SvC Chaos: SNK Vs Capcom/Demitri Maximoff

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"Forgive me. I cannot accept your existence in my realm." By: Demitri Maximoff

Introduction

Demitrifacesvc.png

"Come On Baby!" This is Demitri, an incredible character from the Darkstalkers series. He may look like a Shoto(He has a fireball and a good DP), but he is very different from them. He is great to use in this game, and very unique compared to the other characters from this game. If you never played a Darkstalkers game, he can be hard to you, so learn at your risk. Now for his Good and Bad Things:

The Badass Vampire's Good and Bad Things:
(Note: Some of the things below are compared to the Darkstalkers series, only for those who used him in that game, so if you're used to some of his strategies, sorry, but you'll need to change part of them.)

Good Things:

  • Fun to play;
  • He is very good for intermediate players;
  • Nice walking speed;
  • Can approach and run away from the opponent with ease in the battle(Yeah, he is free);
  • Has a great zoning game in MAXIMUM Move;
  • Can use ES projectiles(In the ground and in the air) and Pursuits(More details about pursuits will be on the Command Moves section);
  • Can do Hunter(aka Savior) combos(More detais will be in there too);
  • His Exceed can beat probably any projectile in the game;
  • He still has his teleport dash from his game(But it isn't a normal dash, and you can still followup with his different DP);
  • Has unblockable Supers(He can still do some of his setups with the dash);
  • Can do damaging infinites on MAXIMUM Mode.

Bad Things:

  • Cannot combo with his Supers(Don't worry, he can combo with the Exceed);
  • Has a high standing/crouching hitbox;
  • Doesn't have air grabs/Special grabs anymore;
  • Cannot use his DF(Dark Force, and he would be broken if he had it);
  • His MAXIMUM Mode infinites are only possible on the corner;
  • Cannot link normals in the air(In Vampire Savior he could link some of them);
  • He still don't have quick overhead options;
  • Cannot block in the air anymore;
  • Cannot do Tech Hits while blocking(He can GCF/CD cancel instead);
  • Exceed doesn't knocks down.

How to Select Demitri

Hmm... So you really want to play with him, huh? And you're using the Arcade version of the game in an emulator? Don't worry, really... You can select him by cheats, or even with an input in the Character Select screen. It is here:

(While holing start) Right(3x), Left, Up, Right, Down, Up

After that, just press a button(Not the directional ones) to select him. Oh, and there are some hacked versions of the arcade version(You can play one of them online on Fightcade, and Demitri is selectable in there). Remember that this input needs to be done before the timer reaches 10(ten).

Moves List

Normal Moves

Demitri's normals arsenal is very nice to use, and for some of those normals, you can be forced(Yeah, forced) to use them on combos. Begin your first strategies here.

s.LP - (Close) Very fast move that can be canceled easily, can chain into itself, but whiffs on low crouching characters(It can whiff on some standing one too, and I'm not talking about only Choi). Good to use in Light Attack combos. (Far) Same as the above, but with better reach and cannot be normal canceled.
s.LK - (Close) Incredible move. Why? It has the same properties as the cl.LP, but cannot whiff on low crouching characters. Extremely nice to use as a Light Attack combo starter. (Far) Great poke. Fast, cannot be normal canceled, and can link with ease after any Light Attack.
s.HP - (Close) Good on combos, but bad if used alone. Demitri does a punch that whiffs on low crouching characters(He has this problem, and it's very dangerous for him against some characters). Can be canceled, the damage is nice, but watch out when you use it. (Far) Fast poke that whiffs on low crouching chars. Good to use as a damaging poke. That's all.
s.HK - (Close) Same properties as the cl.HP(It whiffs on low crouching chars too). (Far) Damaging poke that whiffs on low crouching characters. Demitri will move a little forward when he uses this move.

