Vampire Savior/Zabel: Difference between revisions

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[[Image:colors-zabel.gif|frame|right|Costume Colors]]
{{VSAV Character Intro|char=Zabel|content=
[[Image:portrait-zabel.gif|frame|right|Zabel Zarock (Lord Raptor)]]
== Introduction ==
 
'''Zabel Zarock (ザベル)''', the Undead Rockstar
 


== Introduction ==
A charismatic young rock star who engaged in ritualistic sacrifice during one of his concerts, killing himself & 100 of his fans. Taking notice of this, Emperor Ozom restored Zabel as an undead. Zabel was told that if he sought more power, he would have to defeat Darkstalkers and he became Ozom's personal assassin. Although Zabel appeared agreeable, his true intentions were to destroy Ozom and take his place as the new emperor.
Zabel Zarock (ザベル), the Zombie. Zabel has pretty much all the tools he needs to handle every situation and is almost as good of a turtler as a rushdown character. He is very interesting to play but is not as easy to learn as other characters. To be good, you need to master every option that he has, and he has quite a lot of them. To play Zabel you will generally want to get close and then trap the opponent with a poke that gives frame adv. and then applying his incredibly good high/low/cmd-throw game. Also, one should never hesitate to abuse of his air mobility and jumping attacks. Extremely strong and versatile, he is usually considered top tier, his only downfall may be his low stamina.


Primary objective: IAD j.d.HP/j.LK, short short super.
'''Zabel''', or sometimes called Bell, is the undisputed best-in-class character in VSAV. Although he is extremely powerful & effective, he takes a lot of work as his execution requirements are quick & timely. Zabel is recommended for players who are willing to put in the grind to reap the advantages of this glass-cannon extraordinaire.  


[[File:zabel_stand.png]]
== Gameplay ==
{{Content Box|content=
'''Primary objective:'''
* Dominate  mid-range with his best-in-class normals like 9MP, 9HK, 6MP, etc.
* Confirm air-resets & select anti-airs into UB 9LK setups
* Chase ground rolls for insane offensive mixups
* On the inside, advance with IAD offense or dashing frame-traps
* Combo with Renda LK into super for amazing burst damage & knockdown
* Use Hell Gate to escape disadvantageous interactions
{{ProConTable
|pros=
* Although his execution is tight, his IAD high/low offense is extremely effective
* Has an invincible escape Reversal that does not cost meter, which makes him tough to catch
* Moves during crouch, this makes him walk out of throw ranges at mid-screen
* Although the execution is tight, he has guaranteed meterless unblockable setups using 9LK
* His ES Guard Cancel disables ground rolls, this makes for a guaranteed UB setup
* Deals massive burst damage & can effectively chase ground rolls for high/low or left/right offense
* Numerous effective & disjointed command normals that own the mid-range
* Although it's a bug, he has Absolute Guard on the recovery of 9MP, making it a low-risk high-reward approach
* His Guard Cancel input is unique, it does not overlap with any other special. This makes for a strong GC option select
* Able to hold  up+back and convert that into an air-to-ground opportunity with his air dash
* Most of his ground normals advance him forwards, he reliably gets full chains into knockdown.
* Although it's a bug, he has no lower hurt-box during jump start-up, making his defensive up+back less of a risk
|cons=
* Low Health
* His strongest options are gated behind his finesse, technicality, & demanding execution requirements
}}
}}
}}


== Movement ==
== Movement ==
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The motion for an instant air dash (IAD) is 956. If done quickly enough Zabel will dash very close to the ground. Then you can cancel the IAD into another normal to make an air attack (must be blocked high) very close to the ground. This is a huge part of Zabel's pressure/mixup game, it helps him cover grounds quickly and makes blocking his attack strings incredibly difficult. Last note, IADs are obviously anti-low but can also hover above some standing moves, even when the IAD is done as low as possible (Aulbath's far stand HK comes to mind).
The motion for an instant air dash (IAD) is 956. If done quickly enough Zabel will dash very close to the ground. Then you can cancel the IAD into another normal to make an air attack (must be blocked high) very close to the ground. This is a huge part of Zabel's pressure/mixup game, it helps him cover grounds quickly and makes blocking his attack strings incredibly difficult. Last note, IADs are obviously anti-low but can also hover above some standing moves, even when the IAD is done as low as possible (Aulbath's far stand HK comes to mind).


== Normal Moves ==
All damage values obtained when performed on Demitri. All hit/guard advantage values performed from point blank range, with additional situational values noted below.


=== Standing Normals ===
{{TOClimit|2}}
<br>
{{#vardefine:cargoTable|VSAV_MoveData}}
{| border="1" cellspacing="0" style="background: #f0f0f0"
[[/Data]]
| colspan="6" style="background:#A9A9A9" | '''Standing Light Punch'''
=== Normal Moves ===
|-
 
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">4</span>/8''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_lp_1.png]] || align="center" rowspan="7" | 5f<br>[[File:zabel_s_lp_2.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_s_lp_3.png]] || align="center" rowspan="7" | 11f<br>[[File:zabel_s_lp_4.png]]
==== Standing Normals ====
|- style="background:#A9A9A9"
 
| align="center" | Hit Advantage || align="center" | +3
 
|- style="background:#A9A9A9"
=====<font style="visibility:hidden; float:right">5LP</font>=====
| align="center" | Guard Advantage || align="center" | +2
{{MoveDataCargo
|- style="background:#A9A9A9"
| title = 5 LP
| align="center" | Renda Bonus || align="center" | H:+6 G:+5
| input = 5LP
|- style="background:#A9A9A9"
| images =
| align="center" | Rapid Cancel || align="center" | Yes
{{MoveDataCargoImage|ZA_5LP|caption=}}
|- style="background:#A9A9A9"
| hitboxes =
| align="center" | Special Cancel || align="center" | Yes
{{MoveDataCargoImage|ZA_5LP|caption=|hitbox=yes}}
|- style="background:#A9A9A9"
| info =
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
{{AttackDataCargo-VSAV/Query|ZA_5LP}}
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="2" | 10
|-
| width="1" colspan="6" style="background:white"|
A decent s.LP. It has a about 3 uses. One being to anti-air your opponents IADs and overheads, which is very dependent on positioning otherwise it will fail. Another use is to guard break opponents in the corner after forcing them to chicken block. The main benefit of using this normal to anti-air is that while they are being air reset, you have plenty of time to instant air-dash and attempt a j.LK unblockable or a j2.HP overhead for a mix-up.
A decent s.LP. It has a about 3 uses. One being to anti-air your opponents IADs and overheads, which is very dependent on positioning otherwise it will fail. Another use is to guard break opponents in the corner after forcing them to chicken block. The main benefit of using this normal to anti-air is that while they are being air reset, you have plenty of time to instant air-dash and attempt a j.LK unblockable or a j2.HP overhead for a mix-up.


The final use is to simply use it in pressure strings to attempt to catch jumpers. It will hit most crouching characters, while whiffing on crouching: Bulleta, Gallon, Lilith, Morrigan, and Q-Bee.
The final use is to simply use it in pressure strings to attempt to catch jumpers. It will hit most crouching characters, while whiffing on crouching: Bulleta, Gallon, Lilith, Morrigan, and Q-Bee.  
|}
}}


=====<font style="visibility:hidden; float:right">5MP</font>=====
{{MoveDataCargo
| title = 5 MP
| input = 5MP
| images =
{{MoveDataCargoImage|ZA_5MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_5MP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_5MP}}
This s.MP isn't the most obvious normal to use at times, but it still has plenty of uses at advanced levels.


{| border="1" cellspacing="0" style="background: #f0f0f0"
Its Zabel's most damaging special cancelable normal, though canceling it from max range into Evil Scream does not consistently combo.
| colspan="6" style="background:#D3D3D3" | '''Standing Medium Punch'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">10</span>/15''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_mp_1.png]] || align="center" rowspan="7" | 6f<br>[[File:zabel_s_mp_2.png]] || align="center" rowspan="7" | 9f<br>[[File:zabel_s_mp_3.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_s_mp_4.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | -1
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | -2
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 5 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="2" | 19
|-
| width="1" colspan="6" style="background:white"|
This s.MP isn't the most obvious normal to use at times, but it still has plenty of uses at advanced levels.
 
Its Zabel's most damaging special cancelable normal, though canceling it from max range into Evil Scream does not consistently combo.  


Sometimes I use it to swipe someone out of the air, as no other normals of his reach quite that height in so few frames. Using it as an anti-air on someone intending to jump in at you and attack will typically fail, so its more useful when someone does something like a badly spaced jump over you.
Sometimes I use it to swipe someone out of the air, as no other normals of his reach quite that height in so few frames. Using it as an anti-air on someone intending to jump in at you and attack will typically fail, so its more useful when someone does something like a badly spaced jump over you.
Line 88: Line 97:
This normal option selects from his command throw and normal throw attempts. If you mess up the throw timing or distance, it is much safer on block and whiff than s.HP.
This normal option selects from his command throw and normal throw attempts. If you mess up the throw timing or distance, it is much safer on block and whiff than s.HP.


Using it in pressure strings to catch jumpers works sometimes. You should be careful though as this move will whiff on crouching Gallon and Q-bee.
Using it in pressure strings to catch jumpers works sometimes. You should be careful though as this move will whiff on crouching Gallon and Q-bee.  
|}
}}


 
=====<font style="visibility:hidden; float:right">5HP</font>=====
{| border="1" cellspacing="0" style="background: #f0f0f0"
{{MoveDataCargo
| colspan="9" style="background:#A9A9A9" | '''Standing Hard Punch'''
| title = 5 HP
|-
| input = 5HP
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | 2 hit:'''<span style="color:red">13</span>/19'''<br>AA Hit:'''<span style="color:red">8</span>/12''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_hp_1.png]] || align="center" rowspan="7" | 7f<br>[[File:zabel_s_hp_2.png]] || align="center" rowspan="7" | 9f<br>[[File:zabel_s_hp_3.png]] || align="center" rowspan="7" | 14f<br>[[File:zabel_s_hp_4.png]] || align="center" rowspan="7" | 16f<br>[[File:zabel_s_hp_5.png]] || align="center" rowspan="7" | 19f<br>[[File:zabel_s_hp_6.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_s_hp_7.png]]
| images =
|- style="background:#A9A9A9"
{{MoveDataCargoImage|ZA_5HP|caption=}}
| align="center" | Hit Advantage || align="center" | -4
| hitboxes =
|- style="background:#A9A9A9"
{{MoveDataCargoImage|ZA_5HP|1|caption=|hitbox=yes}}
| align="center" | Guard Advantage || align="center" | -5
{{MoveDataCargoImage|ZA_5HP|2|caption=|hitbox=yes}}
|- style="background:#A9A9A9"
| info =
| align="center" | Renda Bonus || align="center" | None
{{AttackDataCargo-VSAV/Query|ZA_5HP}}
|- style="background:#A9A9A9"
硬直差の範囲(1段目) H:-11~-10 G:-12~-11
| align="center" | Rapid Cancel || align="center" | No
硬直差の範囲(2段目) H:-4~0 G:-5~-1
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:6<br>G:10+4<br>H:15+9
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 6 || align="center" style="background:#FF0000"| '''2'''|| align="center" | 5 || align="center" style="background:#FF0000"| '''2''' || align="center" style="background:#FF0000"| '''3''' || align="center" colspan="2"| 24
|-
| width="1" colspan="9" style="background:white"|
硬直差の範囲(1段目) H:-11~-10 G:-12~-11<br>
硬直差の範囲(2段目) H:-4~0 G:-5~-1<br>
※2段目の攻撃判定は複数回発生するが1ヒットのみ
※2段目の攻撃判定は複数回発生するが1ヒットのみ
|}
One of Zabel's premier anti airs and covers an angle none of his other anti airs do. This is a great tool to catch people trying to jump in on you (there's an additional anti air hitbox not shown here that aids it further) or snipe people from extremely high up. The main drawbacks to this move are the anti air hitboxes aren't as fast as most of his other anti airs (roughly around frame 12) and his hurtbox expands greatly (although the hitboxes still cover him fairly well). The slower speed than the other anti airs means you might need to do this move preemptively on some occasions and react quickly to the situation that call for it. Overall this move is an extremely important part of Zabel's kit and will allow you to anti air from areas very few other characters are able to and potentially give an opening for Zabel's scary pressure. On a grounded hit this is a 2 hit normal.
}}


=====<font style="visibility:hidden; float:right">5LK</font>=====
{{MoveDataCargo
| title = 5 LK
| input = 5LK
| images =
{{MoveDataCargoImage|ZA_5LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_5LK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_5LK}}
This s.LK's only real use is to assist in combos to Death Voltage and Evil Scream.


{| border="1" cellspacing="0" style="background: #f0f0f0"
It has a bit more range than a c.LK, so in situations where [c.LK > c.LK] will whiff, [c.LK > s.LK] may hit.
| colspan="5" style="background:#D3D3D3" | '''Standing Light Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">4</span>/7''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_lk_1.png]] || align="center" rowspan="7" | 5f<br>[[File:zabel_s_lk_2.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_s_lk_3.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | +4
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | +3
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | H:+7/G:+6
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''3'''|| align="center" | 9
|-
| width="1" colspan="5" style="background:white"|
This s.LK's only real use is to assist in combos to Death Voltage and Evil Scream.  


It has a bit more range than a c.LK, so in situations where [''c.LK > c.LK''] will whiff, [''c.LK > s.LK''] may hit.
Naturally you'll end your block string on this move often when attempting to hit confirm into super. From a block position this move has very good frame advantage, especially with the renda bonus(+1 less than c.LK). Using this advantage to further your pressure is very important to Zabel's game-plan.  
}}


Naturally you'll end your block string on this move often when attempting to hit confirm into super. From a block position this move has very good frame advantage, especially with the renda bonus(+1 less than c.LK). Using this advantage to further your pressure is very important to Zabel's game-plan.
=====<font style="visibility:hidden; float:right">5MK</font>=====
|}
{{MoveDataCargo
 
| title = 5 MK
 
| input = 5MK
{| border="1" cellspacing="0" style="background: #f0f0f0"
| images =
| colspan="7" style="background:#A9A9A9" | '''Standing Medium Kick'''
{{MoveDataCargoImage|ZA_5MK|caption=}}
|-
| hitboxes =
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">9</span>/14''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_mk_1.png]] || align="center" rowspan="7" | 3f<br>[[File:zabel_s_mk_2.png]] || align="center" rowspan="7" | 7f<br>[[File:zabel_s_mk_3.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_s_mk_4.png]] || align="center" rowspan="7" | 14f<br>[[File:zabel_s_mk_5.png]]
{{MoveDataCargoImage|ZA_5MK|caption=|hitbox=yes}}
|- style="background:#A9A9A9"
| info =
| align="center" | Hit Advantage || align="center" | -1
{{AttackDataCargo-VSAV/Query|ZA_5MK}}
|- style="background:#A9A9A9"
| align="center" | Guard Advantage || align="center" | -2
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000" | '''3'''|| align="center" colspan="2" | 19
|-
| width="1" colspan="7" style="background:white"|
Not a lot of use from this s.MK, mostly used as a tool to special cancel from at a distance.
Not a lot of use from this s.MK, mostly used as a tool to special cancel from at a distance.


While it does not have the same range as s.MP, it more consistently combos at a distance into Evil Scream. I personally like using it after hitting [''instant air-dash j.HK >> s.MK xx Evil Scream''].
While it does not have the same range as s.MP, it more consistently combos at a distance into Evil Scream. I personally like using it after hitting [instant air-dash j.HK >> s.MK xx Evil Scream].  
|}
}}


=====<font style="visibility:hidden; float:right">5HK</font>=====
{{MoveDataCargo
| title = 5 HK
| input = 5HK
| images =
{{MoveDataCargoImage|ZA_5HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_5HK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_5HK}}
硬直差の範囲(1段目) H:-12~-7 G:-13~-8
硬直差の範囲(2段目) H:-6~+3 G:-7~+2
Likely Zabel's least useful normal. The main perk this move has is that it's active for quite a while (around 16 frames) so it can occasionally serve as a lingering anti air within close ranges, although it does leave him more vulnerable than other ones that cover that area. On a grounded hit this is a 2 hit normal when close enough on most characters.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
==== Crouching Normals ====
| colspan="8" style="background:#D3D3D3" | '''Standing Hard Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | 2 hit:'''<span style="color:red">10</span>/15'''<br>AA Hit:'''<span style="color:red">5</span>/8''' || align="center" rowspan="7" | 1f<br>[[File:zabel_s_hk_1.png]] || align="center" rowspan="7" | 6f<br>[[File:zabel_s_hk_2.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_s_hk_3.png]] || align="center" rowspan="7" | 16f<br>[[File:zabel_s_hk_4.png]] || align="center" rowspan="7" | 26f<br>[[File:zabel_s_hk_5.png]] || align="center" rowspan="7" | 34f<br>[[File:zabel_s_hk_6.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | -6
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | -7
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:6<br>G:10+4<br>H:15+9
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 9 || align="center" style="background:#FF0000"| '''6'''|| align="center" style="background:#FF0000"| '''10'''|| align="center" colspan="2" | 21
|-
| width="1" colspan="8" style="background:white"|
硬直差の範囲(1段目) H:-12~-7 G:-13~-8<br>
硬直差の範囲(2段目) H:-6~+3 G:-7~+2
|}


<br>
=====<font style="visibility:hidden; float:right">2LP</font>=====
=== Forward Standing Normals ===
{{MoveDataCargo
<br>
| title = 2 LP
| input = 2LP
| images =
{{MoveDataCargoImage|ZA_2LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_2LP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_2LP}}
Excellent quick poke with very little recovery and has the highest amount of frame advantage of all of Zabel's grounded normals. This is a key normal in Zabel's kit and you will be wanting to use it a lot, from setting up tic throws, setting up confirms from it, baiting out guard cancels, catching your opponents as they're attempting to jump, using the renda bonus to setup confirms or gain even more frame advantage and much more, this will be your goto grounded normal for general close ranged purposes. This normal is also great out of a dash and is able to link out of a dash, as well as apply constant pressure or setting up tic throws as mentioned before.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">2MP</font>=====
| colspan="8" style="background:#A9A9A9" | '''Forward Light Punch'''
{{MoveDataCargo
|-
| title = 2 MP
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">3</span>/6''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_lp_1.png]] || align="center" rowspan="7" | 6f<br>[[File:zabel_6_lp_2.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_6_lp_3.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_6_lp_4.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_6_lp_5.png]] || align="center" rowspan="7" | 18f<br>[[File:zabel_6_lp_1.png]]
| input = 2MP
|- style="background:#A9A9A9"
| images =
| align="center" | Hit Advantage || align="center" | -3
{{MoveDataCargoImage|ZA_2MP|caption=}}
|- style="background:#A9A9A9"
| hitboxes =
| align="center" | Guard Advantage || align="center" | -4
{{MoveDataCargoImage|ZA_2MP|caption=|hitbox=yes}}
|- style="background:#A9A9A9"
| info =
| align="center" | Renda Bonus || align="center" | H:0 G:-1
{{AttackDataCargo-VSAV/Query|ZA_2MP}}
|- style="background:#A9A9A9"
This move is mainly used during chain combos or to special cancel from, it doesn't move you forward during chains like 2MK does, so use it when you are certain you can fully connect the chain into a sweep. This move is a frame faster and does give slightly more frame advantage than 2MK though it not being a low makes it a much more situational as a raw poke, and while it does have slightly more range than 2LP and 2LK it is still overall safer and more reliable to go for those generally speaking. Might work alright as a meter build option though his aerials are generally superior for it.
| align="center" | Rapid Cancel || align="center" | Yes
}}
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 5 || align="center" style="background:#FF0000"| '''2'''|| align="center" style="background:#FF0000"| '''2'''||align="center" colspan="3" | 15
|-
| width="1" colspan="8" style="background:white"|


|}
=====<font style="visibility:hidden; float:right">2HP</font>=====
{{MoveDataCargo
| title = 2 HP
| input = 2HP
| images =
{{MoveDataCargoImage|ZA_2HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_2HP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_2HP}}
This c.HP's sole use is as an anti-air. You definitely should not think of it as his one stop answer to all anti-air situations, as it is very positionally dependent and it starts up somewhat slow at 10 frames. But, if you successful space and time this attack correctly, it will beat most jump in attacks clean.


