Vampire Savior/Zabel

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Zabel Zarock (Lord Raptor)


Introduction

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 stand.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).

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


Standing Light Punch
Damage 4/8 1f
Zabel s lp 1.png
5f
Zabel s lp 2.png
8f
Zabel s lp 3.png
11f
Zabel s lp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus H:+6 G:+5
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 10

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.


Standing Medium Punch
Damage 10/15 1f
Zabel s mp 1.png
6f
Zabel s mp 2.png
9f
Zabel s mp 3.png
 ??f
Zabel s mp 4.png
Hit Advantage -1
Guard Advantage -2
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 3 19

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.


Standing Hard Punch
Damage 2 hit:13/19
AA Hit:8/12
1f
Zabel s hp 1.png
7f
Zabel s hp 2.png
9f
Zabel s hp 3.png
14f
Zabel s hp 4.png
16f
Zabel s hp 5.png
19f
Zabel s hp 6.png
 ??f
Zabel s hp 7.png
Hit Advantage -4
Guard Advantage -5
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:10+4
H:15+9
Start/Active/Recovery Frames 6 2 5 2 3 24

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


Standing Light Kick
Damage 4/7 1f
Zabel s lk 1.png
5f
Zabel s lk 2.png
8f
Zabel s lk 3.png
Hit Advantage +4
Guard Advantage +3
Renda Bonus H:+7/G:+6
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 9

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.


Standing Medium Kick
Damage 9/14 1f
Zabel s mk 1.png
3f
Zabel s mk 2.png
7f
Zabel s mk 3.png
10f
Zabel s mk 4.png
14f
Zabel s mk 5.png
Hit Advantage -1
Guard Advantage -2
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 3 19

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].


Standing Hard Kick
Damage 2 hit:10/15
AA Hit:5/8
1f
Zabel s hk 1.png
6f
Zabel s hk 2.png
10f
Zabel s hk 3.png
16f
Zabel s hk 4.png
26f
Zabel s hk 5.png
34f
Zabel s hk 6.png
Hit Advantage -6
Guard Advantage -7
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:10+4
H:15+9
Start/Active/Recovery Frames 9 6 10 21

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


Forward Standing Normals


Forward Light Punch
Damage 3/6 1f
Zabel 6 lp 1.png
6f
Zabel 6 lp 2.png
8f
Zabel 6 lp 3.png
10f
Zabel 6 lp 4.png
 ??f
Zabel 6 lp 5.png
18f
Zabel 6 lp 1.png
Hit Advantage -3
Guard Advantage -4
Renda Bonus H:0 G:-1
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 5 2 2 15


Forward Medium Punch
Damage 8/13 1f
Zabel 6 mp 1.png
4f
Zabel 6 mp 2.png
7f
Zabel 6 mp 3.png
9f
Zabel 6 mp 4.png
12f
Zabel 6 mp 5.png
15f
Zabel 6 mp 6.png
 ??f
Zabel 6 mp 7.png
Hit Advantage -4
Guard Advantage -5
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 2 3 20

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.


Forward Hard Punch
Damage 1st hit:4/7
2nd hit:5/9
3rd hit:5/10
All hits:12/22
1f
Zabel 6 hp 1.png
8f
Zabel 6 hp 2.png
10f
Zabel 6 hp 3.png
16f
Zabel 6 hp 4.png
18f
Zabel 6 hp 5.png
Hit Advantage -4
Guard Advantage -5
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:9+3+3
H:12+6+6
Start/Active/Recovery Frames 7 2 6 2 2
20f
Zabel 6 hp 6.png
24f
Zabel 6 hp 7.png
34f
Zabel 6 hp 8.png
 ??f
Zabel 6 hp 9.png
4 25

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


Forward Light Kick
Damage 3/6 1f
Zabel 6 lk 1.png
5f
Zabel 6 lk 2.png
7f
Zabel 6 lk 3.png
10f
Zabel 6 lk 4.png
13f
Zabel 6 lk 5.png
Hit Advantage +1
Guard Advantage 0
Renda Bonus H:+4/G:+3
Rapid Cancel No
Special Cancel No
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 6 3 12

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.