j.LP - (Diagonal) Bad move, Demitri has better air moves to use. (Neutral) A great defensive air-to-air. You can use it if you need.
j.LK - (Diagonal) In his game(Darkstalkers and Vampire Savior/Hunter), he could crossup with this normal. Here, sadly, is harder(I couldn't got a crossup with this, but I think it's possible). Good to use as a jump-in. (Neutral) This is Demitri's best neutral jump-in. It's fast, you can combo after this move with ease, and you can use against characters with a not that high jump(Like Hugo, for example).
j.HP - (Diagonal) Damaging air-to-air and jump-in move. You can use this as your main jump-in. (Neutral) Can be used like the Diagonal version.
j.HK - (Diagonal) Very fast in startup and recovery, so if you want to use this as your main jump-in, time well, but it's very good to use too. (Neutral) Kick that aims up. Avoid this move, Demitri have better options for anti-airs.

cr.LP - This is your move to start his Light Attack combos(Demitri's combos are better if he begins crouching, and finishing while standing). Very good to cancel, very nice to chain into itself, and link it with other Light Attacks. Can be used as a poke too.
cr.LK - This is just your helper for Light Attack combos, so use it in the middle(Or even in the end) of them. This move can be used as a low poke too, and it will help you in his Hunter/Savior(but I'll call them Hunter) combos.
cr.HP - This move is a great cancelable(And fast) anti-air, but... You know, he has a DP... Use this move if you want
cr.HK - This move is a great low poke, due to the reach of this move(Can probably be the sweep with most reach in the game). This is your best ender for those Hunter combos too(We're getting into them, don't worry).

Command Moves

Hell Ride (aka Pursuit)

  • u+K when opponent is down - Well... For those who don't know Demitri yet, this is a pursuit. So... What is a pursuit? It's a feature from the Darkstalkers games. It can hit as an OTG(On/Off the ground) move that can be used as a followup for almost any knockdown move on the arsenal of the character. Oh, if you miss, don't worry, it's very fast, and has almost no recovery. So, it's safe to use? The answer will depend of your timing. For those who used him in Darkstalkers, Demitri don't have an ES version of this move in this game.

Standing LP

  • f+LP - Here, we will begin to know Demitri's Hunter Combos system. This move is one of the weak starters, and it has the same animation as the f.LP, but it's part of a chain(If you try to do Hunter Combos with the f.LP only, just forget, you'll need to press forward to begin them). Why is it called Standing, and not "Close", or "Far"? First, Demitri doesn't have a Far/Close version of this move(Yeah, they are the same). Second, the Hunter Combos are better when they are done from a very close range(So, we'll use only one version of the Standing normals). Oh, and remember something: For the "Standing" and "Crouching" moves, you cannot cancel normal moves into them(They can be Command Normals, but cannot be comboed with Demitri's Normal Moves). Oh, they can be canceled on MAXIMUM Mode.

Standing MP

  • b+LP - This move is to use in the middle of the Hunter Combos(You'll see more details on that later). It looks like a faster cl.HP(It has almost all of the same properties), but cannot be normal canceled.

Standing HP

  • f+HP - Use it near from the end of the combo. The animation in the same from Demitri's f.HP, but a little faster. You can use as a poke too(Yeah, a faster poke).

Standing LK

  • f+LK - Same animation as Demitri's cl.LK, and it's the best starter(If you remember the cl.LK's properties compared to the LP attacks, you'll know why). Cannot be normal canceled.

Standing MK

  • b+LK - Wait... This move is new... It can be used as an anti-air(It doesn't have two versions, so you can't get a wrong version of the move). Very fast, and cannot be normal canceled.

Standing HK

  • HK(After any "Standing Move") - Same animation as the f.HK, but faster. The bad part is that you can use the faster version only while you're doing a Hunter Combo(And no, you cannot do "Whiffing Hunter Combos" to get a faster version).

Crouching LP

  • df+LP - Same animation as Demitri's cr.LP, but cannot be normal canceled. It's the best starter for crouching Hunter Combos too.

Crouching MP

  • db+LP - Same animation as the above, but to use in the middle of the combo.

Crouching HP

  • df+HP - This move, if used alone, is a great low poke. The reach is almost the same as Demitri's cr.HK.

Crouching LK

  • df+LK - Same animation as the cr.LK. Only that.

Crouching MK

  • db+LK - This cr.MK isn't that good when canceled in MAXIMUM Mode(Demitri can be like a Shoto, but with a different style), so use it only on the Hunter Combos.

