Vampire Savior/Demitri

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Introduction

Demitri Maximoff (デミトリ), the Vampire.

A villainous and power-hungry vampire who, like Dracula, sees humanity as an inferior race and only cares for their blood. Following his defeat at the hands of Belial Aensland, Demitri is forced to reside amongst humans while he recovers his strength. Demitri would receive a second chance at ruling Makai with the arrival of the alien, Pyron. After defeating Pyron and absorbing his power, Demitri sets his sights on the new heir to the throne of Makai - Belial's daughter: Morrigan Aensland.

Demitri is a shoto-character at face value, due to his fireball & DP toolkit. He does have shoto tactics, so legacy skills will allow Street Fighter veterans to excel with this character. However, Demitri is much more than that in VSAV. Demitri is recommended for players who like to set the pace of the match, rely on DP meta & abuse his incredible strike/throw game plan.

Gameplay

Primary objectives:

  • Play a defensive neutral & gain meter
  • Connect one of your numerous anti-air options
  • Run an okizeme game after a knockdown or an anti-air
  • Condition the opponent by abusing Demon Cradle & OS Throw
  • Avoid being cornered by utilizing Bat Spin


Strengths Weaknesses
  • Amazing meter gain potential with Kara specials
  • Best strike/throw game of the roster
  • High damage combos without meter
  • High damage tools utilizing meter: DP or Midnight Pleasure
  • Demon Cradle has 1f landing recovery, making it abusive. Great for conditioning
  • Effective tools are so strong that Demitri sets the pace of every interaction
  • Bat Spin can escape the corner, returning Demitri to a defensive neutral position
  • Dash invulnerability unlocks more strike/throw opportunities
  • 9MK is the most reliable cross-up in the game
  • Although it takes work, Demitri does have effective tools for ground chasing the opponent
  • Strong 9MP/air-throw option select that also full-chains into grounded UBs
  • Strong ground throw option select
  • Great pursuit whiff to setup his strike/throw game
  • High throw damage is gated behind 2 meters
  • Dark Force is ineffective as metered invulnerability is prioritized on ES Demon Cradle
  • Bat Spin is usually unsafe on hit and challenging to make it safe on hit
  • Not particularly fast, so options are commitments. This makes it challenging against highly mobile characters
  • Very tall while standing, making the character more vulnerable to extended combos and getting bullied
VSAV Demitri Art.png

/Data

Movement

Walk: Walking is pretty common with Demitri. His dash distance is long and can be unsafe, so walking is more precise. Walking forward is Demitri's safest way to get in to an opponent. His walk speed is average.

Dash:

Startup: 3 | Vul/On screen: 9 | Invul/Off screen: 12 | Vul/On screen: 8

    1-3                 4-12                         13-24                         25-32

Demitri has a unique dash in that he disappears for a second and then reappears. As soon as the dash ends you can use any move. This leads into a bit of mixup for Demitri, as afterwards you can use a Demon Cradle to punish pokes, Midnight Bliss or Midnight Pleasure to punish them blocking to anticipate an attack, Chaos Flare if you want to use an attack that's slow to mess with their reactions, or you can wait a split second and use normals. This is also your primary tool for playing defensively. Backdashing and then turtling is hard to punish and allows you to let Demitri turtle to the max. If you backdash you can still gain forward momentum if you use a Demon Cradle, which can help if they catch on to you backdashing and try to punish it. If you cancel your dash into Midnight Pleasure any time after reappearing on screen (F25-32), you can auto-correct the demon. This can lead to nasty mixups for whiff punishing or on oki where you pass the opponent and make them think they're safe to go for a punish, and then turn around and grab them. You have to do this close to the opponent and input the 6 in the cmd in the same direction you inputted it to dash, but it will work with some practice. It will catch people off guard.

Jump: Besides the usual aerial options of blocking or attacking, you can use a Chaos Flare or a Bat Spin to alter your trajectory. Chaos Flare stops you and then brings you down at different angles, while a Bat Spin will work as usual.


Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-DE-st-lp.png
Vsav-DE-st-lp-hitbox.png
Hitboxes Off
Hitboxes On
This is a great dash check move, meaning you can do a low committal option to stuff things like Sasquatch dashing or Jedah dashing. 5LP recovers very quickly so it's overall a low-risks. This move can be used in grounded UB strings and also to bully Bishamon & Victor, since they cannot crouch it & you have effective frame advantage. 5LP can be used an an anti-air when rotated with Demon Cradle & far 5MK.

