Kabal

Move List


INPUT COMMANDS
Straight Jab
1
Hook Strike
Back+1
Knee Buckle
Down+1
Hard Cross
2
Swinging Hooks
Back+2
Hook Jab
Forward+2
Rising Fist
Down+2
Straight Boot
3
Heel Strike
Forward+3
Side Kick
Down+3
Spin Kick
4
Sweeping Hooks
Back+4
Deadly Knee
Forward+4
Hook Swipe
Down+4
JUMPING ATTACKS
Black Dragon Bash
1
Blade Jab
2
Flick Kick
3or4
HOP ATTACKS
Hammering Hooks
Up,1orUp,2
Brute Kick
Up,3orUp,4
GETUP ATTACKS
Hook Spin
Up+2
Hook Punch
Up+3
FLAWLESS BLOCK ATTACKS
Hook Spin
Up+2
Hook Punch
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Kabal is a well-rounded character with decent-ranged normals and high damage. His Mean Streak variation allows him to cancel out of his Nomad Dash for pressure and additional zoning tools. Kabal’s Clean Cut variation gives him strong mix-up options up-close and the ability to restand opponents at the end of combos. His The Spins variation gives him access to high damaging combos and is also able to restand opponents using his Gas Blast.

Strengths Weaknesses
  • Fast normals
  • Long-reaching normals
  • Strong Krushing Blows
  • Slow movement

Key Moves

Name Input Description
Extermination Squad Back+1,2,Down+2 Mid, hit confirmable, -4 on block, triggers a Krushing Blow if it is a Kounter or Punish
Maimed and Mangled Forward+2,2,4 Mid, hit confirmable, -2 on block, triggers a Krushing Blow if it is a Kounter or Punish
Left for Dead Forward+4,1+3 Fast 9 frame mid
Buzzsaw BackForward1 High projectile, Amplified Buzzsaw triggers a Krushing Blow if it is a Punish
Nomad Dash BackForward3 Mid, combo starter, unsafe on block
Hook Slam DownBack4 Mid, combo ender, Armor Break, triggers a Krushing Blow if it is a Kounter or Punish or breaks armor

Combo Starters

All of Kabal’s combos can be started by using any move and linking it into Nomad Dash (BackForward3). After hitting with Nomad Dash, the opponent will be stunned long enough for Kabal to continue the combo.

Combo Enders

Kabal’s combos can be ended with Hook Slam (DownBack4) which will switch positions with the opponent. In Kabal’s Clean Cut variation, Extended Hook (DownBack3) can be used for a restand, leaving Kabal at +2 on hit and will deal maximum damage. In Kabal’s Speed Demon variation, combos can be ended with Low Spinner (BackForward2) and in the corner, Gas Blast (BackForward4) can be used for a restand, leaving Kabal at +3 on hit.

Eviscerated

Kabal’s main attack to use in footsies is Eviscerated (Back+1,2). Back+1,2 is a long-ranged mid attack that is -7 on block and can be safely hit confirmed into Nomad Dash (BackForward3) for a combo. The 1st hit of this string is only -3 on block and can be staggered for pressure. Staggering with Back+1 is very strong because if the opponent tries to interrupt after the stagger, many attacks will whiff. The 2nd hit of this string is an overhead which can catch opponents blocking low off guard. Because Back+1,2 is a weapon attack, Kabal can attack from a safe distance without putting himself at risk.

Kabal is also able to complete the string by using Back+1,2,Down+2, which will leave him at -4 on block. If Back+1,2 is blocked it’s usually best to finish the Back+1,2,Down+2 string because it will put Kabal at less disadvantage on block. After Back+1,2,Down+2, using a Down+1 will stop any attack that is slower than 11 frames. Furthermore, Back+1,2,Down+2 will trigger a Krushing Blow if it hits as a Kounter or Punish, launching the opponent up for a combo. When using this string it’s important to be able to hit confirm Back+1,2 into Nomad Dash, and use Back+1,2,Down+2 if it’s blocked or hits as a Kounter or Punish.

Hooks and Blood Splatters

Kabal’s Hooks and Blood Splatters (1,1,1) string is a multi-hitting high attack used at close range. The 1st hit of this string is +1 on block, while the 2nd hit is -3 on block and can be staggered. 1,1,1 is very strong because it is safe on block at -5 and can be easily hit confirmed into Nomad Dash, making it great when mixed with throws.

Scary Face

Another good string to use up-close is Kabal’s Scary Face (2,2) string. 2,2 is a high attack that is only -1 on block. Kabal also has the option to finish the string by using 2,2,1 which is -2 on block. This string is great as it is safe and leaves Kabal at very little disadvantage on block. Similarly, 2,3 can be used which is -1 on block but has less pushback.

