SvC Chaos: SNK Vs Capcom/Demitri Maximoff: Difference between revisions

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| '''Difficulty''' || Mostly Easy
| '''Difficulty''' || Mostly Easy
|-
|-
| '''Max Mode Needed?''' || Up to you
| '''Max Mode Needed?''' || Up To You
|-
|-
| '''Tier Placement''' || Demigod Tier (S+)
| '''Tier Placement''' || Demigod Tier (S+)
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==Introduction==
==Introduction==
[[image:Demitrifacesvc.png|right]]
[[image:Demitrifacesvc.png|right]]
"Come On Baby!" Demitri Maximoff, a vampire character from the [[Darkstalkers]] series, is a turtle-like shoto who primarily plays defensively. 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 actually fairly different from a typical shoto in how he plays in a match. That said, 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 that allows him to handle just about every matchup as a top 5 character.
"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 sidenote regarding Demitri''' - When walking backwards as Demitri, his backwards walk is almost completely invulnerable. His hurtboxes are completely disabled except for a few frames, whereas the pushbox remains. This means nothing, really, since if you attack Demitri, he will default to blocking as always, but is pretty amusing, nonetheless, and adds to how unfinished his hitboxes are.
'''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)'''
'''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:'''
* You wish to play as Demitri? Press these directions while you're on the Character Select screen '''before the timer reaches 10 seconds:'''
:* (While holing start) Right(3x), Left, Up, Right, Down, Up
:* (Hold Start) Right(3x), Left, Up, Right, Down, Up
::*'''Numpad notation:''' 66648628
::*'''Numpad Notation:''' 66648628
* Console Method: Hold R1/RT above Chun-Li
* Console Method: Hold R1/RT above Chun-Li.


