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Korey

[VS] Demitri: Dracula

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VS_Header_Demitri.png

I'm no Demitri expert, but here is a little bit of info for people who are interested in playing him.

PROS:

Good Normals

Great Guard Cancel

Demon does a TON of damage

Good zoning game

Strong Oki/Mixup game

CONS:

One dimensional

Frame Data and basic Demi Overview

See post#27- very good write-up: http://www.dustloop.com/forums/showthread.php?12018-VS-Demitri-Dracula&p=1514722&viewfull=1#post1514722

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Thansk Korey- here's the dump i've been holding onto.

Demitri:

- c.lk, +c.lk c.mp c.hk: a good chai ncombo that avoids GC's at a distance. c.lk c.lk c.mp

gives you enough time to react and stop if a GC comes out. his c.mp deceivingly whiffs DP

GCs at times.

- max distance c.lk c.mp c.hk: his chain at a max distance when you want to meaty, the most

common situation to use this is if the opponent techs your throw and you want to follow up

and meaty after.

- close s.hp c.hk: a close chain to easily meaty with and get decent damage off of.

- c.mk c.hk: c.mk from max distance alone can whiff GC's, it has a good animation. c.hk can

punish a GC if it has already been out long enough. this chain is used when in need of range

after a whiffed pursuit.

- j. lp mp mk hp, land s.lp or GC: this is a mixup i really liked to use. i put it in the

basic chains and B&B section because it's an air chain. but here's how it works. do the lp mp

mk hp at a good fast but smooth pace. if you do this right, you will get j.lp, mk when you

whiff the lp. if it hits, you will get lp mp mk. and then the hp at the end for extra block-

stun. if they stayed on the ground, you will get jump in early lp whiff, mk hp which you can

combo from cleanly. and if they jump and tried to chicken guard, they get the full chain in

which you can GC their chicken, or s.lp unblockable them.

-ES. Batdrill, lp, +lpXXES bat fireball, ES batdrill, million bat super

*in general, you can combo most things off a connected ES batdrill

-s.hp, ES Chaos Flare(firebat), +s.mpXX (ES) Demon Cradle(uppercut)

*corner only

-(I personally think hes shallow combo wise? hes just keepaway, uppercut, keepaway, uppercut? boring imo? except for Midnight bliss)

Demitri

Jumping LK, LP, Standing close HP, (ES) Chaos Flare [V, H]

Jumping LK, LP, Crouching LP, Demon Cradle, (ES) Pursuit Attack [V, H]

ES Bat Spin, (ES) Demon Cradle, (ES) Pursuit Attack - my favorite combo

Midnight Pleasure, (ES) Pursuit Attack

Demon Blast, (ES) Pursuit Attack

Jumping LP, LK, Standing close HP, (ES) Chaos Flare [s, S2]

Jumping LP, LK, crouching LP, Demon Cradle, (ES) Pursuit Attack [s, S2]

Jumping LP, LK, Standing close LP, MP, HP [s, S2]

Jumping LP, LK, Standing close HP, ES Chaos Flare, Standing close MP, (ES) Demon Cradle, (ES) Pursuit Attack [s, S2]

Jumping LP, LK, Standing close MP, ES Chaos Flare, Crouching LK, MK, HK, (ES) Pursuit Attack [s, S2]

Hey gbursine or someone else, can you guys confirm that Demitri's j.mk j.hp cr.mk xx ES fireball -> j.mk j.hp ES demon cradle (when not in corner, needs to be a dashing ES Demon Cradle) links? I've had troubles pulling it off because of shody execution but it looks like it could link and be a potential 100% combo. I know I can do near 70% by replacing the second jumping string by doing walk-up mk xx ES fireball cr.mk cr.hk and it scores a KD (and is a potential 100% combo with 1 more stock) but the combo looks pretty damn impressive and I'd like to know if I'm correct here.

Edit: It works, though it requires a lot of timing and your opponent to be cornered so you can land the second j.mk in time before the combo dies. It's also a very good mixup tool and can score you an easy KD anywhere other than the corner too (j.mk j.hp cr.mk xx EX fireball cr.mk cr.hk) which can lead to cross-up and a repetition of the mixup game.

