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    Demitri by GenesisGamma6

    Version: 1.0 | Updated: 09/17/06 | Printable Version | Search Guide | Bookmark Guide

    SNK vs Capcom Chaos
    Demitri Maximoff for Beginners FAQ
    Version 1.0
    By GenesisGamma6 (AKA Epsilon of Blood-sports.net and of G3-Gaming Evolution)
    Started and completed on: September 17, 2006
    Formal Stuff
    This FAQ may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any website or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other
    website or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    (1) Introduction to the Dark Prince
    (2) Quick bio and story information 
    (3) Legend
    (4) Game basics
    (5) Special Techniques of the Future Ruler of the Makai
    (6) The Vampire's EX Moves
    (7) Demitri's Unique Hunter Chain Combo System
    (8) Other Character Notes
    (9) Miscellaneous Information
    (10) Credits and Contact Info
    Introduction to the Dark Prince
    The first appearance of a Darkstalker in a fighting game outside of the series
    is with Morrigan in Marvel vs. Capcom. Her popularity spurred additional guest
    appearances in Marvel vs. Capcom 2 (where they also used Anakaris and BB Hood)
    and the Capcom VS SNK series. As good as they were, fans were hungry for 
    something more and SNK brought it to them with Demitri making it on to the
    Capcom roster for the SVC game. Upon my initial study and training of this
    character, the sole Demitri FAQ on GameFAQs wasn't as detailed as it could
    be so I'm hoping that future players will find this guide to be helpful.
    The purpose of this FAQ is to give a brief guide for beginners to Demitri 
    Maximoff in the SNK vs. Capcom game and will by no means provide insane amounts
    of combos.
    Quick bio and story information
    Since I have no official Darkstalkers handbook, the statistical information
    presented here may not be 100% accurate. Taken from http://www.answers.com
    Full Name: Demitri Maximoff
    Race: Vampire
    Country: Romania
    Year of Birth: 1483
    Height: 197cm (6'5")
    Weight: 101kg (223lbs.)
    Favourite blood type: AB
    Deep within the mountains of Romania lies a castle that appears only on a full
    moon. The castle, named after the owner of the land, was called Zeltzereich. 
    This castle belonged to a Makai noble, Demitri Maximoff. 
    Roughly 100 years ago, he had challenged Berial Aensland. He lost the battle 
    and was exiled from Makai to the human world with his castle. Sunlight was 
    something that was troublesome for people of Makai. Especially for Demitri, 
    who was wounded severely from his battle with Berial. If he were to be 
    directly exposed, his body would be destroyed from the inside and he would 
    To avoid the sunlight and humans, he used what he had left of his powers and 
    created a field to cover his castle. He used this field to recover his 
    strength and heal his wounds. For 50 years, he stayed within his casket. As he
    slowly regained his strength, he would step out only one a full moon with a 
    field around his body. 
    By this time, there were already people that would wonder into the castle. 
    They would somehow hear rumors of treasures within the castle. They would 
    bring crosses, stakes, garlic, holy water and silver bullets thinking they
    were safe and recklessly attack Demitri. Demitri couldn't help but smile as 
    such weapons had no effect on him. To Demitri, humans were a low class vulgar
    race, but he enjoyed their blood. He enjoyed the blood of innocent girls the 
    most. To him, it was like drinking the best wine in Makai. Those who had their 
    blood sucked by Demitri had their body and soul poised with evil. They would 
    become loyal servants to Demitri. Currently, 40 people settle in Demitri's 
    castle and care for him. 
    When Demitri recovered 80% of his powers back, he was able to temporarily 
    create an aura around him that would protect him from sunlight. Demitri had 
    conquered both night and day and had no weaknesses. There was no means for 
    humans to defeat him. After 100 years of humiliation for his loss, he had 
    gained alot. He acquired various new abilities and knowledge. The Prince of
    Darkness steadily readied himself to take over Makai once again. 