{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Good walking speed:''' Demitri is naturally fast and gives him the upper hand in neutral, along with his already good movement.
* '''Great Mobility:''' Demitri's walk speed is naturally fast, and his array of mobility options gives him the upper hand in neutral.
* '''ES Projectile:''' Unfortunately, ES fireball was the only move transferred over from Darkstalkers, but it remains one of the best projectiles in the game both for priority and damage. It costs the same as his other supers at 1 bar of meter, but this is hardly a dealbreaker.
* '''ES Projectile:''' Unfortunately Demitri only had one ES move transferred over from Darkstalkers, but ES Chaos Flare remains one of the best projectiles in the game both for priority and damage. It costs the same as his other supers at 1 bar of meter, but this is hardly a deal breaker.
* '''Magic Series combos and Pursuits:''' The only character with chains in the game, Demitri has a unique advantage over everyone else. On hit or block, Demitri can chain together his normals in quick succession for both easy damage and easy pressure that's difficult to front step through. And on knockdown, can pursuit for free damage and oki. The magic series makes Demitri's neutral threatening to approach as any poke can convert into a combo. Keep in mind, because of the way it is setup, it makes using Demitri's regular normals like cr.B awkward as he cannot hold downback then press B but must hold straight down.
* '''Magic Series Combos and Pursuits:''' Demitri has a unique advantage over everyone else in that he has access to both Magic Series chains and Pursuits from his game of origin. Magic Series chains make for both easy damage and pressure that's difficult to Front Step through, and Pursuits give him free damage and oki after almost every knockdown. The Magic Series makes Demitri's neutral even more threatening as any poke can convert into a combo. Keep in mind that because of the way it's setup, it makes using Demitri's regular normals like cr.B awkward as they can only be done with neutral directionals.
* '''Unique teleport dash:''' Demitri's special forward dash functions as an invisible teleport where he runs forward until the player stops or he is hit. Because it doesn't travel a set distance but instead relies on the player when to stop, judging how far to travel takes practice, let alone getting used to its unorthodox input. When used right, it gives Demitri setup potential, allows him to cross-up with the opponent, and gives him access to a unique DP that further opens up his combo variety.
* '''Unique Teleport Dash:''' Demitri's special forward dash functions as an invisible teleport where he runs forward until the player stops or he is hit. Because it doesn't travel a set distance but instead relies on the player when to stop, judging how far to travel takes practice, let alone getting used to its unorthodox input. When used right however, it gives Demitri setup potential, allows him to cross-up with the opponent, and gives him access to a unique DP that further opens up his combo variety.
* '''Unblockable supers:''' Both of his regular supers are unblockable attacks that also dash forwards to give them extra range. Their only big downside is their awkward inputs, but otherwise do high damage for the meter cost and result in a knockdown.
* '''Unblockable Supers:''' Both of his regular supers are unblockable attacks that also dash forward to give them extra range. Their only big downside is their awkward inputs, but they otherwise do high damage for the meter cost and result in a knockdown.
* '''Great meterless damage:''' Demitri's regular BnBs do a ton of damage, enough to take off half of one life bar with just a magic series combo alone. It varies by combo and character health, but generally, Demitri's combos hurt a lot, and he doesn't have to spend meter to do so.
* '''Great Meterless Damage:''' Demitri's regular BnBs do a ton of damage, enough to take off half of one life bar with just a Magic Series combo alone. It varies by combo and character health, but generally Demitri's combos hurt a lot, and he doesn't have to spend meter for the damage he deals.
* '''Powerful Max Mode utility:''' With max mode active, Demitri gains access to more ES fireballs, effective corner loops with his DPs, and under the right circumstances elevates his already high damage even higher.
* '''Powerful Max Mode Utility:''' With Max Mode active, Demitri gains access to more ES Chaos Flares and effective corner loops with his DPs, which under the right circumstances elevates his already high damage even higher.
* '''Exceed beats all other projectiles in the game:''' Demitri's exceed is nothing special on the surface, just a giant fireball. That said, the hitbox is huge, fast, and will go through every other projectile in the game with no exceptions. Demitri's already amazing zoning helps make the exceed all the more rewarding and easier to use.
* '''Incredibly Powerful Exceed:''' Demitri's Exceed is nothing special on the surface, as it's just a giant fireball. That said, the hitbox is huge and fast, and it destroys every other projectile in the game with no exceptions. Demitri's already amazing zoning makes his Exceed all the more rewarding and easier to use. Furthermore, it does roughly 10% of one life bar in chip damage on block, which is a lot more than most Exceeds in the game. Because it's functionally a big fireball, he can force the opponent into blocking it from further away while remaining safe, and even up close the chip damage can lead to a checkmate scenario on an opponent's wakeup if their life is low enough.
* '''Exceed is also great for chip damage kills:''' Demitri's fireball exceed does roughly 10% of one lifebar in chip damage on block, which is a lot more than most exceeds in the game. But because it's functionally a big fireball, he can force the opponent into blocking it from further away and be safe, too. Even up close, if their life is low enough and Demitri has oki, his exceed turns it into a checkmate scenario.
* '''Approach Has No Limits:''' Demitri is bar-none the best shoto in the game. With amazing fireballs for zoning, a great DP, a Tatsu that's hard to counter, solid defense, chains for both offense and defense, and scary rushdown, Demitri is free to do what he wants. In more polarizing or extreme matchups such as Red Arremer, Demitri doesn't have as much luxury but he probably still has the advantage. Playing neutral is hardly an issue for him.
* '''Can approach the opponent however he wants:''' Demitri is bar none the best shoto in the game. With amazing fireballs for zoning, a great DP, hard to counter tatsu, solid defense, chains for both offense and defense, and scary rushdown, Demitri is free to do what he wants. In more polarizing or extreme matchups, Demitri doesn't have as much of a luxury, such as Red Arremer, but he probably still has the advantage, anyways. Playing neutral is hardly an issue for Demitri.
* '''Unfinished Character:''' Demitri is the embodiment of SVC's rushed development to meet contractual obligations. Though he looks like one of the game's most polished characters, in reality he has several quirks that make him both much more broken than he should be and worse in other aspects. For example, Demitri's hurtboxes are so janky that some combos either change how they work specifically against him or straight up don't work at all. In another example, several of Demitri's attacks either have near zero recovery, disjointed hitboxes, or other properties that make interrupting anything he does its own challenge.
* '''Unfinished character:''' Demitri is the embodiment of SVC's rushed development to meet contractual obligations. Though he looks like one of the game's most polished characters, in reality he has several quirks that make him both much more broken than he should be, and also worse in other aspects. For example, Demitri's hurtboxes are so janky that some combos either change how they work specifically against him, or straight up don't work at all. In another example, Demitri can attack with near zero recovery on several attacks, some with disjointed hitboxes, or otherwise makes interrupting anything he does its own challenge.
| cons=
| cons=
* '''Pretty tall:''' Both in crouching and standing, Demitri is one of the tallest characters in the game and thus has some fairly big hurtboxes. It depends on the matchup how much of an issue this is, however, it's still a net negative for him as he gets hit easier. This also indirectly affects his normals, too, where in some cases he's too tall for his own good and can't hit characters with certain normals.
* '''Pretty Tall:''' Both crouching and standing, Demitri is one of the tallest characters in the game and thus has some fairly big hurtboxes. It depends on the matchup how much of an issue this is, but it's still a net negative for him as he gets hit easier. This also indirectly affects his normals too, where in some cases he's too tall for his own good and can't hit characters with certain normals.
* '''Uniquely questionable hitboxes:''' Questionable is putting it lightly. There are too many examples to bring up, but in general, Demitri's active hitboxes and his hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack standing Orochi Iori.
* '''Uniquely Questionable Hitboxes:''' Questionable is putting it lightly. There are too many examples to bring up, but in general Demitri's active hitboxes and hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases it severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack a standing Orochi Iori.
* '''(Mostly) no invulnerable DPs:''' Demitri's DPs are strong and recover fast, however he's not invulnerable during any of them thus he can be punished for it. While the startup technically has invulnerability, it's so short it becomes unreliable. The somewhat stubby vertical reach of his DP can also lead it to being more easily punishable by attacks like Mai's jump command normals.
* '''(Mostly) No Invulnerable DPs:''' Demitri's DPs are strong and recover fast, but he's not invulnerable during any of them and thus he can be punished more easily for it. While the startup technically has invulnerability, it's so short it becomes unreliable. The somewhat stubby vertical reach of his DP can also lead it to being more easily punishable by attacks like Mai's jumping command normals.
* '''No quick overhead options:''' Demitri lacks overheads in his move list which hinders his mixup potential and makes it harder to open opponents up if his other approaches or magic series chains don't work out.
* '''No Quick Overhead Options:''' Demitri lacks overheads in his move list, which hinders his mixup potential and makes it harder to open opponents up if his other approaches or Magic Series chains don't work out.
* '''Lacks easy super confirms:''' While Demitri can set up for, and combo into his regular supers, doing so is locked behind poor hit confirms and restrictive setups.
* '''Lacks Easy Super Confirms:''' While Demitri can set up for or combo into his regular supers, doing so is locked behind poor hit confirms and restrictive setups.
* '''Exceed doesn't knock down:''' Demitri's exceed does not result in any kind of knockdown unless the opponent was already being juggled. In nearly all cases, this doesn't matter as his exceed is arguably one of the best in the game. But once in a blue moon, if you're not careful, the opponent not being knocked down may actually backfire on Demitri.
* '''Exceed Doesn't Knock Down:''' Demitri's Exceed does not result in any kind of knockdown unless the opponent was already being juggled. In nearly all cases this doesn't matter, as his Exceed is still arguably one of the best in the game, but every once in a while, if you're not careful, this can backfire on Demitri.
* '''Awkward Exceed input:''' The bigger problem with Demitri's exceed is that the input reader has issues detecting it. You have to be deliberate with the input in order for it to come out, which takes getting used to. In the heat of the moment this can be hard to remember, but worse off, it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself.
* '''Awkward Exceed Input:''' The bigger problem with Demitri's Exceed is that the input reader has issues detecting it. You have to be deliberate with the input in order for it to come out, which takes getting used to. In the heat of the moment this can be hard to remember, but additionally it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself.
* '''Weak Max Mode loops in midscreen:''' Demitri's max mode loops, though strong, don't work nearly as well midscreen. This doesn't diminish the utility of max mode at midscreen, since Demitri can still rely on multiple ES fireballs for example, but he requires the corner to maximize his max mode damage and to make them more comfortable.
* '''Weak Max Mode Loops Midscreen:''' Demitri's Max Mode loops, though strong, don't work nearly as well midscreen. This doesn't diminish the utility of Max Mode at midscreen, since Demitri can still rely on multiple ES Chaos Flares for example, but he requires the corner to stabilize his Max Mode potential.
* '''Overlapping inputs:''' If accounting for the special moves, Demitri's inputs are for the most part typical fighting game inputs. But because the magic series are command normals, and as such have their own properties and cancel rules over the default normals, and in turn also overlap with his special move motions, you'll end up getting attacks you didn't intend to do if you're not used to it. More importantly, in the event you are crossed up, this makes such errors more likely to happen, since Demitri cannot default to holding downback; in one such example, trying to anti air with his cr.C as he holds downback instead of just back, do it late and he gets df.C instead which can kill him.
* '''Overlapping Inputs:''' When accounting for special moves, Demitri's inputs are for the most part typical fighting game inputs. But because the Magic Series inputs are command normals, and as such not only have their own properties and cancel rules over the default normals but also overlap with his special move motions, you'll end up getting attacks you didn't intend to do if you're not used to it. More importantly, in the event you are crossed up, this makes such errors more likely to happen since Demitri cannot default to holding down-back; in one such example, trying to anti-air with his cr.C as he holds down-back instead of just back results in df.C instead if done late, which can kill him.
* '''Unfinished character:''' If Demitri were finished, there's a chance he'd have even more broken tools like an ES DP or ES tatsu. Also, are you having fun fighting Orochi Iori, Zero and Choi yet?
* '''Unfinished Character:''' If Demitri were finished, there's a chance he'd have even more broken tools like an ES Demon Cradle or ES Bat Spin. His questionable hitboxes can also make fighting characters like Orochi Iori, Zero, and Choi far more obnoxious than they have any business being otherwise.
}}
}}


