Introduction
Moves List
Normal Moves
Note worthy Normals
Standing LP - whiffs on crouching opponents
Standing far MP - whiffs on crouching opponents
Standing close MP/MK - good combo starters
Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked
Crouching HP - completely useless outside of chain combos
Crouching MK - good low poke
Crouching HK - long range sweep that is relatively safe on block from max range
Jumping HP - good air-to-air attack, but the legs are vulernable
Jumping LK - deep angle that's good for tick throws
Jumping MK - good air-to-air and can cross up
Jumping HK - good for pinning people down when cornered and good combo starter
Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.
Standing Normal Frame Data
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | Close/Far | 6 | +5 | +3 | y | H/L |
Strong | Close | 7 | -2 | -4 | y | H/L |
Far | 8 | -3 | -5 | n | H/L | |
Fierce | Close | 26 | 0 | -14 | y | H/L |
Far | 10 | -5 | -7 | n | H/L | |
Short | Close | 6 | +4 | +2 | y | H/L |
Far | 6 | +4 | +2 | y | H/L | |
Forward | Close | 7 | -5 | -7 | y | H/L |
Far | 8 | -8 | -10 | n | H/L | |
Roundhouse | Close | 11 | -4 | -6 | n | H/L |
Far | 11 | -4 | -6 | n | H/L |
Crouching Normal Frame Data
Name | State | Startup | Hit adv | Blk adv | Buff | Blk pos |
---|---|---|---|---|---|---|
Jab | crouching | 6 | +5 | +3 | y | H/L |
Strong | crouching | 8 | -1 | -3 | y | H/L |
Fierce | crouching | 9 | -10 | -12 | n | H/L |
Short | crouching | 6 | +4 | +2 | y | L |
Forward | crouching | 9 | -3 | -5 | y | L |
Roundhouse | crouching | 11 | kd | -7 | n | L |
Jumping Normal Frame Data
>Name | State | Startup | Blk pos |
---|---|---|---|
Jab | jumping | 6 | H |
Strong | jumping | 7 | H |
Fierce | jumping | 8 | H |
Short | jumping | 6 | H |
Forward | jumping | 7 | H |
Roundhouse | jumping | 11 | H |
Special Moves
Diving Punch: During jump, press D + P
Sol Smasher: QCF + P [ES]
Air Sol Smasher: During jump, U, UF, F + P [ES]
Zodiac Fire: F, D, DF + P (Guard Reversal) [ES]
Orbital Blaze: - During jump, QCB + K [ES]
Planet Burning: Close, HCB + MP or HP [ES]
Galaxy Trip: B, D, DB + P or K (useable in air)
Super Moves
Cosmo Disruption: HCF + 2P or 2K
The Basics
Advanced Strategy
Match-ups
Back to - Night Warriors: Darkstalkers' Revenge