    The presence of an alien life form on Earth was an unexpected event for 
    Demitri. Demitri seized this opportunity to further gain strength and fought
    against Pyron and consumed the alien life form. He was confident that he was
    strong enough to challenge and defeat the ruler of Makai, Berial. 
    When he returned to Makai, he found out that Berial had died and his daughter,
    Morrigan, had taken heir to the Aensland family and the ruler of Makai. As 
    Demitri prepared himself to challenge Morrigan, he and his castle were sucked 
    into the Majigen by Jedah. Believing that defeating Jedah was an important 
    step, he went off to face Jedah. 
    Primary colour: Blue and red outfit. Blue skin when in true form
    Secondary colour: Green and violet outfit. Green skin when in true form
    u = Up
    uf = Up-Forward
    f = Forward
    df = Down-Forward
    d = Down
    db = Down-Back
    b = Back
    ub = Up-Back
    qcf = Quarter-Circle Forward
    qcb = Quarter-Circle Back
    hcf = Half-Circle Forward
    hcb = Half-Circle Backward
    P = Punch
    LP = Light Punch
    HP = Hard Punch
    K = Kick
    LK = Light Kick
    HK = Hard Kick
    Neo-Geo System Button Configuration
    A = LP
    B = LK
    C = HP
    D = HK
    Game Basics
    Dash: Tap f twice
    Character will perform a quick dash forward. You are vulnerable to attack
    during this dash.
    Backwards dash: Tap b twice
    Character will hop backwards. Once again, you are vulnerable to attack 
    during the hop.
    Guard Cancel Frontstep: Tap f twice while blocking or press BC while blocking
    Character cancels block and dashes forward with a brief moment of 
    invincibility. This is a key concept to master so get used to it quickly. 
    This technique consumes some power gauge energy. According to Kao Megura's
    general FAQ, tapping F twice consumes less power gauge energy than pressing BC
    while blocking. 
    Guard Cancel Attack: Press CD at same time while blocking
    Character cancels block and performs a small counter attack to knock opponent
    back. This costs you one level of your power gauge and deals no damage so only
    use this if the enemy is pressuring you too much and you need some breathing 
    Throwing: Press AB or CD when near opponent
    This is probably one of the elements that turns normal fighting game fans away
    from this game. Throwing is a bit of a hassle here (even more so than Street 
    Fighter Alpha 3's PPP or KKK throw input). If you miss a throw, there will
    be a miss animation for your character and you will be punished for a missed
    throw by losing some power gauge energy. Obviously a successful throw 
    doesn't cost any power guage. The AB throw will keep your opponent in front
    of you while the CD throw causes your character to switch sides so keep that
    in mind.
    Throw escape: Press AB or CD as soon as you are being thrown by the opponent
    Your character will perform an action to avoid being thrown by the opponent.
    Note that you must use the same input as the opponent did. So if the opponent 
    tries an AB throw, you have to press AB as well to escape the throw.
    Recovery Roll: Press AB when landing
    A standard feature in King of Fighters, this allows your character to recover 
    on their feet quickly instead of being knocked down.
    Special Techniques of the Future Ruler of the Makai
    Bat Dive: Press AB when near opponent
    Demitri grabs the enemy, leaps into the air and slams them to the ground.
    Simple enough, ne?
    Light Pleasure: Press CD when near opponent
    The enemy gets bitten multiple times by Demitri before he tosses them to the
    other side. 
    Hell Ride: u + K when enemy is down
    A classic feature for all Darkstalkers characters (and can be quite cheaply
    abused by the DS crew in Capcom Fighting Evolution against characters who 
    can't recovery roll). Demitri will basically leap forward to step on the
    fallen enemy before hopping back. This move has to be inputed when the enemy
    lands on the ground for the first time since characters bounce when they are
    knocked down. It is possible to miss with this move since the enemy could use
    a recovery roll to escape.