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===Normal Moves===
===Normal Moves===
====Close Normals====
====Close Normals====
Note regarding close normals: '''All''' of Demitri's close normals except for cl.B whiff against Orochi Iori and Choi.
Note: '''All''' of Demitri's close normals except for cl.B whiff against Orochi Iori and Choi.
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
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  |Block Adv=+2
  |Block Adv=+2
  |Invulnerability=
  |Invulnerability=
  |description=* Very fast move that can be canceled easily, can chain into itself, but whiffs against low crouching characters and some standing characters too. Good to use in Light Attack combos.
  |description=* Very fast move that can be canceled easily and chain into itself, but it whiffs against low crouching characters and some standing characters too. Good to use in light starter combos.
  }}
  }}
}}
}}
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  |Block Adv=+0
  |Block Adv=+0
  |Invulnerability=
  |Invulnerability=
  |description=* Same as cl.A, but doesn't whiff against low crouching characters. Good to use as a Light Attack combo starter.
  |description=* Same as cl.A, but doesn't whiff against low crouching characters. Good to use as a light combo starter.
  }}
  }}
}}
}}
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  |Block Adv=+2
  |Block Adv=+2
  |Invulnerability=
  |Invulnerability=
  |description=* Same as cl.A, but with better reach and cannot be normal cancelled.
  |description=* Same as cl.A with better reach, but it cannot be cancelled outside of Max Mode.
  }}
  }}
}}
}}
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  |Block Adv=-2
  |Block Adv=-2
  |Invulnerability=
  |Invulnerability=
  |description=* Great poke. Fast and can link with ease after any Light Attack, but cannot be normal cancelled.
  |description=* Great poke. Fast and can link with ease after any light attack, but it cannot be cancelled outside of Max Mode.
  }}
  }}
}}
}}
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  |Block Adv=-4
  |Block Adv=-4
  |Invulnerability=
  |Invulnerability=
  |description=* Fast poke that whiffs against low crouching chars. Good to use as a damaging poke.
  |description=* Fast poke that whiffs against low crouching characters. Good to use as a damaging poke.
  }}
  }}
}}
}}
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  |Block Adv=-1
  |Block Adv=-1
  |Invulnerability=
  |Invulnerability=
  |description=* Damaging poke that whiffs against low crouching characters. Demitri will move a little forward when he uses this move.
  |description=* Damaging poke that whiffs against low crouching characters. Demitri will move forward a little when he uses this move.
  }}
  }}
}}
}}
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  |Block Adv=+1
  |Block Adv=+1
  |Invulnerability=
  |Invulnerability=
  |description=* Light normal to extend or start light starter chains. Very good to cancel, nice to chain into itself, and link it with other Light Attacks. Can be used as a poke too. Combos tend to reward Demitri more when it ends with him standing.
  |description=* Light normal to extend or start light starter chains. Very good to cancel, chain into itself, or link with other light attacks. Can be used as a poke too. Combos tend to reward Demitri more when it ends with him standing.
  }}
  }}
}}
}}
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  |Block Adv=+3
  |Block Adv=+3
  |Invulnerability=
  |Invulnerability=
  |description=* This is your helper for Light Attack combos. Can be used as a low poke too, and it will help you in his Hunter/Savior combos.
  |description=* This is your helper for light starter combos. Can be used as a low poke too, and it will help you in his Hunter/Savior combos.
  }}
  }}
}}
}}
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  |Block Adv=-14
  |Block Adv=-14
  |Invulnerability=
  |Invulnerability=
  |description=* This move is a great cancelable, fast anti-air in the event you don't need/want to use DP.
  |description=* This move is a great cancelable fast anti-air in the event you don't need/want to use DP.
  }}
  }}
}}
}}
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  |Block Adv=-8
  |Block Adv=-8
  |Invulnerability=
  |Invulnerability=
  |description=* This move is a great low poke, due to the reach of this move. Possibly the largest sweep in the game. This is your best ender for Hunter combos for a forced knockdown and some oki.
  |description=* This move is a great low poke due to its reach. Possibly the largest sweep in the game. This is your best ender for Hunter combos for a forced knockdown and some oki.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Diagonal Jumping Attack
  |description=* Diagonal Jumping Attack
* Bad move, Demitri has better air moves to use.
* Bad move. Demitri has better air moves to use.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Neutral Jumping Attack
  |description=* Neutral Jumping Attack
* 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 smaller jumps such as Hugo.
* This is Demitri's best neutral jump-in. It's fast, easy to combo after, and useful against characters with smaller jumps such as Hugo.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Neutral Jumping Attack
  |description=* Neutral Jumping Attack
* Kick that aims up. Avoid this move, Demitri have better options for anti-airs.
* Kick that aims up. Avoid this move as Demitri has better options for anti-airs.
  }}
  }}
}}
}}
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===Magic Series Normals===
===Magic Series Normals===
'''Note:''' The frame data calculated is when the attack is used '''by itself as a command normal,''' and ''then'' followed by '''when used in the Magic Series''' (to the best ability possible, at least).
'''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.
* 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.
* Generally speaking though, when performed in a Magic Series, the startup is significantly faster than normal.
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  |Block Adv=+10
  |Block Adv=+10
  |Invulnerability=
  |Invulnerability=
  |description=* The beginning of Demitri's Hunter Combos system, or otherwise known as the Magic Series.
  |description=* The beginning of Demitri's Hunter Combos system, otherwise known as the Magic Series.
* This move is one of the weak starters, and has the same animation as st.A, but is part of a chain.
* This move is one of the weak starters and has the same animation as st.A, but it is part of a chain.
* You must press forward in order to start the Magic Series and function as Light Punch, using st.A by itself will not begin the combo and instead function as st.A.
* You must press forward in order to start the Magic Series and function as Light Punch; using st.A by itself will not begin the combo and instead function as st.A.
* Demitri doesn't have a Far/Close version of this move, hence it is not labelled as close or far compared to his basic normals.
* Demitri doesn't have a Far/Close version of this move, hence it is not labelled as close or far compared to his basic normals.
* Magic Series combos are better when they are done from a very close range so as to ensure all hits connect.
* Magic Series combos are better when they are done from a very close range so as to ensure all hits connect.
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  |Block Adv=+3 ; +7
  |Block Adv=+3 ; +7
  |Invulnerability=
  |Invulnerability=
  |description=* This move is used in the middle of a Magic Series combo. It looks like a faster cl.C with most of the same properties, but cannot be normal cancelled.
  |description=* This move is used in the middle of a Magic Series combo. It looks like a faster cl.C with most of the same properties, but it cannot be cancelled outside of Max Mode.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Use it near the end of a combo. The animation in the same as Demitri's st.C, but faster in the Magic Series.
  |description=* Use it near the end of a combo. The animation in the same as Demitri's st.C, but faster in the Magic Series.
* Zero reason to use this by itself since it's identical to st.C, only use it for the Magic Series.
* Zero reason to use this by itself since it's identical to st.C; only use it for the Magic Series.
  }}
  }}
}}
}}
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  |Block Adv=+1 ; +5
  |Block Adv=+1 ; +5
  |Invulnerability=
  |Invulnerability=
  |description=* It can be used as an anti-air as the only version of this attack. Very fast, but cannot be normal cancelled.
  |description=* Can be used as an anti-air as the only version of this attack. Very fast, but cannot be normal cancelled.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Same animation as st.D, but faster.
  |description=* Same animation as st.D, but faster.
* You can only use this version of st.D while you're doing a Hunter Combo. You cannot whiff Magic Series combos to use this attack, either.
* You can only use this version of st.D while you're doing a Hunter Combo. You cannot whiff Magic Series combos to use this attack either.
  }}
  }}
}}
}}
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  |Block Adv=+9 ; +8
  |Block Adv=+9 ; +8
  |Invulnerability=
  |Invulnerability=
  |description=* Same animation as cr.A/LP, but is used in the middle of a Magic Series combo.
  |description=* Same animation as cr.A/LP but used in the middle of a Magic Series combo.
* Crouching Light Punch and Crouching Medium Punch are identical to each other, only Crouching MP deals a pinch more damage and otherwise has different frame data due to being in the middle of the Magic Series.  
* Crouching Light Punch and Crouching Medium Punch are identical to each other, only Crouching Medium Punch deals a pinch more damage and otherwise has different frame data due to being in the middle of the Magic Series.  
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* This move, if used alone, is almost a great low poke. The reach is almost the same as Demitri's cr.D.
  |description=* This move, if used alone, is almost a great low poke. The reach is almost the same as Demitri's cr.D.
* One massive glaring issue when used by itself: it's -25 on hit, -19 on block. You must follow up with Heavy Kick in the Magic Series in order to make this attack safer to use.
* One massive glaring issue when used by itself is that it's -25 on hit and -19 on block. You must follow up with Heavy Kick in the Magic Series in order to make this attack safer to use.
  }}
  }}
}}
}}
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  |Invulnerability=
  |Invulnerability=
  |description=* Same notes from cr.D apply here.
  |description=* Same notes from cr.D apply here.
* It's a crouching HK, and the best ender for basically any Magic Series since you can follow up with pursuit. Time well when you're going to followup it.
