Vampire Savior/Dee
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 |
---|---|
|
|
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
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | likely |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | - | - | - |
5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
5HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | likely |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | - | - | - |
5MK
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
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
Close Normals
CL.5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | - | - | - |
CL.5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | - | - | - |
Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | likely |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | - | - | - |
2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | - | - | - |
2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
2LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | likely |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | - | - | - |
2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | - | - | - |
2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
Jumping Normals
J.LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | - | - | - |
J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | - | - | - |
J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | - | - | - |
J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | - | - | - |
J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | - | - | - |
J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | - | - | - |
Command Normals
6HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | - |
Command Air Normals
J.2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | - | - | - |
J.8HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | - |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | - | - | - |
Normal Throws
6MP or 6HP
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 |
---|
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
Notable Players
Europe
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Cerulean | セルリアン | ALL | Denmark | https://twitter.com/Ceruleancast | The Dee Guru |