Vampire Savior/Demitri: Difference between revisions

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{{VSAV Character Intro|char=Demitri|content=
{{VSAV Character Intro|char=Demitri|content=
== Introduction ==
== Introduction ==
'''Demitri Maximoff (デミトリ)''', the Vampire.Is a villainous and power-hungry vampire who, like Dracula, sees humanity as an inferior race and only cares for their blood. His favorite type of blood is from innocent and beautiful girls, who seem to be loyal to Demitri and admire him (although this could be the work of hypnosis, as most vampires are capable of such ability).
'''Demitri Maximoff (デミトリ)''', the Vampire.


He also seems to respect his fellow vampires such as Dracula, the king of vampires.
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 rather straight forward and simplistic character, his playstyle is often compared to that of a shoto character (Ryu and Ken) from Capcom's Street Fighter series, possessing fireball/DP/Tatsu type moves and solid normal attacks. Although he doesn't have any air movement options or a ground-to-air dash or any ground-based overheads he is still an effectively strong character. He is a well rounded "familiar" type of character that excels in defense more than offense.
'''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 ==
== Gameplay ==
''Primary objectives'':
*Condition the opponent by abusing Demon Cradle
*Play patient & gain meter
*Hit your anti-air attacks
*Run an Okizeme game after a knockdown or an Anti-Air.
{{Content Box|content=
{{Content Box|content=
'''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
{{ProConTable
{{ProConTable
|pros=
|pros=
* Strong defensive game play, with a good fireball and a very powerful DP to supplement it. He can also use Bat Spin as a good Oki tool and to get him out of bad situations
* Amazing meter gain potential with Kara specials
* '''Has a dash that makes him invulberable for part of it. Can use any special out of it too. (His DP gets a unique angle when performed from the dash'''
* Best strike/throw game of the roster
* Good damage, especially with meter
* High damage combos without meter
* Good pokes and a strong cross up (j.mk)
* High damage tools utilizing meter: DP or Midnight Pleasure
* Good walk speed
* Demon Cradle has 1f landing recovery, making it abusive. Great for conditioning
* Effective Command-Super Throw, as well as great OS he can use to get it.
* Effective tools are so strong that Demitri sets the pace of every interaction
* Excellent meter building
* 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
|cons=
|cons=
* Limited movement options
* High throw damage is gated behind 2 meters
* '''Mixup game is much weaker without meter'''
* Dark Force is ineffective as metered invulnerability is prioritized on ES Demon Cradle
* Lacks an overhead
* Bat Spin is usually unsafe on hit and challenging to make it safe on hit
* Sub-Par / bad air-to-air options
* Not particularly fast, so options are commitments. This makes it challenging against highly mobile characters
* If aimed incorrectly, Bat Spin is massively punishable on hit.  
* Very tall while standing, making the character more vulnerable to extended combos and getting bullied
* Nearly useless dark force
}}
}}
}}
}}
}}
}}


{{TOClimit|2}}
{{#vardefine:cargoTable|VSAV_MoveData}}
[[/Data]]
== Movement ==


== Normal Moves ==
'''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.


=== Standing ===
'''Dash:'''


{| border="0" cellspacing="5" width="1000"
Startup: 3 | Vul/On screen: 9 | Invul/Off screen: 12 | Vul/On screen: 8
| width="" valign="top"| [[image:Demi_sLP.png‎‎|center]]
    1-3                4-12                        13-24                        25-32
| width="" style="background:#f0f0f0;"|
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.
{| style="text-align:center;" width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Renda Bonus
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 5
|style="background:Ivory"|8
|style="background:Gainsboro;"| Special/Rapid
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| +6
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| H:+9/G:+8
|style="background:Gainsboro;"| 0/3/6
|}


'''5LP''' — Demitri's standing LP is a decent move. It is good for anti-airing in specific situations, namely when you are facing an opponent with an airdash (Morrigan's ground dash, Zabel's IAD, Jedah's normal dash, etc.). It's quick enough that, if timed properly, it will hit them out of their airdash. It's worth noting that 5LP does not knock down when hitting an opponent in the air; this means that you can use 5LP to air reset your opponent and begin Demitri's mix up game.  
'''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.


:• This move will only hit crouching: Bishamon, Victor.
|-
| width="" valign="top"| [[image:Demi_sMP.png‎‎|center]]
| width="" valign="top"|
{| style="text-align:center;" width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 9
|style="background:Ivory"| 14
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 20
|style="background:Gainsboro;"| +1
|style="background:Gainsboro;"| 0
|style="background:Gainsboro;"| 3/9/15
|}


'''f.5MP''' — Only useful against the characters who cannot crouch lower than it, causing it to whiff. From a distance it's not bad at catching the early frames of their jump start ups and stuffing them.
=== Normal Moves ===


:• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor.
==== Standing Normals ====
|-
| width="" valign="top"| [[image:Demi_nMP.png‎‎|center]]
| width="" style="background:#f0f0f0;"|
{| style="text-align:center;" width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 10
|style="background:Ivory"| 15
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 19
|style="background:Gainsboro;"| +2
|style="background:Gainsboro;"| +1
|style="background:Gainsboro;"| 3/9/15
|}


'''c.5MP''' — Not used too often outside of a couple chain combos and specific throw situations. 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.
=====<font style="visibility:hidden; float:right">5LP</font>=====
{{MoveDataCargo
| title = 5 LP
| input = 5LP
| images =
{{MoveDataCargoImage|DE_5LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_5LP|caption=|hitbox=yes}}
| info =
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.
{{AttackDataCargo-VSAV/Query|DE_5LP}}
}}


:• At 32 pixels away from the opponent this turns into Far 5MP.
=====<font style="visibility:hidden; float:right">5MP</font>=====
:• This move will not hit crouching: Q-Bee.
{{MoveDataCargo
|-
| title = 5 MP
| width="" valign="top"| [[image:Demi_sHP.png‎‎|center]]
| input = 5MP
| width="" |
| images =
{| style="text-align:center;" width="100%"
{{MoveDataCargoImage|DE_5MP|caption=}}
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| hitboxes =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_5MP|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| info =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
Far 5MP can be used to catch players jumping at ranges/spacings where other tools would not.
!style="background:DarkGrey; font-size: 75%"|Startup
• This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee
!style="background:DarkGrey; font-size: 75%"|Active
{{AttackDataCargo-VSAV/Query|DE_5MP}}
!style="background:DarkGrey; font-size: 75%"|Recovery
}}
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 12
|style="background:Ivory"| 18
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 9
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 26
|style="background:Gainsboro;"| -1
|style="background:Gainsboro;"| -2
|style="background:Gainsboro;"| 6/15/24
|}