• This move will only hit crouching: Bishamon, Victor.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 3 H: 6 G: 3 W: 0
5MP
5 MP
5MP
Vsav-DE-st-mp.png
Vsav-DE-st-mp-hitbox.png
Hitboxes Off
Hitboxes On
Far 5MP can be used to catch players jumping at ranges/spacings where other tools would not.

• This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 20 1 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 6 H: 15 G: 9 W: 3
5HP
5 HP
5HP
Vsav-DE-st-hp.png
Vsav-DE-st-hp-hitbox.png
Hitboxes Off
Hitboxes On
Far 5HP is very rarely used. It seldomly occurs as an anti-jump tool when you are too far for a close HP, likely during ground roll chasing.

• This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 26 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
5LK
5 LK
5LK
Vsav-DE-st-lk.png
Vsav-DE-st-lk-hitbox.png
Hitboxes Off
Hitboxes On
This move does not hit low & usually occurs when ground roll chasing when you cannot get close enough for a 2LK in time
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 3 H: 6 G: 3 W: 0
5MK
5 MK
5MK
Vsav-DE-st-mk.png
Vsav-DE-st-mk-hitbox.png
Hitboxes Off
Hitboxes On
Amazing normal attack anti-air with an effective hitbox. This will destroy most jump in attacks if used properly, but has some difficulty in being spaced. Demitri's 5MK will turn into the "close" version from relatively far away, so trying to anti-air a deep jump in with this can backfire. However, long range jump ins will get eaten alive. It's a good to mix this up with his Demon Cradle as an anti-air because this cannot be blocked by airborne opponents, while Demon Cradle is fully air blockable. Mixing them together will make the opponent unsure if they should try to challenge the Far 5MK or if they should attempt to chicken guard your Demon Cradle.

On hit, the air reset will place the opponent far away. After a midscreen anti-air, it's not practical to do much of a meaty outside of 2HK. With ideal spacing & resources, this can lead to a dash Bite or Dash DP offense for Demitri.

• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 7 H: 15 G: 9 W: 3
5HK
5 HK
5HK
Vsav-DE-st-hk.png
Vsav-DE-st-hk-hitbox.png
Hitboxes Off
Hitboxes On
Move is not used often in competitive play, due to it's slow speed and inability to knockdown or maintain an advantage on-hit. It seldom shows itself as a far ranged anti-air in very specific scenarios.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 3 28 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 8 H: 24 G: 15 W: 6

Close Normals

CL.5MP
Close 5MP
cl.5MP
Vsav-DE-cl-mp.png
Vsav-DE-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
Primarily used in combos. It can be used as a throw option select button for the most part Close 5HP outclasses this in every way, however this recovers faster. A few characters can actually jump above the anti-air capabilities of Demitri's c.5HP, so using c.5MP in a situation where the former is going to whiff may save you by recovering a little sooner. This attack can be used an an anti0air if you are rotating options with Demon Cradle, far 5MK, 5LP & 5MP.
  • At 32 pixels away from the opponent this turns into Far 5MP.
  • This move will not hit crouching: Q-Bee.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 19 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 17 6 H: 15 G: 9 W: 3
CL.5HP
Close 5HP
cl.5HP
Vsav-DE-cl-hp.png
Vsav-DE-cl-hp-hitbox 1.png
Vsav-DE-cl-hp-hitbox 2.png
Hitboxes Off
Hitboxes On
An incredibly good throw option select, this is a core part of Demitri's game plan. When using Close 5HP to throw your opponent, if they stand there they will be thrown, and if they jump they'll be anti-aired by the c.5HP coming out. Mix this in with strikes to keep the opponent guessing

When an opponent on the ground is hit by or blocks this, cancel into a 2HK due to Close 5HP's negative frames. When an opponent in the air is hit by this, do not cancel in into 2HK, as Demitri can be punished near the corner if you anti-aired them low to the ground and then whiff a 2HK. You can chain cancel Close 5HP relatively late, to the point where it's possible to do it on reaction after you've confirmed this has hit a grounded or jumping opponent.

