Vampire Savior/Demitri/Combos
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Combos
Terminology
- - = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
Basic Chain Combos
- 2LK - 2MP - 2MK - 2HK
- 23 red/43 white (Pursuit: 23r/47w)(ES Pursuit: 24r/52w)
- Demitri's standard close range ground chain. Need to be pretty close to connect all the hits.
- 2LK - 2MP - 2.HK
- 18 red/34 white (Pursuit: 18r/39w)(ES Pursuit: 20r/45w)
- A long range ground chain. Useful when at a distance or after 2-hit jump in.
- 2LK - c.5MP - c.5MK - 2HK
- 28 red/46 white (ES Pursuit: 29r/55w)
- Optimized close range ground combo for a bit of extra damage. Must start from point blank.
- 2MP - 2HK
- 16 red/29 white (ES Pursuit: 18r/40w)
- This by itself is a pretty important chain, as you can chain into 2HK from further away than any of Demitri's other normals such as 2MK. A good punisher or footsie tool.
Jump-In Combos
- j.MK >> 2LK - 2MP - 2MK - 2HK
- 29 red/50 white
- Standard jump-in combo, needs to be a bit deep and also works off of a cross up. When jumping in from slightly further away omit the 2MK from this combo.
- j.MP - j.HP >> c.5MP - c.5MK - 2HK
- 42 red/66 white
- Optimized deep jump-in combo with a 2-hit air chain. The j.MP > j.HP air chain only hits standing characters, besides crouching Bishamon and Victor.
- j.MP - j.HP >> 2LK - 2MP - 2HK
- 34 red/57 white
- Mid range jump-in combo from a 2-hit air chain.
- j.MK - j.HP >> 2MP - 2HK
- 32 red/54 white
- Long range jump-in combo from a 2-hit air chain. Pretty huge damage for a 4 hit combo. This will work from any distance besides the absolute max range of your jump-in.
Other Combos
- j.MP > j.HP >> c.5MK xx 236PP >> 66~623PP
- 63 red/94 white (ES Pursuit: 64r/100w)
- Massive damage if you're able to land this from a deep jump-in attack. Costs 2 bars of meter, 3 if you're feeling like adding on the ES Pursuit for the extra layer of fancy. Seeing this land in actual play is very uncommon, but when it does it removes a gigantic chunk of life.
- j.MP > j.HP >> c.5MK xx 236PP >> 66~623HP
- 52 red/78 white
- Same as the above combo but you save a meter but comboing into a HP Demon Cradle instead. Still provides a nice damage boost from a normal combo.
- j.MK(crossup) - c.5MP - c.5MK - 2HP - 2HK
- 40 red/63 white (ES Pursuit: 41r/72w)
- Demitri's strongest ground chain. It's not something thats at all necessary and only an extreme optimization of gameplay. This chain is character and state specific, as in some characters it will only work on if they are crouching. Easiest way to land it is if you confirm your cross up j.MK is going to hit one of the characters it works on, or by option selecting into the chain from an MP throw attempt. Most useful on characters it can hit both standing and crouching. Below is a list on which characters it hits while in which state.
- Standing: Bulleta(can't from a cross up); Lei-Lei; Gallon(works from frontal jump); Q-Bee
- Crouching: Anakaris; Bulleta; Felicia; Gallon; Lei-Lei; Lilith; Morrigan; Q-Bee(substitute 2.MP); Victor; Zabel
- ES Bat Drill - 2MP - c.5MK(or)2MK - 2HK
- ~~ red/~~ white
- Can't give specific damage for this combo since it highly depends on how many times ES Bat Drill hits. Comboing from ES Bat Drill is a bit interesting in that as soon as you hit about 7~9 hits, whatever follow up hits you do afterwards do the same amount of damage due to scaling. The variable in the how many hits it takes before it all starts evening out has to do with the characters defense rating. What I would recommend in that case, is still doing a combo with stronger attacks just for the extra meter gain from those bigger attacks. Just do the 2MK variation of the combo in this case. If Bat Drill hits a fewer amount of times, say if you land it on a crouching opponent, or if it hits one of the characters with a lower defense rating, mix in the Close 5.MK because it does give a bit of a damage boost in that case. The drill needs to land deep in this scenario.
- ES Bat Drill - c.5MK - 2HP - 2HK
- ~~ red/~~ white
- This will actually work on a few characters, mostly the ones listed in up above that his strongest ground chain will work on. It can be somewhat inconsistent at times though. Even if the Bat Drill does so many hits that the damage scaling makes everything do the same damage, the meter gain from this is noticeably bigger.
- ES Bat Drill - c.5MK xx 236PP >> 66~623LP(or)PP
- ~~ red/~~ white
- A way to boost your damage from an ES Bat Drill even if you've scaled everything down to nothing. A bit inconsistent on the thin characters, should probably make a list on who it works best on. You can end it on either LP or ES Demon Cradle depending on how much meter you want to spend.