User:Pythmere/VSAV/Demitri

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/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-DE-st-lp.png
Vsav-DE-st-lp-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

• This move will only hit crouching: Bishamon, Victor.
5MP
5 MP
5MP
Vsav-DE-st-mp.png
Vsav-DE-st-mp-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

• This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee
5HP
5 HP
5HP
Vsav-DE-st-hp.png
Vsav-DE-st-hp-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

• This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan, Q-Bee
5LK
5 LK
5LK
Vsav-DE-st-lk.png
Vsav-DE-st-lk-hitbox.png
Hitboxes Off
Hitboxes On
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
Occasionally mix it with 2LK and 2LP when staggering pokes in a block string.
5MK
5 MK
5MK
Vsav-DE-st-mk.png
Vsav-DE-st-mk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

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.

• This move will only hit crouching: Anakaris, Bishamon, Jedah, Victor
5HK
5 HK
5HK
Vsav-DE-st-hk.png
Vsav-DE-st-hk-hitbox.png
Hitboxes Off
Hitboxes On
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
Not a good button, avoid using.

Close Normals

CL.5MP
CL MP
CL.5MP
Vsav-DE-cl-mp.png
Vsav-DE-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

  • At 32 pixels away from the opponent this turns into Far 5MP.
  • This move will not hit crouching: Q-Bee.
CL.5HP
CL HP
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
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

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.

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.

  • At 36 pixels away from the opponent this turns into Far 5HP.
  • This move will not hit crouching Q-Bee.
CL.5MK
CL MK
CL.5MK
Vsav-DE-cl-mk.png
Vsav-DE-cl-mk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

  • At 52 pixels away from the opponent this turns into Far 5MK.

Crouching Normals

2LP
2 LP
2LP
Vsav-DE-cr-lp.png
Vsav-DE-cr-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
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.
2MP
2 MP
2MP
Vsav-DE-cr-mp.png
Vsav-DE-cr-mp-hitbox.png
Hitboxes Off
Hitboxes On
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
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.
2HP
2 HP
2HP
Vsav-DE-cr-hp.png
Vsav-DE-cr-hp-hitbox.png
Hitboxes Off
Hitboxes On
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
Not a good button, avoid using.
2LK
2 LK
2LK
Vsav-DE-cr-lk.png
Vsav-DE-cr-lk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

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.
2MK
2 MK
2MK
Vsav-DE-cr-mk.png
Vsav-DE-cr-mk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.
2HK
2 HK
2HK
Vsav-DE-cr-hk.png
Vsav-DE-cr-hk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

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.

Jumping Normals

J.LP
J LP
J.LP
Vsav-DE-j-lp.png
Vsav-DE-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
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
Typically the best normal to start air-to-air chains against opponents with an average max jumping height.
J.MP
J MP
J.MP
Vsav-DE-j-mp.png
Vsav-DE-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
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

Great 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.

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-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.
J.HP
J HP
J.HP
Vsav-DE-j-hp.png
Vsav-DE-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

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 move will only hit crouching: Anakaris, Bishamon, Jedah, Victor.
J.LK
J LK
J.LK
Vsav-DE-j-lk.png
Vsav-DE-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

For air-to-air chains it works well as the first hit against characters with a below average max jumping height.

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.

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.
J.MK
J MK
J.MK
Vsav-DE-j-mk.png
Vsav-DE-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
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
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.
J.HK
J HK
J.HK
Vsav-DE-j-hk.png
Vsav-DE-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
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

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.

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
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

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.

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.
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
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
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.
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
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
Its an air throw, it has its uses.

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
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

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.

  • (LP Version) Slowest speed.
  • (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.

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
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

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.

  • (MP Version)

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.

  • (HP Version)

Demitri gets mad and spins for the sky. Terrible recovery, but good damage. This should be your combo ender if you have no meter.

  • (ES Version)
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.

Dashing Demon Cradle

66,623LP
LP DASH DEMON CRADLE
66,623LP
Vsav-DE-dash-cradle.png
Vsav-DE-dash-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
66,623MP
MP DASH DEMON CRADLE
66,623MP
Vsav-DE-dash-cradle.png
Vsav-DE-dash-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
66,623HP
HP DASH DEMON CRADLE
66,623HP
Vsav-DE-dash-cradle.png
Vsav-DE-dash-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
66,623PP
ES DASH DEMON CRADLE
66,623PP
Vsav-DE-es-dash-cradle.png
Vsav-DE-es-dash-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
Vsav-DE-demon-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
623MP
MP DEMON CRADLE GC
623MP
Vsav-DE-demon-cradle.png
Vsav-DE-demon-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
623HP
HP DEMON CRADLE GC
623HP
Vsav-DE-demon-cradle.png
Vsav-DE-demon-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
623PP
ES DEMON CRADLE GC
623PP
Vsav-DE-es-demon-cradle.png
Vsav-DE-es-demon-cradle-hitbox 1.png
Hitboxes Off
Hitboxes On
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
214K
Vsav-DE-bat-spin.png
Vsav-DE-bat-spin-hitbox.png
Hitboxes Off
Hitboxes On
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
214KK
ES BAT SPIN
214KK
Vsav-DE-es-bat-spin.png
Vsav-DE-es-bat-spin-hitbox.png
Hitboxes Off
Hitboxes On
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

Negative Stolen

360+P
NEGATIVE STOLEN
360+P
Vsav-DE-negative-stolen.png
Vsav-DE-negative-stolen-hitbox.png
Hitboxes Off
Hitboxes On
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
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
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.

Ex Moves

623KK
DEMON BILLION
623KK
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
263PP
MIDNIGHT BLISS
263PP
Vsav-DE-midnight-bliss.png
Vsav-DE-midnight-bliss-throw-hitbox.png
Hitboxes Off
Hitboxes On
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
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
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