* It's a crouching HK and the best ender for basically any Magic Series since you can follow up with Pursuit. Time well when you're going to follow it up.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|subtitle=u.K when opponent is knocked down
|subtitle=u.K (When Opponent is Knocked Down)
|caption=
|caption=
|name=Hell Ride Pursuit
|name=Hell Ride Pursuit
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* For those who don't know Demitri yet, this is a pursuit, a feature from the Darkstalkers games. It hits as an OTG move that can be used as a followup for almost any knockdown move in Demitri's arsenal. Even if you miss, which can sometimes happen, it's very fast and has almost no recovery. Whether it's safe to use will depend on your timing, but the earlier the better.
  |description=* For those who don't know Demitri yet, this is a Pursuit, a feature from the Darkstalkers games. It hits as an OTG move that can be used as a follow-up for almost any knockdown move in Demitri's arsenal. Even if you miss, which can sometimes happen, it's very fast and has almost no recovery. Whether it's safe to use will depend on your timing, but the earlier the better.
* Demitri does not have an ES version of this move unlike the Darkstalkers games.
* Demitri does not have an ES version of this move unlike the Darkstalkers games.
* If you stun the opponent, doing a pursuit will not negate the stun. They will still wake up stunned regardless.
* If you stun the opponent, doing a pursuit will not negate the stun. They will still wake up stunned regardless.
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* Good projectile to abuse in Demitri's zoning game. Mix the A version with the C 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.
  |description=* Good projectile to abuse in Demitri's zoning game. Mix the A version with the C version on 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 knock down.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* 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). A version is better to do anti-airs, and the C version is better on combos(Especially on Max Mode, where the hits can be canceled, and he can do very good combos with it). This move doesn't have an ES version.
  |description=* Very good as an anti-air, and a good part of Demitri's zoning game. It beats almost all jumping attacks (like a normal DP). The A version is better for anti-airs, and the C version is better in combos (especially on Max Mode, where the hits can be canceled, leading to his better combos). This move doesn't have an ES version.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* 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.
  |description=* Demitri's classic teleport move, and the properties of this move are almost the same as in Darkstalkers (you can follow it up depending on how you hit the opponent). Very good to control Demitri's air game. The button determines the distance and the angle of this move. You can use it to punish some projectiles too.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|subtitle=Hold BC, tap b~f or f~b
|subtitle=Hold BC, Tap b~f or f~b
|caption=
|caption=
|name=Tokushu Idou
|name=Tokushu Idou
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* Tapping b~f lets Demitri dash forwards, whereas tapping f~b lets Demitri dash backwards.
  |description=* Tapping b~f lets Demitri dash forward, whereas tapping f~b lets Demitri dash backward.
* 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'''.
* 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 into any move except for regular/command normals and throws. Good to use if you want to make the opponent use his Exceed '''IN VAIN'''.
  }}
  }}
  {{AttackData-SVC
  {{AttackData-SVC
  |version=Angled Demon Cradle
  |version=Angled Demon Cradle
  |subtitle=dp P after dash
  |subtitle=dp P (After Dash)
  |Damage=
  |Damage=
  |Counter Dmg=
  |Counter Dmg=
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* 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 Max Mode(And you can cancel the dashing DP into the normal DP, which is one of Demitri's corner loops). No ES version of this move too.
  |description=* Demitri will stop dashing and do a different DP. It's a good surprise move (more so if you do it while he disappears, but you'll need to know where he is to do that). Like in his normal DP, this move can be canceled in Max Mode (and you can cancel the dashing DP into the normal DP, which is one of Demitri's corner loops). There is no ES version of this move.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* Technically not a super, but it costs meter to use, so it will be treated as such.
  |description=* Technically not a super, but it costs meter to use and so will be treated as such.
* 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 Max Mode).
* Demitri got the ES version of his projectile here (with 3 hits), which is very good in his zoning game. This move doesn't knock down (like the normal version), but the startup is longer than the normal projectile and you'll need to spend 1 level of meter to use it. 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 destroy some normal projectiles. This version is bigger than the version above, so characters who can duck under the normal version cannot duck under this move. Particularly effective as a meter dump option in neutral during Max Mode.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* 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 Howard (SvC)|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 (SvC)|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.
  |description=* One of Demitri's unblockable supers. The input can look easy to do, but SVC's input reader makes it tricky. There are some shortcuts to do it (like [[Geese Howard (SvC)|Geese's]] Raging/Raising Storm), the main one being dp, df+PP. One of SVC's more infamous supers due to the unique transformation animations against each character in the cast. This super can be performed out of Demitri's teleport dash (which was one of his setups from Darkstalkers).
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* Another unblockable Super. Demitri will bite the opponent before doing a flurry of attacks against the opponent that sends them flying.
  |description=* Another unblockable super. Demitri will bite the opponent before doing a flurry of attacks against the opponent that sends them flying.
* Used more than Midnight Bliss is since it has more damage, it can be comboed with cl.B, but not st.B for some reason, in the middle of the input, and can be used in the teleport dash too.
* Used more than Midnight Bliss since it deals more damage and can be comboed from cl.B during the input. It can be used from the teleport dash.
* The rules regarding the super input are strange, but if you try to do AA,f,BD by itself, the super will never come out. As quoted by a GameFaqs guide by user Kao_Megura who explains it best:
* The rules regarding the super input are strange, but if you try to do AA,f,BD by itself, the super will never come out. As quoted by a GameFAQs guide by user Kao_Megura who explains it best:
*: ''You may have noticed that "button press" supers, in previous games, could be canceled into from any attack, even cancelable ones. In this game, however, they are only cancelable from specific animations.  What's so odd about this is that Demitri's far standing B is not one of them. So if you perform this move from afar, pressing D after the standing B comes out won't work unless you do it late (as the kick ends). Or, you can just enter (A,A,f,B,D,D), since the 2nd D will occur after the far standing B has finished.''
*: ''You may have noticed that "button press" supers, in previous games, could be canceled into from any attack, even cancelable ones. In this game however, they are only cancelable from specific animations.  What's so odd about this is that Demitri's far standing B is not one of them. So if you perform this move from afar, pressing D after the standing B comes out won't work unless you do it late (as the kick ends). Or you can just enter (A,A,f,B,D,D) since the 2nd D will occur after the far standing B has finished.''
*: This in turn affects what combos into the super Demitri can do because of these cancel rules, which seemingly follow their own logic.
*: This in turn affects what combos into the super Demitri can do because of these cancel rules, which seemingly follow their own logic.
* If you're having trouble with the command, use the Super above instead.
* If you're having trouble with the command, use the super above instead.
  }}
  }}
}}
}}
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  |Block Adv=
  |Block Adv=
  |Invulnerability=
  |Invulnerability=
  |description=* If you're having trouble with this Exceed and are getting misinputs, usually you just need to wait a little moment after pressing the 4 buttons. Though how you perform the input also affects whether Exceed registers or not.
  |description=* If you're having trouble with this Exceed and are getting misinputs, usually you just need to wait a moment before pressing the 4 buttons. How you perform the input also affects whether Exceed registers or not.
:* If you do two very fast qcf motions, or as fast as the game can register them, then you have to wait approximately 10 frames before pressing ABCD for Exceed to register.
:* If you do two very fast qcf motions, or as fast as the game can register them, then you have to wait approximately 10 frames before pressing ABCD for Exceed to register.
:* If instead, however, you do the qcf motions very slowly (such as about 4 frames for each direction held), then you can do the ABCD input almost immediately and the Exceed will register.
:* If instead you do the qcf motions very slowly (such as about 4 frames for each direction held), then you can do the ABCD input almost immediately and the Exceed will register.
:* The timing of the super is also affected by slowdown, such as if you're doing corner combos with qcf AC, meaning the ES Fireball's multiple hits slows the game down and thus makes the input harder to perform.
:* The timing of the super is also affected by slowdown, such as if you're doing corner combos with qcf AC, meaning the ES Chaos Flare's multiple hits slow the game down and thus make the input harder to perform.
* 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 loops. Can be used as a followup to any os Demitri's projectiles too.
* This move is a great Exceed for Demitri. It can destroy most super projectiles in the game, deals very nice damage (with 8 hits), and can be used as a finisher for his corner loops. Can be used as a follow-up to any of Demitri's projectiles too.
  }}
  }}
}}
}}
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'''''Demitri's Gameplan'''''
'''''Demitri's Gameplan'''''