    All of Demitri's standing and crouching Lights, Mediums and Hards have been
    given command move inputs. Kao Megura lists them all in his FAQ but for
    convenience, I've listed them here.
     f + A                          Standing LP  
     b + A                          Standing MP
     f + C                          Standing HP  
     f + B                          Standing LK  
     b + B                          Standing MK
     Press D                        Standing HK  
     df + A                         Crouching LP
     db + A                         Crouching MP
     df + C                         Crouching HP
     df + B                         Crouching LK
     db + B                         Crouching MK
     d + D                          Crouching HK
    The reason for animating the Lights, Mediums and Hards is for use in the 
    Hunter Chain Combo System which will be touched upon later in the guide.
    Chaos Flare: qcf + P (can also be performed in the air)
    Talk about an easy projectile to abuse. This is probably even worse than
    Mr. Karate's Ko'ou Ken since Demitri can also use this in the air to counter
    jumpers. Mixing up the A and C versions will really give your human opponent
    a headache. Of course, ground projectiles like Iori's Yamibarai will pass
    through this. Demitri has a bit of hang time in the air if he does an air
    Chaos Flare (which only goes horizontally from the position that he had fired
    it) so use that with caution.
    ES Chaos Flare: qcf + AC (can also be performed in the air)
    As if the normal Chaos Flare wasn't enough, Demitri gets a super version of
    his projectile. The start up time for this is a bit longer since this is a
    super version that requires one level of super meter to perform. The fireball
    has properties of a super projectile so that means normal projectiles will
    get eaten by this thing. Throwing these out once in a while is a great way to
    keep your opponent on your toes and is a good way to exit out of Maximum Mode
    when you have little energy left. Even though this has all the properties of
    a super move (and even gives you the S+ sign when you win a round with this
    move), there's no flash so that makes this thing a little more unpredictable.
    Additional Chaos Flare/ES Chaos Flare notes (taken from Kao Megura's FAQ):
    You can anywhere cancel from the Chaos Flare and ES Chaos Flare, but only 
    under certain conditions:
    > You throw a ground Chaos Flare (or ES Chaos Flare) that misses,
      then throw a ground Chaos Flare.
    > You throw a mid-air Chaos Flare (or ES Chaos Flare), then a
      ground Chaos Flare upon landing.
    > You throw a Demon Flare, then a ground (ES) Chaos Flare.
    Other projectile combinations (such as mid-air Chaos Flare, ground ES Chaos 
    Flare) will not work.
    Demon Cradle: f, d, df + P
    A very good anti-air move that is just as good as Shiki's Tenhourin anti-air.
    Very quick start up and recovery. Heavy version does about three hits and can
    be super canceled while in Max Mode. In some instances, I've been able to
    juggle the enemy with this in the corner from a Light Demon Cradle. You have 
    to hit the enemy with just the tip of your bat wings and while they're still 
    up, use a second Light Demon Cradle for a second hit. I'm not 100% sure of the
    specific conditions and characters that the juggle can be used for so any 
    solid information would be appreciated. The Demon Cradle is a perfectly 
    vertical special move.
    Bat Spin: qcb + K or BD (can also be done in the air)
    Demitri vanishes in a puff of smoke and then attacks the enemy from above, 
    using his cape to create a drill for three hits. A good move to use against
    those who abuse their projectiles. Distance and angle are determined by what
    button is used (B, D or BD). Demitri has some vulnerability during the startup
    of this move since I could nail a Midnight Bliss on the CPU Demitri when it 
    attempted a Bat Spin.
    Tokushu Idou (Forward): Hold BC, tap b, f
    Since SVC has a standard dash for all characters, SNK created a new input to
    represent the powerful fast dashing used in the Darkstalkers games. Demitri
    has invincibility only when he's fully invisible so he can still be nailed
    with a special/super/Exceed when vanishing or reappearing. When dashing, you
    can cancel this move into any other move except for normal moves, command
    moves and normal throws. This is a good way to mix up your enemy (as it has
    worked on me when I first fought CPU Demitri until I got used to it).
