User:Ceruleancast/Dee

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Introduction

Dee (ディー), the Corrupted Dhampir.

In his ending in Night Warriors: Darkstalkers' Revenge, Donovan finally loses his humanity as he sacrifices himself somewhat in order to protect Anita as well as awaken her emotion again. Although Donovan is victorious, he succumbed to the dark part of his soul too much in order to do so. This tragic turn of events causes Anita to cry, and is symbolic in showing that Anita is finally whole again. Years later, a grown Anita wonders what became of Donovan, and she hopes he's okay. Sadly however, we find Donovan sitting on a throne, beside many bodies. He is fighting a never ending struggle with himself as he yearns for inner peace.

Dee is the Donovan-Demitri amalgamation exclusively playable in the Vsav, Vsav 2 and Vhunt 2 Arranged Editions of the PS2 Vampire: Darkstalkers Collection. As a result, he is not playable in the tournament standard game, but this page serves as a resource for those interested in him regardless. This will be focusing on his Vsav Arranged Edition version.

Dee's gameplan is more similar to Donovan's than Demitri's overall, focusing on utilizing his dash to start links and space your moves, but with the added twist of a majority of his normals being taken from Demitri's superior ones over Donovan's, giving him even greater options such as a massive sweep out of dash, several anti airs and poking tools as well as additional amazing set of aerials. But keeping several things from Donovan, notably his jump punches being put into Jhp & its commmand normals, his Killshread Summon and air UB Irift Sword. As well as having some unique moves to him, most notably Hell Dive which makes for an exceptional teleport. Also regardless if you have the sword planted or not, Dee's normals do not get worse unlike Donovan's, which is a great benefit. Dee is recommended for players who always wanted a more viable Donovan or want to stand out by being different from others.

Gameplay

Primary objectives:

  • Use your dash to position yourself for jump-ins, spacing your anti air & poking tools and landing link starters
  • Abuse your exceptional set of aerials to start high damaging chains, pressure, crossups, instant overheads, chicken guards and more
  • Get massive stage control with Killshread Plant & Summon and your numerous long ranged tools and normals
  • Use Hell Dive to make your approach unpredictable, escape bad spots and gain meter effectively


Strengths Weaknesses
  • Access to phenomenal aerials such as JLK, JMK and JHP with instant overhead, crossup and spacing capabilities respectively
  • Although you need to set it up from a jump, Dark Force is capable of ToDs across a majority of the cast
  • Solid dashing offense and defense thanks to having Demitri's normals with Donovan's dash, able to dash sweep, low, anti air and link effectively
  • Teleport has very low lag and allows good mixups to escape corner, mixup approach & offense and building meter
  • Able to start and end chains from long distances thanks to options such as JLK & JHP and 2HK & 6HK respectively
  • Irift Sword is air UB and covers a decent amount of area in the air
  • Solid OTG game with a pursuit that does reliable damage and access to Press of Death
  • Killshread Summon gives him added pressure and the ability to extend combos for more damage
  • High damage combos without meter thanks to strong chains
  • Lacks an air throw which can make him particularly vulnerable in close quarter scenarios in the air
  • Tall hurtbox overall, making him vulnerable to extended combos and getting bullied
  • GC is prone to whiffing vs low profilers and he loses access to it upon planting his sword
  • A number of his specials extend his hurtbox a great deal, have blindspots and deal relatively low damage
  • Invincibility is gated behind his meter
  • Access to some special moves and command throw vary on whether he has Killshread equipped or planted
  • Not playable in tournament standard settings
VSAV Dee Art.png

/Data

Movement

Walk: Demitri's walk. An average walk.

Dash: Donovan's dash. Pretty similar to Anakaris' dash in both the distance it travels and that you can do both standing and crouching normals out of it as well as specials, though you won't be forced to stand for any frames after finishing your crouching normal unlike Anakaris, making it more reliable for low profiling while dashing. Dashing is a pretty important part of Dee's game, paired with Demitri's superior normals, you get more out of it than Donovan such as superior anti airs and most infamously, Demitri's large sweep. You can even do these retreating. Dee also has link confirms off his dash, though they're quite tight, this can work especially well with dashing 5LK and 2LK as they're lows.