Forward Medium Kick
Damage 8/13 1f
Zabel 6 mk 1.png
3f
Zabel 6 mk 2.png
9f
Zabel 6 mk 3.png
12f
Zabel 6 mk 4.png
15f
Zabel 6 mk 5.png
 ??f
Zabel 6 mk 6.png
22f
Zabel 6 mk 7.png
Hit Advantage -6
Guard Advantage -7
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 8 3 3 21

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.


Forward Hard Kick
Damage 11/18 1f
Zabel 6 hk 1.png
6f
Zabel 6 hk 2.png
12f
Zabel 6 hk 3.png
15f
Zabel 6 hk 4.png
31f
Zabel 6 hk 5.png
39f
Zabel 6 hk 6.png
Hit Advantage -2
Guard Advantage -15
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 14 16 23

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.


Crouching Normals


Crouching Light Punch
Damage 3/7 1f
Zabel c lp 1.png
5f
Zabel c lp 2.png
8f
Zabel c lp 1.png
Hit Advantage +6
Guard Advantage +5
Renda Bonus H:+9 G:+8
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 7


Crouching Medium Punch
Damage 9/14 1f
Zabel c mp 1.png
3f
Zabel c mp 2.png
6f
Zabel c mp 3.png
9f
Zabel c mp 4.png
19f
Zabel c mp 5.png
Hit Advantage 0
Guard Advantage -1
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 3 18


Crouching Hard Punch
Damage 12/19 1f
Zabel c hp 1.png
4f
Zabel c hp 2.png
10f
Zabel c hp 3.png
15f
Zabel c hp 4.png
 ??f
Zabel c hp 5.png
23f
Zabel c hp 6.png
Hit Advantage -6
Guard Advantage -7
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 9 5 26

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.


Crouching Light Kick
Damage 3/6 1f
Zabel c lk 1.png
5f
Zabel c lk 2.png
8f
Zabel c lk 1.png
Hit Advantage +5
Guard Advantage +4
Renda Bonus H:+8/G:+7
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 8


Crouching Medium Kick
Damage 8/13 1f
Zabel c mk 1.png
4f
Zabel c mk 2.png
7f
Zabel c mk 3.png
11f
Zabel c mk 4.png
18f
Zabel c mk 2.png
23f
Zabel c mk 1.png
Hit Advantage -3
Guard Advantage -4
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 4 20

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.


Crouching Hard Kick
Damage 9/16 1f
Zabel c hk 1.png
8f
Zabel c hk 2.png
18f
Zabel c hk 3.png
25f
Zabel c hk 4.png
Hit Advantage Knockdown
Guard Advantage -7
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 7 10 21

硬直差の範囲 H:転倒 G:-7~+2


Jumping Normals


Jumping Light Punch
Damage 5/9 1f
Zabel j lp 1.png
5f
Zabel j lp 2.png
11f
Zabel j lp 1.png
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 6 1 (+4 frames of Full Guard)

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.


Jumping Medium Punch
Damage 10/16 1f
Zabel j mp 1.png
5f
Zabel j mp 2.png
7f
Zabel j mp 3.png
11f
Zabel j mp 4.png
16f
Zabel j mp 1.png
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 4 6 5 1 (+4 Frames of Full Guard)


Jumping Hard Punch
Damage 13/20 1f
Zabel j hp 1.png
7f
Zabel j hp 2.png
11f
Zabel j hp 3.png
18f
Zabel j hp 4.png
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 6 4 8


Jumping Light Kick
Damage 4/8 1f
Zabel j lk 1.png
4f
Zabel j lk 2.png
7f
Zabel j lk 2.png
10f
Zabel j lk 3.png
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 3 3 3 4


Jumping Medium Kick
Damage 9/15 1f
Zabel j mk 1.png
5f
Zabel j mk 2.png
7f
Zabel j mk 3.png
11f
Zabel j mk 4.png
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 4 6 4


Jumping Hard Kick
Damage 1hit:5/8
2hit:9/14
3hit:13/20
1f
Zabel j hk 1.png
7f
Zabel j hk 2.png
9f
Zabel j hk 3.png
11f
Zabel j hk 2.png
Special Cancel No
Meter Gain W:6
G:10+4+4
H:15+9+9
Start/Active/Recovery Frames 6 2 2 2
13f
Zabel j hk 3.png
15f
Zabel j hk 2.png
17f
Zabel j hk 3.png
19f
Zabel j hk 4.png
2 2 2 12

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.


