Introduction
"A good attempt, but road to the netherworld is paved with good attempts." |
A charismatic young rock star who became a supernatural being when Emperor Ozom took notice of his actions and revived him for his own plains. After becoming Ozom's personal assassin he was told that if he seeks to be stronger, he would have to defeat the Darkstalkers as well as collect their souls for the Emperor. Although Lord Raptor agreed, his true plans were to destroy Ozom and to take his spot as Emperor.
Strengths | Weaknesses |
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Color Options
LP | MP | HP | Hold Start |
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LK | MK | HK | Hold LP+MK |
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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.