Vampire Savior/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 command normals, his Killshread Summon and air UB Ifrit 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 change unlike Donovan's, making them more consistent overall especially as he gets to keep his best anti air normals. 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
  • Use Dark Force to keep your opponent at bay, pressure them and extend your combo game as well as potentially setting up a touch of death
  • Use your Command Throw to combo into Press of Death for solid damage
  • Use Change Immortal as an occasional reversal & defensive tool in proximity range then combo it into Press of Death


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
  • Solid set of anti airs including Ifrit Sword which 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
  • Dark Force gives you access to a projectile that can be used to keepaway your opponent, poke from a distance, add into your pressure or augment your combos.
  • Lacks an air throw which can make him particularly vulnerable in close quarter scenarios in the air
  • Tall standing hurtbox, 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 issue 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 - - - -
Demitri's 5LP. Pretty similar uses to Demitri's overall but with the added ability of being able to use it out of a dash, which can let you dash in or retreat while attempting to stuff out options such as jump attempts or other dashes. Possible to dash link from this into a light attack.
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 - - - -
Demitri's 5MP. Really good damage out of chains, and thanks to Dee's great range you can combo from it as the chain starter too on non crouching opponents. The main issue is a lot of characters can crouch under it limiting its utility during chains or as a poke, it can be used as a poke and it can work alright with Donovan's dash as well but do keep that in mind. Can work as a situational anti air too.
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 - - - -
Demitri's 5HP. Mainly used during some chains but can be used as a poke too including from dash as well. From the corner you can get a ton of damage by adding this into your chains as long as your opponent isn't crouching (with the exception of the tall crouchers who get hit by it regardless). Its main issue is the same as 5MP's in which a lot of characters can crouch under it. Can situationally work as an anti air.
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 and can rapid cancel like in VHUNT. Pretty solid move especially out of a dash and as a chain starter. It has slightly less horizontal range than 2LK but slightly more vertical range. The renda bonus can make it effective for special cancelling or applying more pressure and mixups. Possible to dash link from this into a light attack.
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 - - - -

Demitri's 5MK. One of you premier anti airs and utilizing Donovan's dash can help with spacing it further as well as avoiding getting Close 5MK.

You have several options at your disposable after an air reset for approaching or applying pressure such as a meaty 2HK, dash 2HK, dash link starter, dash low, dash command throw, hell dive, jump in aerials, jump in from a dash etc.
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 - - - -
Demitri's 5HK. This move's main use is to catch potential jumpers as it hits higher up than 2HK and can't be crouched under unlike 5HP, although the horizontal range on this move is smaller than 2HK's. It's generally more effective out of a dash. Has some issues due to its slow speed and inability to knockdown or maintain an advantage on-hit.

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 - - - -
Demitri's close 5MP. Mainly used as chain filler or a combo starter, usually from a jump in chain, where in some instances it can be better to start it from this (or in case they're crouching too low, crouching mp) for more damage over lights. It can also special cancel making it a decent combo starter for things such as ES Ifrit Sword combos.
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 - - - -
Demitri's close 5MK. Mainly used as chain filler and unlike 5MP, Close 5MP and 5HP, you don't have to worry about this move being low profiled unless you're out of the proximity range for it. This does special cancel and has a longer proximity range radius where it can stay as close mk than close mp which can make it more reliable than it for special cancelling, though it's still not as reliable as crouching mp and mk for it.

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. Similar uses to his including the advantage of the same animation as 2MP making it hard to tell them apart. Overall a pretty solid poke and has slightly more range than his 2LK. The renda bonus can make it effective for special cancelling or applying more pressure and mixups. 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 - - - -
Demitri's 2MP. Due to it having the same animation as 2LP, it can be hard to tell how much advantage Dee really has. Often used as combo filler or a combo starter, mainly from a jump in chain where it will more reliably hit others as it can't be low profiled, though for slightly less damage. It can also be used for more reliable special cancelling alongside 2MK as it can't be low profiled, though again, for slightly less damage.
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 - - - -
Demitri's 2LK. A key normal in Dee's grounded game, this is one of Dee's primary strike & pressure tools and your main chain starter. Very effective off a dash in due to being a low + lowering your hurtbox, it also has slightly more horizontal range than 5LK. The renda bonus can make it effective for special cancelling or applying more pressure and mixups. Possible to dash link from this into a light attack.
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 - - - -
Demitri's 2MK. Effective low if you need a bit extra range, this is also probably your best normal for special cancelling purposes overall due to its low properties, wider range than other low normals and lower chain damage potential compared to other special cancellable normals.
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 - - - -
Demitri's 2HK. Amazing move & sweep and one of Dee's key moves as a whole. Does not hit low but that is massively compensated by its huge range, ability to knockdown, fast startup for such a long ranged move and with the addition of Donovan's dash, you get even greater spacing abilities with this move, with the ability to do it approaching or retreating. Able to catch a ton of things, it can even work well as a super long range anti-air in some scenarios. Its long range makes it a very effective chain ender and a huge reason why Dee's chaining game is so amazing. Choosing between ending your chains with this or 6HK varies on the situation, 6HK does more damage and can be connected from further away but doesn't result in a knockdown, though still gives good pressure mix afterwards.