Using this as an anti air will give you about +10~ frames on the recovering opponent. This could be more if you hit later into c.HP's active frames. This isn't enough time to set up a completely solid high-low mix-up, there may be a slight gap, but its still practical due to positioning and the advantage you have. Just throwing out 6.MP on their recovery should generally be a perfect meatie though, so use this occasionally to make them scared of moving.


{| border="1" cellspacing="0" style="background: #f0f0f0"
The biggest downside to this move is if you accidentally miss your airdash and get a regular ground dash into c.HP. Dash c.HP on block is extremely unsafe and all you can do is hope your opponent is too slow in reacting with the punish.  
| colspan="9" style="background:#D3D3D3" | '''Forward Medium Punch'''
}}
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">8</span>/13''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_mp_1.png]] || align="center" rowspan="7" | 4f<br>[[File:zabel_6_mp_2.png]] || align="center" rowspan="7" | 7f<br>[[File:zabel_6_mp_3.png]] || align="center" rowspan="7" | 9f<br>[[File:zabel_6_mp_4.png]] || align="center" rowspan="7" | 12f<br>[[File:zabel_6_mp_5.png]] || align="center" rowspan="7" | 15f<br>[[File:zabel_6_mp_6.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_6_mp_7.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | -4
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | -5
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000"| '''2'''|| align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="4" | 20
|-
| width="1" colspan="9" style="background:white"|
Zabel's premier long range poke. The hitbox is perfectly positioned to hit almost every croucher in the game besides Q-bee, and to catch people trying to jump out of pressure.  


You'll find yourself using this a lot, but its important not to use it to much. You won't win any matches by just spamming this move constantly. Infact, it can be dangerous to use on whiff if your opponent times a jump over it into a punish. You use it just enough to make people scared to move too much while applying pressure.
=====<font style="visibility:hidden; float:right">2LK</font>=====
{{MoveDataCargo
| title = 2 LK
| input = 2LK
| images =
{{MoveDataCargoImage|ZA_2LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_2LK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_2LK}}
This normal has the second highest amount of frame advantage out of all of Zabel's ground normals. While it gives slightly less frame advantage than 2LP and thus can't true combo as a dash link and doesn't catch jumps as well, this is still an excellent normal to add into your game due to being a low. It can still be effective out of a dash thanks to its low capabilities. This move is a centerpiece of Zabel's high low game, you can even use this after an air dash attempt, even if you mess up the timing a bit on a IAD confirm you can catch people if they're not low guarding with this and use its renda properties to do the same confirms 5LK or 2LP allow you to do, or make it ambiguous whether you're going for a high low while maintaining great frame advantage.
}}


Converting hits from this on grounded opponents into something is not very practical as Zabel is at -4 even on hit. But if you happen to swipe your opponent out of their jump start up you get some decent advantage and a better  opportunity to mount an offensive.
=====<font style="visibility:hidden; float:right">2MK</font>=====
|}
{{MoveDataCargo
| title = 2 MK
| input = 2MK
| images =
{{MoveDataCargoImage|ZA_2MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_2MK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_2MK}}
硬直差の範囲 H:-3~0 G:-4~-1 This c.MK has a few uses, but you should not be using it much outside of chain combos and a normal to cancel into Evil Scream. This move actually moves Zabel forward across the ground a bit when he preforms it, making him just barely be able to combo into c.HK in a longer chain.


This will combo from max range into Evil Scream. Standing at about air-dash range on your opponents wakeup and doing this raw into Evil Scream can sometimes be an effective gimmick.


{| border="1" cellspacing="0" style="background: #f0f0f0"
Don't use this move in a dash, you will be punished. Do not end your block strings with this move, the negative frames are simply too much. The fact he moves forward during this move means its easier to hit someone with the later frames of this, but that isn't very reliable in making it any safer.  
| colspan="11" style="background:#A9A9A9" | '''Forward Hard Punch'''
}}
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | 1st hit:'''<span style="color:red">4</span>/7'''<br>2nd hit:'''<span style="color:red">5</span>/9'''<br>3rd hit:'''<span style="color:red">5</span>/10'''<br>All hits:'''<span style="color:red">12</span>/22''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_hp_1.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_6_hp_2.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_6_hp_3.png]] || align="center" rowspan="7" | 16f<br>[[File:zabel_6_hp_4.png]] || align="center" rowspan="7" | 18f<br>[[File:zabel_6_hp_5.png]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | -4
|- style="background:#A9A9A9"
| align="center" | Guard Advantage || align="center" | -5
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:6<br>G:9+3+3<br>H:12+6+6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 7 || align="center" style="background:#FF0000"| '''2'''|| align="center" | 6 || align="center" style="background:#FF0000"| '''2''' || align="center" | 2
|-
| align="center" colspan="3"| 20f<br>[[File:zabel_6_hp_6.png]] || align="center" colspan="2" | 24f<br>[[File:zabel_6_hp_7.png]] || align="center" | 34f<br>[[File:zabel_6_hp_8.png]] || align="center" | ??f<br>[[File:zabel_6_hp_9.png]]
|-
| align="center" colspan="3" style="background:#FF0000"| '''4''' || align="center" colspan="4"| 25
|-
| width="1" colspan="11" style="background:white"|
硬直差の範囲(1段目) H:-16~-15 G:-17~-16 <br>
硬直差の範囲(2段目) H:-8~-7 G:-9~-8 <br>
硬直差の範囲(3段目) H:-4~-1 G:-5~-2
|}


=====<font style="visibility:hidden; float:right">2HK</font>=====
{{MoveDataCargo
| title = 2 HK
| input = 2HK
| images =
{{MoveDataCargoImage|ZA_2HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_2HK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_2HK}}
硬直差の範囲 H:転倒 G:-7~+2
Great sweep with exceptional low profiling capabilities, Zabel becomes even shorter than Q-Bee in her crouch during this. This is a great move to use out of dash to low profile through a lot of moves that leave the opponent vulnerable such as fireballs, Cobra Blow, normals vulnerable to low profiling and so on, especially due to the great momentum this move gains from a dash. The forward momentum even outside of a dash is great too and a big part in what makes this a fairly reliable sweep during chain combos despite the average range otherwise.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
==== Command Normals ====
| colspan="7" style="background:#D3D3D3" | '''Forward Light Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">3</span>/6''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_lk_1.png]] || align="center" rowspan="7" | 5f<br>[[File:zabel_6_lk_2.png]] || align="center" rowspan="7" | 7f<br>[[File:zabel_6_lk_3.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_6_lk_4.png]] || align="center" rowspan="7" | 13f<br>[[File:zabel_6_lk_5.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | +1
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | 0
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | H:+4/G:+3
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="2" | 12
|-
| width="1" colspan="7" style="background:white"|
A decent long range poke. It has a few things going for it that Zabel's other distanced pokes do not have. For one it has a very fast recovery, unlike 6.MP which can be dangerous at times. Two, it can't be crouched under by most characters like s.LP. And third, it actually has decent frames on hit and block with +1 and even 0 respectively. The biggest downside is that it does rather pathetic damage on its own.


Hitting this move from max distance will still allow you to combo into s.MP.
=====<font style="visibility:hidden; float:right">6LP</font>=====
{{MoveDataCargo
| title = 6 LP
| input = 6LP
| images =
{{MoveDataCargoImage|ZA_6LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6LP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_6LP|2|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6LP}}
Long range poke that checks jumps. It's slightly faster than 6MP and has less recovery, but is more vulnerable to being crouched under by a majority of the cast, although against the few who can't it becomes much more reliable. Hurtbox extends a decent amount which can make it vulnerable to getting hit, though the low recovery makes the issue not too prevalent but is still something to keep in mind.


Oddly enough, this move provides a renda bonus if you combo into it from a s.LK or c.LK. The 6.LK does not rapid cancelable into itself, so that is the only way to get the renda bonus.
6LP is special cancellable, allowing it to combo into Death Voltage, or if close enough through renda bonus, Evil Scream as well. Renda bonus can also make it more consistent to get it from certain far ranges with Death Voltage. Example of combos: 2LP [xN] 6LP 6324KK, or 6LP [xN] 6LP 6324KK.
|}


Overall, a very solid move.


{| border="1" cellspacing="0" style="background: #f0f0f0"
:• This move will only hit crouching: Bishamon, Victor, Anakaris, Jedah
| colspan="9" style="background:#A9A9A9" | '''Forward Medium Kick'''
}}
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">8</span>/13''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_mk_1.png]] || align="center" rowspan="7" | 3f<br>[[File:zabel_6_mk_2.png]] || align="center" rowspan="7" | 9f<br>[[File:zabel_6_mk_3.png]] || align="center" rowspan="7" | 12f<br>[[File:zabel_6_mk_4.png]] || align="center" rowspan="7" | 15f<br>[[File:zabel_6_mk_5.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_6_mk_6.png]] || align="center" rowspan="7" | 22f<br>[[File:zabel_6_mk_7.png]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | -6
|- style="background:#A9A9A9"
| align="center" | Guard Advantage || align="center" | -7
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 8 || align="center" style="background:#FF0000" | '''3'''|| align="center" style="background:#FF0000" | '''3'''|| align="center" colspan="3" | 21
|-
| width="1" colspan="9" style="background:white"|
What would be a decent long range poke simply gets outclassed by 6.MP's ability to catch jumpers, longer range, and slightly better recovery.


Most of your use of this attack will come from chaining out of 6.MP for a bit more damage.
=====<font style="visibility:hidden; float:right">6MP</font>=====
{{MoveDataCargo
| title = 6 MP
| input = 6MP
| images =
{{MoveDataCargoImage|ZA_6MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6MP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_6MP|2|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6MP}}
Zabel's premier long range poke. The hitbox is perfectly positioned to hit almost every croucher in the game besides Q-bee, and to catch people trying to jump out of pressure.


One thing this move does have over 6.MP though is its ability to hit every crouching character in the game, including Q-Bee. Using this in the Q-bee match-up instead of 6.MP can be effective.
You'll find yourself using this a lot, but its important not to use it to much. You won't win any matches by just spamming this move constantly. Infact, it can be dangerous to use on whiff if your opponent times a jump over it into a punish. You use it just enough to make people scared to move too much while applying pressure.
|}


Converting hits from this on grounded opponents into something is not very practical as Zabel is at -4 even on hit. But if you happen to swipe your opponent out of their jump start up you get some decent advantage and a better opportunity to mount an offensive.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">6HP</font>=====
| colspan="8" style="background:#D3D3D3" | '''Forward Hard Kick'''
{{MoveDataCargo
|-
| title = 6 HP
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">11</span>/18''' || align="center" rowspan="7" | 1f<br>[[File:zabel_6_hk_1.png]] || align="center" rowspan="7" | 6f<br>[[File:zabel_6_hk_2.png]] || align="center" rowspan="7" | 12f<br>[[File:zabel_6_hk_3.png]] || align="center" rowspan="7" | 15f<br>[[File:zabel_6_hk_4.png]] || align="center" rowspan="7" | 31f<br>[[File:zabel_6_hk_5.png]] || align="center" rowspan="7" | 39f<br>[[File:zabel_6_hk_6.png]]
| input = 6HP
|- style="background:#D3D3D3"
| images =
| align="center" | Hit Advantage || align="center" | -2
{{MoveDataCargoImage|ZA_6HP|caption=}}
|- style="background:#D3D3D3"
| hitboxes =
| align="center" | Guard Advantage || align="center" | -15
{{MoveDataCargoImage|ZA_6HP|1|caption=|hitbox=yes}}
|- style="background:#D3D3D3"
{{MoveDataCargoImage|ZA_6HP|2|caption=|hitbox=yes}}
| align="center" | Renda Bonus || align="center" | None
{{MoveDataCargoImage|ZA_6HP|3|caption=|hitbox=yes}}
|- style="background:#D3D3D3"
| info =
| align="center" | Rapid Cancel || align="center" | No
{{AttackDataCargo-VSAV/Query|ZA_6HP}}
|- style="background:#D3D3D3"
硬直差の範囲(1段目) H:-16~-15 G:-17~-16
| align="center" | Special Cancel || align="center" | No
硬直差の範囲(2段目) H:-8~-7 G:-9~-8
|- style="background:#D3D3D3"
硬直差の範囲(3段目) H:-4~-1 G:-5~-2
| align="center" | Meter Gain || align="center" | W:6/G:15/H:24
This move's main use is as an anti air, similar to 6HK though slower (the anti air hitboxes come out roughly around frame 14) but with even more horizontal range and hits a bit higher up. This can work as an occasional poke too from afar and can work alright to catch people attempting to jump preemptively. Some of the main situations you'll be going for this are to catch people neutral jumping or upbacking from far (mainly in the corner) and catching them as they're about to land from a jump, it doesn't reach as high up as 5HP and is your slowest anti air so keep that in mind for the timing on it. On a grounded hit this is a 3 hit normal.
|-
}}
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="3" | 14 || align="center" style="background:#FF0000"| '''16'''|| align="center" colspan="2" | 23
|-
| width="1" colspan="8" style="background:white"|
An extremely capable far anti-air normal attack. High damage and large active frames make this a preferred anti-air attack, though its uses as anti-air are still very situational like all of his other anti-air normals. Secondly, this attack can also be used as as a chain combo ender against standing opponents if you are looking for a max damage combo that uses no meter.


As an anti-air, if the opponent is jumping in I would avoid using this at a distance shorter than 3/4 to full screen depending on the match-up. The slow start-up and ability of an opponent to cleanly jump over this can make using it from too close very dangerous. For example, against a Lilith super-jumping in this move is very effective at a distance and will beat her cleanly.  
=====<font style="visibility:hidden; float:right">6LK</font>=====
{{MoveDataCargo
| title = 6 LK
| input = 6LK
| images =
{{MoveDataCargoImage|ZA_6LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6LK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6LK}}
A decent long range poke. It has a few things going for it that Zabel's other distanced pokes do not have. For one it has a very fast recovery, unlike 6.MP which can be dangerous at times. Two, it can't be crouched under by most characters like s.LP. And third, it actually has decent frames on hit and block with +1 and even 0 respectively. The biggest downside is that it does rather pathetic damage on its own.


The more common application of using this as an anti-air is to catch people doing up-back jumps when you have them cornered. Sniping a few up-back jumps with this in a row will do decent damage.
Hitting this move from max distance will still allow you to combo into s.MP.


The frame advantage you can get using this as an anti air is extremely variable considering this move is active for a massive 16 frames. If you anti-air with the first frame of the move it will give you about +2/3~ frames on hit, and if you hit with the very last active frame of the move you can get a huge +17/18~ frames on hit. Recognizing when this move hits and properly exploiting it can give you a huge payoff.
Oddly enough, this move provides a renda bonus if you combo into it from a s.LK or c.LK. The 6.LK does not rapid cancelable into itself, so that is the only way to get the renda bonus.  
}}


This move will actually hit crouching Bishamon and Victor surprisingly enough.
=====<font style="visibility:hidden; float:right">6MK</font>=====
|}
{{MoveDataCargo
| title = 6 MK
| input = 6MK
| images =
{{MoveDataCargoImage|ZA_6MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6MK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6MK}}
What would be a decent long range poke simply gets outclassed by 6.MP's ability to catch jumpers, longer range, and slightly better recovery.


<br>
Most of your use of this attack will come from chaining out of 6.MP for a bit more damage.
=== Crouching Normals ===
<br>


{| border="1" cellspacing="0" style="background: #f0f0f0"
One thing this move does have over 6.MP though is its ability to hit every crouching character in the game, including Q-Bee. Using this in the Q-bee match-up instead of 6.MP can be effective.
| colspan="5" style="background:#A9A9A9" | '''Crouching Light Punch'''
}}
|-  
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">3</span>/7''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_lp_1.png]] || align="center" rowspan="7" | 5f<br>[[File:zabel_c_lp_2.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_c_lp_1.png]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | +6
|- style="background:#A9A9A9"
| align="center" | Guard Advantage || align="center" | +5
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | H:+9 G:+8
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''3'''|| align="center" | 7
|-
| width="1" colspan="5" style="background:white"|


|}
=====<font style="visibility:hidden; float:right">6HK</font>=====
{{MoveDataCargo
| title = 6 HK
| input = 6HK
| images =
{{MoveDataCargoImage|ZA_6HK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6HK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6HK}}
An extremely capable far anti-air normal attack. High damage and large active frames make this a preferred anti-air attack, though its uses as anti-air are still very situational like all of his other anti-air normals. Secondly, this attack can also be used as as a chain combo ender against standing opponents if you are looking for a max damage combo that uses no meter.


As an anti-air, if the opponent is jumping in I would avoid using this at a distance shorter than 3/4 to full screen depending on the match-up. The slow start-up and ability of an opponent to cleanly jump over this can make using it from too close very dangerous. For example, against a Lilith super-jumping in this move is very effective at a distance and will beat her cleanly.


{| border="1" cellspacing="0" style="background: #f0f0f0"
The more common application of using this as an anti-air is to catch people doing up-back jumps when you have them cornered. Sniping a few up-back jumps with this in a row will do decent damage.
| colspan="7" style="background:#D3D3D3" | '''Crouching Medium Punch'''
|-  
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">9</span>/14''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_mp_1.png]] || align="center" rowspan="7" | 3f<br>[[File:zabel_c_mp_2.png]] || align="center" rowspan="7" | 6f<br>[[File:zabel_c_mp_3.png]] || align="center" rowspan="7" | 9f<br>[[File:zabel_c_mp_4.png]] || align="center" rowspan="7" | 19f<br>[[File:zabel_c_mp_5.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | 0
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | -1
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 5 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="2" | 18
|-
| width="1" colspan="7" style="background:white"|


|}
The frame advantage you can get using this as an anti air is extremely variable considering this move is active for a massive 16 frames. If you anti-air with the first frame of the move it will give you about +2/3~ frames on hit, and if you hit with the very last active frame of the move you can get a huge +17/18~ frames on hit. Recognizing when this move hits and properly exploiting it can give you a huge payoff.
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="8" style="background:#A9A9A9" | '''Crouching Hard Punch'''
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">12</span>/19''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_hp_1.png]] || align="center" rowspan="7" | 4f<br>[[File:zabel_c_hp_2.png]] || align="center" rowspan="7" | 10f<br>[[File:zabel_c_hp_3.png]] || align="center" rowspan="7" | 15f<br>[[File:zabel_c_hp_4.png]] || align="center" rowspan="7" | ??f<br>[[File:zabel_c_hp_5.png]] || align="center" rowspan="7" | 23f<br>[[File:zabel_c_hp_6.png]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | -6
|- style="background:#A9A9A9"
| align="center" | Guard Advantage || align="center" | -7
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:6/G:15/H:24
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2"| 9 || align="center" style="background:#FF0000"| '''5'''|| align="center" colspan="3"| 26
|-
| width="1" colspan="8" style="background:white"|
This c.HP's sole use is as an anti-air. You definitely should not think of it as his one stop answer to all anti-air situations, as it is very positionally dependent and it starts up somewhat slow at 10 frames. But, if you successful space and time this attack correctly, it will beat most jump in attacks clean.
 