'''f.5HP''' — Most of the time you'll see this when attempting to throw from too far away. From the farthest distance that this will combo into 2HK it's a somewhat alright meaty attack after a knockdown, and it has some potential to catch jumpers if you time it late. Doing a proper meaty with a low attack is usually a better option though. Overall it's not that useful of a button.
=====<font style="visibility:hidden; float:right">5HP</font>=====
{{MoveDataCargo
| title = 5 HP
| input = 5HP
| images =
{{MoveDataCargoImage|DE_5HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_5HP|caption=|hitbox=yes}}
| info =
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
{{AttackDataCargo-VSAV/Query|DE_5HP}}
}}


:This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee
=====<font style="visibility:hidden; float:right">5LK</font>=====
{{MoveDataCargo
| title = 5 LK
| input = 5LK
| images =
{{MoveDataCargoImage|DE_5LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_5LK|caption=|hitbox=yes}}
| info =
This move does not hit low & usually occurs when ground roll chasing when you cannot get close enough for a 2LK in time
{{AttackDataCargo-VSAV/Query|DE_5LK}}
}}


|-
=====<font style="visibility:hidden; float:right">5MK</font>=====
| width="" valign="top"| [[image:Demi_nHP1.png‎‎|center]][[image:Demi_nHP2.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"|
| title = 5 MK
{| style="text-align:center;" width="100%"
| input = 5MK
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_5MK|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_5MK|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
| info =
!style="background:DarkGrey; font-size: 75%"|Active
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.
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 13
|style="background:Ivory"| 19
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 2,3
|style="background:Gainsboro;"| 26
|style="background:Gainsboro;"| -6
|style="background:Gainsboro;"| -7
|style="background:Gainsboro;"| 6/15/24
|}


'''c.5HP''' — An incredibly good throw option select, this is a core part of Demitri's game basic 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 meaties after obtaining a knockdown.
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.


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.
• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor
{{AttackDataCargo-VSAV/Query|DE_5MK}}
}}


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.
=====<font style="visibility:hidden; float:right">5HK</font>=====
{{MoveDataCargo
| title = 5 HK
| input = 5HK
| images =
{{MoveDataCargoImage|DE_5HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_5HK|caption=|hitbox=yes}}
| info =
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.  
{{AttackDataCargo-VSAV/Query|DE_5HK}}
}}


:• At 36 pixels away from the opponent this turns into Far 5HP.
==== Close Normals ====
:• This move will not hit crouching Q-Bee.


|-
=====<font style="visibility:hidden; float:right">CL.5MP</font>=====
| width="" valign="top"| [[image:Demi_sLK.png‎‎|center]]
{{MoveDataCargo
| width="" valign="top"|
| title = Close 5MP
{| style="text-align:center;" width="100%"
| input = cl.5MP
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_CL_5MP|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_CL_5MP|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
| info =
!style="background:DarkGrey; font-size: 75%"|Active
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.
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Renda Bonus
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 5
|style="background:Ivory"| 8
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| +4
|style="background:Gainsboro;"| H:+8/G:+7
|style="background:Gainsboro;"| 0/3/6
|}


'''5LK''' — Occasionally mix it with 2LK and 2LP when staggering pokes in a block string.
* At 32 pixels away from the opponent this turns into Far 5MP.
* This move will not hit crouching: Q-Bee.
{{AttackDataCargo-VSAV/Query|DE_CL_5MP}}
}}


|-
=====<font style="visibility:hidden; float:right">CL.5HP</font>=====
| width="" valign="top"| [[image:Demi_sMK.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;"|
| title = Close 5HP
{| style="text-align:center;" width="100%"
| input = cl.5HP
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_CL_5HP|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_CL_5HP|1|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
{{MoveDataCargoImage|DE_CL_5HP|2|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Active
| info =
!style="background:DarkGrey; font-size: 75%"|Recovery
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
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 11
|style="background:Ivory"| 17
|style="background:Gainsboro;"|
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 24
|style="background:Gainsboro;"| -3
|style="background:Gainsboro;"| -4
|style="background:Gainsboro;"| 3/9/15
|}


'''f.5MK''' — Amazing normal attack anti-air featuring great a great hitbox and active frames. 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 easily 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 attack and beat the Far 5MK while jumping in or if they should attempt to chicken guard a Demon Cradle.
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.


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. You can attempt hit them with a dash attack, but they'll have plenty of time to move before that.
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 will only hit crouching: Anakaris, Bishamon, Jedah, Victor
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.
| width="" valign="top"| [[image:Demi_nMK.png‎‎|center]]
* This move will not hit crouching Q-Bee.
| width="" valign="top"|
{{AttackDataCargo-VSAV/Query|DE_CL_5HP}}
{| style="text-align:center;" width="100%"
}}
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 11
|style="background:Ivory"| 16
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 22
|style="background:Gainsboro;"| -1
|style="background:Gainsboro;"| -2
|style="background:Gainsboro;"| 3/9/15
|}


'''c.5MK''' — 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.  
=====<font style="visibility:hidden; float:right">CL.5MK</font>=====
{{MoveDataCargo
| title = Close 5MK
| input = cl.5MK
| images =
{{MoveDataCargoImage|DE_CL_5MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_CL_5MK|caption=|hitbox=yes}}
| info =
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.
If, for some reason, you want to use Demitri's kick throw, this is a better button to attempt with than 5HK.