Kabal’s Deep

Kabal’s Deep (Forward+2,2) is a 12 frame mid attack and can be safely hit confirmed into a combo. The 1st two hits of this string are -2 and -3 on block respectively and can be staggered. Staggering with this string is very effective since it creates a decent amount of pushback on block. If the opponent tries to interrupt the stagger, many attacks will whiff.

Kabal also has the option to complete the string by using Forward+2,2,4. The last hit of Forward+2,2,4 is an overhead that can hit opponents trying to attack after Forward+2,2. It also leaves Kabal at merely -2 on block. If a Down+1 is used afterwards, it will beat any attack that is slower than 9 frames. Forward+2,2,4 will also trigger a Krushing Blow if it hits as a Kounter or Punish.

Left for Dead

Kabal’s Left for Dead (Forward+4,1+3) string is his fastest mid attack, having a start-up of 9 frames. Forward+4,1+3 is mainly used at close range to stop opponents from attacking while being at a disadvantage. Although this string does not lead into a combo, it is completely safe at -5 on block. In order to combo from Forward+4, use Nomad Dash or Amplified Buzzsaw (BackForward1). These are however unsafe if the opponent blocks the Nomad Dash or ducks underneath the Buzzsaw.

Poking

Many of Kabal’s attacks leave him at a low disadvantage on block. Such attacks include his Back+1,2,Down+2 which is -4 on block, Forward+2,2,4 which is -2 on block and Amplified Buzzsaw which is -1 on block. After these moves, poking with a Down+1 will counter any of the opponent’s attacks that have slow start-up. This can make it difficult for opponents to attack Kabal after blocking against him.

Throws

When throwing with Kabal, it’s usually best to use his Back Throw as it will leave the opponent close enough to attack them on knockdown. Kabal’s Back Throw will also trigger a Krushing Blow if the opponent has failed to Throw Escape the previous throw. Kabal’s throws are especially strong when mixed with his 1,1,1 as it can be difficult for opponents to block the string and defend against being thrown.

Nomad Dash

Kabal’s Nomad Dash (BackForward3) allows him to run across the screen, hitting anyone in his path. While it’s mostly used as a combo starter, Nomad Dash can also be thrown out on its own due to its relatively fast start-up and travel speed. Nomad Dash can be a great way to stop an opponent’s movement, but should only be used occasionally on a hard read because if blocked, Kabal will be severely punishable. The threat of the Nomad Dash will force opponents to block, which will in turn allow Kabal to control space.

Nomad Dash Cancel

In Kabal’s Mean Streak variation, he has the ability to cancel out of his Nomad Dash at the cost of 1 bar of Defensive Meter. In order to cancel out of the Nomad Dash, input Back+Block immediately after it’s used. When Nomad Dash Cancel is done after certain blockstrings, Kabal will be at an advantage, allowing him to pressure his opponents.

The following lists the block advantage for Kabal’s Nomad Dash Cancel:

1 = -8
1,1 = -8
1,1,1 = 0
Back+1 = +1
Back+1,2 = 0
Down+1 = -15
2 = -2
2,2 = -8
2,3 = +1
Forward+2 = +3
Forward+2,2 = +1
3 = +2
Forward+3 = +8
Down+3 = -12
4 = +3
Forward+4 = +1
Down+4 = -8

The most notable moves to cancel after are Kabal’s Back+1,Back+1,2,Forward+2,Forward+2,2,Forward+3 and Forward+4. Using Nomad Dash Cancel after these attacks will leave Kabal anywhere from +1 to +8 on block.

Hook Slam

Kabal’s Hook Slam (DownBack4) is a 16 frame mid attack which will trigger a Krushing Blow if it hits as a Kounter or Punish. After the Krushing Blow, the opponent will be launched up for a combo. A good way to obtain the Hook Slam Krushing Blow is to use it after a poke such as Down+1 or Down+3. The Hook Slam will counter any attempts at counterpoking and will hit as a Kounter. Hook Slam is however extremely risky because it is unsafe on block and therefore should not be used often.

Note: Down+1 into Hook Slam can be interrupted by 9 frame attacks or faster. Down+3 into Hook Slam can only be interrupted by 6 frame attacks. Down+4 into Hook Slam cannot be interrupted.