Using this as an anti air will give you about +10~ frames on the recovering opponent. This could be more if you hit later into c.HP's active frames. This isn't enough time to set up a completely solid high-low mix-up, there may be a slight gap, but its still practical due to positioning and the advantage you have. Just throwing out 6.MP on their recovery should generally be a perfect meatie though, so use this occasionally to make them scared of moving.
 
The biggest downside to this move is if you accidentally miss your airdash and get a regular ground dash into c.HP. Dash c.HP on block is extremely unsafe and all you can do is hope your opponent is too slow in reacting with the punish.
|}


This move will actually hit crouching Bishamon and Victor surprisingly enough.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
==== Air Normals ====
| colspan="5" style="background:#D3D3D3" | '''Crouching Light Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">3</span>/6''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_lk_1.png]] || align="center" rowspan="7" | 5f<br>[[File:zabel_c_lk_2.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_c_lk_1.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | +5
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | +4
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | H:+8/G:+7
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''3'''|| align="center" | 8
|-
| width="1" colspan="5" style="background:white"|


|}
=====<font style="visibility:hidden; float:right">J.LP</font>=====
 
{{MoveDataCargo
 
| title = J LP
{| border="1" cellspacing="0" style="background: #f0f0f0"
| input = J.LP
| colspan="8" style="background:#A9A9A9" | '''Crouching Medium Kick'''
| images =
|-
{{MoveDataCargoImage|ZA_J_LP|caption=}}
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">8</span>/13''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_mk_1.png]] || align="center" rowspan="7" | 4f<br>[[File:zabel_c_mk_2.png]] || align="center" rowspan="7" | 7f<br>[[File:zabel_c_mk_3.png]] || align="center" rowspan="7" | 11f<br>[[File:zabel_c_mk_4.png]] || align="center" rowspan="7" | 18f<br>[[File:zabel_c_mk_2.png]] || align="center" rowspan="7" | 23f<br>[[File:zabel_c_mk_1.png]]
| hitboxes =
|- style="background:#A9A9A9"
{{MoveDataCargoImage|ZA_J_LP|caption=|hitbox=yes}}
| align="center" | Hit Advantage || align="center" | -3
| info =
|- style="background:#A9A9A9"
{{AttackDataCargo-VSAV/Query|ZA_J_LP}}
| align="center" | Guard Advantage || align="center" | -4
|- style="background:#A9A9A9"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#A9A9A9"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000" | '''4'''|| align="center" colspan="3" | 20
|-
| width="1" colspan="8" style="background:white"|
硬直差の範囲 H:-3~0 G:-4~-1
This c.MK has a few uses, but you should not be using it much outside of chain combos and a normal to cancel into Evil Scream. This move actually moves Zabel forward across the ground a bit when he preforms it, making him just barely be able to combo into c.HK in a longer chain.
 
This will combo from max range into Evil Scream. Standing at about air-dash range on your opponents wakeup and doing this raw into Evil Scream can sometimes be an effective gimmick.
 
Don't use this move in a dash, you will be punished. Do not end your block strings with this move, the negative frames are simply too much. The fact he moves forward during this move means its easier to hit someone with the later frames of this, but that isn't very reliable in making it any safer.
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#D3D3D3" | '''Crouching Hard Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">9</span>/16''' || align="center" rowspan="7" | 1f<br>[[File:zabel_c_hk_1.png]] || align="center" rowspan="7" | 8f<br>[[File:zabel_c_hk_2.png]] || align="center" rowspan="7" | 18f<br>[[File:zabel_c_hk_3.png]] || align="center" rowspan="7" | 25f<br>[[File:zabel_c_hk_4.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | Knockdown
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | -7
|- style="background:#D3D3D3"
| align="center" | Renda Bonus || align="center" | None
|- style="background:#D3D3D3"
| align="center" | Rapid Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:6/G:15/H:24
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 7 || align="center" style="background:#FF0000"| '''10'''|| align="center" colspan="2" | 21
|-
| width="1" colspan="6" style="background:white"|
硬直差の範囲 H:転倒 G:-7~+2
|}
 
<br>
=== Jumping Normals ===
<br>
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#A9A9A9" | '''Jumping Light Punch'''
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">5</span>/9''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_lp_1.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j_lp_2.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j_lp_1.png]]
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''6'''|| align="center" colspan="2" | 1 (+4 frames of Full Guard)
|-
| width="1" colspan="6" style="background:white"|
A normal which pretty much only has the use of starting air chains on chicken blockers in certain situations. Depending on positioning you won't even use this very much to start an air chain.
A normal which pretty much only has the use of starting air chains on chicken blockers in certain situations. Depending on positioning you won't even use this very much to start an air chain.


There is a bit of potential for doing some gimmicks with this using the full guard, but its nothing that is at all practical. Read j.MP below for an explanation on full guard.
There is a bit of potential for doing some gimmicks with this using the full guard, but its nothing that is at all practical. Read j.MP below for an explanation on full guard.  
|}
}}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="7" style="background:#D3D3D3" | '''Jumping Medium Punch'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">10</span>/16''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_mp_1.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j_mp_2.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j_mp_3.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j_mp_4.png]] || align="center" rowspan="3" | 16f<br>[[File:zabel_j_mp_1.png]]
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000" colspan="2" | '''6'''|| align="center"| 5 || align="center"| 1 (+4 Frames of Full Guard)
|-
| width="1" colspan="7" style="background:white"|
 
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#A9A9A9" | '''Jumping Hard Punch'''
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">13</span>/20''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_hp_1.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j_hp_2.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j_hp_3.png]] || align="center" rowspan="3" | 18f<br>[[File:zabel_j_hp_4.png]]
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:6/G:15/H:24
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 6 || align="center" style="background:#FF0000"| '''4'''|| align="center" colspan="2" | 8
|-
| width="1" colspan="6" style="background:white"|
 
|}


=====<font style="visibility:hidden; float:right">J.MP</font>=====
{{MoveDataCargo
| title = J MP
| input = J.MP
| images =
{{MoveDataCargoImage|ZA_J_MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_MP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_MP}}
Amazing poke and air to air, this move can single handedly make tall characters' life miserable. Massive hitbox to hurtbox ratio + range + as fast as most jabs lets you beat out a ton of things with this move, great to use out of an IAD or during air to air situations. This move is more focused at hitting around head height than most of Raptor's other aerials so keep that in mind.


{| border="1" cellspacing="0" style="background: #f0f0f0"
This move has a special bug known as Absolute Air Guard too which further compliments its greatness, see the Misc. section for more info on it.
| colspan="6" style="background:#D3D3D3" | '''Jumping Light Kick'''
}}
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">4</span>/8''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_lk_1.png]] || align="center" rowspan="3" | 4f<br>[[File:zabel_j_lk_2.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j_lk_2.png]] || align="center" rowspan="3" | 10f<br>[[File:zabel_j_lk_3.png]]
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 3 || align="center" style="background:#FF0000"| '''3'''|| align="center" style="background:#C71585"| '''3'''|| align="center" colspan="3" | 4
|-
| width="1" colspan="6" style="background:white"|
 
|}


=====<font style="visibility:hidden; float:right">J.HP</font>=====
{{MoveDataCargo
| title = J HP
| input = J.HP
| images =
{{MoveDataCargoImage|ZA_J_HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_HP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_HP}}
While this doesn't see as much use as JMP and is slightly slower, this is still a great aerial for similar reasons to it. Its main use over JMP is to hit more vertically up.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">J.LK</font>=====
| colspan="6" style="background:#A9A9A9" | '''Jumping Medium Kick'''
{{MoveDataCargo
|-
| title = J LK
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">9</span>/15''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_mk_1.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j_mk_2.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j_mk_3.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j_mk_4.png]]
| input = J.LK
|- style="background:#A9A9A9"
| images =
| align="center" | Special Cancel || align="center" | Yes
{{MoveDataCargoImage|ZA_J_LK|caption=}}
|- style="background:#A9A9A9"
| hitboxes =
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
{{MoveDataCargoImage|ZA_J_LK|caption=|hitbox=yes}}
|-
| info =
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000" colspan="2"| '''6'''|| align="center" | 4
{{AttackDataCargo-VSAV/Query|ZA_J_LK}}
|-
Considered the best move in the entire game thanks to its notorious bug: The late hits on the move make the opponent drop their guard thus giving Zabel access to a quick unblockable air normal that has many guaranteed setups and loops he can do into it, granted they have very difficult execution to consistently pull off. His air dash further compliments this as he can use it to set it up raw, off getup chasing or a reset, though confirming it from an IAD JLK is again difficult execution wise. Refer to the Misc section for more info on JLK UB info.
| width="1" colspan="9" style="background:white"|


|}
It goes without saying this move is absolutely incredible, the UB properties on the move bring so much to Zabel's game and pressure, while Zabel's high low pressure is already incredible as is, this just further supplements it. Even just the threat of a potential JLK UB can condition your opponent hard and be abusable for you. Practicing the timing for the late hits and its setups can reward you very well. As a general aerial outside the UB, while of course not as extraordinaire, it is still a decent quick aerial (frame 4 startup, making it faster than most jabs) with good hitbox positioning that can be used similarly to other quick light aerials.
}}


=====<font style="visibility:hidden; float:right">J.MK</font>=====
{{MoveDataCargo
| title = J MK
| input = J.MK
| images =
{{MoveDataCargoImage|ZA_J_MK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_MK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_MK}}
Extremely fast aerial with great horizontal range, great to use if you don't want to expand your hurtbox as much as with J2MP or J2HP, as well as cover the range close by you more than J2MP. Works well to add in from your air chains or using it to setup an IAD confirm, though the timing is more difficult than J2HP's.
}}


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">J.HK</font>=====
| colspan="10" style="background:#D3D3D3" | '''Jumping Hard Kick'''
{{MoveDataCargo
|-
| title = J HK
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | 1hit:'''<span style="color:red">5</span>/8'''<br>2hit:'''<span style="color:red">9</span>/14'''<br>3hit:'''<span style="color:red">13</span>/20''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j_hk_1.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j_hk_2.png]] || align="center" rowspan="3" | 9f<br>[[File:zabel_j_hk_3.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j_hk_2.png]]
| input = J.HK
|- style="background:#D3D3D3"
| images =
| align="center" | Special Cancel || align="center" | No
{{MoveDataCargoImage|ZA_J_HK|caption=}}
|- style="background:#D3D3D3"
| hitboxes =
| align="center" | Meter Gain || align="center" | W:6<br>G:10+4+4<br>H:15+9+9
{{MoveDataCargoImage|ZA_J_HK|caption=|hitbox=yes}}
|-
| info =
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 6 || align="center" style="background:#FF0000"| '''2'''|| align="center" | 2 || align="center" style="background:#FF0000"| '''2'''
{{AttackDataCargo-VSAV/Query|ZA_J_HK}}
|-
A decent normal to IAD with sometimes. It has both its strengths and faults.
| align="center" colspan="2" rowspan="2"| || align="center" | 13f<br>[[File:zabel_j_hk_3.png]] || align="center" | 15f<br>[[File:zabel_j_hk_2.png]] || align="center" | 17f<br>[[File:zabel_j_hk_3.png]] || align="center" | 19f<br>[[File:zabel_j_hk_4.png]]
|-
| align="center" | 2 || align="center" style="background:#FF0000"| '''2'''|| align="center" | 2 || align="center" colspan="2" | 12
|-
| width="1" colspan="10" style="background:white"|
A decent normal to IAD with sometimes. It has both its strengths and faults.  


You'll find yourself getting hit out of it a bit more frequently than you'd expect. And it won't take long for you to realize that some characters can pretty effectively just crouch under it to avoid it more often than not. The fact it clearly will hit multiple times, and the block-stop applied to the move make it a bit easy to guard cancel.
You'll find yourself getting hit out of it a bit more frequently than you'd expect. And it won't take long for you to realize that some characters can pretty effectively just crouch under it to avoid it more often than not. The fact it clearly will hit multiple times, and the block-stop applied to the move make it a bit easy to guard cancel.
Line 637: Line 459:
Finally, if you catch an opponent in chicken guard with this, you have 2 different options based on positioning. Mid-screen, you can possibly get a s.LP or s.MP guard break after landing. In the corner, if it is timed right you can get a s.LP guard break reset, into an IAD > j.LK unblockable. It is very important to look out for both of these situations.
Finally, if you catch an opponent in chicken guard with this, you have 2 different options based on positioning. Mid-screen, you can possibly get a s.LP or s.MP guard break after landing. In the corner, if it is timed right you can get a s.LP guard break reset, into an IAD > j.LK unblockable. It is very important to look out for both of these situations.


Something to note is that if you air-dash super low, more often than not you will only get 2 hits out of this normal instead of 3. This can throw off your combo timing quite a bit, but at the same time it can confuse your opponent. It can be difficult to confirm how many hits you will do, but try to use this to your advantage instead of disadvantage.
Something to note is that if you air-dash super low, more often than not you will only get 2 hits out of this normal instead of 3. This can throw off your combo timing quite a bit, but at the same time it can confuse your opponent. It can be difficult to confirm how many hits you will do, but try to use this to your advantage instead of disadvantage.  
|}
}}
 
<br>
=== Command Jumping Normals ===
<br>
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#A9A9A9" | '''Jumping Down Light Punch''' - j2.LP
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">4</span>/7''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j2_lp_1.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j2_lp_2.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j2_lp_1.png]]
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:0/G:3/H:6
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''6'''|| align="center" colspan="2" | 5
|-
| width="1" colspan="6" style="background:white"|
Potentially Zabel's most useless jumping normal. Not that it is terrible or anything. Any option this normal could fill, another one does it better. Its most similar to j.LK, but with the benefit of that being sometimes unblockable, there is no reason to use this over that.
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="8" style="background:#D3D3D3" | '''Jumping Down Medium Punch''' - j2.MP
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">8</span>/14''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j2_mp_1.png]] || align="center" rowspan="3" | 3f<br>[[File:zabel_j2_mp_2.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j2_mp_3.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j2_mp_4.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j2_mp_2.png]] || align="center" rowspan="3" | 16f<br>[[File:zabel_j2_mp_1.png]]
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:3/G:9/H:15
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 4 || align="center" style="background:#FF0000" colspan="2" | '''6'''|| align="center" colspan="2" | 6
|-
| width="1" colspan="8" style="background:white"|
 
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="7" style="background:#A9A9A9" | '''Jumping Down Hard Punch''' - j2.HP
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">11</span>/18''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j2_hp_1.png]] || align="center" rowspan="3" | 5f<br>[[File:zabel_j2_hp_2.png]] || align="center" rowspan="3" | 7f<br>[[File:zabel_j2_hp_3.png]] || align="center" rowspan="3" | 11f<br>[[File:zabel_j2_hp_4.png]] || align="center" rowspan="3" | 15f<br>[[File:zabel_j2_hp_5.png]]
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | No
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | W:6/G:15/H:24
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000"| '''4'''|| align="center" colspan="2" | 5
|-
| width="1" colspan="7" style="background:white"|
 
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="4" style="background:#D3D3D3" | '''Jumping Kick Drill''' - j2.LK/MK/HK
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">7</span>/14''' || align="center" rowspan="3" | 1f<br>[[File:zabel_j2_kick_1.png]] || align="center" rowspan="3" | 9f<br>[[File:zabel_j2_kick_2.png]]
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes*
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | L=W:0/G:3/H:6<br>M=W:3/G:9/H:15<br>H=W:6/G:15/H:24
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 8 || align="center" style="background:#FF0000"| '''Until Landing'''
|-
| width="1" colspan="4" style="background:white"|
This move can only be special canceled out of an air-dash with the hard kick drill.
 
When air dashing the move builds no meter on whiff with the MK and HK versions, but still gives meter on hit.
|}
 
=== old data ===
 
'''Note:''' Every "stretched" move is chain cancellable. Every dashing move is a crouched one, and keep a bit (or a lot, depend of the length of the hitting frames) of the dash's momentum. Air dashed drills keep the dash's momentum too.
 
 
'''HP:''' Upward hitting move, GREAT anti air. Not much more to say about this move. Not safe. Better used when chained into stand HK, makes it less punishable.
 
'''HK:''' Interesting move. High kick, Zabel's foot turn into a saw. Zabel's hitbox go back a bit while doing it, which makes it a good anti air.
 
 
'''f.LP:''' Zabel stretches and poke. Good move for poking, better if cancelled into c.lk after either hit or guard. Can work better as an anti IAD than stand lp (highly situational) and is useful in combos. Good reach, special cancellable. Many chars can crouch under it.
 
'''f.HP:''' 3 hit stretching move. Somewhat useful in chains as it creates a delay in the chain. Kinda slow, Tech hit/guard cancel all day on it.
 
 
'''c.LP:''' Low jab, very good move (lots of + frames either on hit or guard). Move of choice when ground dashing. One of Zabel's fastest move. Main starter of his up close high/low game due to it's frame advantage. Special cancellable.
 
'''c.MP:''' Low hook, hits mid. Can be linked from cr.lp x 2. Special cancellable.
 
'''c.LK:''' Good move. Low kick, hits low, starter of 95% of his ground combos. Really low frame advantage on hit and guard. Still, a good (great?) move. Special cancellable.
 
'''c.HK:''' Sliding saw, hits low, goes under a lot of projectiles. Non cancellable.


==== Air Command Normals ====


'''j.MP:''' Great move, best used on air to air when your opponent is above you. Happens a lot since you will IAD pretty often. Can go for the unblockable when it hits that way. Big hitbox, can be use to whiff on purpose and mix up. Special cancellable. Full guard after it's recovery.
=====<font style="visibility:hidden; float:right">J.2LP</font>=====
{{MoveDataCargo
| title = J2 LP
| input = J.2LP
| images =
{{MoveDataCargoImage|ZA_J_2LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_2LP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_2LP}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2LP}}
Potentially Zabel's most useless jumping normal. Not that it is terrible or anything. Any option this normal could fill, another one does it better. Its most similar to j.LK, but with the benefit of that being sometimes unblockable, there is no reason to use this over that.  
}}


'''j.HP:''' Chest bones again. Good air to air move when opponent is above, but why use this when you can use j.MP. Usually used whiffed to build meter.
=====<font style="visibility:hidden; float:right">J.2MP</font>=====
{{MoveDataCargo
| title = J2 MP
| input = J.2MP
| images =
{{MoveDataCargoImage|ZA_J_2MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_2MP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_2MP}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2MP}}
One of your lowest reaching aerials, though it doesn't cover the range near Zabel as well as JMK or J2HP, this is still a great move and is slightly faster than J2HP, reaches more horizontally forward and reaches very very slightly more down so it can be useful if you want something that reaches further out.
}}


'''j.LK:''' Only one use for this move: unblockable. It's a good move but it would probably never be used if it weren't for the unblockable. The move's last hitting frames is unblockable, learn setups to land that one frame only on an opponent. Special cancellable.
=====<font style="visibility:hidden; float:right">J.2HP</font>=====
{{MoveDataCargo
| title = J2 HP
| input = J.2HP
| images =
{{MoveDataCargoImage|ZA_J_2HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_2HP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_2HP}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2HP}}
Amazing move with great damage and one of your lowest reaching aerials, this is a great move to use to setup confirms into Evil Scream or Death voltage from an IAD, and the timing on it is more generous than most of your other aerials. Ideally you want to end a lot of your air chains on this.  
}}


'''j.MK:''' Good move, good reach. Zabel attacks with the bone form his shin. Good move overall. Special cancellable.
=====<font style="visibility:hidden; float:right">J.2K</font>=====
{{MoveDataCargo
| title = J2 K
| input = J.2K
| images =
{{MoveDataCargoImage|ZA_J_2LK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_J_2LK|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_J_2LK}}
{{AttackDataCargo-VSAV/Query|ZA_J_2MK}}
{{AttackDataCargo-VSAV/Query|ZA_J_2HK}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2LK}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2MK}}
{{AttackDataCargo-VSAV/Query|ZA_J_66_J_2HK}}
This move can only be special canceled out of an air-dash with the hard kick drill. When air dashing the move builds no meter on whiff with the MK and HK versions, but still gives meter on hit. Note that this move is not an overhead.