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 - - - -
Demitri's JLP. While not as effective JLK overall, this move still has its uses, mainly if you're looking for a hitbox positioned more upwards. You could also use this move as your first air to air chain starter to extend them for as long as possible, or do JLK and whiff cancel it into this move to launch a barrage of alternating quick aerials.
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 - - - -
Demitri's JMP. Solid aerial, gets mainly used in air chains due to how effective JLK and J2HP are at its job but it may still find its uses over or alongside them in some scenarios.
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. Pretty solid normal, as Dee has no air throw you'll want to focus on spacing them out with this, though be careful as the hurtbox on the move is bigger than it seems and is vulnerable to trading.
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. This move is the real hotness, one of the absolute best aerials in the entire game and one of Dee's key moves; Fast, has a ton of active frames, reaches far down, plus the jumping light attack whiff cancel mechanic featured in VHUNT and VSAV2, letting you cancel it into another attack before this one recovers. You will want to be doing this move a ton, as your primary chain starter, aerial pressure, special cancel move into Hell Dive and so on, this move is extremely versatile. 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 - - - -
Demitri's JMK. Just like his this is a fantastic move and crosses up exceptionally well, it's also very good to add into your air chains in some instances. It syncs very well with Dee's other aerials.
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. Reaches extremely far down, lower than any other aerials. This and J2HP will be your main chain enders in the air, chaining this after J2HP can deal massive damage. 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 knockdown unlike 2HK, 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 and can be connected from further away during chains. This move cannot be inputted during a dash.

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. Amazing attack and one of Dee's key moves as it aims at a sharp downward angle. Comes out extremely fast, so it’s possible to combo [j.LK > j2.HP (and potentially) > J.HK] 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. Not used as much as your other JHP normals, but still very useful for catching opponents high up in the air such as Bulleta double jumping, Jedah's high jump, Felicia wall jump attempts and more.

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 - - - -
Donovan's throw. Pretty lackluster throw due to its relatively poor damage and being rather susceptible against teching. However as this is your only throw when you have Killshread planted you may have times you have no other alternative, generally best used to finish off the opponent at very low health due to its susceptibility against teching.

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. It also takes Dee longer to plant it than Donovan.

It can be hard to setup this move safely, you mainly want to do it after a knockdown, if you're far away enough or through mixing your position with Hell Dive. Planting this move changes which special moves you have access to and you lose your command throw, generally speaking you'd rather have the ones available when it's equipped though the planted ones have their uses in some situations.

  • (LK Version): Sets up the Light Killshread Summon.
  • (MK Version): Sets up the Medium Killshread Summon.
  • (HK Version): Sets up the Heavy Killshread Summon.
  • (ES Version): Sets up the ES Killshread Summon.

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.

This is a great move for adding into your combo game, conditioning and pressure, even just the presence of the Killshread itself being planted can be good for conditioning your opponent. This move does whiff against most crouchers though thanks to Dee's superb aerials, he can take advantage of this very well. if it catches them as it's returning while you're doing a combo, you can extend your combo further. In the corner, if you're close enough to where you have it planted, you can special cancel this from a normal then follow it up with a combo

  • (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 - - - -
Summons a lightning bolt wherever the sword is planted. This move still needs some more experimenting, it seems difficult to setup a position where this move would hit, though if you do land it close enough you can follow up with a combo if it hits them grounded (works most reliably with the ES version) and some air reset pressure if it hits them in the air. This move seems to work best against large sluggish in mobility characters like Victor and Anakaris due to it covering an entire vertical area of the screen.
  • (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
IFRIT 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 - - - -
Dee fires a beam from his orb that goes full screen. An alright move for fending people off or chip killing at extremely low health, it does have a bit of noticeable recovery or startup depending on the version. The regular version can whiff on a few standing characters and every croucher, the ES version hits every standing character though whiffs on a few crouchers.
  • (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 and has a bigger hitbox.