Krushing Blows

Many of Kabal’s Krushing Blows require him to hit the opponent with moves as a Kounter or Punish. These moves include:

Back+1,2,Down+2
Forward+2,2,4
Amplified Buzzsaw (BackForward1Amplify)
Hook Slam (DownBack4)

When playing as Kabal, it’s imperative to know which specific moves Kabal is able to punish while also triggering his Krushing Blows. If the opponent is -16 or greater, punish with Back+1,2,Down+2. If the opponent is -13 or greater, Forward+2,2,4 can be used for punishing, but will not launch the opponent up for a combo. With Kabal’s Special Moves, they can be done as Reversals. Amplified Buzzsaw will be able to punish moves that are -24 greater, and Hook Slam will be able to punish moves that are -16 or greater.

However due to the slow start-up on these moves, they are usually used for whiff punishing opponents. For example, if an opponent uses a Getup Attack and it misses, they’ll be vulnerable long enough for Kabal to punish with any attack.

Mix-ups

Kabal gains a variety of mix-ups in his Clean Cut variation. Low Hook Grab (BackForward2) is a 15 frame low attack that can be used for mix-ups within Kabal’s strings.

1. Back+1,2 / Back+1 Low Hook Grab
Kabal’s primary mix-up is to use Back+1,2 and Back+1 into Low Hook Grab. The overhead has a start-up of 16 frames, making this a true 50/50 mix-up that the opponent must defend against. After Back+1,2, Kabal can safely finish the string with Back+1,2,Down+2. For a more damaging option, use Amplified Buzzsaw or Nomad Dash after Back+1,2 to combo the opponent. It should be noted that Amplified Buzzsaw can be punished if the opponent ducks underneath it.

2. Forward+2,2,4 / Forward+2,2 Low Hook Grab
An alternative mix-up is to use Forward+2,2,4 and Forward+2,2 into Low Hook Grab. This is a less effective mix-up as the overhead has a start-up of 22 frames, which hits 7 frames later than the low. This means that the opponent will be able to block this mix-up quite easily with proper defense. If however the opponent is focused on defending against this mix-up, this will allow Kabal to stagger with Forward+2,2 and continue his offense.

3. Forward+4,1+3 / Forward+4 Low Hook Grab
The final mix-up Kabal is able to use is Forward+4,1+3 and Forward+4 Low Hook Grab. The overhead has a start-up of 21 frames, which hits 6 frames later than the low. While this mix-up can be defended against by blocking low before the overhead, the opponent must be prepared to block the mix-up. Because of how fast Kabal’s Forward+4 is, it can be difficult for opponents to react quick enough and block the mix-up in time. It is best to use this mix-up on occasion to catch opponents off guard who are not ready to defend.

Kabal’s mix-ups are not as strong in his other variations due to not having the Low Hook Grab. In his Mean Streak variation, he gains decent mix-ups with Rolling Buzzsaw, however these mix-ups are quite slow and can be reacted to because of Rolling Buzzsaw having 27 frames of start-up.

Restand

In Kabal’s Clean Cut variation, he has the ability to restand opponents with Extended Hook (DownBack3). After the restand, Kabal will be at +2 on hit. If the opponent is close, Kabal will be able to guarantee a Down+1, or use a Forward+4 which will trade with 7 frame attacks. To counter opponents attempting to interrupt Kabal after the restand, walk back which will cause the opponent’s attack to whiff. Kabal will then be able to whiff punish the opponent. From farther away, Kabal can follow up with moves such as Back+1,2 and Forward+2,2 which can be difficult to escape. Once the opponent is conditioned to block after the restand, Kabal can then go for a throw.

In Kabal’s The Spins variation, he is able to restand opponents with Gas Blast (BackForward4). Restanding with Gas Blast is mainly done in the corner. After the restand, Kabal will be at +3. Kabal will then be able to guarantee a Forward+4. If Gas Blast is Amplified, Kabal will be at +9 and will be able to guarantee almost any attack after the restand.

Extended Hook & Gas Blast

In addition to restanding opponents, Kabal’s Extended Hook and Gas Blast are great when used after blockstrings. Extended Hook is -12 on block, however it will create a large amount of pushback making Kabal safe against most characters. Using Gas Blast and Amplifying it will leave Kabal safe at -5 on block while creating a decent pushback. These moves will place Kabal at a much safer position on the screen rather than being up-close at a disadvantage.

Zoning

Kabal is able to zone using his Buzzsaw (BackForward1) and (Air) Buzzing Buzzsaw (DownBack1) moves. Buzzsaw is a high projectile with a large hitbox and can easily hit opponents out of the air. At 3/4th to fullscreen if an opponent is caught by a Buzzsaw, Kabal will be able to convert into Nomad Dash for a combo.