Demitri is a great zoning char(Better than [[Sagat (SvC)|Sagat]]? I don't know). He can abuse of his air/ground versions of his fireball against most of the characters in the cast(Some characters can counter his zoning with ease, and when he needs, he can just do his very fast DP on the opponent. If the opponent is turtling against you, just do do one of his unblockable Supers and he will learn that he/she cannot do anything. He can do some damaging combos outside of Max Mode, but his source of damage comes from his unique combo system in this game: The Hunter Combos. We'll talk about that, don't worry. In Max Mode, Demitri is a beast if he traps the opponent in a corner. He can do some easy loops(Well... Demitri can do some hard ones too) if the opponent gives him a chance. Good Luck in your future matches.
Demitri is a great zoning character (likely even better than [[Sagat (SvC)|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)''
'''''Introduction to the SNK Magic System''''' ''(You'll need to read this, so don't jump this intro.)''


This is a very important thing in Demitri's game. If you played any [[Marvel vs Capcom]] or Darkstalkers games, you'll probably know about the Magic Series. It's like that thing, but SNK tried to do it with only 4 attack buttons. And it worked very well! But if you don't know the Magic Series yet, I'll talk about it. It's just the ability to link all of the character's attack buttons together. We have a strength rule, and you'll need to know it:
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:
LP - LK - MP - MK - HP - HK, where:


* The Standing/Crouching LP can link into the St./Cr. LK, and the Medium/Heavy attacks(In this game, the Light Attacks cannot link into itself, sadly);
* 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 LK can link into any st./cr. Medium/Heavy attack;
* The Standing/Crouching MP can link into the St./Cr. MK, and the Heavy Attacks;
* 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 MK can link into any st./cr. Heavy attack;
* The Standing/Crouching HP can link into the St./Cr. HK only;
* The Standing/Crouching HP can link into st./cr. HK only;
* The Standing/Crouching HK is the only move that cannot link(But the Cr.HK can be followed up with a Pursuit).
* 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 while doing the combo, like: f+LP, df+LK. And if you want, you can jump some attack buttons too, like: df+LP, df+LK, d+HK. Very interesting to do if you're having problems. Oh, I forgot, if you begin with a Light Attack, like f+LP, you just need to hold forward while pressing the buttons. With the Crouching Attacks, it's the same thing. The best Hunter combo will be in Demitri's combos section.
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'''''
'''''Quick Air Fireball'''''


This will be important to Demitri's zoning game. Some characters have air special moves, but some characters have trouble on using them effectively. But this isn't Demitri's case. You can do an air Fireball quickly(And land quickly) by doing the classic Tiger Knee motion(QCF, uf, P). Very good to use in Demitri's zoning stategies. It works with the ES version and with that diving Teleport too.
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===
===Advanced Strategy===
'''''Zoning on Max Mode'''''
'''''Zoning in Max Mode'''''


You can ask:''"What's the difference?"'' I'll say. In Max Mode, you can have two fireballs on the screen:One being the air version, and the other being the ground version(In the normal mode you cannot do that, right?). How can you do that? Simple. It's better if you begin with the air fireball(It should be better if you use the quick motion), and you can use the ES version too (Remember: this will only work if the fireball hasn't hit the opponent yet or if the fireball whiffs). Now try to do a normal(This part is only possible with the normal version) fireball in the ground. He will do another fireball(And you'll lose a little of your meter), making it harder for the opponent to advance! If he/she jumps, he/she can see the air fireball, and if he/she continues in the ground, he/she will be forced to block/negate the ground fireball! Really nice if you like his zoning strategies.
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'''''
'''''Some Resets'''''


As you know, Demitri has his unblockable Supers. But they don't go too far(If they were like [[Akuma (SvC)|Akuma's]] Raging Demon, he would be broken). So what to do? How can you hit with them? I'll use the Midnight Bliss as an example(For the Midnight Pleasure, you have a hit-confirm combo), but the resets work with the other Super too. This is what you can do if you're outside of the Max Mode:
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 and if the opponent is jumping) QCF+PP, Hit the opponent with any normal, (While the opponent is landing) d, f, df+PP(Midnight Bliss)
(Corner Only, Opponent In Air) qcf+PP, any normal, (While Opponent is Landing) d,f,df+PP (Midnight Bliss)