The main use for this move is using the light version to setup a quick descending normal which resets the opponent, giving you time to setup Zabel's high low pressure or potentially a JLK UB setup.
}}


'''j.d.MP:''' Excellent move overall. Same attack but angled downward. Hits farther than j.MP, probably his best air to ground move. Can be used as an instant overhead against some chars. Special cancellable, Full guard after it's recovery. Move of choice for chicken guarding.
==== Normal Throws ====


'''j.d.HP:''' Chest bones part 3. Arguably his best IAD move. Not cancellable. Not much else to say. Learn to instant IAD j.d.HP, it is required to play him decently. Random note: If you do not IAD as fast as possible, IAD j.d.hp will whiff against a crouching Q-Bee ; the timing to land a IAD j.d.MP against her is more lenient, but j.d.HP has more hitstun.
=====<font style="visibility:hidden; float:right">6MP or 6HP</font>=====
 
{{MoveDataCargo
'''j.d.LK:''' Downward drill. Land the closest of the 3 drills. Can be used in IADs. Best use as an IAD against Q-Bee (if you cannot land iad j.d.MP/j.d.HP) or as a setup for the unblockable. Fast, can be chained into but not from, not cancellable. The drill of choice (if you miss your IAD you won't fly for half an hour, with the others you will).
| title = P THROW
 
| input = 6MP or 6HP
'''j.d.MK:''' Downward drill, moderate distance. Wouldn't use it if I were you. See LK drill for info.
| images =
 
{{MoveDataCargoImage|ZA_6MP_or_6HP|caption=}}
'''j.d.HK:''' Downward drill, goes the farthest. Shitty outside IADs. See LK drill for info.
| hitboxes =
 
{{MoveDataCargoImage|ZA_6MP_or_6HP|caption=|hitbox=yes}}
'''Special note about "Full Guard":''' What is full guard? Well it's a bug on Zabel's jumping LP's and MP's that allows him to guard EVERYTHING while airborne if guardable after the recovery of these moves. That includes guarding moves that you are not supposed to guard while airborne (ie. every single grounded normal move) - https://twitter.com/shu180sx/status/926116428985405440
| info =
 
{{AttackDataCargo-VSAV/Query|ZA_6MP_or_6HP}}
== Pursuit Attack ==
Zabel hovers and stomps you multiple times (normal 3 times, EX 6 times). As all pursuits, can be whiffed to get closer and go straight into mixups, but Zabel's kinda slow... Don't do it often.
 
== Throws ==
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="3" style="background:#A9A9A9" | '''Punch Throw''' - (Close)6 or 4 MP/HP
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | No Mash:'''<span style="color:red">18</span>/30'''<br>Mashed:'''<span style="color:red">27</span>/45'''<br>CounterMash:'''<span style="color:red">12</span>/20'''<br>Both Mash:'''<span style="color:red">15</span>/25''' || align="center" rowspan="5" width="350" | 1f<br>[[File:zabel_throw_b.png]]
|- style="background:#A9A9A9"
| align="center" | Tech Damage || align="center" | '''<span style="color:red">4</span>/7'''
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | +2
|- style="background:#A9A9A9"
| align="center" | Tech Advantage || align="center" | +2
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | None
|-
| align="center" colspan="2" |Active Frames|| align="center" | 1
|-
| width="1" colspan="3" style="background:white"|
A mash throw that can be throw-teched entirely and does a stand reset on hit. If you are attempting to throw behind yourself the s.HP throw option-select is pretty good, but the setup from the throw afterwards is terrible.
A mash throw that can be throw-teched entirely and does a stand reset on hit. If you are attempting to throw behind yourself the s.HP throw option-select is pretty good, but the setup from the throw afterwards is terrible.


Even with the +2 frames from the throw, you don't have much of a potential follow up because of how far you are placed from the opponent, even in the corner.  
Even with the +2 frames from the throw, you don't have much of a potential follow up because of how far you are placed from the opponent, even in the corner.


The main plus of the punch throw is against opponents that have no clue you can counter mash to make it do less damage. If you get full mash damage, this throw actually does massive damage. At that point it is Zabel's 3rd strongest attack when it comes to red damage, and his most damaging attack in terms of white damage.
The main plus of the punch throw is against opponents that have no clue you can counter mash to make it do less damage. If you get full mash damage, this throw actually does massive damage. At that point it is Zabel's 3rd strongest attack when it comes to red damage, and his most damaging attack in terms of white damage.


The huge damage from that is offset though on the measly damage this throw does if completely throw teched.
The huge damage from that is offset though on the measly damage this throw does if completely throw teched.  
|}
}}


 
=====<font style="visibility:hidden; float:right">6MK or 6HK</font>=====
{| border="1" cellspacing="0" style="background: #f0f0f0"
{{MoveDataCargo
| colspan="3" style="background:#D3D3D3" | '''Kick Throw''' - (Close)6 or 4 MK/HK
| title = K THROW
|-
| input = 6MK or 6HK
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">18</span>/27''' || align="center" rowspan="5" width="350" | 1f<br>[[File:zabel_throw_b.png]]
| images =
|- style="background:#D3D3D3"
{{MoveDataCargoImage|ZA_6MK_or_6HK|caption=}}
| align="center" | Tech Damage || align="center" | '''<span style="color:red">9</span>/13'''
| hitboxes =
|- style="background:#D3D3D3"
{{MoveDataCargoImage|ZA_6MK_or_6HK|caption=|hitbox=yes}}
| align="center" | Hit Advantage || align="center" | Knockdown
| info =
|- style="background:#D3D3D3"
{{AttackDataCargo-VSAV/Query|ZA_6MK_or_6HK}}
| align="center" | Tech Advantage || align="center" | +11
A good throw. The option select from his normals isn't as good as it is for his punch throws, but the options he gets from the throw itself is much better than his punch throw.
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | None
|-
| align="center" colspan="2" |Active Frames|| align="center" | 1
|-
| width="1" colspan="3" style="background:white"|A good throw. The option select from his normals isn't as good as it is for his punch throws, but the options he gets from the throw itself is much better than his punch throw.


If you have a reason for wanting to do a back throw, this is your preferred option as the command throw only throws in the direction you are facing.
If you have a reason for wanting to do a back throw, this is your preferred option as the command throw only throws in the direction you are facing.


In the corner, you have more than enough time to attempt a j.LK unblockable on knockdown. And on throw-tech Zabel gets +11 frames to attempt a mixup.
In the corner, you have more than enough time to attempt a j.LK unblockable on knockdown. And on throw-tech Zabel gets +11 frames to attempt a mixup.  
|}
}}


 
=====<font style="visibility:hidden; float:right">J.6P or J.4P</font>=====
{| border="1" cellspacing="0" style="background: #f0f0f0"
{{MoveDataCargo
| colspan="3" style="background:#A9A9A9" | '''Air Throw''' - (Close)6 or 4 MP/HP
| title = AIR THROW
|-
| input = J.6P or J.4P
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">15</span>/22''' || align="center" rowspan="5" width="350"| 1f<br>[[File:zabel_airthrow_a.png]]
| images =
|- style="background:#A9A9A9"
{{MoveDataCargoImage|ZA_J_6P_or_J_4P|caption=}}
| align="center" | Tech Damage || align="center" | '''<span style="color:red">7</span>/10'''
| hitboxes =
|- style="background:#A9A9A9"
{{MoveDataCargoImage|ZA_J_6P_or_J_4P|caption=|hitbox=yes}}
| align="center" | Hit Advantage || align="center" | Knockdown
| info =
|- style="background:#A9A9A9"
{{AttackDataCargo-VSAV/Query|ZA_J_6P_or_J_4P}}
| align="center" | Tech Advantage || align="center" | ~
|- style="background:#A9A9A9"
| align="center" | Meter Gain || align="center" | None
|-
| align="center" colspan="2" |Active Frames|| align="center" | 1
|-
| width="1" colspan="3" style="background:white"|
Zabel's air throw is hardly a core part of his air game. Positionally, based on the height of his jump and location of the air throw, he will have difficulties grabbing a few characters as well. If you are trying to punish somebody, an IAD into an air reset with a normal, so you will know just how they recover is probably better than the knockdown into a roll they'd get from the air throw.
Zabel's air throw is hardly a core part of his air game. Positionally, based on the height of his jump and location of the air throw, he will have difficulties grabbing a few characters as well. If you are trying to punish somebody, an IAD into an air reset with a normal, so you will know just how they recover is probably better than the knockdown into a roll they'd get from the air throw.


Unteched, damage wise this throw is decent, it does a little more damage than his strongest air normal(j.HP). Even with the hard knockdown this gives, you still have enough time to set up your oki options as well.
Unteched, damage wise this throw is decent, it does a little more damage than his strongest air normal(j.HP). Even with the hard knockdown this gives, you still have enough time to set up your oki options as well.


Teched, damage isn't very good. Zabel will chuck them across the screen and they will air reset. You actually have some pretty decent frame advantage off of this, but a throw midscreen puts them too far away to really exploit this. If they air tech you in the corner, you can get a solid air-dash mix-up on their recovery if you IAD at the soonest possible moment. The frame advantage from this isn't quite as much as an IAD into a normal attack reset.
Teched, damage isn't very good. Zabel will chuck them across the screen and they will air reset. You actually have some pretty decent frame advantage off of this, but a throw midscreen puts them too far away to really exploit this. If they air tech you in the corner, you can get a solid air-dash mix-up on their recovery if you IAD at the soonest possible moment. The frame advantage from this isn't quite as much as an IAD into a normal attack reset.  
|}
}}


=== Special Moves ===


{| border="1" cellspacing="0" style="background: #f0f0f0"
==== Death Hurricane ====
| colspan="3" style="background:#D3D3D3"| '''Skull Punish''' - (Close)63214 MP/HP
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | MP/HP:'''<span style="color:red">20</span>/28'''<br>ES:'''<span style="color:red">28</span>/40''' || align="center" rowspan="3" width="350" | 2f<br>[[File:zabel_cmdthrow.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | Knockdown
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | MP/HP: 12<br>ES: 0
|-
| align="center" colspan="2" |Active Frames|| align="center" | 1
|-
| width="1" colspan="3" style="background:white"|
2 frame untechable command throw that throws the opponent in the direction you're facing. This has a bit better range than his normal throws as well, so its generally his best throw option.


Both option selects using s.MP and s.HP are good so use both, though I favor s.HP a bit more as it catches jumpers more often.
=====<font style="visibility:hidden; float:right">214K</font>=====
{{MoveDataCargo
| title = DEATH HURRICANE
| input = 214K
| images =
{{MoveDataCargoImage|ZA_214LK|caption=Normal}}
{{MoveDataCargoImage|ZA_214KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|ZA_214LK|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|ZA_214KK|caption=Es|hitbox=yes}}
| info =
Spinning move. L version is safest as a quick but mediocre poke. Avoid using, especially the ES version. Ideally you'll only see this if your Death Voltage input is sloppy, since their inputs overlap.
{{AttackDataCargo-VSAV/Query|ZA_214LK}}
Short range
{{AttackDataCargo-VSAV/Query|ZA_214MK}}
Medium range.
{{AttackDataCargo-VSAV/Query|ZA_214HK}}
Long range.
{{AttackDataCargo-VSAV/Query|ZA_214KK}}
Hits 3 times. Can work okay as a chip kill finisher against opponents at very low health since it does a bit more chip damage than Death Voltage, though risky against characters with usable guard cancels against it due to its multi hit nature.
{{AttackDataCargo-VSAV/Query|ZA_J_214LK}}
{{AttackDataCargo-VSAV/Query|ZA_J_214MK}}
{{AttackDataCargo-VSAV/Query|ZA_J_214HK}}
{{AttackDataCargo-VSAV/Query|ZA_J_214HK}}
}}


Going for an ES Skull Punish can be extremely dangerous. It overlaps with the Evil Scream input of 6~4, and you'll get it by accident the majority of the time by either being too far from the opponent or doing it too soon out of block stun. This is a problem for two reasons. First off you lose the ability to do an option select with a normal move. And second, evil scream is -14 on block so you really do not want to do it in someones face raw.
==== Skull Sting ====


Because of those reasons you should generally be sticking with the regular version of Skull Punish rather than the ES version.
=====<font style="visibility:hidden; float:right">2[8]LK</font>=====
|}
{{MoveDataCargo
| title = LK SKULL STING
| input = 2[8]LK
| images =
{{MoveDataCargoImage|ZA_2[8]LK|caption=Normal}}
{{MoveDataCargoImage|ZA_2[8]KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|ZA_2[8]LK|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|ZA_2[8]KK|caption=Es|hitbox=yes}}
| info =
Foot saw. Pretty much useless.  
{{AttackDataCargo-VSAV/Query|ZA_2[8]LK}}
Short range
{{AttackDataCargo-VSAV/Query|ZA_2[8]MK}}
Medium range
{{AttackDataCargo-VSAV/Query|ZA_2[8]HK}}
Long range
{{AttackDataCargo-VSAV/Query|ZA_2[8]KK}}
Hits more
{{AttackDataCargo-VSAV/Query|ZA_J_2[8]LK}}
{{AttackDataCargo-VSAV/Query|ZA_J_2[8]MK}}
{{AttackDataCargo-VSAV/Query|ZA_J_2[8]HK}}
{{AttackDataCargo-VSAV/Query|ZA_J_2[8]KK}}
}}


== Special Moves ==
==== Hell Gate ====


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">412[6]K</font>=====
| colspan="8" style="background:#A9A9A9" | '''Death Hurricane''' - 214 LK/MK/HK/ES (Filler Information Below)
{{MoveDataCargo
|-
| title = HELLS GATE
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''<span style="color:red">15</span>/21''' || align="center" rowspan="5" | 1f<br>[[File:zabel_hurricane_1.png]] || align="center" rowspan="5" | 5f<br>[[File:zabel_hurricane_2.png]] || align="center" rowspan="5" | 8f<br>[[File:zabel_hurricane_3.png]] || align="center" rowspan="5" | 11f<br>[[File:zabel_hurricane_4.png]] || align="center" rowspan="5" | 8f<br>[[File:zabel_hurricane_5.png]] || align="center" rowspan="5" | 11f<br>[[File:zabel_hurricane_6.png]]
| input = 412[6]K
|- style="background:#A9A9A9"
| images =
| align="center" | Chip Damage || align="center" | Per Hit:'''<span style="color:red">0</span>/2'''
{{MoveDataCargoImage|ZA_412[6]K|caption=}}
|- style="background:#A9A9A9"
| hitboxes =
| align="center" | Hit Advantage || align="center" | Knockdown
{{MoveDataCargoImage|ZA_412[6]K|caption=|hitbox=yes}}
|- style="background:#A9A9A9"
| info =
| align="center" | Guard Advantage || align="center" | ?
{{AttackDataCargo-VSAV/Query|ZA_412[6]K}}
|- style="background:#A9A9A9"
Teleport. Invincible from the 1st frame. Strength determines where you'll reappear, no matter which side you're on. No ES.
| align="center" | Meter Gain || align="center" | None
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2"| ?? || align="center" style="background:#FF0000" colspan="2"| '''1''' || align="center" | ?? || align="center" | (Grounded) ??
|-
| width="1" colspan="8" style="background:white"|
Spinning move. Fast enough, short one is pretty safe.
* '''(L Version)''' Short range.
* '''(M Version)''' Medium range.
* '''(H Version)''' Long range.
* '''(ES Version)''' Hits 3 times. Not worth the meter, stick with the EX Move Death Voltage instead.
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#D3D3D3" | '''Skull Sting (Ground)''' - 28 LK/MK/HK/ES (also in air)
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | 3 hit:'''<span style="color:red">13</span>/16'''<br>2 hit:'''<span style="color:red">10</span>/12'''<br>1 hit:'''<span style="color:red">5</span>/6'''<br>ES 1st Hit:'''<span style="color:red">4</span>/5'''<br>ES All Other Hits:<br>'''<span style="color:red">3</span>/4''' || align="center" rowspan="5" | 1f<br>[[File:zabel_skullsting_1.png]] || align="center" rowspan="5" | 23~f<br>[[File:zabel_skullsting_2.png]] || align="center" rowspan="5" | 31/33/35/27f<br>[[File:zabel_skullsting_3.png]] || align="center" rowspan="5" | 43/45/46/46f<br>[[File:zabel_skullsting_4.png]]
|- style="background:#D3D3D3"
| align="center" | Chip Damage || align="center" |Per Hit:'''<span style="color:red">0</span>/1'''
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | +12~14
|- style="background:#D3D3D3"
| align="center" | Guard Advantage || align="center" | +11~13
|- style="background:#D3D3D3"
| align="center" | Meter Gain || align="center" | W:12<br>G:12+1xN<br>H:12+3xN<br>(ES:0)
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | L:29 / M:31 / H:33 / ES:27 || align="center" style="background:#FF0000" | '''12/12/11/~'''|| align="center" | 9
|-
| width="1" colspan="6" style="background:white"|
Foot saw. Pretty much useless.
 