(Air) Buzzing Buzzsaw allows Kabal to throw his buzzsaw diagonally downwards while airborne. This is great to use while jumping backwards to stop opponents from advancing. Amplifying (Air) Buzzing Buzzsaw will allow Kabal to drop the ground much quicker, keeping him safe. If the opponent is hit, Kabal will be able to convert into Nomad Dash for a combo. (Air) Buzzing Buzzsaw can also be used while jumping forward, which will counter opponents attempting to anti-air Kabal. Once the opponent respects the (Air) Buzzing Buzzsaw, Kabal will then be able to freely jump at the opponent.

In Kabal’s Mean Streak variation, he gains an additional projectile for zoning, the Rolling Buzzsaw (DownBack1). Rolling Buzzsaw is a 27 frame low projectile. While slower than Buzzsaw, it is useful for dealing chip damage. If Amplified, Kabal will send out another Rolling Buzzsaw. If the opponent attempts to jump over the initial buzzsaw, Amplifying the Rolling Buzzsaw will hit them as they are landing.

Kabal’s (Air) Buzzing Buzzsaw is replaced with (Air) Straight Buzzin’ (BF1) in his Mean Streak variation. Instead of throwing buzzsaws downwards, Kabal will throw them straight while airborne. It’s important to use (Air) Straight Buzzin’ right before landing so that the buzzsaw will hit a grounded opponent. (Air) Straight Buzzin’ can also be done just as Kabal leaves the ground. Referred to as instant-air Buzzsaw, Kabal can throw projectiles immediately after a jump. By using instant-air Buzzsaws while jumping backwards, this will allow Kabal to zone while distancing himself from the opponent.

Combos


Clean Cut

Kabal - Clean Cut - Advanced Combos

Kabal – Clean Cut – Advanced Combos


Kabal - Clean Cut - Advanced Combos

Mean Streak

Kabal - Mean Streak - Advanced Combos

Kabal – Mean Streak – Advanced Combos


Kabal - Mean Streak - Advanced Combos

The Spins

Kabal - The Spins - Beginner Combos

Kabal – The Spins – Beginner Combos


Kabal - The Spins - Beginner Combos
Kabal - The Spins - Advanced Combos

Kabal – The Spins – Advanced Combos


Kabal - The Spins - Advanced Combos

Guides


General

How to Fight Kabal

★ How to Fight Kabal


Interrupting Staggers A large part of Kabal’s on offense relies on staggering with his normals. At close-range, Kabal may stagger with his and . After staggering, Kabal will be able to attack again or go for a throw. If you suspect that Kabal may try to stagger, use a jab to interrupt him out of his next attack. Note that if trying to interrupt after and Kabal does not stagger, he will be able ...

Clean Cut

Clean Cut Mixups and Pressure Guide

Clean Cut Mixups and Pressure Guide


Mixups In Kabal’s Clean Cut variation, he gains access to Low Hook Grab, or . This is a low Special Move that can be used for mixups, but is -17 on block and punishable if the opponent guesses correctly. Eviscerated The primary mixup that you want to use is Kabal’s Eviscerated string, or , and Hook Strike, or , into Low Hook Grab. Low Hook Grab has a startup of 15 frames, and the overhead in has ...
Fuzzy Guarding Kabal

Fuzzy Guarding Kabal


In Kabal’s Clean Cut variation, he gains access to Low Hook Grab, or . This is a low-hitting Special Move that can be used to create mixups within Kabal’s strings. With proper defense, most of these mixups can be fuzzy guarded due to how quick the Low Hook Grab is. The first mixup is and Low Hook Grab. The last hit of is an overhead attack that has a start-up of 22 frames. ...

Mean Streak

Mean Streak Zoning Guide

Mean Streak Zoning Guide


In Kabal’s Mean Streak variation, he has a variety of zoning options to keep opponents out. Zoning Kabal’s Buzzsaw, or , is a high projectile. This can be mixed up with Rolling Buzzsaw, or , which is a low projectile. Your opponent will want to jump the Rolling Buzzsaws, and because they are in the air, they will become vulnerable to being hit by Buzzsaw. You can also Amplify the Rolling Buzzsaw, which will send out another low ...
Nomad Dash Cancel Pressure Guide

Nomad Dash Cancel Pressure Guide


In Kabal’s Mean Streak variation, he gains access to Nomad Dash Cancel. This allows him to cancel out of his Nomad Dash, which he can use to pressure opponents up close. In this guide, we will be referring to Nomad Dash Cancel as NDC for short. Frame Data The following lists the block advantage for Kabal’s Nomad Dash Cancel: = -8 = -8 = 0 = +1 = 0 = -15 = -2 = -8 = +1 ...

The Spins