Capcom Fighting Evolution Walkthrough :
This walkthrough for Capcom Fighting Evolution [Playstation 2] has been posted at 09 Jun 2010 by li-vic and is called "Demitri FAQ". If walkthrough is usable don't forgot thumbs up li-vic and share this with your freinds. And most important we have 12 other walkthroughs for Capcom Fighting Evolution, read them all!
li-vic |
Walkthrough - Demitri FAQDemitri FAQ .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | xenomic@bigstring.com | | kushara@bigstring.com | | entity_of_chaos@hotmail.com | | AIM: Xenomic, AnkokuRyu | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. Now, before I begin, I would like to say a few words. Those of you who have been playing this game may have seen a recent increase in the faqs by me. This is because I am trying to get more faqs for this game to help new players with the best of my knowledge. I would like to take the time to point out psychocronic's faq. If you want to take this game to the highest level you can, then do use his faq. It is chalked full of information about each of the fighters, from Vs. Matchups to Movelist descriptions and more. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Moves 4. Why use Demitri? 5. Demitri's Profile 6. Game Appearances 7. Demitri's Moveset 8. Breakdown of Demitri's Moves 9. Demitri's Strengths and Weakness 10. The Power of Demitri 11. Ahhh.....the beauty of Midnight Bliss 12. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith Demitri. This FAQ will also attempt to breakdown Demitri in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air ---------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Hyakkisu (Shin Akuma) -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. Why use Demitri? Maybe he's not as good as Anakaris, Jedah, or Ryu, but to me, Demitri is definently one of the better fighters in the game, and one of the coolest. This faq is to help players, old and new alike, get more acquainted with the vampire warrior, and to see just how well you like using Demitri. ---------------------------------------------------------------- 5. Demitri's Profile Age: Unknown Birthday: 1483 Height: 6'5" Weight: 223 lbs Demitri is a Makai noble who ruled over the land of Zeltzereich. He had challenged and lost to Morrigan's father and was banished from Makai to the human world. After regaining his power 100 years later, he was then sucked into Majigen by Jedah, and went out to defeat him. (Data taken from Wikipedia.org) Link to document: http://en.wikipedia.org/wiki/Demitri_Maximoff ---------------------------------------------------------------- 6. Game Appearances Demitri has appeared in the following games: First Appearance: Darkstalkers Additional Appearances: Darkstalkers 3 Night Warriors: Darkstalkers 2 Capcom Fighting Evolution Namco X Capcom SVC Chaos: SNK Vs. Capcom ---------------------------------------------------------------- 7. Demitri's Moveset Teleport Dash...........................................Fx2 Chaos Flare (air).......................................QCF + P Demon Cradle (also in dashing).............FDP + P Bat Spin (air)..............................................QCB + K Negative Stolen.........................................360 + P Midnight Pressure.....................................LP, MP, F, MKx2 Midnight Bliss............................................D, F, DF + Px2 Demon Billion..............................................D, F, DF + Kx2 ---------------------------------------------------------------- 8. Breakdown of Demitri's Moves Note that the names that I have given the Normal Moves are from what I think they should be called, judging by how they looked when used. These names are not official. -Normal Moves- -Standing Moves- LP (Quick Jab) -The most basic of the normal moves. Quick and easy to combo into, but horrible damage ratiio. Distance Data: Far: X Mid: X Close: O MP (Mid Punch) -Simply put, a mid punch. Can't get any simpler than that folks. A bit slower than the LP, but can combo into HK or HP. Distance Data: Far: X Mid: X Close: O MP Close (Abdomen Punch) -Hits in the abdomen. Name says it all. This can also be chained together with HP or HK, or you can simply just use a Demon Cradle or Midnight Bliss. Distance Data: Far: X Mid: X Close: O HP (Fierce Mid Punch) -Slower than MP, but hits a bit harder. Also, it tends to push the opponent back and has slow recovery, so comboing off of this move isn't too possible. Distance Data: Far: X Mid: X Close: O HP Close (Uppercut) -It's great and all, but the only real moves that you can combo off of this are Negative Stolen, Demon Cradle, or Chaos Flare. Super Specials are a bit hard to pull off, unless you have quick fingers. Distance Data: Far: X Mid: X Close: O LK (Shin Kick) -Hits fast, and can be comboed into a lot of different moves. You can also chain a couple of these together as well, then finish it off with a Midnight Pressure or Midnight Bliss. Distance Data: Far: X Mid: X Close: O MK (Head Kick) -Hits high, and is good for combo starters. However, I do not know whether or not this move is executed if the opponent is crouching.... Distance Data: Far: X Mid: X Close: O MK Close (Abdomen Kick) -The name says it all. Can be used to combo into Midnight Bliss and Negative