SvC Chaos: SNK Vs Capcom/Demitri Maximoff

From SuperCombo Wiki
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.

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.

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
Strengths Weaknesses
  • Good walking speed
  • ES Projectiles and Pursuits
  • Magic Series combos
  • Unique teleport dash that can create setups
  • Unblockable supers
  • Max Mode loops are very effective
  • Max Mode gives him impeccable zoning
  • Midnight Bliss
  • Exceed beats all other projectiles in the game
  • Exceed is also great for chip damage kills
  • Incredibly difficult to interrupt
  • Can approach the opponent however he wants
  • Pretty tall
  • Uniquely questionable hitboxes
  • Lost the majority of Darkstalkers relevant mechanics
  • No quick overhead options
  • Can't combo into supers
  • 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
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.

  • 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.
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.
  • 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, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move 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.

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 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.

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 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.

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 - - - - - - - - - - -
  • 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
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 forwards, whereas tapping f~b lets Demitri dash backwards.
  • 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.
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 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.

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, so it 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).

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 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
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 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 B(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.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 little moment after pressing the 4 buttons. Though 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, 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.
  • 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.
  • 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.

Strategy

Basic Strategy

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 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.

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 St./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 St./Cr. Medium/Heavy attack;
  • The Standing/Crouching MP can link into the St./Cr. MK, and the Heavy Attacks;
  • 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 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.

Advanced Strategy

Zoning on 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.

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 Max 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 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)

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.

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 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).
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.
(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.
(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).
(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).

Max Mode Combos

Max Mode Combos
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,) 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.
(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(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 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, [(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.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken