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 | 7 | H |
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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