It's important to capitalize on the air reset if this happens to hit an opponent jumping out. When hitting an airborne opponent midscreen, the air reset will MAYBE give you enough time to inch forward and meaty with a 2~3 hit chain, but you can also attempt to dash forward into a Midnight Pleasure or Demon Cradle. After anti-airing an opponent in the corner you have time to set up nearly whatever pressure you want. On certain characters a cross under mix-up in the corner is possible if anti-aired when high up: Bulleta, Demitri, Jedah, Lilith(Hard~ish), Morrigan(Hard~ish) and Q-Bee.

This move does special cancel, so you can sometimes see it in combos.

  • At 36 pixels away from the opponent this turns into Far 5HP.
  • This move will not hit crouching Q-Bee.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 26 -6 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid first - 21 7 H: 24 G: 15 W: 6
CL.5MK
Close 5MK
cl.5MK
Vsav-DE-cl-mk.png
Vsav-DE-cl-mk-hitbox.png
Hitboxes Off
Hitboxes On
Demitri's best normal for special canceling, Close 5MK will combo into an ES Chaos Flare from further away than his other normals. This has the odd attribute of remaining the close version of the attack from surprisingly far away, even after of a two hit air-to-ground chain or an ES Bat Drill. Due to that Close 5MK is used in Demitri's damage optimized combos, however, they are uncommon to land (and difficult to confirm into) so use of this normal is uncommon as well.

If, for some reason, you want to use Demitri's kick throw, this is a better button to attempt with than 5HK.

Due to the input of Midnight Pleasure, you occasionally see players use 5MK as a tick throw, since it comes out with the input anyways.

  • At 52 pixels away from the opponent this turns into Far 5MK.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 22 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 18 6 H: 15 G: 9 W: 3

Crouching Normals

2LP
2 LP
2LP
Vsav-DE-cr-lp.png
Vsav-DE-cr-lp-hitbox.png
Hitboxes Off
Hitboxes On
Great range for a light attack. Due to it having the same animation as 2MP, it can be hard to tell how much advantage Demitri really has. 2LP Has the best frame advantage out of all of Demitri's normals.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
2MP
2 MP
2MP
Vsav-DE-cr-mp.png
Vsav-DE-cr-mp-hitbox.png
Hitboxes Off
Hitboxes On
Due to it having the same animation as 2LP, it can be hard to tell how much advantage Demitri really has. Tool is often used as a combo filler
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 7 H: 15 G: 9 W: 3
2HP
2 HP
2HP
Vsav-DE-cr-hp.png
Vsav-DE-cr-hp-hitbox.png
Hitboxes Off
Hitboxes On
Seldomly done in combos to maximize damage. It is rarely seen in competitive play.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 4 30 -9 -10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 21 8 H: 24 G: 15 W: 6
2LK
2 LK
2LK
Vsav-DE-cr-lk.png
Vsav-DE-cr-lk-hitbox.png
Hitboxes Off
Hitboxes On
An effective 2LK that offers a low strike & Renda cancels into itself. This is one of Demitri's primary Strike and pressure tools. This is your main chain combo starter and what you'll usually be linking into off of a jump in attack.

Staggering this on block can open up the opponent if they try to jump away, mistime a throw tech or mess up a push block/guard cancel.

Against Gallon, you can do 2LK, Renda 2LK xx Chaos Flare to unlock fun combos

This is an amazing tick throw into Midnight Pleasure

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 8 4 H: 6 G: 3 W: 0
2MK
2 MK
2MK
Vsav-DE-cr-mk.png
Vsav-DE-cr-mk-hitbox.png
Hitboxes Off
Hitboxes On
Special cancel enabled mid-range low poke that can be used for poking & canceling to annoying specials like ES Chaos flare or Bat Spin.

This is an amazing tick throw into Midnight Pleasure

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 22 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 16 7 H: 15 G: 9 W: 3
2HK
2 HK
2HK
Vsav-DE-cr-hk.png
Vsav-DE-cr-hk-hitbox.png
Hitboxes Off
Hitboxes On
Although the speed and range of this attack is amazing, it does not hit low! This knockdown is essential to Demitri's offense, every chain combo that hits should end in this normal. The frames on block make this completely safe at range.