Really interesting, but very hard to land. The opponent will not do a neutral jump with his back to the corner(That's really rare to see), but that's just a possible reset. Now if you're in Max Mode:
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 and the opponent is standing) cl.C/D, DP+C(Cancel the second hit), QCF+PP/Exceed, Hit the opponent with any normal, d, f, df+PP(Midnight Bliss)
(Corner Only, Opponent Standing) cl.C/D, dp+C(2), (C)qcf+PP/Exceed, any normal, d,f,df+PP (Midnight Bliss)


This is easier to land than the above, and you can even hit-confirm the Exceed with it. Very nice to use as a punishing reset. You should learn it just to use when you need. You need to use the cl.C/D part, or the combo will not work.
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====
====Match-Ups====
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!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
|-
|-
|(j.X,) df.A ~ Magic Series combo ~ d.D, Pursuit || TBA || TBA || TBA || TBA || This is Demitri's best combo outside of Max Mode, without doubt. I said, his Hunter Combos system are very important here. Learn this, you'll need. About the Pursuit, you don't need to do it(Yeah, the Pursuit is optional everytime), but you can use this combo to practice with it(Do a u+K after the opponent touches the ground). Remember that the opponent can do a recovery roll too(And the Pursuit will not work).
|(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. The damage is simple, and can be useful if you don't like magic series combos.
|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.
|(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 poking Hunter Combo. Very fun to surprise your opponent.
|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 || This combo is a very damaging one. Watch out for the B part, you can get a st.B and the Super will not connect (fact check this).
|(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.
|-
|-
|(While you're fullscreen away from the opponent) qcf P/AC, Exceed || TBA || TBA || TBA || TBA || Fireball combo. The damage is incredible too, I don't even know how to describe. Can be very hard to land, but this can work while Demitri is zoning against some characters. If the opponent is jumping, this combo will work with the QCF+PP(And you can add a Pursuit from that too).
|(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.
|-
|-
|}
|}
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!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
|-
|-
|(j.X,) Magic Series combo ~ MS HP, (C)qcf C || TBA || TBA || TBA || TBA || Very simple if you're used to the Hunter combos. Strangely enough, the ES fireball didn't came out when I tried with two buttons instead of only one, so I don't know if it works. You don't need to do the full Hunter Combo, you just need to cancel the C/D's animation(Yeah, if you're having problems, just jump buttons, don't worry about damage), it's just in there if you want more damage.
|(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 || Good to practice. You can do it everywhere, so if you want to use, do it on punish situations. On the corner, you can juggle your opponent after the Exceed hits in this combo, so you can think about what to do after it hits.
|(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 killer combos too. Keep in mind, do NOT do this deep in the corner - qcf AC whiffs on point blank. You'll likely kill your opponent if you do it. Very nice to use, and very easy to land. If you want to use only one QCF+PP(To save meter), go ahead. If you miss one the 8 hits of the Exceed, don't worry, you just need the first hits. If you're having problems on doing the Exceed's input while doing the combo, just do the QCF(2x) part before Demitri recovers from the ES fireball's animation, and when he recovers, just press the 4 buttons. Button holding also helps.
|(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]~bf~dp C(1), (C)dp C(1),]xN, stun, any follow-up || TBA || TBA || TBA || TBA || This is a very hard, but possible stun combo. He isn't the only character that can connect multiple DPs in this game, but that's a great thing to see on him. You don't need the cl.C/D to do the combo, you just need to land a DP, and cancel it on the first hit. Good luck with this. If you need help with this combo, just click [https://www.youtube.com/watch?v=xruzJHHy85g here] and watch the short video. Most importantly, you do not need to do dp C twice in a row, just button hold 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, 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. [https://www.youtube.com/watch?v=xruzJHHy85g 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]~bf~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.
|(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.
|-
|-
|}
|}

Revision as of 11:42, 6 June 2024

デミトリ・マキシモフ, Demitri Maximoff
"Forgive me. I cannot accept your existence in my realm."
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

Demitrifacesvc.png

"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
  • Great Mobility: Demitri's walk speed is naturally fast, and his array of mobility options gives him the upper hand in neutral.
  • ES Projectile: Unfortunately Demitri only had one ES move transferred over from Darkstalkers, but ES Chaos Flare remains one of the best projectiles in the game both for priority and damage. It costs the same as his other supers at 1 bar of meter, but this is hardly a deal breaker.
  • Magic Series Combos and Pursuits: Demitri has a unique advantage over everyone else in that he has access to both Magic Series chains and Pursuits from his game of origin. Magic Series chains make for both easy damage and pressure that's difficult to Front Step through, and Pursuits give him free damage and oki after almost every knockdown. The Magic Series makes Demitri's neutral even more threatening as any poke can convert into a combo. Keep in mind that because of the way it's setup, it makes using Demitri's regular normals like cr.B awkward as they can only be done with neutral directionals.
  • Unique Teleport Dash: Demitri's special forward dash functions as an invisible teleport where he runs forward until the player stops or he is hit. Because it doesn't travel a set distance but instead relies on the player when to stop, judging how far to travel takes practice, let alone getting used to its unorthodox input. When used right however, it gives Demitri setup potential, allows him to cross-up with the opponent, and gives him access to a unique DP that further opens up his combo variety.
  • Unblockable Supers: Both of his regular supers are unblockable attacks that also dash forward to give them extra range. Their only big downside is their awkward inputs, but they otherwise do high damage for the meter cost and result in a knockdown.
  • Great Meterless Damage: Demitri's regular BnBs do a ton of damage, enough to take off half of one life bar with just a Magic Series combo alone. It varies by combo and character health, but generally Demitri's combos hurt a lot, and he doesn't have to spend meter for the damage he deals.
  • Powerful Max Mode Utility: With Max Mode active, Demitri gains access to more ES Chaos Flares and effective corner loops with his DPs, which under the right circumstances elevates his already high damage even higher.
  • Incredibly Powerful Exceed: Demitri's Exceed is nothing special on the surface, as it's just a giant fireball. That said, the hitbox is huge and fast, and it destroys every other projectile in the game with no exceptions. Demitri's already amazing zoning makes his Exceed all the more rewarding and easier to use. Furthermore, it does roughly 10% of one life bar in chip damage on block, which is a lot more than most Exceeds in the game. Because it's functionally a big fireball, he can force the opponent into blocking it from further away while remaining safe, and even up close the chip damage can lead to a checkmate scenario on an opponent's wakeup if their life is low enough.
  • Approach Has No Limits: Demitri is bar-none the best shoto in the game. With amazing fireballs for zoning, a great DP, a Tatsu that's hard to counter, solid defense, chains for both offense and defense, and scary rushdown, Demitri is free to do what he wants. In more polarizing or extreme matchups such as Red Arremer, Demitri doesn't have as much luxury but he probably still has the advantage. Playing neutral is hardly an issue for him.
  • Unfinished Character: Demitri is the embodiment of SVC's rushed development to meet contractual obligations. Though he looks like one of the game's most polished characters, in reality he has several quirks that make him both much more broken than he should be and worse in other aspects. For example, Demitri's hurtboxes are so janky that some combos either change how they work specifically against him or straight up don't work at all. In another example, several of Demitri's attacks either have near zero recovery, disjointed hitboxes, or other properties that make interrupting anything he does its own challenge.
  • Pretty Tall: Both crouching and standing, Demitri is one of the tallest characters in the game and thus has some fairly big hurtboxes. It depends on the matchup how much of an issue this is, but it's still a net negative for him as he gets hit easier. This also indirectly affects his normals too, where in some cases he's too tall for his own good and can't hit characters with certain normals.
  • Uniquely Questionable Hitboxes: Questionable is putting it lightly. There are too many examples to bring up, but in general Demitri's active hitboxes and hurtboxes are all over the place. In many cases this is a huge boon for him, but in other cases it severely hurts his gameplay. Try as hard as you can, but Demitri cannot reliably attack a standing Orochi Iori.
  • (Mostly) No Invulnerable DPs: Demitri's DPs are strong and recover fast, but he's not invulnerable during any of them and thus he can be punished more easily for it. While the startup technically has invulnerability, it's so short it becomes unreliable. The somewhat stubby vertical reach of his DP can also lead it to being more easily punishable by attacks like Mai's jumping command normals.
  • No Quick Overhead Options: Demitri lacks overheads in his move list, which hinders his mixup potential and makes it harder to open opponents up if his other approaches or Magic Series chains don't work out.
  • Lacks Easy Super Confirms: While Demitri can set up for or combo into his regular supers, doing so is locked behind poor hit confirms and restrictive setups.
  • Exceed Doesn't Knock Down: Demitri's Exceed does not result in any kind of knockdown unless the opponent was already being juggled. In nearly all cases this doesn't matter, as his Exceed is still arguably one of the best in the game, but every once in a while, if you're not careful, this can backfire on Demitri.
  • Awkward Exceed Input: The bigger problem with Demitri's Exceed is that the input reader has issues detecting it. You have to be deliberate with the input in order for it to come out, which takes getting used to. In the heat of the moment this can be hard to remember, but additionally it becomes harder if the game is suffering from slowdown. Unfortunately, Demitri can sometimes trigger slowdown himself.
  • Weak Max Mode Loops Midscreen: Demitri's Max Mode loops, though strong, don't work nearly as well midscreen. This doesn't diminish the utility of Max Mode at midscreen, since Demitri can still rely on multiple ES Chaos Flares for example, but he requires the corner to stabilize his Max Mode potential.
  • Overlapping Inputs: When accounting for special moves, Demitri's inputs are for the most part typical fighting game inputs. But because the Magic Series inputs are command normals, and as such not only have their own properties and cancel rules over the default normals but also overlap with his special move motions, you'll end up getting attacks you didn't intend to do if you're not used to it. More importantly, in the event you are crossed up, this makes such errors more likely to happen since Demitri cannot default to holding down-back; in one such example, trying to anti-air with his cr.C as he holds down-back instead of just back results in df.C instead if done late, which can kill him.
  • Unfinished Character: If Demitri were finished, there's a chance he'd have even more broken tools like an ES Demon Cradle or ES Bat Spin. His questionable hitboxes can also make fighting characters like Orochi Iori, Zero, and Choi far more obnoxious than they have any business being otherwise.
SVC Chaos: SNK VS Capcom Frame Data Glossary
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.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
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.