Man, I'm loving Demitri.

demitri's strategory revolves around controlling space from across the screen, using bats, drills, and high priority/reaching normals. his dp has stupid priority, and he has 3 EX's that have high utility in regular competative play(imo at least...)

thats all I know of demitri, with a moment's thought. I find myself to be an untrustworthy authority on him, and merely speculate from previous experiences, watchin/againt him.

at a glance, his medium normals are quite nice too. (frame data)

also something on another note. I'm sure people have noticed that you can throw the opponent during empty chaining(do j.lk[wiff], j.FWD+mp [comes out as throwing the opponent])... I thought that was interesting.

Getting jump in crossups reliably seems to do with how he pokes. I'm looking for examples on the ggpo dojo but the search/"other matches in this set" are acting funny. SHU's Demitri does it a bit.

Something like:

c.lk x2 (blocked), jump in mk (which might be blocked as normal), land and chain (now crossed up).

Dara's Demitri on youtube is another good thing to look for.

Another thing is knowing how to positon his drills so they either cross up or just barely nick the opponent, because if blocked (or even hit as normal) you have really bad recovery. Drill cross up on wakeup seems good, as is a "late" pursuit so it gets you right next to them quickly.

When someone's cornered, if you jumpin as they're blocking, air-chain and then jab when you land. As they're coming down, go for an unblockable super. Only way out I believe is a good reversal or Dark Force. Sometimes the jab is blocked though, and I believe this works best if it hits them out of the air.

Random stuff of note, people who can go under Demitri's fireballs:

Talbain can walk under

Felicia can roll under

Rikuo can dash under (Raptor might be able to as well)

BB Hood can do that little crouch-slide thing (d +3k)

Dara (DE) vs Bow (AU)

Futana(JE) vs Dara (DE)

DD (SAS) & Orecom (FE) vs Oboro (VI) & Dara (DE)

Demitri Combos

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Demiti's got lots of opportunity for knockdown's. Which is effective b/c his pursuit is very good for mix-ups... similar to Bishamon.

Knockdowns:

Fireballs hitting aerial opponent

All Supers

Throws

cr.hk (great range but does not hit low... GREAT RANGE)

His best mix-up is with 2bars and a late pursuit whiff... he can:

-mp, hp, towards, mk, mk (traveling, meaty, throw-invulnerable, command throw) This forces your opponent to do a perfect reversal or jump on wake-up. ultimately, making his other options better.

-go low with a meaty cr.lk

-bait a reversal & punish

-go meaty and low on the other side by doing an extremely late pursuit whiff into cr.lk

-step and throw

-Extra late pursuit crosses over opponents y-axis, step and throw

All of these reset into the same situation. I believe Street fighter players call it a vortex.

Lastly, Anti-Air with mK and j.mk cross-up easy.

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Also, Demitri can purposefully Kara-Cancel his Dp for tricks.

cr.mk KARA Cradle = low profile.

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Tenacious D

Demi is a seriously defensive character. When people approach they fear the dp. This puts you in control of the match. Your first objective should be to stay neutral and remain defensive. This means (2) things. force them to come to you, you gotta play a lil reactive. Additoinally, gain meter like crazy. You can kara-cancels specials for double meter! 623hk~lp or 236hk~lp or j.236hk~lp. If people air block your DP, generally, you are safe. Remain in this mode until you have at least two meters. If you notice you are winning, don't even change it up.

Oki centered offense

All your combo's should end in a sweep. From here, you HAVE TO rotate your OKI based on which way they are gonna roll. use these tools w/ combinations of your opponents rolls to create neato safe-jump/MidnightPleasure/throw-select setups.

Whiff lk bat drill

whiff mk bat drill

whiff hk bat drill

whiff a pursuit

8-jump above their corpse.

The drills set-up "which-ways", the "8-jump" set's up jump-in 50-50's & a Midnight as soon as you land will autocorrect to cover multiple roll options.

(3) last points for ya.

Learn to do Meaty Midnight pleasure. This forces them to Jump or blow meter on wakeup. BEST THROW OPTION IN THE GAME. MEATY, throw invulnerable command grab.

Once they are trained to jump on their wake-up. Use cl.hp to stuff their jumps. This options selects a throw if they didn't jump & if they did jump, you gain an air reset which means you can do a dashing Midnight Pleasure or a dashing cl.hp for the same mix-up back to back.

