more hits, but when comboed into many hits will whiff. In the end do not combo into this ES at mid-screen, a two-in-one into a normal Demon Cradle will actually do more damage. Two-in-one to ES Demon Cradle against a cornered opponent will work.
Bat Spin: D, DB, B+K (useable in air) [ES]
Demitri teleports and re-appears back in the air drilling the opponent with his cape. This is an odd and peculiar move, as some will call it his Hurricane Kick maneuver. Due to the bounce-back on a block or hit it can be safe, with the opponent hitting you with their quickest/longest poke as you recover. It can be used to punish certain moves from a distance, especially due to its slight invincibility.
The LK version goes a 1/3rd of the screen.
MK versions travels roughly half of the screen.
HK version travels roughly less than full-screen.
You can throw one out after a fireball to keep the pressure on your opponent. If you do hit with hit from as far as possible. If you hit as close as possible you will strike the opponent in the head, leaving more hang time until you land and recover. Risky but a good move if you need that last chip damage to secure a win. You have to be random with this move during you dashes, jump-ins and block strings to keep your opponent guessing when and where you are going to appear. Cancel a blocked jumping attack once in while to throw the opponent off. But always bare in mind the riskiness of this move.
ES version has the same distance of the LK version but results in more damage and hits. This version does have a few less frames on invincibility. ES Bat Spin will keep you close the opponent and give you a small window of advantage to link another attack. Therefore, you can combo off of this ES move. By being kept closer and no re-coil, the ES version is slightly safer, you mean even attempt a block string or walk-up throw if blocked. At the same time this move, like the other is open Guard Reversal punishment. More people will be prone to Guard Reversal this to get you back and since the normal Bat Spin can be easily punished.
Negative Stolen: Close, 360 + MP or HP
Demitri's own Spinning Pile Driver. This move does slightly more damage than Demitri's normal throw and cannot be teched like a normal throw. In addition, it leaves the opponent knocked down further away then his normal throw.
Super Moves
Midnight Pleasure: D, F, DF + PP (unblockable)
Demitri travels foward a small distance for a bite and combo super. Can be done off of a dash to surprise an opponent, but be careful not to overshoot and miss them.
Demon Billion: D, F, DF + KK
Invincible startup, Demitri stands in place and shoots out small bat projectiles.
The Basics
Advanced Strategy
Match-ups
Back to - Night Warriors: Darkstalkers' Revenge