cl.A
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 -
  • Very fast move that can be canceled easily and chain into itself, but it whiffs against low crouching characters and some standing characters too. Good to use in light starter combos.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 4 4 6 14 +2 +0 -
  • Same as cl.A, but doesn't whiff against low crouching characters. Good to use as a light combo starter.

cl.C
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 -
  • Good in combos. Demitri does a punch that whiffs against low crouching characters. The damage is nice, but watch out when you use it. Can be cancelled.

cl.D
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 -
  • Basically the same as cl.C in function.

Far Normals

st.A
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 -
  • Same as cl.A with better reach, but it cannot be cancelled outside of Max Mode.

st.B
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 -
  • Great poke. Fast and can link with ease after any light attack, but it cannot be cancelled outside of Max Mode.

st.C
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 -
  • Fast poke that whiffs against low crouching characters. Good to use as a damaging poke.

st.D
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 -
  • Damaging poke that whiffs against low crouching characters. Demitri will move forward a little when he uses this move.

Crouch Normals

cr.A
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 -
  • Light normal to extend or start light starter chains. Very good to cancel, chain into itself, or link with other light attacks. Can be used as a poke too. Combos tend to reward Demitri more when it ends with him standing.

cr.B
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 -
  • This is your helper for light starter combos. Can be used as a low poke too, and it will help you in his Hunter/Savior combos.

cr.C
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 -
  • This move is a great cancelable fast anti-air in the event you don't need/want to use DP.

cr.D
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 -
  • This move is a great low poke due to its reach. Possibly the largest sweep in the game. This is your best ender for Hunter combos for a forced knockdown and some oki.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 7 - - - - -
  • Neutral Jumping Attack
  • A great defensive air-to-air.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 3, 6 - - - - -
  • Diagonal Jumping Attack
  • Bad move. Demitri has better air moves to use.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 11 - - - - -
  • Neutral Jumping Attack
  • This is Demitri's best neutral jump-in. It's fast, easy to combo after, and useful against characters with smaller jumps such as Hugo.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 10 - - - - -
  • Diagonal Jumping Attack
  • Good to use as a jump-in. Possible to use as a crossup, albeit difficult to do.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Neutral Jumping Attack
  • Similar to j.C.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 6 - - - - -
  • Diagonal Jumping Attack
  • Damaging air-to-air and jump-in move. You can use this as your main jump-in.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 16 - - - - -
  • Neutral Jumping Attack
  • Kick that aims up. Avoid this move as Demitri has better options for anti-airs.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Diagonal Jumping Attack
  • Very fast in startup and recovery, good attack if you want to use this as your main jump-in.

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

Standing Light Punch
f.A
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 -
  • The beginning of Demitri's Hunter Combos system, otherwise known as the Magic Series.
  • This move is one of the weak starters and has the same animation as st.A, but it is part of a chain.
  • You must press forward in order to start the Magic Series and function as Light Punch; using st.A by itself will not begin the combo and instead function as st.A.
  • Demitri doesn't have a Far/Close version of this move, hence it is not labelled as close or far compared to his basic normals.
  • Magic Series combos are better when they are done from a very close range so as to ensure all hits connect.
  • For the "Standing" and "Crouching" moves, you cannot cancel normal moves into them. You can use them as command normals, but Demitri cannot combo with them using his basic normals. They can, however, be cancelled in Max Mode.

Standing Medium Punch
b.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 ; ? 8 ; ? 7 ; ? 19 ; ? -3 ; +1 +3 ; +7 -
  • This move is used in the middle of a Magic Series combo. It looks like a faster cl.C with most of the same properties, but it cannot be cancelled outside of Max Mode.

Standing Heavy Punch
f.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 ; ? 9 ; ? 13 ; ? 31 ; ? -2 ; +5 -4 ; +3 -
  • Use it near the end of a combo. The animation in the same as Demitri's st.C, but faster in the Magic Series.
  • Zero reason to use this by itself since it's identical to st.C; only use it for the Magic Series.

Standing Light Kick
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 4 ; ? 4 ; ? 6 ; ? 14 ; ? +2 ; +4 +8 ; +10 -
  • Same animation as Demitri's cl.B, and it's perhaps the best Magic Series starter since it hits low. Cannot be normal cancelled.