* '''(L Version)''' Short range.
* '''(M Version)''' Medium range.
* '''(H Version)''' Long range.
* '''(ES Version)''' Hits more.
|}


 
This is a great reversal and escape tool, with the added ambiguousness of where you'll wind up warping to. The main drawback to the move is if the opponent hasn't committed to an option, they may have an opportunity to punish your teleport attempt, as the duration for the move is fairly long, thus make sure you generally use this when your opponent has committed to an option that puts them in long enough recovery for you to escape safely.
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="8" style="background:#A9A9A9" | '''Hell Gate''' - 41236 LK/MK/HK (Filler Information Below)
|-
| align="center" style="background:#A9A9A9" | Meter Gain || align="center" style="background:#A9A9A9" | 12 || align="center" | 1f<br>[[File:zabel_hellgate_1.png]] || align="center" | 44f<br>[[File:zabel_hellgate_2.png]] || align="center" | 58f<br>[[File:zabel_hellgate_3.png]] || align="center" | ??f<br>[[File:zabel_hellgate_4.png]] || align="center" | 8f<br>[[File:zabel_hellgate_5.png]]
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" style="background:#87CEEB" colspan="2"| '''57''' || align="center" colspan="2"| 6
|-
| width="1" colspan="8" style="background:white"|
Teleport. Invincible from the 1st frame. Strength determines where you'll reappear, no matter which side you're on. No ES.
* '''(L Version)''' Left side.
* '''(L Version)''' Left side.
* '''(M Version)''' Mid-screen.
* '''(M Version)''' Mid-screen.
* '''(H Version)''' Right side.
* '''(H Version)''' Right side.
|}
}}


==== Death Phrase GC ====


''' Death Phrase - 623K (GC):'''
=====<font style="visibility:hidden; float:right">623K</font>=====
:Guard Cancel, that can only be used as a Guard Cancel, there is no normal special move version of this attack.
{{MoveDataCargo
* '''(Any Version)''' Fast, knocks down.
| title = DEATH PHRASE
* '''(ES Version)''' Adds a second untechable hit. This move is quite important for Zabel due to the opponent not being able to ground roll after the second hit, which can potentially set up his unblockable j.LK.
| input = 623K
| images =
{{MoveDataCargoImage|ZA_623K|caption=Normal}}
{{MoveDataCargoImage|ZA_623KK|caption=Es}}
| hitboxes =
{{MoveDataCargoImage|ZA_623K|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|ZA_623KK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_623KK|2|caption=Es|hitbox=yes}}
| info =
Guard Cancel, that can only be used as a Guard Cancel, there is no normal special move version of this attack.
{{AttackDataCargo-VSAV/Query|ZA_623K}}
Fast, knocks down
{{AttackDataCargo-VSAV/Query|ZA_623KK}}
Adds a second untechable hit. This move is quite important for Zabel due to the opponent not being able to ground roll after the second hit, which can potentially set up his unblockable j.LK.
}}


==== Command Throw ====


''' Ultimate Revenge - 623K (DFGC):'''
=====<font style="visibility:hidden; float:right">632[4]P</font>=====
:A Guard Cancel only available while in Dark Force mode. The hitbox on this one is worse than his regular Guard Cancel. Unblockable (is this true?). No ES.
{{MoveDataCargo
| title = SKULL PUNISH
| input = 632[4] MP or HP
| images =
{{MoveDataCargoImage|ZA_632[4]P|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_632[4]P|caption=|hitbox=yes}}
| info =
2 frame untechable command throw that throws the opponent in the direction you're facing. This has a bit better range than his normal throws as well, so its generally his best throw option.
{{AttackDataCargo-VSAV/Query|ZA_632[4]P}}
Both option selects using s.MP and s.HP are good so use both, though I favor s.HP a bit more as it catches jumpers more often.
{{AttackDataCargo-VSAV/Query|ZA_632[4]PP}}
Going for an ES Skull Punish can be extremely dangerous. It overlaps with the Evil Scream input of 6~4, and you'll get it by accident the majority of the time by either being too far from the opponent or doing it too soon out of block stun. This is a problem for two reasons. First off you lose the ability to do an option select with a normal move. And second, evil scream is -14 on block so you really do not want to do it in someones face raw.


== EX Moves ==
Because of those reasons you should generally be sticking with the regular version of Skull Punish rather than the ES version.  
<br>
}}
{| border="1" cellspacing="0" style="background: #f0f0f0; text-align: center"
| colspan="10" style="background:#A9A9A9" align="left" | '''Evil Scream''' - 6~4 PP
|-
| style="background:#A9A9A9" | Damage
| style="background:#A9A9A9" | '''<span style="color:red">28</span>/42'''
| rowspan="5" | 1f<br>[[File:zabel_evilscream_1.png]]
| rowspan="5" | 8f<br>[[File:zabel_evilscream_2.png]]
| rowspan="5" | 16f<br>[[File:zabel_evilscream_3.png]]
| rowspan="5" | 20f<br>[[File:zabel_evilscream_4.png]]
| rowspan="5" | 22f<br>[[File:zabel_evilscream_5.png]]
|- style="background:#A9A9A9"
| Chip Damage
| '''<span style="color:red">0</span>/0'''
|- style="background:#A9A9A9"
| Hit Advantage
| Knockdown
|- style="background:#A9A9A9"
| Guard Advantage
| -14~
|- style="background:#A9A9A9"
| Meter Cost
| 1
|-
| colspan="2" | Frame Count
| colspan="2" | 15
| style="background:#FF0000"| '''4'''
| style="background:#FF0000"| '''2'''
| style="background:#FF0000"| '''2'''
|-
| colspan="2" style="border-top: solid" |
| colspan="2" style="border-top: solid" | 24f<br>[[File:zabel_evilscream_6.png]]
| style="border-top: solid" | 39f<br>[[File:zabel_evilscream_7.png]]
| style="border-top: solid" | 41f<br>[[File:zabel_evilscream_8.png]]
| rowspan="2" style="border-top: solid" |
|-
| colspan="2" | Frame Count
| colspan="4" | 22
|-
| width="1" colspan="10" style="background:white" align="left" |
Electric Stab. This is not a charge move, you simply tap the directions. Extremely fast, combos off anything cancelable and great reach. Whiffs against Q-Bee and Gallon when they are crouching.
|}


==== Pursuits ====


{| border="1" cellspacing="0" style="background: #f0f0f0"
=====<font style="visibility:hidden; float:right">8P or 8K</font>=====
| colspan="9" style="background:#D3D3D3" | '''Death Voltage (Ground)''' - 63214 KK
{{MoveDataCargo
|-
| title = PURSUIT
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">26</span>/40''' || align="center" rowspan="6" colspan="2" | 1f<br>[[File:zabel_deathvoltage_1.png]] || align="center" rowspan="6" | 5f<br>[[File:zabel_deathvoltage_2.png]] || align="center" rowspan="6" | 7f<br>[[File:zabel_deathvoltage_3.png]] || align="center" rowspan="6" | 37f<br>[[File:zabel_deathvoltage_4.png]] || align="center" rowspan="6" | 38f<br>[[File:zabel_deathvoltage_5.png]] || align="center" rowspan="6" | 55f<br>[[File:zabel_deathvoltage_6.png]]
| input = 8P or 8K
|- style="background:#D3D3D3"
| images =
| align="center" | Chip Damage || align="center" | '''<span style="color:red">0</span>/4'''
{{MoveDataCargoImage|ZA_8P_or_8K|caption=}}
|- style="background:#D3D3D3"
{{MoveDataCargoImage|ZA_8PP_or_8KK|caption=}}
| align="center" | Hit Advantage || align="center" | Knockdown
| hitboxes =
|- style="background:#D3D3D3"
{{MoveDataCargoImage|ZA_8P_or_8K|caption=|hitbox=yes}}
| align="center" | Guard Advantage || align="center" | -41
{{MoveDataCargoImage|ZA_8PP_or_8KK|caption=|hitbox=yes}}
|- style="background:#D3D3D3"
| info =
| align="center" | Meter Cost || align="center" | 1
{{AttackDataCargo-VSAV/Query|ZA_8P_or_8K}}
|- style="background:#D3D3D3"
{{AttackDataCargo-VSAV/Query|ZA_8PP_or_8KK}}
| colspan="2" |
Zabel hovers and stomps you multiple times (normal 3 times, EX 6 times). As all pursuits, can be whiffed to get closer and go straight into mixups, but Zabel's kinda slow... Don't do it often.
|-
}}
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="3" | 6 || align="center" style="background:#FF0000" colspan="2" | '''31'''|| align="center" | 17 || align="center" | 8
|-
| align="center" style="border-bottom: none; border-right: none; background:white" colspan="3" | || align="center" style="border-bottom: dashed; border-left: dashed; border-right: dashed;border-width: 1px" colspan="5" | 3f - 54f is airborne (52f total) || align="center" style="border-bottom: none; border-left:none; background:white" colspan="4" |
|-
| width="1" colspan="11" style="border-top: none;background:white"|
Move can also be done in air. Air version has 5f pre-attack frames, with 32 active frames.


Electric spin. Huge damage, extremely fast, combos off anything cancelable. Air version travels downwards instead of upwards. Whiffs against a crouched Q-Bee, but not on crouching Gallon.
==== Ex Moves ====
|}


=====<font style="visibility:hidden; float:right">6[4]PP</font>=====
{{MoveDataCargo
| title = EVIL SCREAM
| input = 6[4]PP
| images =
{{MoveDataCargoImage|ZA_6[4]PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_6[4]PP|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_6[4]PP|2|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_6[4]PP|3|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_6[4]PP}}
Electric Stab. This is not a charge move, you simply tap the directions. Fast, combos off anything cancelable and great reach. Whiffs against Q-Bee and Gallon when they are crouching.


{| border="1" cellspacing="0" style="background: #A9A9A9"
This is your goto move for special cancelling as it gives more damage than Death Voltage, although the slower startup means you need to set it up off renda bonus for lights (5LK, 5LK, Evil Scream) unlike it, renda is not needed for the medium normals however. Using this as your finisher off IAD setups can lead to massive damage. Doing this as a raw long ranged poke can occasionally work but should be done sparingly, due to its startup, recovery and the fact it's not useful against jumping opponents.
| colspan="5" style="background:#A9A9A9" | '''Death Voltage (Air)''' - air 63214 KK
}}
|-
| style="background:white" | Air version has 5f pre-attack frames, with 32 active frames.
|}


=====<font style="visibility:hidden; float:right">632[4]KK</font>=====
{{MoveDataCargo
| title = DEATH VOLTAGE
| input = 632[4]KK
| images =
{{MoveDataCargoImage|ZA_632[4]KK|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_632[4]KK|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|ZA_632[4]KK|2|caption=Ground|hitbox=yes}}
{{MoveDataCargoImage|ZA_J_632[4]KK|caption=Air|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_632[4]KK}}
{{AttackDataCargo-VSAV/Query|ZA_J_632[4]KK}}
Electric spin. Huge damage, extremely fast, combos off anything cancelable. Air version travels downwards instead of upwards. Whiffs against a crouched Q-Bee, but not on crouching Gallon.


{| border="1" cellspacing="0" style="background: #f0f0f0"
While it does less damage than Evil Scream, unlike it this doesn't generally need renda bonus to true combo off of light normals due to being faster, so there are times going for this over it is more practical. This also works great as a whiff punish tool especially against air state opponents, such as Demitri whiffing his DP due to it being very hard (might sometimes be impossible due to frameskip? though unsure) to punish him grounded. This move can work as a decent chip kill finisher when your opponent is at very low health, best done using the air version to lessen the risk of your opponent crouching under it from a distance. This move can work well done raw too thanks to its incredibly speed and great hitbox, although it should not be abused too much as on whiff and especially on block this move is very punishable.
| colspan="5" style="background:#D3D3D3" | '''Hell Dunk''' - 623 PP
}}
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''<span style="color:red">31</span>/41''' || align="center" rowspan="4" | ~f<br>[[File:zabel_helldunk_1.png]] || align="center" rowspan="4" | 36f<br>[[File:zabel_helldunk_2.png]] || align="center" rowspan="4" | 52f<br>[[File:zabel_helldunk_3.png]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | Knockdown
|- style="background:#D3D3D3"
| align="center" | Total Whiff Frames || align="center" | 88
|- style="background:#D3D3D3"
| align="center" | Meter Cost || align="center" | 1
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 51 || align="center" style="background:#FF0000"| '''1'''
|-
| width="1" colspan="5" style="background:white"|
Basketball. Auto-targets the opponent. Unblockable ground-catch (grabs standing/crouching opponents within the mouth area). Decent damage but telegraphed startup and very laggy/punishable whiff animation. Very risky, good damage but not recommended for frequent use (only if you predict a projectile and even then, IADing over it on reaction would be better).
|}


== Dark Force ==
=====<font style="visibility:hidden; float:right">623PP</font>=====
{{MoveDataCargo
| title = HELL DUNK
| input = 623PP
| images =
{{MoveDataCargoImage|ZA_623PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|ZA_623PP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|ZA_623PP}}
Basketball. Auto-targets the opponent. Unblockable ground-catch (grabs standing/crouching opponents within the mouth area). Decent damage but telegraphed startup and very laggy/punishable whiff animation. Very risky, good damage but not recommended for frequent use (only if you predict a projectile and even then, IADing over it on reaction would be better). Can occasionally work decently as a Dark Force deactivation punish if you're too far away for a standard punish, as long as you do it before the deactivation starts as most dark forces' recovery animation are shorter than the startup on this move.
}}== Dark Force ==


''' Final Transformation: Ultimate Undead - Same strength P + K'''
''' Final Transformation: Ultimate Undead - Same strength P + K'''


* '''(Any Version)''' Gold Chainsaw mode. Zabel gets a new set of attacks, while losing his special moves and throws, and his dash becomes a hop rather than his normal crawl. While in dark force mode Zabel's normals do white (recoverable) damage on block. DF-Zabel has a unique Guard-Cancel animation
* '''(Any Version)''' Gold Chainsaw mode. Zabel gets a new set of attacks, while losing his special moves and throws, and his dash becomes a hop rather than his normal crawl. While in dark force mode Zabel's normals do white (recoverable) damage on block. DF-Zabel has a unique Guard-Cancel animation
''' Ultimate Revenge - 623K (DFGC):'''
:A Guard Cancel only available while in Dark Force mode. The hitbox on this one is worse than his regular Guard Cancel. Unblockable (is this true?). No ES.


*Dark Force Combos
*Dark Force Combos
:::https://youtu.be/vfS9rrjxuu4?t=8m15s
:::https://youtu.be/vfS9rrjxuu4?t=8m15s


== Combos ==
==Colors==
=== Basic Combos ===
[[File:colors-zabel.png]]
 
*2.LK > 2.MP > 2.MK > 2.HK
::23 red/40 white
::Zabel's most basic, close range knockdown combo. Works on the entire cast. You can subsitute 2.MP for 5.MP for an extra point of damage.
 
*2.LK > 2.MP > 2.MK > 6.HK
::?? red/?? white
::There will be times you can connect the first three hits but realize you're too far away for a 2.HK sweep to combo. If you catch the opponent standing you can opt to this combo instead, as 6.HK will not hit crouching opponents besides Bishamon and Victor.
 
*2.LK > 2.MK > 2.HK
::?? red/?? white
::A basic combo you can do when you're too far away to get all four hits in the combo above.
 
*2.LK > 2.LK xx 63214.KK
::?? red/?? white
::A combo into Death Voltage. It does less damage and the knockdown isn't as favorable, but it's a little easier to combo into than Evil Scream due to the much faster start up. For this combo and the one below you can instead start with 2.LK > 5.LK instead. While 5.LK does not hit low, it has the slightly more range than 2.LK and it may be easier for some to do the special cancel from a neutral position.
 
*2.LK > 2.LK xx 64.PP
::?? red/?? white
::Evil Scream is generally the best move to combo into. It is the most damaging option, and with how with how it behaves on hit sets up the same type of knockdown each time, making okizeme easier. When comboing into Evil Scream from light attacks it '''requires''' at least two light attacks, as the move is too slow to otherwise combo without the added renda bonus frames. Evil Scream will not hit crouching Gallon and Q-Bee.
 
== Strategies ==
 
== Matchups ==
 
'''ANAKARIS''' (8-2): Anakaris for Zabel is a pretty easy matchup overall, which shouldn't be too surprising given his strong offense and Anakaris's inability to defend against it. However, you do need to know how to pressure him the right way to make the match free, as Anakaris has many tricks to pull when he gets his turn.
Continuous dashing light attacks and renda s.LPs give Anak hell. He cannot pushblock or throw, so pressuring him with these can render him unable to retaliate. As these do no chip and you are always prone to input errors, you mostly mix these in with other mixups in order to hold him down while you get your damage. He can't damage you if he can't play, after all.
If Anak gets away, he will most likely be throwing out his own limbs and zoning with curses to make his opening, so don't let him get away with it. His jump arc can be easily followed and chased with your long normals. If he tries cursing from far away, just teleport under him and go up for the attack. (Be aware that grounded AAs may not work, as him performing aerial special moves allows him to air-block this).
If Anak knocks you down, you will be subjected to a mix of pretty much every type of pressure in the game. Anak has fast overheads in the Pyramid Dive, dash pressure in his lights, and far reaching lows to keep you from getting out unscathed. Just do your best to block and push him back out. Once he is away from you, continue dominating with your superior normals.
c.HP and s.HP will most likely be your best AAs due to how Anak jumps.
The only real way you can lose is if the Anak is much better than you overall or you stick limbs into Curses. Don't do that. Anak is now on top of you, and if they were ES Curses, he gets to punt you for a bunch of free damage.
 
'''VICTOR''' (7.5-2.5): Victor has high-priority normals with lengthy hitstun, super fast command grabs and a very tough to beat Air-to-Ground move in diagonal j.HP. Thankfully, he does not have the mobility to exploit them to their full potential, so it isn't hard to keep him out of range of these. You can often get by against poor Victor by running away and sticking him with a limb when there is an opening to do so. Zabel can travel so fast and Victor's dash is so bad that it's a feasible strat. His high defense and white health can make this long, but it's safe.
Crouching VIctor is huge, so j.HK pressure is super good against him. It always catches him crouching, and his tall height allows you to do it at heights such that he really has to guess how many times it will hit before you do your lows. If he can't GC, j.HK all day for pressure.
Ideal AA is s.HP and c.HP. Challenging j.HP is very risky due to its huge priority, so you don't want to AA late or use the other ones to challenge it for nothing in return.
Victor's AAs are a big problem due to the electricity giving them hefty hitstun. If he gets on top of you due to them, wait out his jumps, then hold down back. If he tries a command throw, you will often just crawl out of range and net yourself the chance for a free punish. If he does lows instead, you're good.
Mega Forehead does have upper body invincibility, so that on wakeup could theoretically beat the j.LK unblockable. However, due to the slow startup and invincibility positions, if this beats you, you probably weren't getting an unblockable or comboing off of it anyways.
 
'''MORRIGAN''' (7-3): Morrigan in this game comes off as mostly underwhelming, but she isn't as free to Zabel as you might think.
The obvious issue is Shadow Blade. A proper DP that can stop IAD approaches, and reversal DP will always beat the j.LK unblockable. This makes meaty pressure difficult, but a baited DP does mean a free Death Voltage for you.
Morrigan will likely stay back and throw fireballs to build meter for her gameplan. This is exactly what you want. If she's not fullscreen, an IAD will go over grounded fireballs and net you a free hit that could be a combo if you got close enough. Air fireballs are windows to jump in and close the distance she wants to have. s.HK is her only real way to shove you out, but it does do a good job at beating IADs, so be wary if she catches on to your habits.
Once Morrigan has meter, her options become actually bothersome to you. ES DPs do much more damage, ES Fists are harder to go over and still get the combo, and she gets some burst damage in Darkness Illusion, which can be reasonably comboed into. As long as you can make her have a hard time gaining and using that meter correctly, you are mostly in the clear as far as surprises go.
c.HP is the preferred AA due to her having air normals that don't hit far enough downwards to beat it. If she's dashing at you, s.LP and your standing heavy kicks are much better for stopping her approach.
Don't stick limbs into ES attacks. They hurt.
 
'''LILITH''' (7-3): The big differences in this matchup from Morrigan comes from Lilith having a proper grounded dash, superjumps, and a shorter range fireball with high frame advantage. All of this is more suited to landing her Illusion super, so you are largely going on the same principles as with Morrigan: Don't let her get meter.
s.HP and c.HP are favored much more due to Lilith's jump height, but be wary if she superjumps with meter. LI can autocorrect and catch the extended hurtboxes if you whiff for a full punish, so in this case it may be wiser to just dash under her.
As her fireball has so little range, she will be a lot more about coming to you to deal damage. Use your limbs to beat her out and prevent her from getting close. Remember that she has no standing overheads, so be ready with GCs and pushblocks to fight her off of you.
As with Morrigan, her reversal DPs can let her break the j.LK unblockable.
Don't stick limbs into Puppet Show. It looks embarassing. Just harrass with your normals safely.
 