Ifrit Sword (Killshread equipped)

623P
IFRIT 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 - - - -
Dee attacks with a fire sword which covers a bit of area on the ground and especially in the air. All versions of this attack are the same besides the ES version, which does more hits. All versions are air unblockable. This is one of your main anti airs and an important move in Dee's arsenal, with it being air ub and covering quite a good amount of area in the air especially very high up, combining this with Donovan's dash lets you cover even more spaces. The biggest two issues of this move are the big hurtbox that comes from the stand and the fact it has some blindspots around the area on the ground, which can make it prone to whiffing around there and being vulnerable to a big punish due to its recovery. This is also your main special move for special cancels, which depending on your position with the ES version can do a great amount of damage. Donovan's hurtbox visuals suggest the ES version expand your hurtbox less forward than the regular, so you could go for the ES to make it less vulnerable to trading or getting beat out. Unfortunately for Dee, since the move results in a fire knockdown, you can't follow up with a pursuit and your oki pressure options are rather limited.
  • (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
IFRIT 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. An okay guard cancel, some of its main issues are whiffing against low profilers (Gallon and Q-Bee in particular) and being lacking on the horizontal grounded range, though it's much more consistent at catching opponents in the air. Another notable issue is when Dee has his sword planted he loses access to this Guard Cancel, forcing him to rely on Pushblocking and Hell Dive more in those situations. 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 - - - -
Dee fires snowflakes at the opponent which freezes them. Pretty ineffective move overall due to its sluggish speed, shallow arc, low damage and the fact it's not possible to true combo when the opponent is frozen. Might still find rare uses in instances you may want to hit where the arc travels at or as a chip finisher against extremely low health opponents, but even that is rather unreliable due to its sluggish speed, huge hurtbox extension and that it's air blockable.
  • (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 - - - -
Discharges electricity that's mashable for more damage. Not a very useful attack because even when mashing the damage just isn't very big, leaves your opponent standing and if they're hit in the air they only get hit once, are then air reset and can potentially act before Dee himself can.
  • (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? - - -
Donovan's command throw. Pretty fast command throw with some invulnerability, can be combo'd into Press of Death on every character, more reliably on characters with fast getup options using the auto target version. Dee lacks a hitbox that catches high up close by while standing so you might want to add in LP into your OS input as it has less lag than your other options. Another option you could do is after completing the half circle back motion, hold a downwards direction immediately and press HP, this will let you OS with Crouching HP which catches opponents jumping much more effectively. 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. This is the highlight of Dee's specials and one of his key moves, an exceptional teleport which can be spammed pretty fast and builds decent meter, especially when kara-canceling into it. Extremely versatile, you can incorporate this move in many diverse ways such as adding it to your approach by mixing whether you'll teleport near the opponent or away from them, special cancelling your aerial after hitting an opponent to mix them up, as an escape tool when you're trapped in the corner or other bad spots, and much more. 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 - - - -
Demitri's Pursuit. Like his it's pretty solid and does reliable damage, in particular the ES version, making it a great followup in a lot of instances if you want some extra damage or to seal a bat. Like with Demitri's it's also good for intentionally whiffing as it has next to no recovery on whiff and allows you to start some pressure.

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 - - -
Summons a large foot on the screen that 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, and you can attempt to read where they will getup with the other versions. You can true combo into this from your command throw and Change Immortal. You can also use this move as a hard callout against some fireballs and similar moves, as well as making use of its invulnerability frames at the start, though the effectiveness varies.

• 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 screen distance away from Dee.
  • (HK Version): The giant foot lands a full screen distance away from Dee.
  • (KK Version): The giant foot appears where the opponent's 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 with an active hitbox then launches himself forward, if close enough to the opponent at the start of it or while flying back, the hitbox will instantly activate and you won't fly back. Costs 1 meter. You can angle the direction of your flight. Can occasionally work as a true or pseudo reversal either in the corner so you won't be flying back too far, or if you're close enough to the opponent due to its quick active hitbox, though it is rather unsafe if blocked and otherwise is rather limited in its use due to Dee's inability to block during the move and being highly punishable on block. You can combo into Press of Death after landing it too.
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 - - - -
Fires numerous swords forward which cost 2 bars and you need to have the sword planted. Not an effective move overall, its fairly slow startup & recovery and the fact it costs 2 bars while you need to have the sword planted make this move's uses fairly limited, might work okay as a chip kill finisher against very low health opponents or as a hard punish against very laggy options. This move will reequip your sword.

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. Even without the ToD setup, this Dark Force seems decent for harassing the opponent in a similar vein to ones like Felicia and Phobos', though like the former Dee still has to watch out for getting knocked down, entering his deactivation animation and getting hard punished.

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 The Dee Guru


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