:• At 52 pixels away from the opponent this turns into Far 5MK.
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.
| width="" valign="top"| [[image:Demi_sHK.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|DE_CL_5MK}}
| width="" style="background:#f0f0f0;" valign="top"|
}}
{| style="text-align:center;" width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"|13
|style="background:Ivory"|20
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 10
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 28
|style="background:Gainsboro;"| -3
|style="background:Gainsboro;"| -4
|style="background:Gainsboro;"| 6/15/24
|}


'''5HK''' — Not a good button, avoid using.
==== Crouching Normals ====
|}


=== Crouching ===
=====<font style="visibility:hidden; float:right">2LP</font>=====
{{MoveDataCargo
| title = 2 LP
| input = 2LP
| images =
{{MoveDataCargoImage|DE_2LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_2LP|caption=|hitbox=yes}}
| info =
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.
{{AttackDataCargo-VSAV/Query|DE_2LP}}
}}


{| border="0" cellspacing="5" width="1000"
=====<font style="visibility:hidden; float:right">2MP</font>=====
| width="" valign="top"| [[image:Demi_cLP.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;" valign="top"|
| title = 2 MP
{| style="text-align:center; " width="100%"
| input = 2MP
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_2MP|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_2MP|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
| info =
!style="background:DarkGrey; font-size: 75%"|Active
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
!style="background:DarkGrey; font-size: 75%"|Recovery
{{AttackDataCargo-VSAV/Query|DE_2MP}}
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
}}
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Renda Bonus
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 4
|style="background:Ivory"| 8
|style="background:Gainsboro"| Special/Rapid
|style="background:Gainsboro"| Both
|style="background:Gainsboro"| 5
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 7
|style="background:Gainsboro"| +6
|style="background:Gainsboro"| +5
|style="background:Gainsboro"| H:+9/G:+8
|style="background:Gainsboro"| 0/3/6
|}


'''2LP''' — Great range for a light attack, but I mostly end up using 2MP in place of this in those ranges. Has the best frame advantage out of all of Demitri's normals.
=====<font style="visibility:hidden; float:right">2HP</font>=====
 
{{MoveDataCargo
|-
| title = 2 HP
| width="" valign="top"| [[image:Demi_cMP.png‎‎|center]]
| input = 2HP
| width="" valign="top"|
| images =
{| style="text-align:center; " width="100%"
{{MoveDataCargoImage|DE_2HP|caption=}}
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| hitboxes =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_2HP|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| info =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
Seldomly done in combos to maximize damage. It is rarely seen in competitive play.
!style="background:DarkGrey; font-size: 75%"|Startup
{{AttackDataCargo-VSAV/Query|DE_2HP}}
!style="background:DarkGrey; font-size: 75%"|Active
}}
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 8
|style="background:Ivory"| 14
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Both
|style="background:Gainsboro"| 7
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 18
|style="background:Gainsboro"| +3
|style="background:Gainsboro"| +2
|style="background:Gainsboro"| 3/9/15
|}


'''2MP''' — Really great poke. Combos great from far away into his 2HK much better than his 2MK does, and is used in the majority of his chain combos. This is his only medium strength attack with half decent frame advantage on it, so it has some use in blocked chain combos and frame traps.  
=====<font style="visibility:hidden; float:right">2LK</font>=====
{{MoveDataCargo
| title = 2 LK
| input = 2LK
| images =
{{MoveDataCargoImage|DE_2LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_2LK|caption=|hitbox=yes}}
| info =
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.
| width="" valign="top"| [[image:Demi_cHP.png‎‎|center]]
| width="" style="background:#f0f0f0;" valign="top"|
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 12
|style="background:Ivory"| 19
|style="background:Gainsboro"| —
|style="background:Gainsboro"| Crouching
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| 4
|style="background:Gainsboro"| 30
|style="background:Gainsboro"| -9
|style="background:Gainsboro"| -10
|style="background:Gainsboro"| 6/15/24
|}


'''2HP''' — Not a good button, avoid using.
Against Gallon, you can do 2LK, Renda 2LK xx Chaos Flare to unlock fun combos


|-
This is an amazing tick throw into Midnight Pleasure
| width="" valign="top"| [[image:Demi_cLK.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|DE_2LK}}
| width="" valign="top"|
}}
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Renda Bonus
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 4
|style="background:Ivory"| 8
|style="background:Gainsboro"| Special/Rapid
|style="background:Gainsboro"| Crouching
|style="background:Gainsboro"| 5
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| +5
|style="background:Gainsboro"| +4
|style="background:Gainsboro"| H:+8/G:+7
|style="background:Gainsboro"| 0/3/6
|}


'''2LK''' — A 2LK that suits the job. One of Demitri's primary meaty and pressure tools. This is your main chain combo starter and what you'll usually be linking into off of a jump in attack.
=====<font style="visibility:hidden; float:right">2MK</font>=====
{{MoveDataCargo
| title = 2 MK
| input = 2MK
| images =
{{MoveDataCargoImage|DE_2MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_2MK|caption=|hitbox=yes}}
| info =
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 rapid cancels, which means it cancels into itself on hit, block or whiff. 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. Demitri doesn't have quick overhead attacks, so you better make those lows count.
This is an amazing tick throw into Midnight Pleasure
 
{{AttackDataCargo-VSAV/Query|DE_2MK}}
|-
}}
| width="" valign="top"| [[image:Demi_cMK.png‎‎|center]]
| width="" style="background:#f0f0f0;" valign="top"|
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 8
|style="background:Ivory"| 14
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Crouching
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 22
|style="background:Gainsboro"| -4
|style="background:Gainsboro"| -5
|style="background:Gainsboro"| 3/9/15
|}
 
'''2MK''' — Decent low poke, but it's easy to be far enough from the opponent so that 2MK doesn't combo into 2HK, and frame advantage is too awful to use it alone. It's useful, but don't overestimate it and know your ranges.
 
Please keep this in mind: Demitri is not Ryu. You should not be canceling 2MK into a fireball unless you really know what you're doing.


|-
=====<font style="visibility:hidden; float:right">2HK</font>=====
| width="" valign="top"| [[image:Demi_cHK.png‎‎|center]]
{{MoveDataCargo
| width="" valign="top"|
| title = 2 HK
{| style="text-align:center; " width="100%"
| input = 2HK
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_2HK|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_2HK|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
| info =
!style="background:DarkGrey; font-size: 75%"|Active
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.
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 9
|style="background:Ivory"| 16
|style="background:Gainsboro"| —
|style="background:Gainsboro"| Both
|style="background:Gainsboro"| 10
|style="background:Gainsboro"| 4
|style="background:Gainsboro"| 25
|style="background:Gainsboro"| KD
|style="background:Gainsboro"| -1
|style="background:Gainsboro"| 6/15/24
|}
 
'''2HK''' — A core part of Demitri's game and one of the best sweeps in the game, it does everything besides hit low. The knockdown is essential to Demitri, every chain combo that hits should end in this normal. The frames on block make this completely safe, though it is rather susceptible to guard cancels so think twice of mindlessly ending your blocked chains into this.