As a poke, the range is ridiculous. It's not something to spam as the whiff may get you killed, but with good reads you can catch all sorts of things with this; it works pretty well at catching an overly aggressive opponent ground dashing at you. Use it for any long range punishes as well - blocked DI, LI or Rolling Buckler, the opponent whiffs an move from far away or whatever else it may be, just make sure you get that knock down.

This works surprisingly well as a super long range anti-air in certain matchups. The hitbox of the move extends at the same point the hurtboxes appear, so if used with the proper positioning, the most the opponent can do is force a trade, which is just fine as long as you've scored the knockdown.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 4 25 - -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 8 H: 24 G: 15 W: 6

Jumping Normals

J.LP
J LP
J.LP
Vsav-DE-j-lp.png
Vsav-DE-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Often used after a chicken block due to it's quick start-up or ascending to force a proximity block onto the opponent.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 3 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 9 4 H: 6 G: 3 W: 0
J.MP
J MP
J.MP
Vsav-DE-j-mp.png
Vsav-DE-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Effective multi-use air normal.

Demitri's primary air throw button. It's generally safer than using j.HP since if you miss the air throw and the opponent blocks j.MP, you have decent jump normals to chain into afterwards.

As an air-to-ground attack the hitbox is positioned downward almost as far as his j.LK while the hurtbox is higher making it a little harder to beat. For jump-ins, the hurtbox position is even a little better than the amazing j.MK, but the the lack of range and fewer active frames make j.MP a little harder to use.

As an air-to-air, the hurtbox placement isn't great, but the hitbox hits a little higher up than j.MK does, giving it some (limited) potential against the mid-high range of jumpers.

If the opponent is equal to your elevation, you may find chicken block to J.MP an effective solution.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 6 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 6 H: 15 G: 9 W: 3
J.HP
J HP
J.HP
Vsav-DE-j-hp.png
Vsav-DE-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Primarily used as the last hit of an air chain, both air-to-air and air-to-ground.

When used as the ender of a 2-hit jump-in chain, after blocking the first hit most of the cast can crouch early to duck under the j.HP, potentially leaving Demitri vulnerable. Be aware of this and switch to using j.HK as the second hit instead when applicable. However, if you know your jump-in will not be blocked j.HP's faster startup and better range makes it more consistent and easier to use in combos.

This can be used to build meter, with ascending J.HP< falling J.HK, Kara Cancel Air Chaos Flare.

If the opponent is above you, you may find chicken block to J.HP an effective solution.

• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 11 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 9 H: 24 G: 15 W: 6
J.LK
J LK
J.LK
Vsav-DE-j-lk.png
Vsav-DE-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Not an effective move. It rarely occurs in competitive play. Sometimes Demitri will jump-in and use it extremely late in an air-to-ground scenario to setup a delay (zuurashi) that beat Tech-Hit attempts. It can find some use after a chicken block, due to its' fast start-up
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 3 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 9 4 H: 6 G: 3 W: 0
J.MK
J MK
J.MK
Vsav-DE-j-mk.png
Vsav-DE-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
I strong air-to-ground tool, with a massive 8 active frames and reliable hitbox. This is the most consistent cross-up in VSAV.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 8 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 6 H: 15 G: 9 W: 3
J.HK
J HK
J.HK
Vsav-DE-j-hk.png
Vsav-DE-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Has a very low angled hitbox. It can be used as an early jump-in tool to setup a strike or throw mix as soon as you land.

It is often used as a jump-in chain combos against standing opponents (j.Mx > j.HK), but due to the slow startup it does not come out before landing when used on characters of below-average standing height.

Another use of j.HK is to "kara" it into his air Chaos Flare to build extra meter. The input for that is ascend with an attack like J.HP, then descend into 236HK~P, as in press HK and then a split second later hit any punch button. This technique cancels the first few frames of j.HK into a fireball, giving you meter from both attacks.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 3 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 8 H: 24 G: 15 W: 6

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-DE-p-ground-throw-hitbox.png
Vsav-DE-p-ground-throw-hitbox.png
Hitboxes Off
Hitboxes On
Demitri's Punch throw is probably the best out of his throws. You can setup your strike/throw mix when the opponent is knocked down. Be sure to react to the opponent's Throw-tech to maintain your offense with a walking attack or a dashing offense.