Crouching HK

  • d+HK - It's a crouching HK, and the best ender for any Hunter Combo. Why? You can followup it. And you know what I mean. If not, see the Pursuit in the beginning of this section. Time well when you're going to followup it(But don't worry if you miss).

Special Moves

Chaos Flare (aka Fireball)

  • QCF+P (In the air/ground) - Good projectile to abuse in Demitri's zoning game. Mix the LP version with the HP version in 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 knocks down.

ES Chaos Flare (aka ES Fireball)

  • QCF+PP (In the air/ground) - Demitri got the ES version of his projectile here(With 3 hits), which is very good on his zoning game. This move doesn't knocks down(Like the normal version), but the startup is longer than in the normal projectile, and you'll need at least 1 level of his meter to use it(Demitri will lose the level, obviously). 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 eat some normal projectiles. This version is bigger than the version above, so those characters who can duck under it cannot duck under this move. Don't abuse of it(Unless if you're in MAXIMUM Mode).

Demon Cradle

  • DP+P - Very good as an anti-air, and a good part of Demitri's zoning game. It can defeat almost all of the jumping moves(Like a normal DP). LP version is better to do anti-airs, and the HP version is better on combos(Especially on MAXIMUM Mode, where the hits can be canceled, and he can do very good combos with it). This move doesn't have an ES version.

Bat Spin

  • QCB+K/BD (In the air/ground) - This is Demitri's classic teleport move, and the properties of this move are almost the same as in this game(You can followup it, it just depends on where you hit the opponent). Very good to control Demitri's air game. The button(Or buttons, you can use the two kicks too, but you will not get an ES version) will determine the distance and the angle of this move. You can use it to punish some projectile abusers too.

Tokushu Idou (Forward)

  • Hold LK and HP, tap b, f - 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 in any move, except for normals, Command Moves and throws. Good to use if you want to make the opponent use his Exceed IN VAIN.

Tokushu Idou (Backward)

  • Hold LK and HP, tap f, b - Same properties as the above, but he will go back.
    • Follow-Ups:
      • Angled Demon Cradle
        • After any Tokushu Idou: DP+P - Demitri will stop dashing and he will do a different DP. It's a good surprising move(More surprising if you do it while he disappears, but you'll need to know where he is to do that). Like in the normal DP, this move can be canceled in MAXIMUM Mode(And you can cancel the dashing DP into the normal DP, which is one of Demitri's corner infinites). No ES version of this move too.

Super Moves

Midnight Bliss

  • d, f, df+PP - One of Demitri's unblockable Supers. The input can look easy to do, but it isn't. It's very tricky, but there are some shortcuts to do it(Like Geese's Raging/Raising Storm). Here it is: DP, df+PP. Very easy, right? And it's fun to use too(It will transform any guy in a girl if it connects, and for the girls, some of them can turn on a more... Beautiful form... You should see Hugo's too, it was the best feeling in my life when I saw it). Oh, and you can do this move while you're in Demitri's teleport dash too(Which was one of his setups from his game, that was very good of you, SNK.). It can be very hard to connect it with a normal, due to the command.

Midnight Pleasure

  • LP, LP, f, LK, HK - Another unblockable Super. Demitri will bite the opponent before using some of his Command Moves in he opponent. This move is more used than the move above. Why? It has more damage, it can be comboed with the LK(If it wasn't the far one) in the middle of the input(Which will lead you to more damage), and can be used in the teleport dash too(So, this is kind of a better Midnight Bliss). If you're having trouble with the command, use the Super above instead.

Exceed

Demon Flare

  • QCF(2x)+PPKK(Yeah, the 4 attack buttons) - This move is a great Exceed for Demitri. It can eat a good part of the Super Projectiles of the cast, it does a very nice damage(With 8 hits), and can be used as a finisher for his corner infinites. Can be used as a followup to any os Demitri's projectiles too. If you're having trouble with this Exceed(Like if you're getting a DP/ES fireball), just wait a little moment after pressing the 4 buttons.

The Basics

Gameplan

Some Combos

df+A,B,A,B,C,D

Advanced Strategy

Match-Ups