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.
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. Use this application of 2.HK with care, as it can easily be turned around on you if done incorrectly.
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.
|}
{{AttackDataCargo-VSAV/Query|DE_2HK}}
}}


=== Jumping ===
==== Jumping Normals ====


{| border="0" cellspacing="5" width="1000"
=====<font style="visibility:hidden; float:right">J.LP</font>=====
| width="" valign="top"| [[image:Demi_jLP.png‎‎|center]]
{{MoveDataCargo
| width="" style="background:#f0f0f0;" valign="top"|
| title = J LP
{| style="text-align:center; " width="100%"
| input = J.LP
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
| images =
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
{{MoveDataCargoImage|DE_J_LP|caption=}}
!style="background:DarkGrey; font-size: 75%"|Cancelable
| hitboxes =
!style="background:DarkGrey; font-size: 75%"|Guard Direction
{{MoveDataCargoImage|DE_J_LP|caption=|hitbox=yes}}
!style="background:DarkGrey; font-size: 75%"|Startup
| info =
!style="background:DarkGrey; font-size: 75%"|Active
Often used after a chicken block due to it's quick start-up or ascending to force a proximity block onto the opponent.
!style="background:DarkGrey; font-size: 75%"|Recovery
{{AttackDataCargo-VSAV/Query|DE_J_LP}}
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
}}
|-
|style="background:MistyRose"| 5
|style="background:Ivory"| 9
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 5
|style="background:Gainsboro"| 6
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 0/3/6
|}
 
'''j.LP''' — Typically the best normal to start air-to-air chains against opponents with an average max jumping height.  
 
|-
| width="" valign="top"| [[image:Demi_jMP.png‎‎|center]]
| width="" valign="top"|
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 10
|style="background:Ivory"| 15
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| 6
|style="background:Gainsboro"| 6
|style="background:Gainsboro"| 3/9/15
|}


'''j.MP''' — Great multi-use air normal.  
=====<font style="visibility:hidden; float:right">J.MP</font>=====
{{MoveDataCargo
| title = J MP
| input = J.MP
| images =
{{MoveDataCargoImage|DE_J_MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_MP|caption=|hitbox=yes}}
| info =
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. The main issue when using this as an air throw is that the characters with the highest jumps go above j.MP causing it to whiff, so consider using j.HP to throw in those match-ups.
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 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-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.
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.
| width="" valign="top"| [[image:Demi_jHP.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|DE_J_MP}}
| width="" style="background:#f0f0f0;" valign="top"|
}}
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|-
|style="background:MistyRose"| 13
|style="background:Ivory"| 21
|style="background:Gainsboro"| —
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 7
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 11
|style="background:Gainsboro"| 6/15/24
|}


'''j.HP''' — Primarily used as the last hit of an air chain, both air-to-air and air-to-ground.
=====<font style="visibility:hidden; float:right">J.HP</font>=====
{{MoveDataCargo
| title = J HP
| input = J.HP
| images =
{{MoveDataCargoImage|DE_J_HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_HP|caption=|hitbox=yes}}
| info =
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 than j.HK.
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.


Demitri's secondary air throw button. Potentially this is better as a throw option-select against characters with high jumps (Gallon, Jedah, etc.) since j.MP can't hit them at the highest point of their jumps. The main problem with using this as a throw button is that if the throw misses and j.HP is blocked there are nothing to chain this into besides j.HK, which will most likely whiff on characters jumping that high leaving Demitri open.
This can be used to build meter, with ascending J.HP< falling J.HK, Kara Cancel Air Chaos Flare.


:• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor.
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.
| width="" valign="top"| [[image:Demi_jLK.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|DE_J_HP}}
| width="" valign="top"|
}}
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 5
|style="background:Ivory"| 9
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 5
|style="background:Gainsboro"| 6
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 0/3/6
|}


'''j.LK''' — Has a hitbox is positioned lower than any other of Demitri's air normals besides j.HK. It has utility as the first hit of an air chain, and is also the best button to press after chicken blocking near the corner.
=====<font style="visibility:hidden; float:right">J.LK</font>=====
{{MoveDataCargo
| title = J LK
| input = J.LK
| images =
{{MoveDataCargoImage|DE_J_LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_LK|caption=|hitbox=yes}}
| info =
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
{{AttackDataCargo-VSAV/Query|DE_J_LK}}
}}


For air-to-air chains it works well as the first hit against characters with a below average max jumping height.
=====<font style="visibility:hidden; float:right">J.MK</font>=====
{{MoveDataCargo
| title = J MK
| input = J.MK
| images =
{{MoveDataCargoImage|DE_J_MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_MK|caption=|hitbox=yes}}
| info =
I strong air-to-ground tool, with a massive 8 active frames and reliable hitbox. This is the most consistent cross-up in VSAV.
{{AttackDataCargo-VSAV/Query|DE_J_MK}}
}}


Against grounded opponents it allows for 2-hit jump in chains (j.LK > j.MK) on some of the below average height characters. It also can be used in faking cross ups. How it works is just before you'd normally cross over their head to do a cross up j.MK, you press LK early which should them from the from front. This is works better on taller characters, and when starting the jump farther away from the opponent. You'll need to chain after the j.LK to properly combo after landing. This shouldn't be applied until you're consistently able to properly space the j.MK cross up.
=====<font style="visibility:hidden; float:right">J.HK</font>=====
{{MoveDataCargo
| title = J HK
| input = J.HK
| images =
{{MoveDataCargoImage|DE_J_HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_HK|caption=|hitbox=yes}}
| info =
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's possible to use this to cross up, but it only works on a few characters and j.MK is a ''much'' better option.
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.
| width="" valign="top"| [[image:Demi_jMK.png‎‎|center]]
{{AttackDataCargo-VSAV/Query|DE_J_HK}}
| width="" style="background:#f0f0f0;" valign="top"|
}}
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 9
|style="background:Ivory"| 14
|style="background:Gainsboro"| Special
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| 8
|style="background:Gainsboro"| 5
|style="background:Gainsboro"| 3/9/15
|}
 
