デミトリ・マキシモフ, Demitri Maximoff | |
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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 |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Low | - | - | - | - | 4 | 4 | 6 | 14 | +2 | +0 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 8 | 8 | 18 | 34 | SKD | -8 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 2 | 3, 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 16 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 ; ? | 8 ; ? | 7 ; ? | 19 ; ? | -3 ; +1 | +3 ; +7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 9 ; ? | 9 ; ? | 13 ; ? | 31 ; ? | -2 ; +5 | -4 ; +3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Low | - | - | - | - | 4 ; ? | 4 ; ? | 6 ; ? | 14 ; ? | +2 ; +4 | +8 ; +10 | - | |
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | ? | ? | ? | ? | -3 | -5 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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Pursuit
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | OTG | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | |
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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 |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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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 |
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Either Dash | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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 | |
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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 | |
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7x12 | 7 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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63x8 | 68 | Mid | 4x8 | 0 | 0 | X | - | - | - | - | - | - | - | |
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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. |