Standing Medium Kick
b.B
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 -
  • Can be used as an anti-air as the only version of this attack. Very fast, but cannot be normal cancelled.

Standing Heavy Kick
st.D after any Standing Magic Series normal
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - ? ? ? ? -3 -5 -
  • Same animation as st.D, but faster.
  • You can only use this version of st.D while you're doing a Hunter Combo. You cannot whiff Magic Series combos to use this attack either.

Crouching MS Normals

Crouching Light Punch
df.A
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 -
  • Same animation as Demitri's cr.A, but cannot be normal cancelled. It's a great starter for crouching Magic Series combos.

Crouching Medium Punch
db.A
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 -
  • Same animation as cr.A/LP but used in the middle of a Magic Series combo.
  • Crouching Light Punch and Crouching Medium Punch are identical to each other, only Crouching Medium Punch deals a pinch more damage and otherwise has different frame data due to being in the middle of the Magic Series.

Crouching Heavy Punch
df.C
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 -
  • This move, if used alone, is almost a great low poke. The reach is almost the same as Demitri's cr.D.
  • One massive glaring issue when used by itself is that it's -25 on hit and -19 on block. You must follow up with Heavy Kick in the Magic Series in order to make this attack safer to use.

Crouching Light Kick
df.B
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 -
  • Same animation as the cr.LK but serves as the LK part of the Magic Series combos.

Crouching Medium Kick
db.B
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 -
  • cr.MK isn't that good when cancelled in Max Mode. Only use it in Magic Series combos.

Crouching Heavy Kick
cr.D
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 -
  • Same notes from cr.D apply here.
  • It's a crouching HK and the best ender for basically any Magic Series since you can follow up with Pursuit. Time well when you're going to follow it up.

Pursuit

Hell Ride Pursuit
u.K (When Opponent is Knocked Down)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - OTG - - - - - - - - - - -
  • For those who don't know Demitri yet, this is a Pursuit, a feature from the Darkstalkers games. It hits as an OTG move that can be used as a follow-up for almost any knockdown move in Demitri's arsenal. Even if you miss, which can sometimes happen, it's very fast and has almost no recovery. Whether it's safe to use will depend on your timing, but the earlier the better.
  • Demitri does not have an ES version of this move unlike the Darkstalkers games.
  • If you stun the opponent, doing a pursuit will not negate the stun. They will still wake up stunned regardless.

Throws

Kof.lp.pngKof.lk.png Throw
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 - - - - - - -

Kof.sp.pngKof.sk.png Throw
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 - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Chaos Flare
(Jump) qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Good projectile to abuse in Demitri's zoning game. Mix the A version with the C version on 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 knock down.

Demon Cradle
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Very good as an anti-air, and a good part of Demitri's zoning game. It beats almost all jumping attacks (like a normal DP). The A version is better for anti-airs, and the C version is better in combos (especially on Max Mode, where the hits can be canceled, leading to his better combos). This move doesn't have an ES version.

Bat Spin
(Jump) qcb K/BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Demitri's classic teleport move, and the properties of this move are almost the same as in Darkstalkers (you can follow it up depending on how you hit the opponent). Very good to control Demitri's air game. The button determines the distance and the angle of this move. You can use it to punish some projectiles too.

Tokushu Idou
Hold BC, Tap b~f or f~b
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Either Dash - - Mid - - - - - - - - - - -
  • Tapping b~f lets Demitri dash forward, whereas tapping f~b lets Demitri dash backward.
  • 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 into any move except for regular/command normals and throws. Good to use if you want to make the opponent use his Exceed IN VAIN.
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 - - - - - - - - - - -
  • Demitri will stop dashing and do a different DP. It's a good surprise move (more so if you do it while he disappears, but you'll need to know where he is to do that). Like in his normal DP, this move can be canceled in Max Mode (and you can cancel the dashing DP into the normal DP, which is one of Demitri's corner loops). There is no ES version of this move.

Super Moves

ES Chaos Flare
(Jump) Qcf.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
29x3 34 Mid 2x3 0 0 X - - - - - - -
  • Technically not a super, but it costs meter to use and so will be treated as such.
  • Demitri got the ES version of his projectile here (with 3 hits), which is very good in his zoning game. This move doesn't knock down (like the normal version), but the startup is longer than the normal projectile and you'll need to spend 1 level of meter to use it. 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 destroy some normal projectiles. This version is bigger than the version above, so characters who can duck under the normal version cannot duck under this move. Particularly effective as a meter dump option in neutral during Max Mode.

Midnight Bliss
D.pngF.pngDf.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
7x11 7 Throw 0 0 0 X - - - - - - -
  • One of Demitri's unblockable supers. The input can look easy to do, but SVC's input reader makes it tricky. There are some shortcuts to do it (like Geese's Raging/Raising Storm), the main one being dp, df+PP. One of SVC's more infamous supers due to the unique transformation animations against each character in the cast. This super can be performed out of Demitri's teleport dash (which was one of his setups from Darkstalkers).

Midnight Pleasure
Kof.lp.pngKof.lp.pngF.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
7x12 7 Throw 0 0 0 X - - - - - - -
  • Another unblockable super. Demitri will bite the opponent before doing a flurry of attacks against the opponent that sends them flying.
  • Used more than Midnight Bliss since it deals more damage and can be comboed from cl.B during the input. It can be used from the teleport dash.
  • The rules regarding the super input are strange, but if you try to do AA,f,BD by itself, the super will never come out. As quoted by a GameFAQs guide by user Kao_Megura who explains it best:
    You may have noticed that "button press" supers, in previous games, could be canceled into from any attack, even cancelable ones. In this game however, they are only cancelable from specific animations. What's so odd about this is that Demitri's far standing B is not one of them. So if you perform this move from afar, pressing D after the standing B comes out won't work unless you do it late (as the kick ends). Or you can just enter (A,A,f,B,D,D) since the 2nd D will occur after the far standing B has finished.
    This in turn affects what combos into the super Demitri can do because of these cancel rules, which seemingly follow their own logic.
  • If you're having trouble with the command, use the super above instead.

Exceed

Demon Flare
Qcf.pngQcf.png (delay) Kof.lp.pngKof.lk.pngKof.sp.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
63x8 68 Mid 4x8 0 0 X - - - - - - -
  • If you're having trouble with this Exceed and are getting misinputs, usually you just need to wait a moment before pressing the 4 buttons. How you perform the input also affects whether Exceed registers or not.
  • If you do two very fast qcf motions, or as fast as the game can register them, then you have to wait approximately 10 frames before pressing ABCD for Exceed to register.
  • If instead you do the qcf motions very slowly (such as about 4 frames for each direction held), then you can do the ABCD input almost immediately and the Exceed will register.
  • The timing of the super is also affected by slowdown, such as if you're doing corner combos with qcf AC, meaning the ES Chaos Flare's multiple hits slow the game down and thus make the input harder to perform.
  • This move is a great Exceed for Demitri. It can destroy most super projectiles in the game, deals very nice damage (with 8 hits), and can be used as a finisher for his corner loops. Can be used as a follow-up to any of Demitri's projectiles too.

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
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

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

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.

Game Navigation

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Athena
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