Kabal

Spin : ← → LK

Fireball : ← ← HP (in air too)

Ground Saw : ← ← ← RUN

Fatality 1 (Overinflate) : (Half-screen) ↓ ↓ ← → BLK

Fatality 2 (Scary Face) : (Close) RUN BLK BLK BLK HK

Animality (Rhino) : (Close, hold HP) → → ↓ → (release HP)

Friendship (Roasted Marshmallow) : RUN LK RUN RUN ↑

Babality : RUN RUN LK

Stage/Pit Fatality : BLK BLK HK

Combo 1 : HK LK HP HP ↓ + HP (15%)

Combo 2 : HK LK ← + HK (18%)

Combo 3 : HK LK HK ← + HK (24%)

Combo 4 : HP HP HK ← + HK (25%)

Kabal

Attributes

Strengths

  • Best zoning in UMK3 due to fast, instant‑air fireballs that shut down many approaches
  • Spin dash (run) provides exceptional mixup, corner carry and frame pressure
  • Strong conversion from run tools into multislam routes and high damage
  • High mobility and oppressive neutral that forces opponent mistakes

Weaknesses

  • Spin and run tools can be punished if whiffed or baited with well‑timed jabs
  • Instant air fireball requires precise spacing or it can be traded or avoided
  • Some combos and finishers are spacing‑sensitive and vary by opponent hurtbox
  • Struggles when forced to play defensively against characters who nullify runs

Summary

Kabal defines UMK3’s meta: his instant‑air fireballs and spin/run toolkit give him top‑tier zoning, rushdown conversion, and corner carry. He dominates neutral through mobility and pressure but relies on precise spacing and disciplined use of Spin to avoid punishment.