Stolen. Distance Data: Far: X Mid: X Close: O HK (Fierce Abdomen Kick) -A stronger but slower version of MK Close. Don't bother trying to combo off of this move, as the recovery time takes too long. Distance Data: Far: X Mid: X Close: O -Crouching Moves- LP (Quick Punch) -Fast, and can be comboed into just about any other move. Distance Data: Far: X Mid: X Close: O MP (Mid Punch) -Has nearly the same property as the Standing MP. Distance Data: Far: X Mid: X Close: O HP (Cape) -Yes...that's right. Demitri can attack with his cape. It's pretty funny to see, but it does pretty good damage. However, has with most HP and HK, it has slow recovery. Distance Data: Far: X Mid: X Close: O LK (Quick Kick) -What else? A quick kick. As with all LK and LP, it's an excellent combo starter. Distance Data: Far: X Mid: X Close: O MK (Leg Extension) -Demitri simply extends his foot and kicks the opponent. Nothing more. Can be used as a combo starter as well. Distance Data: Far: X Mid: X Close: O HK (Handstand Trip) -Demitri stands on both hands and extends his feet, thus tripping the opponent. Excellent reach and good to combo into a Midnight Bliss. Distance Data: Far: X Mid: X Close: O -Jumping Moves- LP (Diagonal Punch) -Lasts the whole time Demitri is in the air. Weak, and it leaves Demitri wide open. Distance Data: Far: X Mid: X Close: O MP (Diagonal Energy Punch) -Simply named due to the energy surrounding his fist at the time. Lasts for a short time, and is good for comboing into Midnight Pressure. Distance Data: Far: X Mid: X Close: O HP (Fierce Backhand) -A decent move, especially when attacking opponents who are in the air. Not good though if you're trying to attack opponents on the ground. Distance Data: Far: X Mid: X Close: O LK (Knee Drop) -Lasts the whole time Demitri is in the air. Leaves him wide open and is weak, but good for combo starters. Distance Data: Far: X Mid: X Close: O MK (Foot Kick) -A kick using the foot......how else can you kick? Anyways, this is good to use against ground opponents and air opponents alike, and works well when it comes to using combos. Distance Data: Far: X Mid: X Close: O HK (Flip Kick) -This move is worthwhile to use, as it can stop a lot of normal moves (other than uppercuts and the like), and is a great combo starter as well. Distance Data: Far: X Mid: X Close: O Up + K (Stomp Kick) [Only when opponent is down on ground] -This is part of the Darkstalkers system. Simply put, when the opponent is lying on the ground, do this move to add on more damage. This can also go into an infinite Midnight Bliss if done correctly with other moves. Distance Data: Far: O Mid: O Close: O + LP + LK (Midnight Drop) -The weaker version of Negative Stolen. You have to perform the directional buttons first before the rest. Otherwise, Demitri will do his other Throw. Distance Data: Far: X Mid: X Close: O LP + LK + (Midnight Feast) -A weaker version of Midnight Pleasure. Demitri simply bites the opponent several times and toss them across the screen. Distance Data: Far: X Mid: X Close: O -Special Moves- -Teleport Dash- -Very useful for getting out of corners. Note that this has to be used to do the 45 degree Demon Cradle. -Chaos Flare- STRONG VS. Rush Attacks Air Attacks Other Attacks NO EFFECT VS. Teleport moves Projectile attacks, as it cancels out with them WEAK VS. Super Special projectile attacks -One of Demitri's better moves, as he can use it both on the ground and in the air. Great for keep-away games and to tick off damage. The ES version hits wide and up to 5 times in one shot. Decent damage and fast speed makes this move well worth the effort. Only thing that can truly stop it are Super Special projectiles. Distance Data: Far: O Mid: O Close: O Best Distance: Any -Demon Cradle- STRONG VS. All Rush attacks Most air attacks (excluding Zanku Hadoken) NO EFFECT VS. Teleport moves....like you'd expect anything to be strong against that.... WEAK VS. All projectiles (and how!) Anti-Air attacks -This move is mediocre at best. It's Demitri's only Guard Cancel move, and you can use it one of two ways; straight up, or dash then use it to attack in a 45 degree angle. However, this can leave Demitri open to counterattacks, which is something you don't want the noble to get hit by...trust me on that one.... Note that you can do a 45 degree version of this move off of Demitri's Teleport move. This is extremely helpful when you're opponent isn't looking out for it. Distance Data: Far: O (Only for 45 degree version) Mid: X Close: O Best Distance: Close -Bat Spin- STRONG VS. Rush Attacks Projectile attacks (if timed right) NO EFFECT VS. Teleport moves WEAK VS. Anti-Air attacks Anything if blocked..... -This is a good move to escape corners. It does decent damage, and the ES version hits up to 7 times. However, it is extremely unsafe if blocked, since it leaves Demitri wide open. Take care whenever you use this attack. Distance Data: Far: O Mid: O Close: O Best Distance: Depends on button used. -Negative Stolen- STRONG VS. None NO EFFECT VS. Teleport Moves WEAK VS. Just about everything..... -Demitri's special command throw has to be done right next to the opponent, but the damage it does is pretty nice. However, there are better ways to attack than with this attack, so don't really bother with it unless