Demitri's Punch Throw would normally give enough time to land a pursuit afterwards, but it causes a special type of knockdown that does not allow pursuits to connect. For whatever reason Q-Bee does not follow this rule and can be hit with a pursuit here, but only if she does not tech roll; if she rolls she cannot be hit.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 87 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-86 whole body 22 (11) 8 (4) H: 9 G: 0 W: 0
6MK or 6HK
K THROW
6MK or 6HK
Vsav-DE-k-ground-throw-hitbox.png
Vsav-DE-k-ground-throw-hitbox.png
Hitboxes Off
Hitboxes On
Mashable for damage, this is not worth using as his other throws and Option Selects are superior.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 178 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-176 whole body 4x(3~12) (2x(3~12)) 4+2 (2+1) H: 9 G: 0 W: 0
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-DE-air-throw-hitbox.png
Vsav-DE-air-throw-hitbox.png
Hitboxes Off
Hitboxes On
This occurs often as Demitri often starts air-chains with J.4MP
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 60 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-60 whole body 22 (11) 8 (4) H: 9 G: 0 W: 0

Special Moves

Chaos Flare

236P
CHAOS FLARE
236P
Vsav-DE-chaos-flare.png
Normal
Vsav-DE-es-chaos-flare.png
Es
Vsav-DE-chaos-flare-hitbox.png
Normal
Vsav-DE-es-chaos-flare-hitbox.png
Es
Hitboxes Off
Hitboxes On
When playing defensively this is your key zoning element. Mixing up your projectile speeds can keep players out for a while, leaving you free to build meter, setup Anti-airs, stall for time, and be open to throw out a different move to punish them if they become too predictable. Be sure to kara-cancel into Chaos Flare for lots of meter
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 80 43 3 -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 60 43 23 -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 24 9 H: 0 G: 0 W: 0


  • (LP Version) Slowest speed, mashable on hit
  • (MP Version) Mid speed, mashable on hit
  • (HP Version) Fast speed, mashable on hit
  • (ES Version) Moves the fastest and causes a bit more hitstun, mashable on hit
When two Chaos Flares collide they don't cancel out but rather push each other. The stronger strength projectile has more push.

Demon Cradle

623P
DEMON CRADLE
623P
Vsav-DE-demon-cradle.png
Normal
Vsav-DE-es-demon-cradle.png
Es
Vsav-DE-demon-cradle-hitbox 1.png
Vsav-DE-demon-cradle-hitbox 2.png
Normal
Vsav-DE-es-demon-cradle-hitbox 1.png
Vsav-DE-es-demon-cradle-hitbox 2.png
Es
Hitboxes Off
Hitboxes On
Incredible tool for bullying, building meter & defensive reversals. Use this often to set the pace of the match. Kara canceling enabled awesome meter gain.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 23 18 + landing 1 - -18 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 24,18 6,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 26 21 + landing 1 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 26,19 7,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 29 24 + landing 1 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 28,20 8,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3x9,2 24 + landing 1 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-8 whole body 8x10 2x10 H: 0 G: 0 W: 0
  • (LP Version)

This version has the least recovery and is what you want to be using most often.

  • (MP Version)

Demitri spins a bit higher than in the LP version, can occasionally be used to throw off the punish timing.

  • (HP Version)

Demitri spins a bit higher than in the MP version, can occasionally be used to throw off the punish timing.

  • (ES Version)
Hits multiple times & moves as high as the HP version. This is huge damage and an important layer to his Strike game, as it also beats throws because Demitri is invincible.

Dashing Demon Cradle

66,623P
DASH DEMON CRADLE
66,623P
Vsav-DE-dash-cradle.png
Normal
Vsav-DE-es-dash-cradle.png
Es
Vsav-DE-dash-cradle-hitbox 1.png
Vsav-DE-dash-cradle-hitbox 2.png
Normal
Vsav-DE-es-dash-cradle-hitbox 1.png
Vsav-DE-es-dash-cradle-hitbox 2.png
Es
Hitboxes Off
Hitboxes On
*(Dashing Version) Demitri flies forward at a 45 degree angle. You can use any version of Demon Cradle from a dash, even ES. Certain combos require you to instant cancel a dash into a dashing Demon Cradle. This is a relatively low-risks poke and can be used for high-damage in certain scenarios. The ES Versin can be effective for punishing jump-
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 23 18 + landing 1 - -18 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 24,18 6,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 25 20 + landing 1 - -22 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 26,19 7,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 27 22 + landing 1 - -26 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 28,20 8,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3x9 22 + landing 1 - -20 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8x9 2x9 H: 0 G: 0 W: 0