Jump: Demitri's jump. although the jump itself is fairly average, the options you have from it are great. Solid set of aerials such as; Jmk the most reliable crossup in the game, instant overheads through Jlk thanks to its low reaching hitbox, and it has other perks too such as being active for a good while and being great to start or add into your air chain combos, Jhp is decent for spacing (though the hurtbox is bigger than the visual would have you believe) and you have access to an air usable teleport which you can special cancel on hit or block. But Dee has one big boon when jumping, just like Donovan he lacks an air throw. This has to be played around against well.

Normal Moves

Standing Normals

5LP
5 LP
5LP
Dee 5LP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - likely
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - - -
5MP
5 MP
5MP
Dee 5MP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
5HP
5 HP
5HP
Dee 5HP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
5LK
5 LK
5LK
Dee 5LK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - likely
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - - - -
Demitri's 5.LK, however it hits low like it would in VHUNT or VSAV2.
5MK
5 MK
5MK
Dee 5MK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
5HK
5 HK
5HK
Dee 5HK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -

Close Normals

CL.5MP
CL MP
CL.5MP
Dee CL.5MP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - - -
CL.5MK
CL MK
CL.5MK
Dee CL.5MK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - - -

Crouching Normals

2LP
2 LP
2LP
Dee 2LP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - likely
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - - -
Demitri's 2.LP. Possible to dash link from this into a light attack.
2MP
2 MP
2MP
Dee 2MP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - - -
2HP
2 HP
2HP
Dee 2HP 1.png Dee 2HP 2.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Demitri's Close 5.HP, though it’s not special cancelable. This should be a bit easier to use as a general anti-air for close jump-ins due it not having range requirements to come out, and you can start it from a crouching position.
2LK
2 LK
2LK
Dee 2LK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - likely
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - - - -
2MK
2 MK
2MK
Dee 2MK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - - - -
2HK
2 HK
2HK
Dee 2HK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -

Jumping Normals

J.LP
J LP
J.LP
Dee JLP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - - - -
J.MP
J MP
J.MP
Dee JMP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - - - -
J.HP
J HP
J.HP
Dee JHP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - - - -
Donovan's j.MP, retains all aspects of the original j.MP while doing the damage of a hard attack.
J.LK
J LK
J.LK
Dee JLK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - - - -
Demitri's j.LK from Vampire and VHUNT. It has a ton of active frames, plus the jumping light attack whiff cancel mechanic featured in VHUNT and VSAV2, letting you cancel it into another attack before this one recovers. Instant overheads are possible on every crouching character Aulbath height and taller (refer to the character crouch heights in the Esoterics section).
J.MK
J MK
J.MK
Dee JMK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - - - -
J.HK
J HK
J.HK
Dee JHK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - - - -
Donovan's 6.HK, but in the air. Feels somewhat slow, however it’s still possible to do the jump in chain of [j.HP > j.HK] on medium height standing characters. Can sometimes hit as a cross up on extremely fat characters.

Command Normals

6HK
6 HK
6HK
Dee 6HK.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Donovan's 6.HK. While not netting you a knock down, this allows you to do big beefy combos like [MP > MK > 5.HP > 6.HK] for huge damage when utilizing Demitri's normals instead of Donovan's.

Command Air Normals

J.2HP
J.2HP
J.2HP
Dee J2HP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - - - -
Donovan's j.LP, retains all aspects of the original j.LP while doing the damage of a hard attack. Very useful normal as it aims at a sharp downward angle. Comes out extremely fast, so it’s possible to combo [j.LK > j2.HP] from an extremely deep jump in.
J.8HP
J.8HP
J.8HP
Dee J8HP.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - -
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - - - -
Donovan's j.HP, except now it is a command normal.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Dee Punch Throw.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - - - -

Special Moves

Killshread Plant (Killshread equipped)

214K
KILLSHREAD PLANT
214K
Dee Killshread Plant.png Dee ES Killshread Plant.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no - - - -
A bit different from Donovan's version. When Donovan plants the Killshread, it teleports to a different part of the screen based on what button is pressed, and the button he presses to summon it determines the distance. When Dee plants the Killshread, he plants it at his feet and that's where it stays, the button strength he uses to call it back is also irrelevant and the distance it travels is determined by the button strength he used to plant it.
  • (LK Version): Takes the least amount of times to plant.
  • (MK Version): Middle of the road in the amount of time it takes to plant.
  • (HK Version): Takes the longest amount of time to plant.
  • (ES Version): Seems to roughly take as long as the HK version to plant?

