Introduction
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In a nutshell
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Moves
Normal Attacks
<a name="attack1">Normal Moves</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Standing (Close) | Jab (LP) | 4 | +6 | +5 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +9F G: +8F |
Strong (MP) | 6 | +2 | +1 | Standing | 3/9/15 | Ground | yes | ||
Fierce (HP) | 8 | -6 | -7 | Standing | 6/15/24 | Ground | yes | ||
Short (LK) | 5 | +5 | +4 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +8F G: +7F | |
Forward (MK) | 6 | -1 | -2 | Standing | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 10 | -3 | -4 | Standing | 6/15/24 | Ground | no | ||
Standing (Far) | Jab (LP) | 4 | +6 | +5 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +9F G: +8F |
Strong (MP) | 7 | +1 | 0 | Standing | 3/9/15 | Ground | no | ||
Fierce (HP) | 9 | -1 | -2 | Standing | 6/15/24 | Ground | no | ||
Short (LK) | 5 | +5 | +4 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +8F G: +7F | |
Forward (MK) | 7 | -3 | -4 | Standing | 3/9/15 | Ground | no | ||
Roundhouse (HK) | 10 | -3 | -4 | Standing | 6/15/24 | Ground | no | ||
Crouching | Jab (LP) | 5 | +6 | +5 | Crouching | 0/3/6 | Ground | yes | Consecutive links H: +9F G: +8F |
Strong (MP) | 7 | +3 | +2 | Crouching | 3/9/15 | Ground | yes | ||
Fierce (HP) | 8 | -9 | -10 | Crouching | 6/15/24 | Crouching | no | ||
Short (LK) | 5 | +5 | +4 | Crouching | 0/3/6 | Crouching | yes | Consecutive links H: +8F G: +7F | |
Forward (MK) | 8 | -4 | -5 | Crouching | 3/9/15 | Crouching | yes | ||
Roundhouse (HK) | 10 | ? | -1 | Crouching | 6/15/24 | Ground | no | ||
<a name="attack-air">Jumping Normals</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Vertical / Diagonal | Jab (LP) | 5 | Air | 0/3/6 | Standing | yes | |||
Strong (MP) | 8 | Air | 3/9/15 | Standing | yes | ||||
Fierce (HP) | 7 | Air | 6/15/24 | Standing | no | ||||
Short (LK) | 5 | Air | 0/3/6 | Standing | yes | ||||
Forward (MK) | 8 | Air | 3/9/15 | Standing | yes | ||||
Roundhouse (HK) | 10 | Air | 6/15/24 | Standing | no | ||||
Throws and Other Stuff
<a name="throw">Normal Throw</a> | |||||||
Bat Dive <img src="./Vampire Savior Data - Demitri_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Demitri_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +16 | Air | 9 | Left or Right | ||
Light Pleasure <img src="./Vampire Savior Data - Demitri_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Demitri_files/6(1).gif" border="0" > + Forward (MK) or Roundhouse (HK) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +3 | Standing | 9 | Rear | ||
<a name="throw-air">Air Throw</a> | |||||||
Demon Fly (Air Only) <img src="./Vampire Savior Data - Demitri_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Demitri_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | Air | 9 | Front | |||
<a name="pursuit">Pursuit</a> | |||||
Pursuit (Knockdown Only) |
Strength | Startup | After Pos | Gauge Growth (Whiff/Hit) |
Remark |
Normal | 41 | Air | 6/24 | ||
ES | 41 | Air | 0/0 | ||
Special Moves
<a name="sp-move">Special Moves</a> | ||||||||
Chaos Flare | Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 15 | +3 | -17 | Standing | 12/16/21 | All | Knocks down on air hit. |
|
middle | 15 | +3 | -17 | Standing | 12/16/21 | All | ||
high | 15 | +3 | -17 | Standing | 12/16/21 | All | ||
ES | 15 | +23 | -17 | Standing | 0/0/0 | All | ||
Air Chaos Flare | Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 17 | Standing | 12/16/21 | All | Knocks down on air hit.Landing time: 1F |
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middle | 17 | Standing | 12/16/21 | All | ||||
high | 17 | Standing | 12/16/21 | All | ||||
ES | 17 | Standing | 0/0/0 | All | ||||
Demon Cradle | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark | |
low | 5 | Knockdown | -18 | Standing | 22/26/31 | All | Invincible frames:Normal: 6F ES: 8FLanding time: 1F |
|
middle | 5 | Knockdown | -24 | Standing | 22/26/31 | All | ||
high | 4 | Knockdown | -30 | Standing | 22/26/31 | All | ||
ES | 5 | Knockdown | Standing | 0/0/0 | All | |||
Demon Cradle | Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 4 | Knockdown | -18 | Standing | 22/26/31 | All | Invincible frames:Normal: 6F ES: 8FLanding time: 1F |
|
middle | 4 | Knockdown | -22 | Standing | 22/26/31 | All | ||
high | 4 | Knockdown | -26 | Standing | 22/26/31 | All | ||
ES | 4 | Knockdown | Standing | 0/0/0 | All | |||
Bat Spin (Air) |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 30 | Air | 18/19+1+1/21+3+3 | All | Knocks down on air hit. |
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middle | 30 | Air | 18/19+1+1/21+3+3 | All | ||||
high | 30 | Air | 18/19+1+1/21+3+3 | All | ||||
ES | 30 | Air | 0/0/0 | All | ||||
