Night Warriors: Darkstalkers' Revenge/Zabel (Lord Raptor): Difference between revisions

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'''Alternate Strikes:''' Press f + LP or LK or MP or MK or HP or HK
'''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.
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'''Loudness Screw:''' During jump, press d + K
'''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
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'''Death Hurricane:''' QCB + K (useable in air) (Guard Reversal) [ES]
'''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
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'''Skull Sting:''' Press d, u + K (useable in air) [ES]
'''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
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'''Hell's Gate:''' HCF + K
'''Hell's Gate:''' HCF + K
A teleport move, had ok startup but use it randomly for escape situations
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'''Skull Punish:''' Close, HCB +P [ES]
'''Skull Punish:''' Close, HCB +P [ES]
His command move mades good damage but its slow
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== Super Moves ==
== Super Moves ==


'''Evil Scream:''' Press f, b + 2P
'''Evil Scream:''' Press f, b + 2P
Zabel nails 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
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'''Death Voltage:''' HCB + 2K (useable in air)
'''Death Voltage:''' HCB + 2K (useable in air)
Its only a electrified version of his Tatsumaki clone move, but mades good damage
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'''Hell Dunk:''' F,D,DF + 2P
'''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
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= The Basics =
= The Basics =

Revision as of 19:10, 14 October 2016

Introduction

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.


Standing Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 5 +5 +3 y H/L
Far 5 +5 +3 y H/L
Strong Close 7 -2 -4 y H/L
Far 8 -3 -5 n H/L
Fierce Close 9 -7 -9 y H/L
Far 10 -5 -7 n H/L
Short Close 6 +4 +2 y H/L
Far 6 +4 +2 y H/L
Forward Close 7 -5 -7 y H/L
Far 8 -8 -10 n H/L
Roundhouse Close 11 -4 -6 n H/L
Far 11 -4 -6 n H/L

Crouching Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +5 +3 y H/L
Strong crouching 8 -1 -3 y H/L
Fierce crouching 9 -10 -12 n H/L
Short crouching 6 +4 +2 y L
Forward crouching 9 -3 -5 y L
Roundhouse crouching 11 kd -7 n L

Jumping Normal Frame Data

>
Name State Startup Blk pos
Jab jumping 6 H
Strong jumping 7H
Fierce jumping 8 H
Short jumping 6 H
Forward jumping 7 H
Roundhouse jumping 11 H

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


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


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


Super Moves

Evil Scream: Press f, b + 2P

Zabel nails 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


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

Its only a electrified version of his Tatsumaki clone move, but mades good damage


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


The Basics

Advanced Strategy

Match-ups

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