'''j.MK''' — Your jump in of choice. With a massive 8 active frames and solid hitbox this can be a difficult attack to deal with on the receiving end. As a cross up it works extremely well against the fatter characters, but thinner characters require good spacing and timing for the cross up to hit — Jedah particularly is extremely difficult to cross up and he's so tall that you can't easily combo from it after landing.
 
|-
| width="" valign="top"| [[image:Demi_jHK.png‎‎|center]]
| width="" valign="top"|
{| style="text-align:center; " width="100%"
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
|-
|style="background:MistyRose"| 12
|style="background:Ivory"| 19
|style="background:Gainsboro"| —
|style="background:Gainsboro"| Standing
|style="background:Gainsboro"| 10
|style="background:Gainsboro"| 3
|style="background:Gainsboro"| 7
|style="background:Gainsboro"| 6/15/24
|}
 
'''j.HK''' — Has a very low angled hitbox, but has some issues when used as a air-to-ground attack since it cannot be chained into anything. When used at the height that would make the most of it's downward hitbox it would result in the opponent recovering before you even touch the ground.
 
It's mostly used as the second hit of 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 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.
 
|}


== Command Normal Moves ==
==== Normal Throws ====


'''P Throw:'''
=====<font style="visibility:hidden; float:right">6MP or 6HP</font>=====
 
{{MoveDataCargo
Demitri's Punch throw is probably the best out of his throws(outside of his 360) You can setup your wake up game using it, though if your opponent techs properly then you will lose your initiative. When using this throw, Make sure to pay very close attention to your opponent AFTER the throw has been executed. It could make the difference in winning or losing(though that goes with out saying). If it is teched everything is not lost, you can actually go for a surprise Midnight Pleasure to punish the tech.  
| title = P THROW
| input = 6MP or 6HP
| images =
{{MoveDataCargoImage|DE_6MP_or_6HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_6MP_or_6HP|caption=|hitbox=yes}}
| info =
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.
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.
{{AttackDataCargo-VSAV/Query|DE_6MP_or_6HP}}
}}


'''K Throw:'''
=====<font style="visibility:hidden; float:right">6MK or 6HK</font>=====
{{MoveDataCargo
| title = K THROW
| input = 6MK or 6HK
| images =
{{MoveDataCargoImage|DE_6MK_or_6HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_6MK_or_6HK|caption=|hitbox=yes}}
| info =
Mashable for damage, this is not worth using as his other throws and Option Selects are superior.
{{AttackDataCargo-VSAV/Query|DE_6MK_or_6HK}}
}}


Mashable for damage, this is worth using except if your opponent is in the corner, The throw will throw them outside of the corner and that could be very bad for you. Be careful of that glaring flaw with that grab.
=====<font style="visibility:hidden; float:right">J.6P or J.4P</font>=====
{{MoveDataCargo
| title = AIR THROW
| input = J.6P or J.4P
| images =
{{MoveDataCargoImage|DE_J_6P_or_J_4P|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_J_6P_or_J_4P|caption=|hitbox=yes}}
| info =
This occurs often as Demitri often starts air-chains with J.4MP
{{AttackDataCargo-VSAV/Query|DE_J_6P_or_J_4P}}
}}


'''Air Throw:'''
=== Special Moves ===


Its an air throw, it has its uses.
==== Chaos Flare ====


'''Pursuit:'''
=====<font style="visibility:hidden; float:right">236P</font>=====
{{MoveDataCargo
| title = CHAOS FLARE
| input = 236P
| images =
{{MoveDataCargoImage|DE_236P|caption=Normal}}
{{MoveDataCargoImage|DE_236PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_236P|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_236PP|caption=Es|hitbox=yes}}
| info =
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
{{AttackDataCargo-VSAV/Query|DE_236P}}
{{AttackDataCargo-VSAV/Query|DE_236PP}}


Demitri's pursuit is pretty unique. His Pursuit has practically no recovery on whiff. On hit it does ok damage. Ex pursuit does pretty decent damage. The best use for his pursuit is getting in close on knocked down opponents. This makes demi's wake up game even scarier. Demi might not have overheads but he has many ways to scare his opponent. This is one of them.
* '''(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


== Movement ==
When two Chaos Flares collide they don't cancel out but rather push each other. The stronger strength projectile has more push.
}}


'''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.
==== Demon Cradle ====


'''Dash:'''  
=====<font style="visibility:hidden; float:right">623P</font>=====
{{MoveDataCargo
| title = DEMON CRADLE
| input = 623P
| images =
{{MoveDataCargoImage|DE_623LP|caption=Normal}}
{{MoveDataCargoImage|DE_623PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_623LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_623LP|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_623PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_623PP|2|caption=Es|hitbox=yes}}
| info =
Incredible tool for bullying, building meter & defensive reversals. Use this often to set the pace of the match. Kara canceling enabled awesome meter gain.
{{AttackDataCargo-VSAV/Query|DE_623LP}}
{{AttackDataCargo-VSAV/Query|DE_623MP}}
{{AttackDataCargo-VSAV/Query|DE_623HP}}
{{AttackDataCargo-VSAV/Query|DE_623PP}}
*'''(LP Version)'''
This version has the least recovery and is what you want to be using most often.


Startup: 3 | Vul/On screen: 9 | Invul/Off screen: 12 | Vul/On screen: 8
*'''(MP Version)'''
    1-3                4-12                        13-24                        25-32
Demitri spins a bit higher than in the LP version, can occasionally be used to throw off the punish timing.
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 straight down, while a Bat Spin will work like normal, but the added initial height will often make the spin unsafe on block.
*'''(HP Version)'''
Demitri spins a bit higher than in the MP version, can occasionally be used to throw off the punish timing.