you can use it as a Wakeup Counter. Distance Data: Far: X Mid: X Close: O Best Distance: Close -Super Special Moves- -Midnight Pressure- STRONG VS. Rush attacks NO EFFECT VS. Teleport moves WEAK VS. Virtually everything else.... -One of Demitri's unblockable moves, and it comes out pretty quick too. Excellent for Wakeup Counters. However, it can be easily countered if used too far away, so be aware of your distance whenver you're about to fire this move off. Distance Data: Far: O Mid: O Close: O Best Distance: Close -Midnight Bliss- STRONG VS. Same as Midnight Pressure NO EFFECT VS. Teleport moves WEAK VS. Same as Midnight Pressure -Another unblockable super. More comical than useful, as it does horrible damage. Demitri simply turns a character into a more arousing form, then drains their blood. If the character is a male, then he turns that character into a female. If the character is a female...well....they just seem to change clothes it looks like.... Note that for those of you who've played the Darkstalkers series that this move looks different compared to Darkstalkers (and SVC Chaos). Instead of draining the victim's blood and then the victim exploding, he simply bows down then flings his cape around them. Should've just stuck with the original graphics, if you ask me.... Distance Data: Far: O Mid: O Close: O Best Distance: Close -Demon Billion- STRONG VS. Virtually anything. NO EFFECT VS. Teleport moves WEAK VS. Super Special projectile attacks -Considered to be Demitri's ultimate Super, and for good reasons. It's by far the strongest attack he has, and it covers pretty much the entire screen. Save your meters for this move! Distance Data: Far: O Mid: O Close: O Best Distance: Any ------------------------------------------------------------ 9. Demitri's Strengths and Weakness Demitri follows the Darkstalkers system, which is explained in the next section. Data from psychocronic's faq. Link to psychocronic's faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Chain-Combo: LP, MP, HP, LK, MK, HK in a successional order: Another thing known from the DS franchise. Pressing them quickly in a certain order (LP, MP, HP), will build your meter quick and also damage too. You can even mixup attacks with few examples such as: (Jedah (air): LP, LK, MK, HK. Demitri (ground): LP, LK, MK, HP, HK. Anakaris (crouch): LK, LP, MP, HK). This is the basic stuff here if you don't have and an important factor to build some fast meter. *Counter-Attack "Guard Cancel": Using your characters' designated guard move while blocking: Just like in DS again! Almost similar to a counter-attack but uses no meter and takes strict and fast timing to execute. You can only perform this ability if you're in the block animation frame. Each DS character has it's own counter (Anakaris: Cobra Blow, Demitri: Demon Cradle, Felicia: Delta Kick, Jedah: Spreegio). At this time, you can use your guard cancel to break free from a normal, combo or super and knock your opponent back a bit. You can even do ES cancels too and that costs 1 meter. Another bad point is don't abuse that because your opponent can react fast and decide to attack or throw you afterwards. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. Each dash differs upon the character: Jedah dashes up, Demitri will be off-screen for a slight second and Felicia can hop while at it. The opponent has to be fast to react so majority of it, it's in your favor. Some characters' normals and specials get added to the dash: Felicia and Anakaris can attack and start a chain-combo while dashing and Demitri's Demon Cradle will attack upwards in a forward movement (45- degree angle) instead of straight up as normal. *ES Moves: Any Special Move using Multiple Buttons instead of one: ES is a short term for "Extra Special". It costs 1 meter and it's a great way to do extra damage when it's needed. ES Moves are usually just extended versions of a special move or a Follow-Up attack and oftenly just add more hits and damage in the process. Some ES moves are also to cause little, some or long block stun or do massive chip damage, or both! Use this to your gameplan if needed! *EX Super: Using your character's designated command: EX is a short term for "Extra". It costs 1 meter (for some EX Moves) and it's also a great way to do extra damage. This is not a ES move, it's pretty much the characters' personal special, a finisher if you wanna call it. Some EX's are Jedah where he can summon the Underworld, Anakaris can use powers of the Pharaoh and so on...each describing the characters' way to add more damage! The downside to it is the execution; Jedah's EX's are unblockable but can be avoided by jumping, Felicia's can be blocked and she is not safe if blocked, Demitri's are grab-only which adds that it can be avoided many ways and Anakaris' have a slow startup. Be consciencious to do this ability as it has its downsides to it. *Follow-Up Attack: U + MK/HK when opponent is grounded: Another thing from the DS franchise that couldn't be forgotten and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. There is an ES version of it too as it costs 1 meter and it does multiple hits but somewhat low damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. Super Meter: 3 gauges: Now holding 3 gauges