Lastly, You can activate a pursuit from ANYTHING that knocksdown. This includes all specials that hit an aeriel opponent. EXAMPLE: you throw a full screen fireball and they manage to get hit out of the air. They get knockdown, you can do a Late Pursuit & start an Oki game w/o having to approach.

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A technique I have been working on is instant dashing DP. The dash has invinc, the dp has invinc & it's much harder to punish on block or whiff. A tricky part of the input is trying to force the dp instead of the fireball & when going for the ES DP, forcing this instead of Midnight Bliss.

Here's the input I currently rely on-

Dashing fireball: 236, 5~[6], slight delay, P

Dashing DP: 623, 5~[6], very slight delay, P

backdash tatsu: 214, 5~[4], slight delay, K

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Two more points of interest w/ Dracula:

lp, mp, 6, 6, mk, mk: If you mask the inputs of the punches w/ an air normal or recovery or wakeup (etc.) you can use this for a dashing Demon setup. Useful to extend the range of the super.

Bat spin can corpse hop even when opponent is KD in the corner.

I feel like Demi has so many lil quircks a "Gimmicks and Tricks Guide" would be helpful. I'll compile all thiese tidbits later. Possibly delete a few of my post after I consolidate this stuff into just one or two total.

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Lastly, Anti-Air with HK and j.mk cross-up easy.

Shouldn't this say "Anti-Air with MK and close HP"? I don't think I've had much success with standing HK for AA. As a long range poke it can be ok in certain situations. Crouching LP can actually be a pretty wicked late AA as well.

If it is correct, then what jump trajectories should I be looking at for HK over MK anti-air?

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Yessir. Should have read far.mk as anti-air. Good catch & THX.

HK COULD be as an AA, but only at max range... very very rare & situational.

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About Demitri Midnight Pleasure:

That move is considered a throw right?, so is affected by the 4/5 frames recovery where you can't throw your opponent on wakeup/reset, or this move needs more frames before "hit"

for example in this video victor can jump away from it, but did he do it bofore the 4 frames recovery?

www.youtube.com/watch?v=FPaZIycGK6E#t=20m26s

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I'm not the best Demitri in the world but I thought I'd let you guys know that I'm working on a Demitri guide. Would like to have video examples of things, but that probably won't happen. Should be done before Darkstalkers: Resurrection comes out.

Edit: Demitri guide postponed until I know more about Demitri.

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So a friend of mine brought over DS: Resurrection and I had a bit of fun playing it. Quite interested in Demitri, but I'm not 100% sure about what the gameplan is. Just constant setups into grab?

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How do I play the Sasquatch matchup. It seems to be Demitris most troublesome one.

Also, either I'm doing it wrong, or I'm misinterpreting what I've read. How can you do a tiger knee fireball with Demitri. You can't do it right next to the ground, it only comes out when he is at about half his jump height.

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Against Sasquatch you should concentrate on staying 3/4 screen and abusing lp-soul flare. This will negate is dashing game and you can begin to AntiAir his approaches.

Turn all AA's into a mixup w/ a 66 or a 9-jumps.

I never see TK-Soul Flare. The only TK that I know Demitri can abuse is the bat spins. OH, I see, I had written Demon cradle earlier, woops. should be TK-Bat Spins!

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Against Sasquatch you should concentrate on staying 3/4 screen and abusing lp-soul flare. This will negate is dashing game and you can begin to AntiAir his approaches.

It's kinda tricky to use soul flare against him, because I have tried this strategy of using soul flare against him, but usually they would just ice tower on anticipation or reaction. It makes me kinda scared to use ground flares against him, so I try to opt for low air flares, but even then, ice towers is a pretty good counter to flares in general.

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Everything has a counter. If you can get Sasquatch to do ES_towers, than you should be doing mk-BatSpin at the same time and getting a full ground punish. Try it out

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Try bat-spin, or roll forward Negative Stollen? Idk if Negative Stollen has invul like Wolf's command grab.

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Just don't go near the corner against fish. That's pretty much my strategy against him because bubble destroys Demitri in the corner. Every chance I get I try to position myself towards the center of the screen. This doesn't really help in terms of how to get out when your in the corner, but that's the only advise I can think of when it comes to avoiding bubble.

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