Zabel (Lord Raptor)(DS2)

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VHZabelportrait.gif
VHZabelWin.gif

Introduction

A trickful zombie that is a moving around and poking character, and had great low to medium height and large distance chains with a lot of overhead options.

Moves List

Normal Moves

Note worthy Normals

Standing LP - whiffs on crouching opponents

Standing far MP - whiffs on crouching opponents

Standing close MP/MK - good combo starters

Standing far MK - large hitbox covering his whole, good range, excellent anti-air that cannot be ariblocked

Crouching HP - completely useless outside of chain combos

Crouching MK - good low poke

Crouching HK - long range sweep that is relatively safe on block from max range

Jumping HP - good air-to-air attack, but the legs are vulernable

Jumping LK - deep angle that's good for tick throws

Jumping MK - good air-to-air and can cross up

Jumping HK - good for pinning people down when cornered and good combo starter

Throw (close, b or f + MP or HP) - Demitri's throw has the odd trait of not being able to consistently throw in either direction. It doesn't matter which button or direction you use.


Special Moves

Alternate Strikes: Press f + LP or LK or MP or MK or HP or HK

Zabel can use command moves with foward and attack buttons, they are extended versions of his normals, and are suitable for poking and keepaway chains.


Loudness Screw: During jump, press d + K

This is a air command move for overhead pressure, its too unsafe but mades good damage, use it on crouching opponents


Death Hurricane: QCB + K (useable in air) (Guard Reversal) [ES]

Zabel twist and moves foward up at the ground version and down foward in air, ground is useful as combo ender but air version is worse than Loudness Screw.

ES version is faster makes more hits


Skull Sting: Press d, u + K (useable in air) [ES]

Zabel jumps foward and then summons a minisaw in his legs downwards, a fast move for escape or surprise your opponent and cross up crouching ones and you can follow up with a crouching chain or 2-in-1 combo of your choice.

ES version is faster and makes more hits.


Hell's Gate: HCF + K

A teleport move, had ok startup but use it randomly for escape situations


Skull Punish: Close, HCB +P [ES]

His command move mades good damage but its slow, ES version is a waste


Super Moves

Evil Scream: Press f, b + 2P

Zabel stabs the chest of his opponent with a bone elbow, vacuum him and electrify it with an uppercut, its you main Super option for combo enders, but whiff crouching opponents commonly.


Death Voltage: HCB + 2K (useable in air)

Its only a electrified version of his Tatsumaki clone move, but mades good damage and also had large hitbox range.


Hell Dunk: F,D,DF + 2P

A Super Command Grab, had short startup but is slower than his normal ones, anyway it had a nice animation and useful for wake up games and crouching opponents.


The Basics

If you like long range and aereal characters Claw esque, he is your choice, your objective is to approach to your opponent at medium to short distance with your specials and rush away him to charge your bar and use your Hell Dunk.

For jumping oppponents you can use your teleport dash special and low rush or 2 in 1 Death Hurricane it.

Combos

Standing LP, LK, Foward MP, Foward HP - 6 hits, 25 % Damage

Crouching LK, MP, MK, HK - 4 hits, 21% Damage

Crouching LK, Death Voltage - 2 hits, 21% Damage

Jumping Down HP , Crouching LK, Death Hurricane - 3 hits, 27% Damage

Close MP , Evil Scream - 2 hits, 31% Damage

Advanced Strategy

Instant Air Dash

He can air dash at the minimum attitude if you tap uf,uf, its useful for cross ups against crouching opponents and overhead with aerial HK.