    Tokushu Idou (Backward): Hold BC, tap f, b
    Same properties as above except Demitri dashes back for a retreat. I don't
    use this too often and it seems to be more trouble than it's worth. But it's
    still another solid way to mix up your tactics and confuse your enemy.
    Dash Demon Cradle: f, d, df + P during Tokushu Idou
    Demitri will snap out of his dash and perform his Demon Cradle going up at a
    45 degree angle. This is a pretty nasty surprise to pull out if your enemy 
    tries to pursue you for an opening when you come out of Tokushu Idou. If the
    enemy blocks it, be prepared to eat a combo since this move leaves Demitri
    fairly open during his recovery time.
    The Vampire's EX Moves
    Midnight Bliss: d, f, df + AC
    "Come on, baby!!! HHHUUUAAAGGGHHH!!!!" (Can't help it... I just love this
    move to death)
    And I thought Geese's Raising Storm input looked a bit wacky. This input was
    the original Capcom input for the move in the first Darkstalkers game and 
    SNK decided to go with this input, rather than the new input of qcf x 2 + PP
    in the later Darkstalkers games. As it's very easy to accidentally throw out
    a Chaos Flare or Demon Cradle with this input, it's easy to get discouraged
    but the only way to get used to this is with practice. Trust me... when you
    nail this on your opponent and see the enemy sprite get turned into a female
    version (or in female cases, a more sexy version) before getting the lifeforce
    sucked out of them, you'll definitely find that the training for this has been
    worth it. A great super move which is unblockable. Kao Megura suggests an 
    alternate input of qcf, db~df + AC so give that a try if you're having trouble
    doing this move.
    Midnight Pleasure: A, A, f, B, D
    Demitri dashes forward and bites the enemy several times before using a small
    series of punches and kicks to knock them back. This input has been changed
    quite a bit over the years and SNK decided to simplify this by having the 
    input similar to the Shun Goku Satsu's except with a kick at the end. This 
    move is unblockable but like the Shun Goku Satsu, this can only be canceled
    into from specific animations. Definitely odd.
    Demon Flare: qcf x 2 + ABCD [EXCEED]
    A very strong super projectile that can be used as a follow up to a Chaos
    Flare/ES Chaos Flare that successfully connects with the enemy since neither
    projectile knocks the enemy down. This goes for eight hits with the majority
    of the damage coming from the initial hits. Kao notes that it is best to pause
    a moment before inputting the ABCD after the qcf x 2 input in order to get the
    Demon Flare out.
    There are quite a number of moves that Capcom gave Demitri that SNK had
    to omit like the Demon Blast, Demon Billion and his 360 command throw, the
    Negative Strain (counterpart to Morrigan's Vector Drain). I suppose memory and
    time constraints are the ones to blame here.
    Demitri's Unique Hunter Chain Combo System
    I'm far from an expert on this system as my standard combo with this system is
    a measly five hits. Considering how you're trying to use a four button system
    for something designed for six buttons, it can be a bit frustrating. What has
    to be kept in mind is the strength rule which we all remember from countless
    hours of playing Darkstalkers, X-Men: Children of the Atom, Marvel Super 
    Heroes and the Marvel crossover series:
    LP > LK > MP > MK > HP > HK
    You can alternate between standing and crouching while performing a Hunter
    Chain combo. Taking Kao's sample combo...
    f + A > B > A > B > C > D
    That is basically an equivalent of the strength rule mentioned earlier. You
    can add on a Hell Ride for a seven hit combo. You can also omit steps in the
    combo as long as the strength rule is followed. For example, the combo I
    usually frequent is 
    Jump D => Crouch A => Crouch B => Crouch D => Hell Ride
    Easy five hits. The strength rule is maintained and the combo still goes
    through. It's not necessary for a Demitri player to know how to use this
    properly to enjoy this character but knowing how to pull off Chain Combos
    from nowhere would definitely make you a force to be reckoned with.