'''JEDAH''' (7.5-2.5): Jedah is a pretty easy matchup for Zabel. His tall height, projected hurtboxes on his attacks and more aerial based approaches leave him prime to waste with AAs and Death Voltage. His defense is bad, so heavy pressure wins the day here. Bait his AAs and hit their hurtboxes for big damage. Anytime he air-dashes from farther than half screen, you get a free opportunity to Death Voltage him.
Jedah jumps incredibly high. So high, in fact, that the peak of it can go over every AA in Zabel's arsenal barring Death Voltage, and if he's jumping back or in the corner he's probably going to block that. You may need to do your AAs a bit later than usual as a result. s.HP is best for intercepting his jumps, and 6.HK is useful when he's far.
When Jedah is doing dash pressure with j.HP, you can often hit him between reps with s.LP and knock him out of it. If he tries to do it with j.HK, this may be a bit harder, so focus on pushblocking or GC'ing that.
If you are going to airdash into a pinwheel, Skull Sting might have a use in getting you around it. Barring that, try and stick a limb into it if there is no other option, especially if it is ES. The limb hurtbox will disappear and you might get knockded down in a single hit, saving you from the wheel's full damage.
The worst thing Jedah can do to Zabel is activate his Dark Force. It gives him fast access to highly damaging loops and it is very hard to punish him for attempting it. As it starts his offense, you may get a free Death Voltage while he fies forwards, then you can pursuit to waste the timer. Punishes when it deactivates aren't guaranteed, but just trying to meaty him is a good bet to make sure he doesn't get away for free.
 
'''DEMITRI''' (6.5-3.5): The way in which Demitri is built is going to slow the pace of the match dramatically, so don't rush it. Like with Morrigan, you want him throwing grounded fireballs for free ways to get in. Air fireballs do intercept the airdash, but you can just dash under those. Against ground fireballs, it is also possible to dash 2.HK under them when close and knock Demitri down, but this is risky.
Absolutely respect Demon Cradle. Not even Zabel can disregard it. It ruins the j.LK unblockable and will make it Demitri's turn everytime he lands it. Sticking out limbs mindlessly gives him the chance to go on his offense, so be cautious and get a feel for how he likes to use it.
If Demitri gets on top of you, you can safely block low unless he is jumping, in which case stand until he is low enough that he can't chain attacks anymore. He has nothing on the ground that can really blow you util he gets 2 meters.
2 meters is when he gets access to Midnight Pleasure, a suped up version of his normal super throw that eats nearly half your health and comes out way too fast to react to. If you are out of range for his close HP, you may wish to just jump when you think he'll pop it. Make sure you are out of sweep range for this if you do so. If he dashes and buffers it, doing Death Voltage to catch him reappearing will beat it. However, this 100% loses to dashing Demon Cradle, so it is a huge gamble.
If you block a DP, just Voltage him. Punishing him is tough with the single frame of landing recovery, so just get the damage that you can.
c.HP beats pretty much all of his approaches from the air.
Don't stick limbs into Demon Cradle. Just don't do it.
 
'''LEI-LEI''' (6.5-3.5): Lei-Lei has a lot of high priority, huge range normals to throw around, so don't think you can always play safe with your stretch normals. j.MP is the main normal that will be likely to give you trouble. The match is going to be a lot of fading in and out to find openings in her normals for you to pin her down and go ham. The girl is very frail, so you won't need many openings to get ahead and make her struggle.
Don't stick limbs into her items. If she throws a dizzy one and you stick a limb into it, you are in for a world of hurt. Remember that the Akuma statue all but guarantees that the next throw is a dizzy item, although they can occasionally show up at other times.
c.HP is the perfect AA for intercepting Senpuu-Buu approaches. It cleanly hits her out of most normals if she does it close, and a dashing one will keep you safe if she hangs back with it.
The Tenrai-Ha balls are actually somewhat easy to GC, so if she drops it and you block it, you have a lot of time to GC her as she follows them in.
If Lei-Lei pops Dark Force, run and let her use it. The Hyper Armor makes it very tough to get your licks in. Wait for deactivation and stay in a position where you can sneak a limb in as it deactivates. If Death Voltage will kill her due to her lowered defense during it, feel free to go for it. She can't block during it.
 
*Tenraiha punishes — http://www.youtube.com/watch?v=SyM7vYK7BXg
 
'''FELICIA''' (6.5-3.5): Just like you, Felicia is blessed with good normals and is left with somewhat lackluster special moves (With the exception of Cat Spike). This is a matchup where you really want to know how your normals will interect with hers as a result.
Felicia is very easy to j.LK unblockable due to her slow, easy-to-follow rolls. If you ES GC her, a straight jump up will put you in the perfect position to unblockable her as she gets up.
Felica's jump arcs are very obnoxious to deal with, so you don't want to hesitate with your AAs. Stick with the big s.HP and c.HP and get her before she can come into j.HP range. If she tries wall jumping, s.HP is amazing to beat her with.
Rolling Buckler won't be common from most good Felicias, but it does go under a lot of Zabel's pokes, so don't be throwing out limbs mindlessly. This also applies to Dancing Flash, which is even more dangerous to leave yourself open to.
If Felicia puts you in the corner with Kitty Helper, you can try to reversal teleport to beat any of her oki tricks. If you are in the right corner, doing a glitch teleport (63214 KK) will put you far enough away from her that you shouldn't need to be worried about getting chased. Remember that hitting her will not nullify Alto (The kitten), so Death Voltaging isn't a free escape.
Don't stick limbs into Please Help Me.
 
'''BULLETA''' (6.5-3.5): Bulleta's missiles do not dissappear if she gets hit. Be very wary of doing IADs if she is holding back, as her intercepting it means you get knocked down and she gets her time to play with her dash links and instant overheads. Like with other fireballs, you can 2.HK under the missles, and you'll usually clear them if you hit her.
If she favors the missiles, play patient to neutralize them and close the distance. If she wants to exploit her dash pressure, put normals in her way and stop her. Once you can get on her, she has a lot of trouble escaping due to her poor GC, so never let up once you get an opening.
There isn't really a lot to defending against her due to how fast she can move and put pressure on you. You just have to rely on instinct until you can push her off and resume your plans. Get good at IADing out of pushblock so you can go over the missiles she likes to end strings with and mess her up.
Her double jump may make her arcs tough to AA, but s.HP and c.HP will beat her cleanly once she starts coming down. She usually won't stick with a single jump unless she's trying an instant overhead, and at that distance s.LP would be a much better AA.
Don't stick limbs into Cruel Hunting.
 
'''BISHAMON''' (7-3): Super fun matchup. Having limbs that can outrange a sword is a great feeling, and abusing that along with Bishamon's ginormous crouching hitbox with be your key to victory in this fight. He doesn't have particularly good AAs to keep you out.
Despite this, his AA normals are very good at stopping you from jumping out of his attack strings, and the advantage on his dashing normals can let him pin you down for long periods of time. This isn't too awful because you can block low for most of it (His dashback overheads can't turn into much damage). However, the real threat of this is that he gets lots of time to try his ES Spirit unblockable. If he gets you to block a raw s.HK (Far 2-handed stab down into your knees), the unblockable is set up. Get good with GCs and pushblocking early to stop him from getting that chance.
One of the scariest things in this is Bish's pursuit. Not that it on its own is dangerous, but Bishamon travels extremely fast during it. He can do it as you are waking up for a free left/right mixup, which can end up just being a straight guess on your part in order to get out of it. Do not try to press buttons against this. Turning around in VSAV is hard, so if it crosses up you might attack in the wrong direction and he gets a free combo. Or you could just reversal teleport and hope he doesn't react to it.
Bishamon won't usually jump a lot, but if he does you want s.HP for AA purposes. The sword still has really good range, so you want to thwart his jumps before he can get anywhere near you.
Don't stick limbs into Spirits. It may not stun you, but you get knocked down and Bishamon can go into his pursuit shenanigans.
 
'''AULBATH''' (7-3): The curiously attractive fishman is another character that doesn't have a lot of good AAs, so IAD rushdown is pretty easy against him. Be sure not to be sticking limbs into his projectiles though, as they are free combos if you clip them. Thankfully, if you are deep in his grill, he won't be able to get them out fast enough to intercept you, and his GC is laughably slow.
If he starts with the bubble traps, you can always reversal teleport out of what ever he does. If you are in the right corner, glitch teleport will probably deny his chance at any punishment for it. If you cannot reliably do reversals, you have to do a quick GC to hit him and stop the bubble. Be aware that hitting him during his Dark Force (On the crab) will not pop the bubble: He needs to go into hitstun for it to be nullified.
Aulbath likes the air in this matchup, so you really want to be on point with your AAs. Typically, you can catch him early with c.HP, and sometimes s.HP if you are far enough from him. s.HK can also be used in a pinch if you can accept its pathetic damage.
 
'''GALLON''' (6-4): Gallon, like Jedah, can go over all of your AAs at the peak of his jump. Unlike Jedah, he packs comboable knockdown attacks, huge normals and can rip out half your life over simple mistakes with ES Beast Cannon. Thankfully, he still has mediocre AAs, so you can reasonably go about your normal IAD game without much hassle. The only AA you really have to worry about from him is close s.HK, and that only really becomes a problem in his Kick Throw OS and if he is on top of you already. Watch out for that one, and be ready with a reversal teleport or throw.
Doing Death Voltage against Beast Cannon often results in a trade despite how big Beast Cannon's hurtbox is. However, this is a trade you absolutely want to take. Gallon takes huge damage and you get the chance at oki due to the lengthy electricution animation. Don't be too fast with it though. If Gallon knows its coming, his j.LK will usually somehow beat it out, and you waste valuable meter. Also, you obviously shouldn't do this if the Beast Cannon would make you lose a lifebar.
Gallon's jumps are very difficult to intercept, but slightly delayed c.HPs work well in fending him off. If he is just dashing at you for pressure, you might be able to hit him out of it with s.LP if he is close enough.
Gallon's walk makes him crouch, so many of your usual pokes can go straight over his head. You may want to consider zoning with Zabel's kicks more against him as a result, as these will always catch him. As an extension of the above, crouching Gallon cannot be hit with Evil Scream, so end your confirms in this match with Death Voltage to be safe.
An odd thing the Gallon can do, if he is super skilled, is to do a cross-up dash attack and turn it into a combo into Moment Slice. It isn't common to see them do this, but Zabel is one of the few characters vulnerable to this setup, so it may come up on occasion. It does much more permanent damage than the usual ES Beast Cannon stuff.
Don't stick limbs into Beast Cannon. He can still juggle you off of this if he beats out your limb.
 
'''Q. BEE''' (6-4): This is a very reasonable match up that ends up being incredibly annoying due to the fact that, when Q. Bee is crouching, Zabel cannot combo into any of his EX attacks.
Zabel loses most of his opportunities for 50%-Life combos, so the match turns into more of a poking game. Q. Bee can crouch under a lot of limbs and has an array of huge normals to pester you right back as well. Fortunately, like her, you can crouch under them and whittle her health down with quick punishes. Q. Bee isn't very durable, so these small victories will really add up over time. Your hit-per-hit damage is still much higher than hers.
If Q. Bee gets on the offensive, you'll be faced with a series of incredibly fast guesssing games against her homing dash high-low. There is really nothing you can do but guess right and push her out before she can get another chance at doing it. If she's not point blank, s.LP may help punch her off and give you your opening for big damage. She also has a flight Dark Force similar to Jedah, but hers is mostly used to run away, so you won't have to worry about mixups like that.
Death Voltage is very useful in zapping the bug. If she decides to air dash from far away, she can't do anything but take a voltage. If she tries to get distance and throw out the Q Jelly, Death Voltage her fast. If she's hovering, you can Death Voltage her and the hover may bug out and not let her block it. Each one is almost a third of her health, so look for opportunities throughout the game when in neutral. Don't rely on this, or else you'll be wasting meter more than half the time and she has a chance to jump all over you.
6HK is incredibly helpful when she is far, as it beats pretty much all of her jumping normals, and her air dash will send her sailing straight into it at that position. If she's just neutral jumping, you want s.HP to hit her early.
Don't stick limbs into C->R (The rush grab). It has a surprising habit of eating other normals and especially Zabel's huge hurtboxes.
 
'''SASQUATCH''' (6-4): The battle against the ball of cotton is mainly in your favor due to him being fat and vulnerable to the j.LK unblockable. Sasquatch packs high defense, very fast 50-50s with his dash, and even has combos that outdamage Zabel's due to the defense difference. The simple solution is to keep him out of his sweep range so he can't knock you down, but the short hops give him insane speed to deal with. Stretch normals are going to play an even bigger role in this match up than normal, as you'll need them to counter his hops and start taking the life lead.
Outside of the short hops, Sas is very slow. He moves only in quick bursts, so you can beat him out in the mobility department. Keep your approaches varied and your escapes hard to follow. As long as you stay out of short hop range you have ways to counteract everything he can pull.
Once Sas has meter, the match gets much harder. ES Big Towers forces you to IAD higher if you want to clear it, and getting skimmed by it means getting knocked down and subjected to Sas's big mixups and big damage. Look for big signs of him popping the towers, as you will get a big advantage if you can make him waste meter. The obvious sign is him hopping backwards, as there is usually no other reason for him to do this. Watch out for him buffering the necessary crouches in the hops.
6LP, 6MP, 6HP(Situational and risky), and 6.HK are the ideal normals to stop Sas from closing distance with the hops. If he's close, s.LP is the best bet to hit him out of it. If, for whatever reason, he decides to neutral jump towards you, c.HP beats pretty much anything he can do from there.
His Dark Forces aren't very common, but the Super Armor one will actually prevent the second hit of Zabel's ES GC from knocking him down, so be aware of that.
If Sas tries to gimmick you with Big Eisbahn (The Ice Puddle), remember that you have Skull Sting (2-8 K) to get you out of it if you think your air dash will send you into it.
Don't stick limbs into any form of ice. It causes a very obvious knockdown animation that instantly tells Sas it's time for big mixups.
 
*Evil Scream unblockable loop — http://www.youtube.com/watch?v=PxaIZchP-rQ
*Death Voltage unblockable loop — http://www.youtube.com/watch?v=arJjQUlR-zM
*Unblockable loop in practice — http://www.youtube.com/watch?v=p_Rs0k-AIcE
*Corner Backwards Airdash Setup - https://twitter.com/VMP_KyleW/status/830983193499049986
 
'''ZABEL''' (5-5): The mirror matchup largely depends on how comfortable each Zabel is with their character, and who can get a handle on the other's habits first.
Specifically, figure out how trigger happy he is with Death Voltage as soon as possible. You do not want to be sticking limbs into this, and figuring out how fast he is with popping meter on it will greatly help in limiting how often he can combo into his EXs on you for big damage.
You can escape the j.LK unblockable with a reversal teleport.
 
'''Kaji comeback Wwww:''' - https://twitter.com/sakamoto7691/status/826470064798920704
 
== Zabel Memos ==
 
*Character highlights from Twitter
:::https://twitter.com/search?q=%40VMP_KyleW%20(ZA)&src=typd
 
*cr.lp, RENDA cr.lp LINK cr.mp is a 3-frame link while cr.lk, RENDA cr.lk LINK cr.mp is a 2-frame link. LP-version is easier
 
*From an air-dash, J.2K ''(Bee Drill)'' comes out faster. 4-frames total(?) startup
 
*ES-Guard Cancel sets up the Disable-Roll Bug, so setups for UB-J.lk are legit at this time. The setups do differ per character.
::''Against Felicia - '' 8-jump, falling J.lk
 
*Dark Force Zabel does not have a taunt
 
*Zabel Can Renda cr.lp into dash links.
:::https://youtu.be/_4U8Seqab_8
:::https://twitter.com/VMP_KyleW/status/946989546436149250
:::https://twitter.com/Arist_Leo/status/1309431630587596800
 
*There are a few vulnerable frames which Zabel can be hit out of his ES-GC & still connect combos
:::https://twitter.com/VMP_KyleW/status/1019149001700999168
:::https://twitter.com/VMP_KyleW/status/1019148821991809024
:::https://twitter.com/egooolei/status/1021352306510446592
 
*Zabel has a corner infinite on standing Bishamon - it's very impractical
:::https://twitter.com/hosoquatch/status/1252598332024750083
 
*Zabel has an infinite on standing Anakaris - it's very impractical
:::https://twitter.com/hosoquatch/status/1243546463633903616
 
*1998 Combo Video
:::https://youtu.be/uBvWH694wck?t=239
 
== Zabel Bugs ==
 
*Unblockable J.lk
::''See the 5th Column Here - ''
:::http://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
:::http://seesaawiki.jp/vswiki/d/%a1%da%a5%b6%a5%d9%a5%eb%a1%db%a5%ac%a1%bc%a5%c9%c9%d4%c7%bd
:::https://youtu.be/p_Rs0k-AIcE
::''Corner setups that beat blocking''
:::https://youtu.be/qtQceRLQwkQ
:::https://twitter.com/XXin73XX/status/822894975406862336
:::https://twitter.com/XXin73XX/status/822897261822681088
*Disable-Roll Bug
{| class="wikitable"
|-
|Zabel
|''ES-Guard Cancel''
|-
|Zabel ES-GC Interrupt into ''Evil Scream''
|https://twitter.com/VMP_KyleW/status/1019149321801891840
|-
|Zabel ES-GC Interrupt into ''Death Voltage''
|https://twitter.com/VMP_KyleW/status/1019149001700999168
|}
*Dizzy Bug
{| class="wikitable"
|Zabel ''Air-Throw''
|https://www.youtube.com/watch?v=FQhFbm4ehek
|-
|Zabel ''Air-Throw''
|https://twitter.com/egooolei/status/1021352306510446592
|-
|}
 
*Absolute Air Guard on J.mp, J.lp - Air Guard Restores Air Options & blocks UBs
:::https://twitter.com/shu180sx/status/926116428985405440
:::https://twitter.com/hosoquatch/status/1250781712092508161
:::https://twitter.com/VMP_KyleW/status/1256680258226409473
 
*Dark Force Palette Bug
::While CPU Zabel is in Dark Force, do a command grab (as to not allow the character to leave dark force) then press start on player-2.
:::*https://youtu.be/cdGbY6fKCIE?t=18m35s
 
*Unblock ES-Guard Cancel Frames
::''See The first chart here - Zabel is at frame 7''
:::http://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
 
*Unblock ES-Guard Cancel Frames
::''See The first chart here - Dark-Force Zabel is at frames 5-7''
:::http://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
 
== Notable Japan Players ==


== Notable Players ==
=== Japan ===
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/20.html
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/20.html
{| class="wikitable"
{| class="wikitable"
Line 1,276: Line 813:
|http://twitter.com/t2ya55
|http://twitter.com/t2ya55
|Legendary Zabel<br>Retired<br>T.O. for DCC-events
|Legendary Zabel<br>Retired<br>T.O. for DCC-events
|-
|CAA
|style="text-align:center;"| —
|style="text-align:center;"| MP [[file:zabel_color_mp_small.png]]
|Kansai Region
|
|Retired.
|-
|-
|Nan
|Nan
Line 1,346: Line 876:
|
|
|
|
|-
|CAA
|style="text-align:center;"| —
|style="text-align:center;"| MP [[file:zabel_color_mp_small.png]]
|Kansai Region
|
|Retired.
|-
|}
=== North America ===
{| class="wikitable"
!width="95"|Name (English)
!width="105"| Name (Japanese)
!width="70"| Color
!width="125"|Location
!Contact
!Notes
|-
|VickiViper
|ヴィキーヴァイパー
|style="text-align:center;"| MP [[file:zabel_color_mp_small.png]]
|Virginia, USA
|https://twitter.com/DarkForceVicki
|Multi game specialist, and multi game champion. She is too damn fast, and singlehandedly holds brackets up because she signed up for everything.
|-
|Apollo
|アパロー
|style="text-align:center;"| KK [[file:zabel_color_kk_small.png]]
|New York, USA
|https://twitter.com/Apollo19999
|Community Organizer with very good results. He's a baseball loving giant, and is an EX2 champion.
|-
|Conduit
|導管
|style="text-align:center;"| HP [[file:zabel_color_hp_small.png]]
|New York, USA
|[https://discord.gg/5fwSewN33p Conduit#7839]
|Seasoned player with roots back in the original Fightcade. Will play offline one day. 
|-
|Servo
|サーボー
|style="text-align:center;"| MK [[file:zabel_color_mk_small.png]]
|Ohio, USA
|https://twitter.com/Servotronic
|VMP Stream Master who had great results. She solves all of the technical problems that come with streaming from CRTs, which is too many.
|-
|Rotanibor
|ロタニボル
|style="text-align:center;"| MK [[file:zabel_color_mk_small.png]]
|California, USA
|https://twitter.com/ROTANIBOR
|Semi-Retired. Considered the Founder of the VSAV community in the US.
|-
|}
=== South America ===
{| class="wikitable"
!width="95"|Name (English)
!width="105"| Name (Japanese)
!width="70"| Color
!width="125"|Location
!Contact
!Notes
|-
|ZombieF
|ゾンビ 
|style="text-align:center;"| PP [[file:zabel_color_pp_small.png]]
|Brazil
|https://mobile.twitter.com/zombief_
|Extremely strong Zabel player that has gotten a lot of notoriety in the SA scene in 2022.
|-
|-
|}
|}
Line 1,353: Line 954:


[[Category:Vampire Savior]]
[[Category:Vampire Savior]]
[[Category:Zabel]]

Latest revision as of 15:56, 14 June 2024

Introduction

Zabel Zarock (ザベル), the Undead Rockstar

A charismatic young rock star who engaged in ritualistic sacrifice during one of his concerts, killing himself & 100 of his fans. Taking notice of this, Emperor Ozom restored Zabel as an undead. Zabel was told that if he sought more power, he would have to defeat Darkstalkers and he became Ozom's personal assassin. Although Zabel appeared agreeable, his true intentions were to destroy Ozom and take his place as the new emperor.