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes

LP 6 3 9 +5 +3 // LM ○/連打可
MP 7 3 18 -2 -4 // LM
HP 8 2(5)5 23 -5 -7 // LM ×x2
LK 6 3 8 +3 +1 // L ○/連打可
MK 8 3 18 +1 -1 // LM
HK 11 4・4・4・4 20 -9 -11 // LM ×x3



 

F.gif + LP 7 7 11 -4 -6 // LM
F.gif + MP 8 5 19 -3 -5 // LM ×
F.gif + HP 9 2(6)4・4 24 -5 -7 // LM ×x3
F.gif + LK 8 3 11 0 -2 // L ×
F.gif + MK 10 6 20 -7 -9 // LM ×
F.gif + HK 16 16 22 -3 -17 // LM × ヒット時吹き飛び
Crouching LP 6 3 6 +5 +3 // LM ○/連打可
MP 7 3 17 -1 -3 // LM
HP 8 8 25 -10 -12 // LM ×
LK 6 3 7 +4 +2 // L ○/連打可
MK 7 6 17 -4 -6 // L
HK 9 10 20 Fall -9 // L ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




LP 6 着地まで - - - // HM Cancel after Startup
MP 6 10 13 - - // HM
HP 8 4 13 - - // HM ×
LK 5 着地まで - - - // HM Cancel after Startup
MK 6 12 10 - - // HM
HK 8 4・4・4 12 - - // HM ×


LP 6 着地まで - - - // HM Cancel after Startup
MP 6 10 13 - - // HM
HP 8 4 13 - - // HM ×
LK 8 着地まで - - - // HML × ヒット時吹き飛び
MK 9 着地まで - - - // HML × ヒット時吹き飛び
HK 10 着地まで - - - // HML × ヒット時吹き飛び
 







Specials
デスハリケーン
     (GC技)

Qcb.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 22 15+着地0 KD -17 // HML
7 32 18+着地0 KD -30 // HML
7 42 23+着地0 KD -45 // HML
ES 9 1x43 23+着地0 KD -44 0/ 0/ 0 HML
空中デスハリケーン
     
空中で Qcb.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
6 21 可変+着地0 KD // HML 攻撃動作中に着地した場合
着地Recovery:7
6 30 可変+着地0 KD // HML
7 40 可変+着地0 KD // HML
ES 6 1x40 可変+着地0 KD 0/ 0/ 0 HML
スカル
     スティング

Up.gif Up.gif + K
(空中でも使用可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
28 4x3・3 着地9 // HM
30 4x3・3 着地9 // HM
32 4x3・2 着地9 // HM
ES 29 2x7 着地9 0/ 0/ 0 HM
ヘルズゲート
     
Hcf.gif+ K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
- - Total:56 - - - 完全無敵:53
Recovery:3
- - Total:56 - - -
- - Total:56 - - -
ES - - - - - - -
スカルパニッシュ
     
相手の近くで
Hcb.gif> + P
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
2 1(5)1(4)1 32 KD - / 投げ 間合いが遠い場合
Startup:8
2 1(5)1(4)1 32 KD - / 投げ
2 1(5)1(4)1 32 KD - / 投げ
ES 2 1(5)1(4)1 32 KD - 0/ 0 投げ
 







Supers
ヘルダンク
     
Dp.gif + PP
Startup Active Recovery Hit Guard Guard Height Notes
53 - Total:79 KD - 投げ
デスボルテージ
     
Hcb.gif> + KK
Startup Active Recovery Hit Guard Guard Height Notes
7 34 23+着地0 KD -37 HML
空中デスボルテージ
     
空中で Hcb.gif> + KK
Startup Active Recovery Hit Guard Guard Height Notes
6 32 可変+着地0 KD -37 HML 攻撃動作中に着地した場合は着地Recovery:7
イービルスクリーム
     
F.gif B.gif + PP
Startup Active Recovery Hit Guard Guard Height Notes
16 8 26 KD -9 LM
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 32 +18 +18 前方 投げ後吹き飛び
Close B.gif or F.gif + MK or HK Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 32 KD +4 前方
 







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
1 KD 不可 レバー
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 35 2(6)2 着地7 /
ES 35 2(6)2 着地7 0/ 0
 







Others
しゃがみ移動
     
Db.gif or Db.gif
Notes
<IMG src="../../../pic/command/1-b.gif" width="11" height="11" border="0"> or 、<IMG src="../../../pic/command/3-b.gif" width="11" height="11" border="0">で右にしゃがんだまま移動する
 
空中ダッシュ
     
空中で B.gif B.gif or F.gif F.gif
Notes
空中でレバーの入力方向にダッシュする、ダッシュ中は通常技、必殺技使用可
 

Match-ups

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