== Specials ==
*'''(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.
}}


{| border="0" cellspacing="5" width="1200"
==== Dashing Demon Cradle ====  
| width="" | [[image:Demi_236.png‎‎|center]][[image:Demi_j236.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''Chaos Flare – 236P (air OK):'''


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 a bit of meter, stall for time, and be open to throw out a different move to punish them if they become too accustomed to your keep-away.  
=====<font style="visibility:hidden; float:right">66,623P</font>=====
{{MoveDataCargo
| title = DASH DEMON CRADLE
| input = 66,623P
| images =
{{MoveDataCargoImage|DE_66_623LP|caption=Normal}}
{{MoveDataCargoImage|DE_66_623PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_66_623LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_66_623LP|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_66_623PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_66_623PP|2|caption=Es|hitbox=yes}}
| info =
*'''(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-
{{AttackDataCargo-VSAV/Query|DE_66_623LP}}
{{AttackDataCargo-VSAV/Query|DE_66_623MP}}
{{AttackDataCargo-VSAV/Query|DE_66_623HP}}
{{AttackDataCargo-VSAV/Query|DE_66_623PP}}
}}


* '''(LP Version)''' Slowest speed.
==== Guard Cancel ====
* '''(MP Version)''' Mid speed.
* '''(HP Version)''' Fast speed.
* '''(ES Version)''' Moves the fastest and causes a bit more hitstun.


Fun Fact: When two Chaos Flares collide they don't cancel out but rather push each other. The stronger strength projectile pushes the hardest.
=====<font style="visibility:hidden; float:right">623LP</font>=====
{{MoveDataCargo
| title = LP DEMON CRADLE GC
| input = 623LP
| images =
{{MoveDataCargoImage|DE_623LP|caption=Normal}}
{{MoveDataCargoImage|DE_623PP|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_623LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_623LP|2|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_623PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_623PP|2|caption=Es|hitbox=yes}}
| info =
An effective GC. This, coupled with Demitri's overall defensive DPs make him tough to open up.
{{AttackDataCargo-VSAV/Query|DE_623LP}}
{{AttackDataCargo-VSAV/Query|DE_623MP}}
{{AttackDataCargo-VSAV/Query|DE_623HP}}
{{AttackDataCargo-VSAV/Query|DE_623PP}}
}}


|-
==== Bat Spin ====
| width="" | [[image:Demi_623ps1.png‎‎|center]][[image:Demi_623ps2.png‎‎|center]][[image:Demi_623ps3.png‎‎|center]]
| width="" | '''Demon Cradle – 623P (Guard Cancel OK):'''


* '''(LP Version)'''
=====<font style="visibility:hidden; float:right">214K</font>=====
[ Startup: 5 | Hit:Knockdown | Block:-18 ]
{{MoveDataCargo
| title = BAT SPIN (Air Ok)
| input = 214K
| images =
{{MoveDataCargoImage|DE_214K|caption=Normal}}
{{MoveDataCargoImage|DE_214KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_214K|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_214KK|caption=Es|hitbox=yes}}
| info =
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.
{{AttackDataCargo-VSAV/Query|DE_214K}}
{{AttackDataCargo-VSAV/Query|DE_214KK}}
*'''(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
}}


This version has the least recovery and is what you want to be using for your reversal. Even on block it recovers fast like a LP SRK in ST. Feel free to mash this move to build meter when you're at a safe distance, but using a Chaos Flare is safer.
==== Negative Stolen ====
* '''(MP Version)'''
[ Startup: 5 | Hit:Knockdown | Block:-24 ]


Demitri spins a bit higher than in the lp version and it deals more damage, but the recovery is worse. This is his worst version of Demon Cradle to be honest.
=====<font style="visibility:hidden; float:right">360+P</font>=====
* '''(HP Version)'''
{{MoveDataCargo
[ Startup: 4 | Hit:Knockdown | Block:-30 ]
| title = NEGATIVE STOLEN
| input = 360 MP or HP
| images =
{{MoveDataCargoImage|DE_360+P|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_360+P|caption=|hitbox=yes}}
| info =
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.
{{AttackDataCargo-VSAV/Query|DE_360+P}}
}}


Demitri gets mad and spins for the sky. Terrible recovery, but good damage. This should be your combo ender if you have no meter.
==== Pursuit ====
* '''(ES Version)'''
[ Startup: 5 ]


Hits multiple times and moves as high as the HP version. You should only be using this in a combo or maybe after a dash if you're feeling gutsy.
=====<font style="visibility:hidden; float:right">8P or 8K</font>=====
* '''(GC Version)'''  One of the best GCs in the game. It deals less damage than a normal Demon Cradle, but gets you out of a blockstring for free.
{{MoveDataCargo
| title = PURSUIT
| input = 8P or 8K
| images =
{{MoveDataCargoImage|DE_8P_or_8K|caption=Normal}}
{{MoveDataCargoImage|DE_8PP_or_8KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|DE_8P_or_8K|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|DE_8PP_or_8KK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DE_8PP_or_8KK|2|caption=Es|hitbox=yes}}
| info =
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.  
{{AttackDataCargo-VSAV/Query|DE_8P_or_8K}}
{{AttackDataCargo-VSAV/Query|DE_8PP_or_8KK}}
}}


|-
=== Ex Moves ===
| width="" | [[image:Demi_d623ps1.png‎‎|center]][[image:Demi_d623ps2.png‎‎|center]]
| width="" style="background:#f0f0f0;"| '''Demon Cradle – 623P (while dashing):'''
* '''(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. When feeling less fancy you can use Demitri's dashing for mindgame mixups.


|-
=====<font style="visibility:hidden; float:right">263KK</font>=====
| width="" | [[image:Demi_214.png‎‎|center]]
{{MoveDataCargo
| width="" | ''' Bat Spin – 214K (air OK):'''
| title = DEMON BILLION
| input = 263KK
| images =
{{MoveDataCargoImage|DE_263KK|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_263KK|caption=|hitbox=yes}}
| info =
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.
{{AttackDataCargo-VSAV/Query|DE_263KK}}
}}


For the normal versions the safety on block depends mostly on your spacing. If you hit them from max distance it can be safe, but too deep and you'll be punished. You can use it as a crossup if positioned right.
=====<font style="visibility:hidden; float:right">263PP</font>=====
{{MoveDataCargo
| title = MIDNIGHT BLISS
| input = 263PP
| images =
{{MoveDataCargoImage|DE_263PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|DE_263PP|caption=|hitbox=yes}}
| info =
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.  
{{AttackDataCargo-VSAV/Query|DE_263PP}}
}}