Negative | Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Hit) |
Guard Direction | Remark |
low | - | - | - | - | - | - | ||
middle | 6 | Knockdown | - | Air | 12/21 | Throw | ||
high | 6 | Knockdown | - | Air | 12/21 | Throw | ||
ES | - | - | - | - | - | - |
EX Moves & Dark Force
<a name="ex">EX necessary shooting skill</a> | |||||||
Midnight Bliss<img src="./Vampire Savior Data - Demitri_files/2.gif" border="0" > <img src="./Vampire Savior Data - Demitri_files/6.gif" border="0" > <img src="./Vampire Savior Data - Demitri_files/3.gif" border="0" > + PP |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 12 | Knockdown | - | Standing | Throw | ||
Demon Billion<img src="./Vampire Savior Data - Demitri_files/2.gif" border="0" > <img src="./Vampire Savior Data - Demitri_files/6.gif" border="0" > <img src="./Vampire Savior Data - Demitri_files/3.gif" border="0" > + KK |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 27 | Knockdown | -46 | Standing | All | Invincible frames: 25F | |
Midnight PleasureJab (LP), Strong (MP), <img src="./Vampire Savior Data - Demitri_files/6.gif" border="0" >, Forward (MK), Forward (MK) |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
2 | 2 | Knockdown | - | Standing | Throw | ||
<a name="throw">Normal Throw</a> | |||||||
Bat Dive <img src="./Vampire Savior Data - Demitri_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Demitri_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +16 | Air | 9 | Left or Right | ||
Light Pleasure <img src="./Vampire Savior Data - Demitri_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - Demitri_files/6(1).gif" border="0" > + Forward (MK) or Roundhouse (HK) |
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | +3 | Standing | 9 | Rear | ||
Combos & Patterns
- c.lk, +c.lk c.mp c.hk: a good chai ncombo that avoids GC's at a distance. c.lk c.lk c.mp gives you enough time to react and stop if a GC comes out. his c.mp deceivingly whiffs DP GCs at times.
- max distance c.lk c.mp c.hk: his chain at a max distance when you want to meaty, the most common situation to use this is if the opponent techs your throw and you want to follow up and meaty after.
- close s.hp c.hk: a close chain to easily meaty with and get decent damage off of.
- c.mk c.hk: c.mk from max distance alone can whiff GC's, it has a good animation. c.hk can punish a GC if it has already been out long enough. this chain is used when in need of range after a whiffed pursuit.
- j. lp mp mk hp, land s.lp or GC: this is a mixup i really liked to use. i put it in the basic chains and B&B section because it's an air chain. but here's how it works. do the lp mp mk hp at a good fast but smooth pace. if you do this right, you will get j.lp, mk when you whiff the lp. if it hits, you will get lp mp mk. and then the hp at the end for extra block- stun. if they stayed on the ground, you will get jump in early lp whiff, mk hp which you can combo from cleanly. and if they jump and tried to chicken guard, they get the full chain in which you can GC their chicken, or s.lp unblockable them.
-ES. Batdrill, lp, +lpXXES bat fireball, ES batdrill, million bat super
- in general, you can combo most things off a connected ES batdrill
-s.hp, ES Chaos Flare(firebat), +s.mpXX (ES) Demon Cradle(uppercut)
- corner only
-(I personally think hes shallow combo wise? hes just keepaway, uppercut, keepaway, uppercut? boring imo? except for Midnight bliss)
Demitri Jumping LK, LP, Standing close HP, (ES) Chaos Flare [V, H]
Jumping LK, LP, Crouching LP, Demon Cradle, (ES) Pursuit Attack [V, H]
ES Bat Spin, (ES) Demon Cradle, (ES) Pursuit Attack - my favorite combo
Midnight Pleasure, (ES) Pursuit Attack
Demon Blast, (ES) Pursuit Attack
Jumping LP, LK, Standing close HP, (ES) Chaos Flare [s, S2]
Jumping LP, LK, crouching LP, Demon Cradle, (ES) Pursuit Attack [s, S2]
Jumping LP, LK, Standing close LP, MP, HP [s, S2]
Jumping LP, LK, Standing close HP, ES Chaos Flare, Standing close MP, (ES) Demon Cradle, (ES) Pursuit Attack [s, S2]
Jumping LP, LK, Standing close MP, ES Chaos Flare, Crouching LK, MK, HK, (ES) Pursuit Attack [s, S2]
Strategy
demitri's strategory revolves around controlling space from across the screen, using bats, drills, and high priority/reaching normals. his dp has stupid priority, and he has 3 EX's that have high utility in regular competative play(imo at least...) thats all I know of demitri, with a moment's thought. I find myself to be an untrustworthy authority on him, and merely speculate from previous experiences, watchin/againt him.
at a glance, his medium normals are quite nice too. (frame data)
also something on another note. I'm sure people have noticed that you can throw the opponent during empty chaining(do j.lk[wiff], j.FWD+mp [comes out as throwing the opponent])... I thought that was interesting.
Rushdown
Description Here