Command Jumping Normals


Jumping Down Light Punch - j2.LP
Damage 4/7 1f
Zabel j2 lp 1.png
5f
Zabel j2 lp 2.png
11f
Zabel j2 lp 1.png
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 6 5

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.


Jumping Down Medium Punch - j2.MP
Damage 8/14 1f
Zabel j2 mp 1.png
3f
Zabel j2 mp 2.png
5f
Zabel j2 mp 3.png
7f
Zabel j2 mp 4.png
11f
Zabel j2 mp 2.png
16f
Zabel j2 mp 1.png
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 4 6 6


Jumping Down Hard Punch - j2.HP
Damage 11/18 1f
Zabel j2 hp 1.png
5f
Zabel j2 hp 2.png
7f
Zabel j2 hp 3.png
11f
Zabel j2 hp 4.png
15f
Zabel j2 hp 5.png
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 6 4 5


Jumping Kick Drill - j2.LK/MK/HK
Damage 7/14 1f
Zabel j2 kick 1.png
9f
Zabel j2 kick 2.png
Special Cancel Yes*
Meter Gain L=W:0/G:3/H:6
M=W:3/G:9/H:15
H=W:6/G:15/H:24
Start/Active/Recovery Frames 8 Until Landing

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.


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.

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.

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.

j.MK: Good move, good reach. Zabel attacks with the bone form his shin. Good move overall. Special cancellable.


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.

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.

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).

j.d.MK: Downward drill, moderate distance. Wouldn't use it if I were you. See LK drill for info.

j.d.HK: Downward drill, goes the farthest. Shitty outside IADs. See LK drill for info.

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).

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

Punch Throw - (Close)6 or 4 MP/HP
Damage No Mash:18/30
Mashed:27/45
CounterMash:12/20
Both Mash:15/25
1f
Zabel throw b.png
Tech Damage 4/7
Hit Advantage +2
Tech Advantage +2
Meter Gain None
Active Frames 1

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.


Kick Throw - (Close)6 or 4 MK/HK
Damage 18/27 1f
Zabel throw b.png
Tech Damage 9/13
Hit Advantage Knockdown
Tech Advantage +11
Meter Gain None
Active Frames 1
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.


Air Throw - (Close)6 or 4 MP/HP
Damage 15/22 1f
Zabel airthrow a.png
Tech Damage 7/10
Hit Advantage Knockdown
Tech Advantage ~
Meter Gain None
Active Frames 1

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.


Skull Punish - (Close)63214 MP/HP
Damage MP/HP:20/28
ES:28/40
2f
Zabel cmdthrow.png
Hit Advantage Knockdown
Meter Gain MP/HP: 12
ES: 0
Active Frames 1

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.

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.

Special Moves

Death Hurricane - 214 LK/MK/HK/ES (Filler Information Below)
Damage 15/21 1f
File:Zabel hurricane 1.png
5f
File:Zabel hurricane 2.png
8f
File:Zabel hurricane 3.png
11f
File:Zabel hurricane 4.png
8f
File:Zabel hurricane 5.png
11f
File:Zabel hurricane 6.png
Chip Damage Per Hit:0/2
Hit Advantage Knockdown
Guard Advantage  ?
Meter Gain None
Start/Active/Recovery Frames  ?? 1  ?? (Grounded) ??

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.