instead of the limit in Vampire Savior which was 9. Gauges can be simply built due to normals, Special Moves and Follow-Up attacks. It can be built fairly fast via chain-combos or converting using the round switches (1 Full SFII meter = 3 Full DS meter). Meters can be used for ES Moves, ES Follow-Ups and EX Supers to serve your opponents greatly. Ultimate guessing game if ES or EX will be used during the match. By far one of the faster fighters in the game, and one of the more trickier opponents to fight. Offensively, Demitri's Chaos Flare should take priority above everything else that he has. Also, Demon Billion is a great way to pound on the pressure on the opponent as well. Defensively speaking, Demon Cradle, Bat Spin, and Teleport Dash are the way to go. Demon Cradle can be used as a Guard Cancel, and makes for nice damage when it connects. It's also great as a Wakeup Counter, as do Midnight Bliss and Midnight Pressure. ------------------------------------------------------------ 10. The Power of Demitri Darkstalkers players will probably look at Demitri and bypass him due to his mid-tier status in his games. However, don't ever underestimate him, either by the CPU or human players! He's actually pretty damn good if you know what you're doing. Here are just some of the combos that this bad boy has to offer. 1) Standing LP, Standing LK, Standing MP, Standing HK to Chaos Flare or Standing LP, Standing LK, Standing MK, Standing HP to Chaos Flare -As mentioned earlier in the system data, this is one of the most basic combos for Demitri, but I've added in the extra Chaos Flare to ensure that you get an extra hit in on your opponent. If you can manage it, pull out the ES version of the Chaos Flare for spectacular damage. 2) Demon Cradle, Chaos Flare, Demon Billion -The only combo that I could come up with that actually chains off of other specials. The Demon Cradle must be done up close (unless you try it off of the Teleport Dash), and the Chaos Flare must be done immediately afterwards. Otherwise, the combo will be broken, and you may leave yourself wide open to attack. 3) Jumping LP, Jumping LK, Negative Stolen -This is a tricky combo to pull off, simply because of the 360 motion of Negative Stolen that you have to pull of at the last second. It takes practice to do, but once you get it down, you'll be able to really put the pressure on your opponent. However, watch it to make sure that your opponent doesn't decide to duck at the last moment. 4) Jumping HK, Demon Cradle or Midnight Bliss -The Jumping HK is just there to confuse your opponent and set up for the Demon Cradle and/or Midnight Bliss. It can get a little technical, but it's nothing too bad. Trying to do Midnight Pressure is too difficult off of this move. 5) Jumping LP, Jumping LK, Standing LP, Standing LK, Standing HP, Chaos Flare -This is a great and powerful combo. You have to be able to chain combos efficiently before even attempting this one. Once again, Chaos Flare is there to tack on extra damage. It's also great to push back opponents as well. There you have it. Not too many combos at the moment, but these are some of the stronger ones that I've tested out myself. Demitri definently has more combos than this, but these are the main ones that can make or break his game. ------------------------------------------------------------ 11. Ahhh.....the beauty of Midnight Bliss Yes....nothing better than to transform a man into a woman, then drain that person's life energy away.....or better yet, let's transform that woman into a more arousing form...... No, this section is not about what Demitri turns people into, nor any info about the Midnight Bliss from other games. This section is to help make the full use of this Super Special which, considered by many, if not all players, the worst Super Special in the game. Just wait till you see the endless carnage that you can bestow upon your opponent. Here is your first look into the infinite combo that goes with Midnight Bliss (note that these were done close to corners, but can be done anywhere in the arena): 1) Jumping LP, Jumping LK, Standing LP, Crouching LK x2, Crouching HK, Midnight Bliss This can go on as long as your opponent doesn't expect the Midnight Bliss. The Crouching HK is there to help give you the time to pull the Super Special off. This is the least reliable combo though...as you'll soon find out. And here is my Super Infinite Combo for this lovely move! 2) Crouching HK, Up + K, Midnight Bliss, Up + HK, Teleport Dash, Midnight Bliss (continue with pattern after first Midnight Bliss) This can go on forever....literally. Until your opponent gets out of the way, or unless you screw up or run out of Special Meters, then you can chain this infinitely. And even better, it takes off about 20- 30% of the Life Bar each time it connects! Very nice, if you ask me. ------------------------------------------------------------ 12. Credits Thanks to Gamefaqs, for without you, there would be no reason to make this. Thanks to Capcom for the very same reason. A very special thanks to psychochronic, for letting me do these faqs. Thanks to assassin17, for your ideas on how to reformat these faqs. |
Comments
Another Capcom Fighting Evolution Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3