    Other Character Notes
    Demitri's a pretty tall character as he can't even duck underneath Sagat's
    high Tiger Shot/Cannon. But other than that minor detail, Demitri's a great
    character with a lot of speed and good reaction time. Somewhat friendly for
    beginners and deadly in the hands of experts. Enough said.
    Demitri is not normally selectable. To select him, activate the roulette by
    pressing Start. Tap Right, Right, Right, Left, Up, Right, Down, Up and then
    press any punch or kick button while still in roulette.
    Some CPU End Boss Tips for those having trouble getting to Demitri's ending
    Shin Akuma: The CPU attack pattern is that once you get in a corner, he'll 
    continue teleporting back and forth and do random things that would obviously
    destroy an agressive player (or a complete newbie). Have patience. Once in a 
    while, he'll leap forward to do a Zankuu Hadouken. Once he lands, he usually
    pauses for a bit so that's when you can quickly perform a throw or a Midnight
    Bliss. Strangely enough, Midnight Bliss can beat out Messatsu Gou Shoryuu at
    the startup point. 
    Violent Ken: Time your jumps carefully so that he can whiff his HP Shoryuuken
    and then nail him with a combo or Midnight Bliss/Pleasure. Another interesting
    note is that the Midnight Bliss can beat out the Shinryuuken at the startup 
    Orochi Iori: Because of Demitri's height, Iori can easily beat you out of your
    normal dash so the only surefire way to beat him here is to use a Hunter Chain
    Combo after coming in for a Jumping C/D. Knock him around with a few Hunter
    Chain Combos and see how quickly his health drops. You'll be amazed.
    Serious Mr. Karate: Learn to master Guard Cancel Frontstep so that you can
    punish him when he does Chou Haoh Shikou Ken. He will occasionally leave 
    himself wide open when he does his HP Built Upper and Kyokugen Kohou so be
    ready to combo him there.
    Red Arremer: If you know Demitri inside and out, you shouldn't have too much
    of a problem with this fight. His fast reflexes can beat out Red Arremer at 
    certain times. ES Chaos Flare is a solid option here but don't do it if the
    Zombie is out. Use the Midnight Bliss when Red Arremer starts to turtle 
    against your offensive attacks. Finally, the Demon Flare is a great way to
    wrap things up if Red Arremer goes for a Hell Hunter (Chijou) pattern since
    he's vulnerable for a second before attacking.
    Athena: Easy for anyone in general. All you need to do is be aware of her move
    properties and their openings for a counterattack.
    Miscellaneous Information
    Win pose 1: Laughs in position while flames erupt from his aura.
    Win pose 2: Gives a respectable bow.
    Win quote 1: Now you've angered me! That is your greatest mistake!
    Win quote 2: Hmph... Defeat does not suit me.
    Win quote 3: Hmm hmm hmm. It only hurts at first. Soon you'll feel ecstasy.
    Win quote 4: Tonight I make a toast... with your blood!
    Win quote 5: Forgive me. I cannot accept your existence in my realm.
    Special win quote against Dan: A silly battle...
    Credits and Contact Info
    Special thanks to those who wrote up Darkstalkers FAQs. Their useful 
    information made this SVC Demitri FAQ easier to write. Also, thanks to Kao 
    Megura's FAQ for some additional notes on move properties and the Hunter Chain
    Kudos for Capcom and SNK teaming up together on these projects. Hope to see
    another one in the works soon.
    I also have some exclusive guides at the G3 website. So far, only Serious
    Mr. Karate is up but I will eventually get a Shin Akuma/Gouki FAQ and a Final
    Boss FAQ up there. Check it out under the Game Guides section of the G3 site.
    AIM: GenesisGamma6
    Yahoo: nemesisalpha1@yahoo.ca
    MSN/Hotmail: deadalpha@hotmail.com
    Copyright 2006 Isaac Tong