* '''(LK Version)'''  Travels the shortest distance.
=====<font style="visibility:hidden; float:right">LP,MP,Towards,MK,MK</font>=====
* '''(MK Version)'''  Mid distance.
{{MoveDataCargo
* '''(HK Version)'''  Around full-screen.
| title = MIDNIGHT PLEASURE
* '''(ES Version)'''  Travels about mid disctance but continues hitting until Demitri lands on the ground.  On block is safe and leads into more blockstrings, or if pushblocked you're safe. On hit, you can followup with a free combo!
| input = LP,MP,Towards,MK,MK
 
| images =
|-
{{MoveDataCargoImage|DE_LP_MP_Towards_MK_MK|caption=}}
| width="" | [[image:Demi_cmd-grab.png‎‎|center]]
| hitboxes =
| width="" style="background:#f0f0f0;"| '''  Negative Stolen - 360P (close):'''
{{MoveDataCargoImage|DE_LP_MP_Towards_MK_MK|caption=|hitbox=yes}}
 
| info =
Not throw-techable. Since it's a special you can cancel your dash into this move. Very useful throw option when you don't have meter for bliss or pleasure.
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
* '''(MP Version)'''
:2MK x Midnight Pleasure
* '''(HP Version)'''
:2LP x Midnight Pleasure
|}
:J.MK, Land, Midnight Pleasure
 
:Cross-Up J.MK, Land, Midnight Pleasure
== EX Moves ==
:Dash, Midnight Pleasure
 
:Dash-Split, Midnight Pleasure
{| border="0" cellspacing="5" width="1200"
:2HK Whiff, Midnight Pleasure
| width="" | [[image:Demi_263kkk.png‎‎|center]]
:Demon Cradle Whiff Midnight Pleasure or Bat Spin whiff Midnight Pleasure
| width="" style="background:#f0f0f0;"| ''' Demon Billion - 263KK:'''
{{AttackDataCargo-VSAV/Query|DE_LP_MP_Towards_MK_MK}}
 
}}
[ Startup: 27 | Hit:Knockdown | Block:-46 ]
 
This is NOT a normal DP motion, it is an "inverted" DP that starts with down first then moves to forward and ends at down-towards. Very punishable on block and hard to land in a combo outside of Dark Force or ES Bat Spin. You should spend your meter in better ways and use this super sparingly.
 
|-
| width="" | [[image:Demi_bliss.png‎‎|center]]
| width="" | ''' Midnight Bliss - 263PP (unblockable):'''
 
[ Startup: 12 ]
 
Again, this is NOT a normal DP motion, it is an "inverted" DP motion. Kinda works like a short ranged Raging Demon. Any poke will beat it out so it's best to throw out when you think your opponent is expecting you to attack. Can be used to punish chicken block jump-ins and on wakeup to lead into a better oki game.
 
|-
| width="" | [[image:Demi_pleasure.png‎‎|center]]
| width="" style="background:#f0f0f0;"| ''' Midnight Pleasure - LP, MP, 6, MK, MK (unblockable):'''
 
[ Startup: 2 ]
 
Bite super. Costs 2 bars of meter. Comes out much faster than Midnight Bliss and you can hide the input inside of a blockstring or dash to catch opponents as they're blocking. Works in certain combos as well.
|}


== Dark Force ==
== Dark Force ==


{| border="0" cellspacing="5" width="1200"
{{MoveData
| width="" | [[image:Demi_df.png‎‎|center]]
|name= Bat Summoning: Darkside Master
| width="" style="background:#f0f0f0;"|''' Bat Summoning: Darkside Master - Same strength P + K'''
|input= Same strength P + K
|image= Demi df.png
|hitbox=
|data=
{{AttackData-VSAV
  |Permanent Damage=
  |Temporal Damage=
  |Cancel=
  |Guard=
  |startup= 39
  |active=
  |recovery= 39
  |Advhit=
  |Advblock=
  |renda=
  |meter=  
  |description= *'''(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.


[ Startup: 39 | Invincibility: 41 | Recovery: 39 ]
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.
 
}}
* '''(Any Version)''' I'm 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.
}}
 
==Colors==
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.
[[File:colors-demitri.png]]
 
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.
|}
 
== Frame Data & Damage Tables ==
http://clientes.netvisao.pt/anpedror/demitri.htm
 