Guard Cancel

623LP
LP DEMON CRADLE GC
623LP
Vsav-DE-demon-cradle.png
Normal
Vsav-DE-es-demon-cradle.png
Es
Vsav-DE-demon-cradle-hitbox 1.png
Vsav-DE-demon-cradle-hitbox 2.png
Normal
Vsav-DE-es-demon-cradle-hitbox 1.png
Vsav-DE-es-demon-cradle-hitbox 2.png
Es
Hitboxes Off
Hitboxes On
An effective GC. This, coupled with Demitri's overall defensive DPs make him tough to open up.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 23 18 + landing 1 - -18 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 24,18 6,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 26 21 + landing 1 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 26,19 7,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 29 24 + landing 1 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 whole body 8 feet 28,20 8,4 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3x9,2 24 + landing 1 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-8 whole body 8x10 2x10 H: 0 G: 0 W: 0

Bat Spin

214K
BAT SPIN (Air Ok)
214K
Vsav-DE-bat-spin.png
Normal
Vsav-DE-es-bat-spin.png
Es
Vsav-DE-bat-spin-hitbox.png
Normal
Vsav-DE-es-bat-spin-hitbox.png
Es
Hitboxes Off
Hitboxes On
An escape tool that you should aim to not touch your opponent with. It is very unsafe on block and usually unsafe on hit. If you happen to land-cancel during the Bat SPin, you can link a full ground combo.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
30 2x10,1 landing 1 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-18 feet 9x3 2x3 H: 21+3+3 G: 19+1+1 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
30 2x10,1 landing 1 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-18 feet 6x11 2x11 H: 0 G: 0 W: 0
  • (LK Version) Travels the shortest distance.
  • (MK Version) Travels a mid distance.
  • (HK Version) Travels about full-screen.
  • (ES Version) Travels about mid distance but continues hitting until Demitri lands on the ground. On block is safe & leads into more blockstrings, or if pushblocked you're safe. On hit, you can followup with a free combo. Stronger players will Guard Cancel to beat this tool

Negative Stolen

360+P
NEGATIVE STOLEN
360 MP or HP
Vsav-DE-negative-stolen.png
Vsav-DE-negative-stolen-hitbox.png
Hitboxes Off
Hitboxes On
Very useful throw option to add to your dashing offense as it requires no meter & interchanges with Dashing Demon Cradle for an offensive strike/throw mix.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 1 42 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 29 8 H: 21 G: 0 W: 12

Pursuit

8P or 8K
PURSUIT
8P or 8K
Vsav-DE-pursuit.png
Normal
Vsav-DE-es-pursuit.png
Es
Vsav-DE-pursuit-hitbox.png
Normal
Vsav-DE-pursuit-es-hitbox-1.png
Vsav-DE-pursuit-es-hitbox-2.png
Es
Hitboxes Off
Hitboxes On
Demitri's pursuit is pretty unique. His Pursuit has practically no recovery on whiff. On hit it does reliable damage. His ES pursuit does big damage. The best use for his pursuit is getting in close on knocked down opponents. This can enable Demi's offensive strike/throw mix.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
37 6 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 8-10 feet 6 6 H: 24 G: 0 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
37 6 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 8-10 feet 8+1x4 6+1x4 H: 0 G: 0 W: 0