Skull Sting (Ground) - 28 LK/MK/HK/ES (also in air)
Damage 3 hit:13/16
2 hit:10/12
1 hit:5/6
ES 1st Hit:4/5
ES All Other Hits:
3/4
1f
Zabel skullsting 1.png
23~f
Zabel skullsting 2.png
31/33/35/27f
Zabel skullsting 3.png
43/45/46/46f
Zabel skullsting 4.png
Chip Damage Per Hit:0/1
Hit Advantage +12~14
Guard Advantage +11~13
Meter Gain W:12
G:12+1xN
H:12+3xN
(ES:0)
Start/Active/Recovery Frames L:29 / M:31 / H:33 / ES:27 12/12/11/~ 9

Foot saw. Pretty much useless.

  • (L Version) Short range.
  • (M Version) Medium range.
  • (H Version) Long range.
  • (ES Version) Hits more.


Hell Gate - 41236 LK/MK/HK (Filler Information Below)
Meter Gain 12 1f
File:Zabel hellgate 1.png
44f
File:Zabel hellgate 2.png
58f
File:Zabel hellgate 3.png
 ??f
File:Zabel hellgate 4.png
8f
File:Zabel hellgate 5.png
Start/Active/Recovery Frames 57 6

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


Death Phrase - 623K (GC):

Guard Cancel, that can only be used as a Guard Cancel, there is no normal special move version of this attack.
  • (Any Version) Fast, knocks down.
  • (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.


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.

EX Moves


Evil Scream - 6~4 PP
Damage 28/42 1f
Zabel evilscream 1.png
8f
Zabel evilscream 2.png
16f
Zabel evilscream 3.png
20f
Zabel evilscream 4.png
22f
Zabel evilscream 5.png
Chip Damage 0/0
Hit Advantage Knockdown
Guard Advantage -14~
Meter Cost 1
Frame Count 15 4 2 2
24f
Zabel evilscream 6.png
39f
Zabel evilscream 7.png
41f
Zabel evilscream 8.png
Frame Count 22

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.


Death Voltage (Ground) - 63214 KK
Damage 26/40 1f
Zabel deathvoltage 1.png
5f
Zabel deathvoltage 2.png
7f
Zabel deathvoltage 3.png
37f
Zabel deathvoltage 4.png
38f
Zabel deathvoltage 5.png
55f
Zabel deathvoltage 6.png
Chip Damage 0/4
Hit Advantage Knockdown
Guard Advantage -41
Meter Cost 1
Start/Active/Recovery Frames 6 31 17 8
3f - 54f is airborne (52f total)

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.


Death Voltage (Air) - air 63214 KK
Air version has 5f pre-attack frames, with 32 active frames.


Hell Dunk - 623 PP
Damage 31/41 ~f
Zabel helldunk 1.png
36f
Zabel helldunk 2.png
52f
Zabel helldunk 3.png
Hit Advantage Knockdown
Total Whiff Frames 88
Meter Cost 1
Start/Active/Recovery Frames 51 1

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

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

Combos

Strategies

Matchups

Lei-Lei:

Sasquatch:

Frame Data

Notable Players

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
Sakai サカイ KK Zabel color kk small.png Kanto Region
T2ya (sometimes Tetsuya) LK Zabel color lk small.png Tokyo, Japan http://twitter.com/t2ya55 Legendary Zabel. Retired, only makes it out to big events.
CAA MP Zabel color mp small.png Kansai Region Retired.
Nan ナン LK Zabel color lk small.png Kansai Region http://twitter.com/hanakozou
Tkm HK Zabel color hk small.png Niigata, Japan http://twitter.com/Tkmiyasama


Name ENG/Name JP/Color

Yamakawa (やまかわ)

Ogawa (オガワ)

Dekameron (でかめろん or デカメロン) [MK - Green]

Aojiru (青汁) [MK - Green]

Kuronu aka Chrono (黒野) [HK - Brown] Organizes the New Comer Tournaments at Mikado

Bega aka Vega (ベガ) [HP - Blue]

Irifune (入船) [MP - Grey] New Player

Vampire Savior
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Characters AnakarisAulbath (Rikuo)BishamonBulleta (BB Hood)DemitriFeliciaGallon (Talbain)JedahLei-Lei (Hsien-ko)LilithMorriganQ-BeeSasquatchVictorZabel (Lord Raptor)
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