Killshread Summon (Killshread planted) (Air OK)

214K
KILLSHREAD SUMMON
214K
Dee Killshread Summon.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Killshread dislodges itself from the ground and goes flying across the screen. The button pressed when inputting this move is irrelevant and the version of the move is decided from the button pressed when you planted it.
  • (LK Version from Killshread Plant): Killshread flies a small amount of distance forward, and then returns to Dee. Hits once and does 1 hit of damage.
  • (MK Version from Killshread Plant): Killshread flies a medium amount of distance forward, and then returns to Dee. hits once and does 2 hits of damage
  • (HK Version from Killshread Plant): Killshread flies across the whole screen, and then returns to Dee. Hits once and does 3 hits of damage.
  • (ES Version from Killshread Plant): Killshread flies even further than the HK version, and then returns to Dee. Hits 3 times going out and 3 times coming back for a total of 6 hits.

Killshread Lightning (Killshread planted)

214PP
KILLSHREAD LIGHTNING
214P
Dee Killshread Lightning.png Dee ES Killshread Lightning.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
  • (LP Version): Fastest to startup and does 1 hit.
  • (MP Version): Second fastest to startup and does 2 hits.
  • (HP Version): Slowest to startup and does 3 hits.
  • (ES Version): Might be as slow or slower than the HP version, it does 4 hits.

Ifrit Arrow (Killshread planted)

4123P
IRIFT ARROW
4123P
Dee Irift Arrow.png Dee ES Killshread Arrow.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
  • (LP Version): Least active frames, but recovers fast.
  • (MP Version): Middle of the road.
  • (HP Version): A lot of active frames, but recovers very slowly.
  • (ES Version): Hits 3 times.

Ifrit Sword (Killshread equipped)

623P
IRIFT SWORD
623P
Dee Irift Sword.png Dee ES Irift Sword.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
All versions of this attack are the same besides the ES version, which does more hits. All versions are air unblockable.
  • (Normal Version): Hits 1 time.
  • (ES Version): Hits 6 times for decent damage, though it will likely hit less when used as an anti-air.

Ifrit Sword GC (Killshread equipped)

623P
IRIFT SWORD GC
623P
Dee Irift Sword.png Dee ES Irift Sword.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Dee's Guard Cancel. All versions of this attack are the same besides the ES version, which does more hits. All versions are air unblockable.
  • (Normal Version): Hits 1 time.
  • (ES Version): Hits 6 times for decent damage, though it will likely hit less when used as an anti-air.

Blizzard Sword (Killshread equipped)

4123P
BLIZZARD SWORD
4123P
Dee Blizzard Sword.png Dee ES Blizzard Sword.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
  • (LP Version): Travels at the highest arc.
  • (MP Version): Middle of the road in terms of arc.
  • (HP Version): Travels at the lowest arc.
  • (ES Version): Travels roughly around the same arc as the LP and MP version but launches 3 snowflakes instead of 1.

Lightning Sword (Killshread equipped)

421P
LIGHTNING SWORD
421P
Dee Lightning Sword.png Dee ES Lightning Sword.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Mashable for more damage. Not a very useful attack because even when mashing the damage just isn't very big and leaves your opponent standing.
  • (LP Version): Active for the shortest period and does the least amount of hits.
  • (MP Version): Active for longer than the LP version and does more hits.
  • (HP Version): Active for longer than the MP version and does more hits.
  • (ES Version): Active for the longest and does the most amount of hits.

Sword Grapple (Killshread equipped)

632[4] MP or HP
SWORD GRAPPLE
632[4] MP or HP
Dee Command Throw.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
roughly around 3 frames? - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no there seems to be some? - - -
Dee's command throw. Pretty fast command throw with some invulnerability, you can potentially combo into Press of Foot from it though the effectiveness varies per character. Dee lacks a hitbox that catches high up close by while standing so you might want to add in LP or LK into your input as they have less lag than your other options. This move has no ES version.

Hell Dive (Air OK)

4123K
HELL DIVE
4123K
Dee Hell Dive start.png Dee Hell Dive end.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- no - - - -
A teleport that places Dee in the air where he is able to perform actions after it. Can be spammed pretty fast and builds decent meter, especially when kara-canceling into it. If the teleport crosses up the opponent, Dee will autocorrect directions to face them.
  • (LK Version): Teleports to the left side of the screen.
  • (MK Version): Teleports to the middle of the screen.
  • (HK Version): Teleports to the right side of the screen.