Ex Moves

263KK
DEMON BILLION
263KK
Vsav-DE-demon-billion.png
Vsav-DE-demon-billion-hitbox.png
Hitboxes Off
Hitboxes On
This super is punishable on block and hard to connect. The damage and invulnerability is great, but overall it is rarely used as meter & invulnerability is better with ES Demon Cradle options.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
27 50 39 -46 - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-25 whole body 26-81 throw 4x16 1x16 H: 0 G: 0 W: 0
263PP
MIDNIGHT BLISS
263PP
Vsav-DE-midnight-bliss.png
Vsav-DE-midnight-bliss-throw-hitbox.png
Hitboxes Off
Hitboxes On
A gimmicky throw that loses advantage on hit and only cost 1 meter. It does advance a little, so that sometimes becomes useful. It is very rarely used in competitive play as his other throws and uses of meter are superior.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 29 17 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 1x17+25 9 H: 0 G: 0 W: 0
LP,MP,Towards,MK,MK
MIDNIGHT PLEASURE
LP,MP,Towards,MK,MK
Vsav-DE-midnight-pleasure.png
Vsav-DE-midnight-pleasure-throw-hitbox 1.png
Hitboxes Off
Hitboxes On
High damage, advancing, command throw that costs 2 meter. It comes out quickly and you can hide the input inside of other attacks to create tricky strike/throw setups. Common setups are
2LK x Midnight Pleasure
2MK x Midnight Pleasure
2LP x Midnight Pleasure
J.MK, Land, Midnight Pleasure
Cross-Up J.MK, Land, Midnight Pleasure
Dash, Midnight Pleasure
Dash-Split, Midnight Pleasure
2HK Whiff, Midnight Pleasure
Demon Cradle Whiff Midnight Pleasure or Bat Spin whiff Midnight Pleasure
LP,MP,Towards,MK,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 29 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 2x8+6+13+6+16 2+4+2+6 H: 0 G: 0 W: 0

Dark Force

Bat Summoning: Darkside Master
Same strength P + K
Demi df.png
Permanent Damage Temporary Damage Cancel Guard startup
- - - - 39
active recovery AdvHit AdvBlock renda meter
39
  • (Any Version) Bat Master. Two bats follow Demitri around and they will fly out to do a delayed attack whenever he attacks. Moderate recovery for deactivation. Better to avoid using this. If you're awesome though, there are some sweet Bat Spin loops you can do in Dark Force.

Bats that follow grounded normal attacks will sometimes guard break airborne opponents, but oddly not always. Bats cause chip on block, but pushback (on hit or block) is pretty fierce. An air or ground jab fireball can help try to make a runaway deactivation safer, but characters with full screen supers or high mobility can still punish you.

Never hit Midnight Bliss during Dark Force unless it will kill. The move will burn all your Dark Force time and the opponent will recover as your deactivation starts.

Colors

Colors-demitri.png

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/13.html

Name (English) Name (Japanese) Color Location Contact Notes
Azuwan
(or Az-One)
アズワン LK Demitri color lk small.png Nagoya http://twitter.com/azone48106
Dara だら KK Demitri color kk small.png Kantou region (Formerly Kansai) http://twitter.com/Dara_Demitri
http://blog.livedoor.jp/darablog/
https://www.youtube.com/channel/UCfqP7vw_8NrAzbOMh4-LEtQ
Hagure (Stray) はぐれ MPDemitri color mp small.png Not to be confused with the Californian Gallon player.
Leila レイラ MPDemitri color mp small.png
Sai さい MPDemitri color mp small.png https://twitter.com/s_a_i_x https://youtu.be/C8wM_IYDSKA
Sakai サカイ LP Demitri color lp small.png

North America

Name (English) Name (Japanese) Color Location Contact Notes
Pockets ポケッツ PP Demitri color pp small.png Illinois, USA ??? Longtime FightCade player.
VMP MBD MBD KK Demitri color kk small.png Cincy, USA https://twitter.com/VMP_MBD Legacy player who grew with Vampire Arcadia. Competitive player with consistent results. Loves smashing stacks
WafflesWithKetchup ワッフルスウィスケチャップ HK Demitri color hk small.gif New York, USA ??? Long time player that formerly was known as Bonclyde. A man of many names.
Hipuru ヒプル MK Demitri color mk small.gif New Jersey, USA (formerly) https://twitter.com/Hipururin Fightcade Demitri that once lived in the US, and now lives in the Netherlands. No Demitri can Zero Demon like he can.
La Rosa ラロサー LK Demitri color lk small.png Unknown, USA https://twitter.com/LaRosaFGC Recent Demitri player that has been finding notable success. Will be great in no time.

South America

Name (English) Name (Japanese) Color Location Contact Notes
Naldinho OSTMan ナルディンニョー MK Demitri color mk small.gif Brazil https://twitter.com/LilOstguy Now lives in Portugal.
Bdalui ベダルイ HP Demitri color hp small.gif São Paulo, Brazil https://twitter.com/Bdalui_DE Outstanding rising star from Brazil, blowing everyone out of the water in less than a year. Es insuportable com el DP, El Señor DPitri!


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