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SvC Chaos: SNK Vs Capcom/Demitri Maximoff

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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

Introduction

Demitrifacesvc.png

"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.

Pros Cons
  • Fun to play
  • Nice walking speed
  • Can approach the opponent however he wants
  • Max Mode gives him impeccable zoning
  • ES Projectiles and Pursuits
  • Magic Series combos
  • Exceed beats all other projectiles in the game
  • Exceed is also great for chip damage kills
  • Unique teleport dash that can create setups
  • Unblockable supers
  • Max Mode loops are very effective
  • Incredibly difficult to interrupt
  • Midnight Bliss
  • Pretty tall
  • Lost the majority of Darkstalkers relevant mechanics
  • Lost his air grabs
  • Cannot link normals in the air
  • Can't combo into supers
  • No quick overhead options
  • Exceed doesn't knock down (but it hardly matters)
  • Max Mode loops only work in the corner
  • Will struggle to push the opponent into the corner

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:
  • (While holing start) Right(3x), Left, Up, Right, Down, Up
  • Console Method: Hold R1/RT above Chun-Li

Moves List

Normal Moves

Close Normals

Note regarding close normals: 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, can chain into itself, but whiffs against low crouching characters and some standing characters too. Good to use in Light Attack 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 Attack 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, but with better reach and cannot be normal cancelled.

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 cannot be normal cancelled.

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 chars. 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 a little forward 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, 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.

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 Attack 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 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.

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, you can combo after this move with ease, and you can use 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, Demitri have 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, and 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, or 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.
  • 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 cannot be normal cancelled.

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 -
  • It 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 is 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 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: 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.

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 followup it.

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 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.
  • 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.

Special Moves

Chaos Flare (aka Fireball)

  • QCF+P (In the air/ground) - Good projectile to abuse in Demitri's zoning game. Mix the LP version with the HP version in the ground and in the air to confuse your opponent. Some characters can duck under this projectile(And some projectiles can pass under it too). It doesn't knocks down.

ES Chaos Flare (aka ES Fireball)

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

Demon Cradle

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

Bat Spin

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

Tokushu Idou (Forward)

  • Hold LK and HP, tap b, f - This is Demitri's dash from the Darkstalkers games. Very good to use, because he will be invincible while he disappears in the dash(Like in his game). You can cancel it in any move, except for normals, Command Moves and throws. Good to use if you want to make the opponent use his Exceed IN VAIN.

Tokushu Idou (Backward)

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

Super Moves

Midnight Bliss

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

Midnight Pleasure

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

Exceed

Demon Flare

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

The Basics

Demitri's Gameplan

Demitri is a great zoning char(Better than 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 MAXIMUM 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 MAXIMUM 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.

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:

LP - LK - MP - MK - HP - HK, where:

  • The Standing/Crouching LP can link into the S./Cr. LK, and the Medium/Heavy attacks(In this game, the Light Attacks cannot link into itself, sadly);
  • The Standing/Crouching LK can link into any S./Cr. Medium/Heavy attack;
  • The Standing/Crouching MP can link into the S./Cr. MK, and the Heavy Attacks;
  • The Standing/Crouching MK can link into any S./Cr. Heavy Attack;
  • The Standing/Crouching HP can link into the S./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).

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.

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.

Some Combos
Demitri's combos are important, so don't forget some of them. You can add some other possible ones here if you know some.

1- (Hunter Combo)[Jump Attack] df+LP, LK, "MP", "MK", HP, d+HK, Pursuit - 7 hits; 8 hits with a Jump Attack

This is Demitri's best combo outside of MAXIMUM 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).

2- cr.LK/LP, s.LK, DP+P, Pursuit - 3 hits(On each version of the DP, I think)

Very easy combo with a low starter to use everywhere. The damage is simple, and can be useful if you don't like those Hunter Combos.

3- [Jump Attack] cl.HP/HK, DP+P, Pursuit - 3(LP version of the DP)/5(HP); 4/6 with a Jump Attack

A more damaging version of the combo above. Only that.

4- (While you're fullscreen away from the opponent) QCF+P/PP, Exceed - 11 hits

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).

5- df+HP, d+HK, Pursuit - 3 hits

A poking Hunter Combo. Very fun to surprise your opponent.

6- [Jump Attack] cl.LP, cl.LP (Tap f quickly), cl.LK, (Press HK) Midnight Pleasure - Dunno how many hits it can do, due to the bites

This combo is a very damaging one. Don't worry, it wasn't that hard to do(For me, I mean. And I'm using a normal keyboard without those macros, because they are very cheap to use). Watch out for the LK part, you can get a f.LK and the Super will not connect(Strangely enough).

Advanced Strategy

This is the best part of Demitri. Pay attention on what's written to be a good player.

Zoning on MAXIMUM Mode

You can ask:"What's the difference?" I'll say. In MAXIMUM 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.

Some Resets

As you know, Demitri has his unblockable Supers. But they don't go too far(If they were like 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 MAXIMUM Mode:

(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)

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 MAXIMUM Mode:

(Corner only and the opponent is standing) cl.HP/HK, DP+HP(Cancel the second hit), QCF+PP/Exceed, Hit the opponent with 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.HP/HK part, or the combo will not work.

Some Combos (In MAXIMUM Mode)
You already know, you can add combos below, if you know some.

1- [Jump Attack] Full Standing Hunter Combo/Crouching Hunter Combo(Cancel the cr.HP), QCF+HP - 7(Standing combo)/6(Crouching); 8/7 with a Jump Attack

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 HP/HK'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.

2- [Jump Attack] cl.HP/HK, DP+P, (Cancel the second hit) Exceed - 11 hits; 12 with a Jump Attack

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.

3- (Corner only) [Jump Attack] cl.HP/HK, DP+HP, (Cancel the second hit) QCF+PP, (While the opponent is in the air) QCF+PP, Exceed - 17 hits; 18 with a Jump Attack

Extended version of the combo above. This is the easier of Demitri's killer combos too. You'll (without any doubt) 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.

4- (Corner only) [Jump Attack] cl.HP/HK, DP+HP, (Cancel the first hit) tap b, f(While holding LK and HP), DP+HP(Cancel the first hit), DP+HP, tap b, f(Again holding the buttons), DP+HP, ...(While the opponent is stunned)... Any combo/Super/Exceed - n hits(Where n is the number of loops)

This is a 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.HP/HK 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 here and watch the short video.

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