Zabel, or sometimes called Bell, is the undisputed best-in-class character in VSAV. Although he is extremely powerful & effective, he takes a lot of work as his execution requirements are quick & timely. Zabel is recommended for players who are willing to put in the grind to reap the advantages of this glass-cannon extraordinaire.

Gameplay

Primary objective:

  • Dominate mid-range with his best-in-class normals like 9MP, 9HK, 6MP, etc.
  • Confirm air-resets & select anti-airs into UB 9LK setups
  • Chase ground rolls for insane offensive mixups
  • On the inside, advance with IAD offense or dashing frame-traps
  • Combo with Renda LK into super for amazing burst damage & knockdown
  • Use Hell Gate to escape disadvantageous interactions
Strengths Weaknesses
  • Although his execution is tight, his IAD high/low offense is extremely effective
  • Has an invincible escape Reversal that does not cost meter, which makes him tough to catch
  • Moves during crouch, this makes him walk out of throw ranges at mid-screen
  • Although the execution is tight, he has guaranteed meterless unblockable setups using 9LK
  • His ES Guard Cancel disables ground rolls, this makes for a guaranteed UB setup
  • Deals massive burst damage & can effectively chase ground rolls for high/low or left/right offense
  • Numerous effective & disjointed command normals that own the mid-range
  • Although it's a bug, he has Absolute Guard on the recovery of 9MP, making it a low-risk high-reward approach
  • His Guard Cancel input is unique, it does not overlap with any other special. This makes for a strong GC option select
  • Able to hold up+back and convert that into an air-to-ground opportunity with his air dash
  • Most of his ground normals advance him forwards, he reliably gets full chains into knockdown.
  • Although it's a bug, he has no lower hurt-box during jump start-up, making his defensive up+back less of a risk
  • Low Health
  • His strongest options are gated behind his finesse, technicality, & demanding execution requirements
VSAV Zabel Art.png

Movement

Walk: Zabel's walk speed is about average.

Crouch: Zabel can crouch forward and backward by holding 3 or 1. Crouching has higher speed than walking. Crawling seems to eliminate Zabel's landing recovery from jumps, which is moderately useful.

Dash: Zabel crouches forward at higher speed. While dashing pressing any attack button will make Zabel perform the crouching version of the attack with some added momentum. This attack loses its ability to cancel and chain though. The dash can also be canceled by pressing 4. When the dash ends Zabel will stand up for some frames before he can crouch back again.

Jump: Zabel's jump distance is rather short.

Air dash: Pressing 44 or 66 in the air will make Zabel air dash. Pressing 4 or any attack button during the air dash will make Zabel fall down while performing the attack. Zabel can't airblock or chain during the air dash. If Zabel air dashes backward then his air 2K moves will also moves him backwards. The motion for an instant air dash (IAD) is 956. If done quickly enough Zabel will dash very close to the ground. Then you can cancel the IAD into another normal to make an air attack (must be blocked high) very close to the ground. This is a huge part of Zabel's pressure/mixup game, it helps him cover grounds quickly and makes blocking his attack strings incredibly difficult. Last note, IADs are obviously anti-low but can also hover above some standing moves, even when the IAD is done as low as possible (Aulbath's far stand HK comes to mind).


/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-ZA-5-lp.png
Vsav-ZA-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 10 3 2 H: 6 G: 5
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0

A decent s.LP. It has a about 3 uses. One being to anti-air your opponents IADs and overheads, which is very dependent on positioning otherwise it will fail. Another use is to guard break opponents in the corner after forcing them to chicken block. The main benefit of using this normal to anti-air is that while they are being air reset, you have plenty of time to instant air-dash and attempt a j.LK unblockable or a j2.HP overhead for a mix-up.

The final use is to simply use it in pressure strings to attempt to catch jumpers. It will hit most crouching characters, while whiffing on crouching: Bulleta, Gallon, Lilith, Morrigan, and Q-Bee.
5MP
5 MP
5MP
Vsav-ZA-5-mp.png
Vsav-ZA-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 19 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 17 6 H: 15 G: 9 W: 3

This s.MP isn't the most obvious normal to use at times, but it still has plenty of uses at advanced levels.

Its Zabel's most damaging special cancelable normal, though canceling it from max range into Evil Scream does not consistently combo.

Sometimes I use it to swipe someone out of the air, as no other normals of his reach quite that height in so few frames. Using it as an anti-air on someone intending to jump in at you and attack will typically fail, so its more useful when someone does something like a badly spaced jump over you.

This normal option selects from his command throw and normal throw attempts. If you mess up the throw timing or distance, it is much safer on block and whiff than s.HP.

Using it in pressure strings to catch jumpers works sometimes. You should be careful though as this move will whiff on crouching Gallon and Q-bee.
5HP
5 HP
5HP
Vsav-ZA-5-hp.png
Vsav-ZA-5-hp-1-hitbox.png
Vsav-ZA-5-hp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 2(5)5 24 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10+13 3+4 H: 15+9 G: 10+4 W: 6

硬直差の範囲(1段目) H:-11~-10 G:-12~-11 硬直差の範囲(2段目) H:-4~0 G:-5~-1 ※2段目の攻撃判定は複数回発生するが1ヒットのみ

One of Zabel's premier anti airs and covers an angle none of his other anti airs do. This is a great tool to catch people trying to jump in on you (there's an additional anti air hitbox not shown here that aids it further) or snipe people from extremely high up. The main drawbacks to this move are the anti air hitboxes aren't as fast as most of his other anti airs (roughly around frame 12) and his hurtbox expands greatly (although the hitboxes still cover him fairly well). The slower speed than the other anti airs means you might need to do this move preemptively on some occasions and react quickly to the situation that call for it. Overall this move is an extremely important part of Zabel's kit and will allow you to anti air from areas very few other characters are able to and potentially give an opening for Zabel's scary pressure. On a grounded hit this is a 2 hit normal.
5LK
5 LK
5LK
Vsav-ZA-5-lk.png
Vsav-ZA-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0

This s.LK's only real use is to assist in combos to Death Voltage and Evil Scream.

It has a bit more range than a c.LK, so in situations where [c.LK > c.LK] will whiff, [c.LK > s.LK] may hit.

Naturally you'll end your block string on this move often when attempting to hit confirm into super. From a block position this move has very good frame advantage, especially with the renda bonus(+1 less than c.LK). Using this advantage to further your pressure is very important to Zabel's game-plan.
5MK
5 MK
5MK
Vsav-ZA-5-mk.png
Vsav-ZA-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 19 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3

Not a lot of use from this s.MK, mostly used as a tool to special cancel from at a distance.

While it does not have the same range as s.MP, it more consistently combos at a distance into Evil Scream. I personally like using it after hitting [instant air-dash j.HK >> s.MK xx Evil Scream].
5HK
5 HK
5HK
Vsav-ZA-5-hk.png
Vsav-ZA-5-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 6,10 21 -6 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9+9 3+3 H: 15+9 G: 10+4 W: 6

硬直差の範囲(1段目) H:-12~-7 G:-13~-8 硬直差の範囲(2段目) H:-6~+3 G:-7~+2

Likely Zabel's least useful normal. The main perk this move has is that it's active for quite a while (around 16 frames) so it can occasionally serve as a lingering anti air within close ranges, although it does leave him more vulnerable than other ones that cover that area. On a grounded hit this is a 2 hit normal when close enough on most characters.

Crouching Normals

2LP
2 LP
2LP
Vsav-ZA-2-lp.png
Vsav-ZA-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 4 H: 6 G: 3 W: 0
Excellent quick poke with very little recovery and has the highest amount of frame advantage of all of Zabel's grounded normals. This is a key normal in Zabel's kit and you will be wanting to use it a lot, from setting up tic throws, setting up confirms from it, baiting out guard cancels, catching your opponents as they're attempting to jump, using the renda bonus to setup confirms or gain even more frame advantage and much more, this will be your goto grounded normal for general close ranged purposes. This normal is also great out of a dash and is able to link out of a dash, as well as apply constant pressure or setting up tic throws as mentioned before.
2MP
2 MP
2MP
Vsav-ZA-2-mp.png
Vsav-ZA-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 18 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
This move is mainly used during chain combos or to special cancel from, it doesn't move you forward during chains like 2MK does, so use it when you are certain you can fully connect the chain into a sweep. This move is a frame faster and does give slightly more frame advantage than 2MK though it not being a low makes it a much more situational as a raw poke, and while it does have slightly more range than 2LP and 2LK it is still overall safer and more reliable to go for those generally speaking. Might work alright as a meter build option though his aerials are generally superior for it.
2HP
2 HP
2HP
Vsav-ZA-2-hp.png
Vsav-ZA-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 5 26 -6 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6

This c.HP's sole use is as an anti-air. You definitely should not think of it as his one stop answer to all anti-air situations, as it is very positionally dependent and it starts up somewhat slow at 10 frames. But, if you successful space and time this attack correctly, it will beat most jump in attacks clean.

Using this as an anti air will give you about +10~ frames on the recovering opponent. This could be more if you hit later into c.HP's active frames. This isn't enough time to set up a completely solid high-low mix-up, there may be a slight gap, but its still practical due to positioning and the advantage you have. Just throwing out 6.MP on their recovery should generally be a perfect meatie though, so use this occasionally to make them scared of moving.

The biggest downside to this move is if you accidentally miss your airdash and get a regular ground dash into c.HP. Dash c.HP on block is extremely unsafe and all you can do is hope your opponent is too slow in reacting with the punish.
2LK
2 LK
2LK
Vsav-ZA-2-lk.png
Vsav-ZA-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 6 3 H: 6 G: 3 W: 0
This normal has the second highest amount of frame advantage out of all of Zabel's ground normals. While it gives slightly less frame advantage than 2LP and thus can't true combo as a dash link and doesn't catch jumps as well, this is still an excellent normal to add into your game due to being a low. It can still be effective out of a dash thanks to its low capabilities. This move is a centerpiece of Zabel's high low game, you can even use this after an air dash attempt, even if you mess up the timing a bit on a IAD confirm you can catch people if they're not low guarding with this and use its renda properties to do the same confirms 5LK or 2LP allow you to do, or make it ambiguous whether you're going for a high low while maintaining great frame advantage.
2MK
2 MK
2MK
Vsav-ZA-2-mk.png
Vsav-ZA-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 20 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 15 6 H: 15 G: 9 W: 3

硬直差の範囲 H:-3~0 G:-4~-1 This c.MK has a few uses, but you should not be using it much outside of chain combos and a normal to cancel into Evil Scream. This move actually moves Zabel forward across the ground a bit when he preforms it, making him just barely be able to combo into c.HK in a longer chain.

This will combo from max range into Evil Scream. Standing at about air-dash range on your opponents wakeup and doing this raw into Evil Scream can sometimes be an effective gimmick.

Don't use this move in a dash, you will be punished. Do not end your block strings with this move, the negative frames are simply too much. The fact he moves forward during this move means its easier to hit someone with the later frames of this, but that isn't very reliable in making it any safer.
2HK
2 HK
2HK
Vsav-ZA-2-hk.png
Vsav-ZA-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 10 21 - -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18 8 H: 24 G: 15 W: 6

硬直差の範囲 H:転倒 G:-7~+2

Great sweep with exceptional low profiling capabilities, Zabel becomes even shorter than Q-Bee in her crouch during this. This is a great move to use out of dash to low profile through a lot of moves that leave the opponent vulnerable such as fireballs, Cobra Blow, normals vulnerable to low profiling and so on, especially due to the great momentum this move gains from a dash. The forward momentum even outside of a dash is great too and a big part in what makes this a fairly reliable sweep during chain combos despite the average range otherwise.

Command Normals

6LP
6 LP
6LP
Vsav-ZA-6-lp.png
Vsav-ZA-6-lp-1-hitbox.png
Vsav-ZA-6-lp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 15 -3 -4 H: 0 G: -1
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0

Long range poke that checks jumps. It's slightly faster than 6MP and has less recovery, but is more vulnerable to being crouched under by a majority of the cast, although against the few who can't it becomes much more reliable. Hurtbox extends a decent amount which can make it vulnerable to getting hit, though the low recovery makes the issue not too prevalent but is still something to keep in mind.

6LP is special cancellable, allowing it to combo into Death Voltage, or if close enough through renda bonus, Evil Scream as well. Renda bonus can also make it more consistent to get it from certain far ranges with Death Voltage. Example of combos: 2LP [xN] 6LP 6324KK, or 6LP [xN] 6LP 6324KK.

Overall, a very solid move.

• This move will only hit crouching: Bishamon, Victor, Anakaris, Jedah
6MP
6 MP
6MP
Vsav-ZA-6-mp.png
Vsav-ZA-6-mp-1-hitbox.png
Vsav-ZA-6-mp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 5 20 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 6 H: 15 G: 9 W: 3

Zabel's premier long range poke. The hitbox is perfectly positioned to hit almost every croucher in the game besides Q-bee, and to catch people trying to jump out of pressure.

You'll find yourself using this a lot, but its important not to use it to much. You won't win any matches by just spamming this move constantly. Infact, it can be dangerous to use on whiff if your opponent times a jump over it into a punish. You use it just enough to make people scared to move too much while applying pressure.

Converting hits from this on grounded opponents into something is not very practical as Zabel is at -4 even on hit. But if you happen to swipe your opponent out of their jump start up you get some decent advantage and a better opportunity to mount an offensive.
6HP
6 HP
6HP
Vsav-ZA-6-hp.png
Vsav-ZA-6-hp-1-hitbox.png
Vsav-ZA-6-hp-2-hitbox.png
Vsav-ZA-6-hp-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 2(6)2(2)4 25 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7+9+11 3+4+5 H: 12+6+6 G: 9+3+3 W: 6

硬直差の範囲(1段目) H:-16~-15 G:-17~-16 硬直差の範囲(2段目) H:-8~-7 G:-9~-8 硬直差の範囲(3段目) H:-4~-1 G:-5~-2

This move's main use is as an anti air, similar to 6HK though slower (the anti air hitboxes come out roughly around frame 14) but with even more horizontal range and hits a bit higher up. This can work as an occasional poke too from afar and can work alright to catch people attempting to jump preemptively. Some of the main situations you'll be going for this are to catch people neutral jumping or upbacking from far (mainly in the corner) and catching them as they're about to land from a jump, it doesn't reach as high up as 5HP and is your slowest anti air so keep that in mind for the timing on it. On a grounded hit this is a 3 hit normal.
6LK
6 LK
6LK
Vsav-ZA-6-lk.png
Vsav-ZA-6-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 12 1 0 H: 4 G: 3
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6 3 H: 6 G: 3 W: 0

A decent long range poke. It has a few things going for it that Zabel's other distanced pokes do not have. For one it has a very fast recovery, unlike 6.MP which can be dangerous at times. Two, it can't be crouched under by most characters like s.LP. And third, it actually has decent frames on hit and block with +1 and even 0 respectively. The biggest downside is that it does rather pathetic damage on its own.

Hitting this move from max distance will still allow you to combo into s.MP.

Oddly enough, this move provides a renda bonus if you combo into it from a s.LK or c.LK. The 6.LK does not rapid cancelable into itself, so that is the only way to get the renda bonus.
6MK
6 MK
6MK
Vsav-ZA-6-mk.png
Vsav-ZA-6-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 6 21 -6 -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 6 H: 9 G: 6 W: 3

What would be a decent long range poke simply gets outclassed by 6.MP's ability to catch jumpers, longer range, and slightly better recovery.

Most of your use of this attack will come from chaining out of 6.MP for a bit more damage.

One thing this move does have over 6.MP though is its ability to hit every crouching character in the game, including Q-Bee. Using this in the Q-bee match-up instead of 6.MP can be effective.
6HK
6 HK
6HK
Vsav-ZA-6-hk.png
Vsav-ZA-6-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 16 23 -2 -15 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6

An extremely capable far anti-air normal attack. High damage and large active frames make this a preferred anti-air attack, though its uses as anti-air are still very situational like all of his other anti-air normals. Secondly, this attack can also be used as as a chain combo ender against standing opponents if you are looking for a max damage combo that uses no meter.

As an anti-air, if the opponent is jumping in I would avoid using this at a distance shorter than 3/4 to full screen depending on the match-up. The slow start-up and ability of an opponent to cleanly jump over this can make using it from too close very dangerous. For example, against a Lilith super-jumping in this move is very effective at a distance and will beat her cleanly.

The more common application of using this as an anti-air is to catch people doing up-back jumps when you have them cornered. Sniping a few up-back jumps with this in a row will do decent damage.

The frame advantage you can get using this as an anti air is extremely variable considering this move is active for a massive 16 frames. If you anti-air with the first frame of the move it will give you about +2/3~ frames on hit, and if you hit with the very last active frame of the move you can get a huge +17/18~ frames on hit. Recognizing when this move hits and properly exploiting it can give you a huge payoff.

This move will actually hit crouching Bishamon and Victor surprisingly enough.

Air Normals

J.LP
J LP
J.LP
Vsav-ZA-j-lp.png
Vsav-ZA-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 9 4 H: 6 G: 3 W: 0

A normal which pretty much only has the use of starting air chains on chicken blockers in certain situations. Depending on positioning you won't even use this very much to start an air chain.

There is a bit of potential for doing some gimmicks with this using the full guard, but its nothing that is at all practical. Read j.MP below for an explanation on full guard.
J.MP
J MP
J.MP
Vsav-ZA-j-mp.png
Vsav-ZA-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 18 7 H: 15 G: 9 W: 3

Amazing poke and air to air, this move can single handedly make tall characters' life miserable. Massive hitbox to hurtbox ratio + range + as fast as most jabs lets you beat out a ton of things with this move, great to use out of an IAD or during air to air situations. This move is more focused at hitting around head height than most of Raptor's other aerials so keep that in mind.