Pursuit

8P or 8K
PURSUIT
8P or 8K
Dee Pursuit.png Dee ES Pursuit.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -

Ex Moves

22K
PRESS OF DEATH
22K
Dee Press of Death.png
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no Some at the start - - -
Costs one meter. It's possible to OTG with this move for big damage, however if the opponent predicts this it's slow enough to roll out of the way from, or for characters with fast neutral wakeups - not roll at all. However the auto target version does help with catching rolls at least. You can combo into this from your command throw, though as previously mentioned some rolls could give issues confirming the combo.

• This move activates the DI/LI damage reduction bug.

  • (LK Version): The giant foot lands right in front of Dee.
  • (MK Version): The giant foot lands a mid screens distance away from Dee.
  • (HK Version): The giant foot lands a full screens distance away from Dee.
  • (KK Version): The giant foot appears where the opponents position was when the move was started. You need two bars of meter to be able to use this version, though it only consumes one bar.
MP,LP,Backwards,LK,MK
CHANGE IMMORTAL
MP,LP,Backwards,LK,MK
Dee Change Immortal.png
LP,MP,Towards,LK,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Dee flies to the back of the screen then launches himself forward with an active hitbox. You can angle the direction of your flight.
LP,MP,Towards,LK,MK
KILLBLADE (Killshread planted)
LP,MP,Towards,LK,MK
Dee Kill Blade.png
LP,MP,Towards,LK,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - - -
Costs 2 bars and you need to have the sword planted.

Dark Force

Slayshread
Same strength P + K
Dee Dark Force attack.png
Permanent Damage Temporary Damage Cancel Guard startup
- - - - -
active recovery AdvHit AdvBlock renda meter
  • (Any Version) Works like Donovan's Dark Force, Dee summons his sword and it launches itself based on the strength of the button you press. You're able to do some touch of death loops with it, for more info regarding the loop refer to the Strategy section.

Also if you've planted the sword prior, this will reequip it back upon activation.

Vampire Savior Arrange Damage Table

All damage values obtained from Demitri on Vampire Savior Arranged.

Normals

Normal Red White Cancel
s.LP 5 8 Special/Rapid
near.MP 10 15 Special
far.MP 9 14
s.HP 12 18
s.LK 5 8 Special/Rapid
near.MK 11 16 Special
far.MK 11 17
s.HK 13 20
c.LP 4 8 Special/Rapid
c.MP 8 14 Special
c.HP 13 19
c.LK 4 8 Special/Rapid
c.MK 8 14 Special
c.HK 9 16
6.HK 12 18
j.LP 5 9 Special
j.MP 10 15 Special
j5.HP 13 19 Special?
j8.HP 13 19 Special?
j2.HP 13 19 Special
j.LK 5 9 Special
j.MK 9 14 Special
j.HK 12 19

Special and EX Moves

Move Red White Notes
Pursuit 0 5 1 hits
Pursuit (ES) 0 16 10 hits
Ground Throw 5 10
Sword Grapple 20 28
Ifrit Sword 9 15
Ifrit Sword (ES) 20 38 4 hit=14r/27w; 5 hit=17r/33w
Lightning Sword (LP) 8 14
Lightning Sword (MP) 10 18
Lightning Sword (HP) 12 22
Lightning Sword (ES) 14 26
Blizzard Sword 8 13
Blizzard Sword (ES) 11 19 1 hit=4r/7w; 2 hit=8r/14w
Killshread Summon 11 17 1 hit=4r/6w; 2 hit=8r/12w
Killshread Lightning (LP) 5 6
Killshread Lightning (MP) 9 11
Killshread Lightning (HP) 13 16
Killshread Lightning (ES) 17 21
Killshread Arrow 10 15
Killshread Arrow (ES) 15 24
Press of Death 29 45 as pursuit=15r/23w
Change Immortal 28 37
Kill Blade 22 54

Colors

vsav_dee_colors.png

Notable Players

Europe

Name (English) Name (Japanese) Color Location Contact Notes
Cerulean セルリアン ALL White Dee Palette small.png Denmark https://twitter.com/Ceruleancast Strongest Dee in the multiverse


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