{| border="0" style="text-align:center;"
|+Normal Attack Data
!style="background:DarkGray; font-size: 75%"|Input
!width="55" style="background:Salmon; font-size: 75%"|Red Dmg.
!width="55" style="background:Beige; font-size: 75%"|White Dmg.
!style="background:DarkGrey; font-size: 75%"|Cancelable
!style="background:DarkGrey; font-size: 75%"|Guard Direction
!style="background:DarkGrey; font-size: 75%"|Startup
!style="background:DarkGrey; font-size: 75%"|Active
!style="background:DarkGrey; font-size: 75%"|Recovery
!style="background:DarkGrey; font-size: 75%"|Hit Adv.
!style="background:DarkGrey; font-size: 75%"|Guard Adv.
!style="background:DarkGrey; font-size: 75%"|Meter (Whiff/Block/Hit)
!style="background:DarkGrey; font-size: 75%"|Notes
|-
!style="background:Gainsboro;"| 5.LP
|style="background:MistyRose"| 5
|style="background:Ivory"|8
|style="background:Gainsboro;"| Special/Rapid
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| +6
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"| Renda Bonus H:+9/G:+8
|-
!style="background:Gainsboro;"| 5.MP
|style="background:MistyRose"| 9
|style="background:Ivory"| 14
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 20
|style="background:Gainsboro;"| +1
|style="background:Gainsboro;"| 0
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 5.HP
|style="background:MistyRose"| 12
|style="background:Ivory"| 18
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 9
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 26
|style="background:Gainsboro;"| -1
|style="background:Gainsboro;"| -2
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 5.LK
|style="background:MistyRose"| 5
|style="background:Ivory"| 8
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| +4
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"| Renda Bonus H:+8/G+7
|-
!style="background:Gainsboro;"| 5.MK
|style="background:MistyRose"| 11
|style="background:Ivory"| 17
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 24
|style="background:Gainsboro;"| -3
|style="background:Gainsboro;"| -4
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 5.HK
|style="background:MistyRose"|13
|style="background:Ivory"|20
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 10
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 28
|style="background:Gainsboro;"| -3
|style="background:Gainsboro;"| -4
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| Close 5.MP
|style="background:MistyRose"| 10
|style="background:Ivory"| 15
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 19
|style="background:Gainsboro;"| +2
|style="background:Gainsboro;"| +1
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| Close 5.HP
|style="background:MistyRose"| 13
|style="background:Ivory"| 19
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 2,3
|style="background:Gainsboro;"| 26
|style="background:Gainsboro;"| -6
|style="background:Gainsboro;"| -7
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| Close 5.MK
|style="background:MistyRose"| 11
|style="background:Ivory"| 16
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 22
|style="background:Gainsboro;"| -1
|style="background:Gainsboro;"| -2
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 2.LP
|style="background:MistyRose"| 4
|style="background:Ivory"| 8
|style="background:Gainsboro;"| Special/Rapid
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| +6
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"| Renda Bonus H:+9/G:+8
|-
!style="background:Gainsboro;"| 2.MP
|style="background:MistyRose"| 8
|style="background:Ivory"| 14
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 18
|style="background:Gainsboro;"| +3
|style="background:Gainsboro;"| +2
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 2.HP
|style="background:MistyRose"| 12
|style="background:Ivory"| 19
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Crouching
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 30
|style="background:Gainsboro;"| -9
|style="background:Gainsboro;"| -10
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 2.LK
|style="background:MistyRose"| 4
|style="background:Ivory"| 8
|style="background:Gainsboro;"| Special/Rapid
|style="background:Gainsboro;"| Crouching
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| +5
|style="background:Gainsboro;"| +4
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"| Renda Bonus H:+8/G:+7
|-
!style="background:Gainsboro;"| 2.MK
|style="background:MistyRose"| 8
|style="background:Ivory"| 14
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Crouching
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 22
|style="background:Gainsboro;"| -4
|style="background:Gainsboro;"| -5
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| 2.HK
|style="background:MistyRose"| 9
|style="background:Ivory"| 16
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Both
|style="background:Gainsboro;"| 10
|style="background:Gainsboro;"| 4
|style="background:Gainsboro;"| 25
|style="background:Gainsboro;"| KD
|style="background:Gainsboro;"| -1
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.LP
|style="background:MistyRose"| 5
|style="background:Ivory"| 9
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.MP
|style="background:MistyRose"| 10
|style="background:Ivory"| 15
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.HP
|style="background:MistyRose"| 13
|style="background:Ivory"| 21
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 11
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.LK
|style="background:MistyRose"| 5
|style="background:Ivory"| 9
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| 6
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 0/3/6
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.MK
|style="background:MistyRose"| 9
|style="background:Ivory"| 14
|style="background:Gainsboro;"| Special
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 8
|style="background:Gainsboro;"| 5
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 3/9/15
|style="background:Gainsboro;"|
|-
!style="background:Gainsboro;"| j.HK
|style="background:MistyRose"| 12
|style="background:Ivory"| 19
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| Standing
|style="background:Gainsboro;"| 10
|style="background:Gainsboro;"| 3
|style="background:Gainsboro;"| 7
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| —
|style="background:Gainsboro;"| 6/15/24
|style="background:Gainsboro;"|
|}


==Colors==
[[File:colors-demitri.gif]]
== Notable Players ==
== Notable Players ==
=== Japan ===
=== Japan ===
Line 1,192: Line 750:
|Illinois, USA
|Illinois, USA
|???
|???
|Longtime Fightcade player. One of the strongest Demitris of all time.  
|Longtime FightCade player.
|-
|VMP MBD
|MBD
|style="text-align:center;"| KK [[file: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
|-
|SQR_Word
|???
|style="text-align:center;"| MK [[file:Demitri_color_mk_small.gif]]
|Unknown, USA
|https://twitter.com/SqrtheWord
|Very good Demitri that has done well at Recent Tournaments. Also has a History with Cyberbots.
|-
|-
|-
|WafflesWithKetchup
|WafflesWithKetchup
|ワッフルスウィスケチャップ
|ワッフルスウィスケチャップ
|style="text-align:center;"| HK [[file:demitri_color_hk_small.png]]
|style="text-align:center;"| HK [[file:demitri_color_hk_small.gif]]
|New York, USA
|New York, USA
|???
|???
Line 1,203: Line 776:
|Hipuru
|Hipuru
|ヒプル
|ヒプル
|style="text-align:center;"| MK [[file:Demitri_color_mk_small.png]]
|style="text-align:center;"| MK [[file:Demitri_color_mk_small.gif]]
|New Jersey, USA (formerly)
|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.  
|Fightcade Demitri that once lived in the US, and now lives in the Netherlands. No Demitri can Zero Demon like he can.  
|-
|-
Line 1,212: Line 785:
|style="text-align:center;"| LK [[file:Demitri_color_lk_small.png]]
|style="text-align:center;"| LK [[file:Demitri_color_lk_small.png]]
|Unknown, USA
|Unknown, USA
|???
|https://twitter.com/LaRosaFGC
|Recent Demitri player that has been finding notable success. Will be great in no time.
|Recent Demitri player that has been finding notable success. Will be great in no time.
|-
|-
Line 1,228: Line 801:
|Naldinho OSTMan
|Naldinho OSTMan
|ナルディンニョー
|ナルディンニョー
|style="text-align:center;"| MK [[file:demitri_color_mk_small.png]]
|style="text-align:center;"| MK [[file:demitri_color_mk_small.gif]]
|Brazil
|Brazil
|https://twitter.com/LilOstguy
|https://twitter.com/LilOstguy
|Recent player that has been finding great success in online tournaments.
|Now lives in Portugal.
|-
|Bdalui
|ベダルイ
|style="text-align:center;"| HP [[file: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!
|-
|-
|}
|}
Line 1,238: Line 818:


[[Category:Vampire Savior]]
[[Category:Vampire Savior]]
[[Category:Demitri]]

Latest revision as of 08:42, 21 June 2024

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
SQR_Word ??? MK Demitri color mk small.gif Unknown, USA https://twitter.com/SqrtheWord Very good Demitri that has done well at Recent Tournaments. Also has a History with Cyberbots.
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!


General
FAQ
Controls
Glossary
HUD
Training
Community
Tournaments
Links
Characters
Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
Mechanics
Other
Hacks