This move has a special bug known as Absolute Air Guard too which further compliments its greatness, see the Misc. section for more info on it.
J.HP
J HP
J.HP
Vsav-ZA-j-hp.png
Vsav-ZA-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 22 8 H: 24 G: 15 W: 6
While this doesn't see as much use as JMP and is slightly slower, this is still a great aerial for similar reasons to it. Its main use over JMP is to hit more vertically up.
J.LK
J LK
J.LK
Vsav-ZA-j-lk.png
Vsav-ZA-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0

Considered the best move in the entire game thanks to its notorious bug: The late hits on the move make the opponent drop their guard thus giving Zabel access to a quick unblockable air normal that has many guaranteed setups and loops he can do into it, granted they have very difficult execution to consistently pull off. His air dash further compliments this as he can use it to set it up raw, off getup chasing or a reset, though confirming it from an IAD JLK is again difficult execution wise. Refer to the Misc section for more info on JLK UB info.

It goes without saying this move is absolutely incredible, the UB properties on the move bring so much to Zabel's game and pressure, while Zabel's high low pressure is already incredible as is, this just further supplements it. Even just the threat of a potential JLK UB can condition your opponent hard and be abusable for you. Practicing the timing for the late hits and its setups can reward you very well. As a general aerial outside the UB, while of course not as extraordinaire, it is still a decent quick aerial (frame 4 startup, making it faster than most jabs) with good hitbox positioning that can be used similarly to other quick light aerials.
J.MK
J MK
J.MK
Vsav-ZA-j-mk.png
Vsav-ZA-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 7 H: 15 G: 9 W: 3
Extremely fast aerial with great horizontal range, great to use if you don't want to expand your hurtbox as much as with J2MP or J2HP, as well as cover the range close by you more than J2MP. Works well to add in from your air chains or using it to setup an IAD confirm, though the timing is more difficult than J2HP's.
J.HK
J HK
J.HK
Vsav-ZA-j-hk.png
Vsav-ZA-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 2(2)2(2)2 14 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 8x3 3x3 H: 15+9+9 G: 10+4+4 W: 6

A decent normal to IAD with sometimes. It has both its strengths and faults.

You'll find yourself getting hit out of it a bit more frequently than you'd expect. And it won't take long for you to realize that some characters can pretty effectively just crouch under it to avoid it more often than not. The fact it clearly will hit multiple times, and the block-stop applied to the move make it a bit easy to guard cancel.

That said, it is a 3 hit normal that hits overhead, so on taller crouching characters it can be efficient in opening them up. If they crouch too soon.

Against fireball characters where you have to dash a little higher to get over their fireballs, this can be an effective punish to combo all the way to the ground when j2.HP does not have enough hit-stun to do. As a bonus it makes for a super easy hit confirm of s.MP or s.MK into Evil Scream for big damage.

Finally, if you catch an opponent in chicken guard with this, you have 2 different options based on positioning. Mid-screen, you can possibly get a s.LP or s.MP guard break after landing. In the corner, if it is timed right you can get a s.LP guard break reset, into an IAD > j.LK unblockable. It is very important to look out for both of these situations.

Something to note is that if you air-dash super low, more often than not you will only get 2 hits out of this normal instead of 3. This can throw off your combo timing quite a bit, but at the same time it can confuse your opponent. It can be difficult to confirm how many hits you will do, but try to use this to your advantage instead of disadvantage.

Air Command Normals

J.2LP
J2 LP
J.2LP
Vsav-ZA-j2-lp.png
Vsav-ZA-j2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 7 3 H: 6 G: 3 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 7 3 H: 6 G: 3 W: 0
Potentially Zabel's most useless jumping normal. Not that it is terrible or anything. Any option this normal could fill, another one does it better. Its most similar to j.LK, but with the benefit of that being sometimes unblockable, there is no reason to use this over that.
J.2MP
J2 MP
J.2MP
Vsav-ZA-j2-mp.png
Vsav-ZA-j2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 7 H: 15 G: 9 W: 3
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 6 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 7 H: 15 G: 9 W: 3
One of your lowest reaching aerials, though it doesn't cover the range near Zabel as well as JMK or J2HP, this is still a great move and is slightly faster than J2HP, reaches more horizontally forward and reaches very very slightly more down so it can be useful if you want something that reaches further out.
J.2HP
J2 HP
J.2HP
Vsav-ZA-j2-hp.png
Vsav-ZA-j2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 8 H: 24 G: 15 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 8 H: 24 G: 15 W: 6
Amazing move with great damage and one of your lowest reaching aerials, this is a great move to use to setup confirms into Evil Scream or Death voltage from an IAD, and the timing on it is more generous than most of your other aerials. Ideally you want to end a lot of your air chains on this.
J.2K
J2 K
J.2K
Vsav-ZA-j2-k.png
Vsav-ZA-j2-k-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 8 H: 6 G: 3 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 8 H: 15 G: 9 W: 3
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 8 H: 15 G: 9 W: 3
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 8 H: 6 G: 3 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 8 H: 12 G: 6 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 until landing - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 0 H: 15 G: 18 W: 9

This move can only be special canceled out of an air-dash with the hard kick drill. When air dashing the move builds no meter on whiff with the MK and HK versions, but still gives meter on hit. Note that this move is not an overhead.

The main use for this move is using the light version to setup a quick descending normal which resets the opponent, giving you time to setup Zabel's high low pressure or potentially a JLK UB setup.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-ZA-ground-throw.png
Vsav-ZA-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 227 2 - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-192 whole body 5x(3~10) (5x(3~10)) 7 (3) H: 0 G: 0 W: 0

A mash throw that can be throw-teched entirely and does a stand reset on hit. If you are attempting to throw behind yourself the s.HP throw option-select is pretty good, but the setup from the throw afterwards is terrible.

Even with the +2 frames from the throw, you don't have much of a potential follow up because of how far you are placed from the opponent, even in the corner.

The main plus of the punch throw is against opponents that have no clue you can counter mash to make it do less damage. If you get full mash damage, this throw actually does massive damage. At that point it is Zabel's 3rd strongest attack when it comes to red damage, and his most damaging attack in terms of white damage.

The huge damage from that is offset though on the measly damage this throw does if completely throw teched.
6MK or 6HK
K THROW
6MK or 6HK
Vsav-ZA-ground-throw.png
Vsav-ZA-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 53 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-27 whole body 28 (13) 9 (4) H: 0 G: 0 W: 0

A good throw. The option select from his normals isn't as good as it is for his punch throws, but the options he gets from the throw itself is much better than his punch throw.

If you have a reason for wanting to do a back throw, this is your preferred option as the command throw only throws in the direction you are facing.

In the corner, you have more than enough time to attempt a j.LK unblockable on knockdown. And on throw-tech Zabel gets +11 frames to attempt a mixup.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-ZA-air-throw.png
Vsav-ZA-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 16 + 28 + landing 2 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-16 whole body 22 (10) 7 (3) H: 0 G: 0 W: 0

Zabel's air throw is hardly a core part of his air game. Positionally, based on the height of his jump and location of the air throw, he will have difficulties grabbing a few characters as well. If you are trying to punish somebody, an IAD into an air reset with a normal, so you will know just how they recover is probably better than the knockdown into a roll they'd get from the air throw.

Unteched, damage wise this throw is decent, it does a little more damage than his strongest air normal(j.HP). Even with the hard knockdown this gives, you still have enough time to set up your oki options as well.

Teched, damage isn't very good. Zabel will chuck them across the screen and they will air reset. You actually have some pretty decent frame advantage off of this, but a throw midscreen puts them too far away to really exploit this. If they air tech you in the corner, you can get a solid air-dash mix-up on their recovery if you IAD at the soonest possible moment. The frame advantage from this isn't quite as much as an IAD into a normal attack reset.

Special Moves

Death Hurricane

214K
DEATH HURRICANE
214K
Vsav-ZA-death-hurricane.png
Normal
Vsav-ZA-es-death-hurricane.png
Es
Vsav-ZA-death-hurricane-hitbox.png
Normal
Vsav-ZA-es-death-hurricane-hitbox.png
Es
Hitboxes Off
Hitboxes On
Spinning move. L version is safest as a quick but mediocre poke. Avoid using, especially the ES version. Ideally you'll only see this if your Death Voltage input is sloppy, since their inputs overlap.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 19 8 + landing 8 - -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18

Short range

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 29 11 + landing 8 - -24 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18

Medium range.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 39 17 + landing 8 - -40 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18

Long range.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 {2(1)}x12,2 18 + landing 8 - -49 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 13x3 5x3 H: 0 G: 0 W: 0

Hits 3 times. Can work okay as a chip kill finisher against opponents at very low health since it does a bit more chip damage than Death Voltage, though risky against characters with usable guard cancels against it due to its multi hit nature.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 20 variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 30 variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 40 variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 40 variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 6 H: 24 G: 21 W: 18

Skull Sting

2[8]LK
LK SKULL STING
2[8]LK
Vsav-ZA-skull-sting.png
Normal
Vsav-ZA-es-skull-sting.png
Es
Vsav-ZA-skull-sting-hitbox.png
Normal
Vsav-ZA-es-skull-sting-hitbox.png
Es
Hitboxes Off
Hitboxes On
Foot saw. Pretty much useless.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
31 4,4,4 landing 9 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 feet 6xn 1xn H: 12+3xn G: 12+1xn W: 12

Short range

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
33 4,4,4 landing 9 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 feet 6xn 1xn H: 12+3xn G: 12+1xn W: 12

Medium range

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 4,4,3 landing 9 13 12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 feet 6xn 1xn H: 12+3xn G: 12+1xn W: 12

Long range

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 2,2,2(2)2,3,2,2 landing 9 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 feet 5xn 1xn H: 0 G: 0 W: 0

Hits more

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
31 4,4,5,2 landing 9 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6xn 1xn H: 12+3xn G: 12+1xn W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
33 4,4,5,2 landing 9 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6xn 1xn H: 12+3xn G: 12+1xn W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 4,4,5,1 landing 9 15 14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6xn 1xn H: 12+3xn G: 12+1xn W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 2,2,2(2)2,3,2,2(1) landing 9 13 12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5xn 1xn H: 0 G: 0 W: 0

Hell Gate

412[6]K
HELLS GATE
412[6]K
Vsav-ZA-hell-gate.png
Vsav-ZA-hell-gate.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - 63 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
teleport no 1-57 whole body - - H: 0 G: 0 W: 12

Teleport. Invincible from the 1st frame. Strength determines where you'll reappear, no matter which side you're on. No ES.

This is a great reversal and escape tool, with the added ambiguousness of where you'll wind up warping to. The main drawback to the move is if the opponent hasn't committed to an option, they may have an opportunity to punish your teleport attempt, as the duration for the move is fairly long, thus make sure you generally use this when your opponent has committed to an option that puts them in long enough recovery for you to escape safely.

  • (L Version) Left side.
  • (M Version) Mid-screen.
  • (H Version) Right side.

Death Phrase GC

623K
DEATH PHRASE
623K
Vsav-ZA-death-phrase.png
Normal
Vsav-ZA-es-death-phrase.png
Es
Vsav-ZA-death-phrase-hitbox.png
Normal
Vsav-ZA-es-death-phrase-1-hitbox.png
Vsav-ZA-es-death-phrase-2-hitbox.png
Es
Hitboxes Off
Hitboxes On
Guard Cancel, that can only be used as a Guard Cancel, there is no normal special move version of this attack.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 45 - -34 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 12 5 H: 9 G: 4 W: 0

Fast, knocks down

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 45 - -34 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 13+9 5+4 H: 0 G: 0 W: 0
Adds a second untechable hit. This move is quite important for Zabel due to the opponent not being able to ground roll after the second hit, which can potentially set up his unblockable j.LK.

Command Throw

632[4]P
SKULL PUNISH
632[4] MP or HP
Vsav-ZA-skull-punish.png
Vsav-ZA-skull-punish.png
Hitboxes Off
Hitboxes On
2 frame untechable command throw that throws the opponent in the direction you're facing. This has a bit better range than his normal throws as well, so its generally his best throw option.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 11 33 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 6+6+16 2+2+4 H: 12 G: 0 W: 12

Both option selects using s.MP and s.HP are good so use both, though I favor s.HP a bit more as it catches jumpers more often.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 11 33 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 6x4+16 2x4+4 H: 0 G: 0 W: 0

Going for an ES Skull Punish can be extremely dangerous. It overlaps with the Evil Scream input of 6~4, and you'll get it by accident the majority of the time by either being too far from the opponent or doing it too soon out of block stun. This is a problem for two reasons. First off you lose the ability to do an option select with a normal move. And second, evil scream is -14 on block so you really do not want to do it in someones face raw.

Because of those reasons you should generally be sticking with the regular version of Skull Punish rather than the ES version.

Pursuits

8P or 8K
PURSUIT
8P or 8K
Vsav-ZA-pursuit.png
Vsav-ZA-es-pursuit.png
Vsav-ZA-pursuit-hitbox.png
Vsav-ZA-pursuit-es-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
36 6 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 feet 2x3 2x3 H: 6x3 G: 0 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
36 6 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 feet 2x6 2x6 H: 0 G: 0 W: 0
Zabel hovers and stomps you multiple times (normal 3 times, EX 6 times). As all pursuits, can be whiffed to get closer and go straight into mixups, but Zabel's kinda slow... Don't do it often.

Ex Moves

6[4]PP
EVIL SCREAM
6[4]PP
Vsav-ZA-evil-scream.png
Vsav-ZA-es-evil-scream-1-hitbox.png
Vsav-ZA-es-evil-scream-2-hitbox.png
Vsav-ZA-es-evil-scream-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 8 22 - -14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+36 3+12 H: 0 G: 0 W: 0

Electric Stab. This is not a charge move, you simply tap the directions. Fast, combos off anything cancelable and great reach. Whiffs against Q-Bee and Gallon when they are crouching.

This is your goto move for special cancelling as it gives more damage than Death Voltage, although the slower startup means you need to set it up off renda bonus for lights (5LK, 5LK, Evil Scream) unlike it, renda is not needed for the medium normals however. Using this as your finisher off IAD setups can lead to massive damage. Doing this as a raw long ranged poke can occasionally work but should be done sparingly, due to its startup, recovery and the fact it's not useful against jumping opponents.
632[4]KK
DEATH VOLTAGE
632[4]KK
Vsav-ZA-death-voltage.png
Vsav-ZA-death-voltage-1-hitbox.png
Vsav-ZA-death-voltage-2-hitbox.png
Ground
Vsav-ZA-air-death-voltage-hitbox.png
Air
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 31 17 + landing 8 - -41 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 43 15 H: 0 G: 0 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 32 variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 43 15 H: 0 G: 0 W: 0

Electric spin. Huge damage, extremely fast, combos off anything cancelable. Air version travels downwards instead of upwards. Whiffs against a crouched Q-Bee, but not on crouching Gallon.

While it does less damage than Evil Scream, unlike it this doesn't generally need renda bonus to true combo off of light normals due to being faster, so there are times going for this over it is more practical. This also works great as a whiff punish tool especially against air state opponents, such as Demitri whiffing his DP due to it being very hard (might sometimes be impossible due to frameskip? though unsure) to punish him grounded. This move can work as a decent chip kill finisher when your opponent is at very low health, best done using the air version to lessen the risk of your opponent crouching under it from a distance. This move can work well done raw too thanks to its incredibly speed and great hitbox, although it should not be abused too much as on whiff and especially on block this move is very punishable.
623PP
HELL DUNK
623PP
Vsav-ZA-hell-dunk.png
Vsav-ZA-hell-dunk.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
52 1 36 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw NO - 41 10 H: 0 G: 0 W: 0
Basketball. Auto-targets the opponent. Unblockable ground-catch (grabs standing/crouching opponents within the mouth area). Decent damage but telegraphed startup and very laggy/punishable whiff animation. Very risky, good damage but not recommended for frequent use (only if you predict a projectile and even then, IADing over it on reaction would be better). Can occasionally work decently as a Dark Force deactivation punish if you're too far away for a standard punish, as long as you do it before the deactivation starts as most dark forces' recovery animation are shorter than the startup on this move.

== Dark Force ==

Final Transformation: Ultimate Undead - Same strength P + K

  • (Any Version) Gold Chainsaw mode. Zabel gets a new set of attacks, while losing his special moves and throws, and his dash becomes a hop rather than his normal crawl. While in dark force mode Zabel's normals do white (recoverable) damage on block. DF-Zabel has a unique Guard-Cancel animation


Ultimate Revenge - 623K (DFGC):

A Guard Cancel only available while in Dark Force mode. The hitbox on this one is worse than his regular Guard Cancel. Unblockable (is this true?). No ES.
  • Dark Force Combos
https://youtu.be/vfS9rrjxuu4?t=8m15s

Colors

Colors-zabel.png

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/20.html

Name (English) Name (Japanese) Color Location Contact Notes
Komemaru こめまる MP Zabel color mp small.png Kanto Region http://twitter.com/komemaru_z #1 Zabel, from Tokyo
Sakai
Hell Beat
サカイ
KK Zabel color kk small.png Kanto Region #2 Zabel
Switched to Demitri in 2017
T2ya
Tetsuya
LK Zabel color lk small.png Tokyo, Japan http://twitter.com/t2ya55 Legendary Zabel
Retired
T.O. for DCC-events
Nan ナン LK Zabel color lk small.png Kansai Region http://twitter.com/hanakozou Best Bell in West Japan
Tkm HK Zabel color hk small.png Niigata, Japan http://twitter.com/Tkmiyasama
Dekamelon でかめろん
デカメロン
MK Zabel color mk small.png Kanto, Japan http://twitter.com/Dekameronb
Yamakawa やまかわ MP Zabel color mp small.png Kansai Region https://twitter.com/yamakawa_zabel
Ogawa オガワ MP Zabel color mp small.png Kanto Region
Aojiru 青汁 MK Zabel color mk small.png Kanto Region https://twitter.com/aojiru_zabel
Kuronu
Chrono
黒野 HK Zabel color hk small.png Kanto, Japan Organizes the New Comer Tournaments at Mikado
Bega
Vega
ベガ HP Zabel color hp small.png Kanto, Japan https://www.youtube.com/channel/UCuNnv95STflv3tDNZmeGAAA
Irifune 入船 MP Zabel color mp small.png Kanto, Japan
CAA MP Zabel color mp small.png Kansai Region Retired.

North America

Name (English) Name (Japanese) Color Location Contact Notes
VickiViper ヴィキーヴァイパー MP Zabel color mp small.png Virginia, USA https://twitter.com/DarkForceVicki Multi game specialist, and multi game champion. She is too damn fast, and singlehandedly holds brackets up because she signed up for everything.
Apollo アパロー KK Zabel color kk small.png New York, USA https://twitter.com/Apollo19999 Community Organizer with very good results. He's a baseball loving giant, and is an EX2 champion.
Conduit 導管 HP Zabel color hp small.png New York, USA Conduit#7839 Seasoned player with roots back in the original Fightcade. Will play offline one day.
Servo サーボー MK Zabel color mk small.png Ohio, USA https://twitter.com/Servotronic VMP Stream Master who had great results. She solves all of the technical problems that come with streaming from CRTs, which is too many.
Rotanibor ロタニボル MK Zabel color mk small.png California, USA https://twitter.com/ROTANIBOR Semi-Retired. Considered the Founder of the VSAV community in the US.

South America

Name (English) Name (Japanese) Color Location Contact Notes
ZombieF ゾンビ  PP Zabel color pp small.png Brazil https://mobile.twitter.com/zombief_ Extremely strong Zabel player that has gotten a lot of notoriety in the SA scene in 2022.


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Aulbath
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