Dabura (DBZ:B3)

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Introduction

Pros and Cons

Pros

Cons

Move List

Move List/FAQ. Copy and paste the link in your browser.

* next to the # of hits means that the string does not combo from the front of the opponent

P reach:20 speed:3
String Death Move Hits Damage Recovery Note


>P reach:30 speed:4
String Death Move Hits Damage Recovery Note


<P reach:40 speed:7
String Death Move Hits Damage Recovery Note


K reach:15 speed:6
String Death Move Hits Damage Recovery Note


>K reach:15 speed:5
String Death Move Hits Damage Recovery Note


<K reach:10 speed:14
String Death Move Hits Damage Recovery Note


E
String Death Move Hits Damage Recovery Note


Simultaneous
String Hits Damage Recovery Note


Dashing
String Hits Damage Recovery Note


Transformations
String Name Attack % Base Ki Note


Ultimates
String Name Hits Damage Note


Dragon Rush
Rush Type Hits Damage Note


Strategy

Move List Breakdown

P
Dabura's P has more reach than average with 20 reach points while maintaining rank 3 speed. PP>PPPP is his best string here. The last three hits are chargeable, the third stuns and the last two nullify with the last hit knocking down. On block, P is safe and PP is safe to dodge-counter. Mix up your cancel on block to confuse your opponent and look to land Dabura's throw. While fighting in the air, PP>PP doesn't stun from in front of the opponent and results in the opponent recovering so quick that they can block the next hit in the string.

>P
Dabura's >P is fast at rank four and has a nice 30 reach points as well. >P>PP* is the string to use here. It's safe to dodge-counter but not safe on block so cancel the last hit if blocked. On hit, the last hit in >P>PP* stuns so proceed to combo after wards. >P>PPP^ and >P>PPK^ are both infinites with >P>PPK^ doing more damage and >P>PPP^ being less time consuming. Also from 25, you can buffer dashing attacks from >P>PP-. >PPPPP- for combo filler.

<P
Dabura's best starter and one of the best starters in B3. 40 reach points and rank 7 speed. Dabura outreaches nearly every character with this and it's a perfect zoning tool. <PPPP is the main string here. Every single hit is safe on block but this string can be dodge-countered so keep your distance. <P<PP- can be used on block to get in close, if you want to do that. It also puts you in position for a throw. On block, <PP moves you back a small distance. You can buffer dashing attacks from <PPPP- from at least 15 reach points... not that you would be that close anyway. You can also buffer dashing attacks from <P, <PP (at least from 20) and <P<PP- (max range). On hit, use <PPPP- then buffer a forward dash into your next string or use >K+G if you're to far. You can use <PPP>P* as combo filler for more damage than <PPPP-. <P<PP- launches for a juggle on hit and you must cancel.

K
Pretty basic K with 15 reach points and 6 speed rank. KKKK~ for sidestep cancels. KK<KPPP works in the same way PP>PPPP does with less speed (P is rank 3 speed). KK is safe to dodge-counter.

>K
Generic knee. 15 reach points, rank 5 speed. Nothing special here. >K as combo filler.

<K
Defensive <K. 10 reach points, rank 14 speed. Dabura's only cancel from <K comes from <K<KPP but with any knowledge on Dabura, and the opponent can interupt the string after the second hit. But you can get it with <KP, which is safe on block. You can get >P>PPP/>P>PPK infinite from that. Better than nothing.

Other
Canceling P+K moves you forward a bit and >P+K moves you back. No other uses.

<P+K^ is just a standard juggle starter that everyone has. Dabura's has more recovery than most. Use it if you want to launch quickly.

K+G and <K+G = worthless

>K+G has 60 reach points but very slow at rank 17. >K+G can be used after <PPPP- to close the gap and continue the combo. Safe on block but can be seen coming and punished with dodge. Doesn't stun in the air.

P+G^ is Dabura's throw that launches opponents for juggle combos. Having this throw combined with his decent close range mix-ups is definitely a plus.

Dabura's dashing attacks all break guard except >>E, but I recommend >>P and >>K over >>P+K. After a >>P+K guard break you can't start a combo while after >>P or >>K you can use any starter for combos. Also, >>P+K allows ground recovery on hit while >>P does not.

Dash Buffering

Dash Buffering is inputing the command for a forward or backward dash while in a non-neutral state. You can buffer dashing attacks for guardbreak as long as you are at least 20-25 reach points from your opponent. Here are some strings in which Dabura can buffer a dashing attack.

>P>PP- (can be done from at least 25)

<P (can be done from at least 20)
<PP (can be done from at least 20)
<PPPP- (can be done from at least 15)
<P<PP- (max range)

KPP- (max range)

Post Guard Break

Post Knockdown

After a knockdown, you can taunt to lower their Ki or move into position to zone with <P. Or you can force them to stand with KP- or <P if they breakfall, giving you mix-up advantage. With <P, you can jut use zoning tactics after forcing them to stand. Options after KP- can be throw or KK<KPPP to beat throw techs or start some pressure on a blocking opponent, if it hits then combo with KK<KPP-. You can buffer dashing attacks after KP- as well.

Match-Ups

Combos

P+G^ [>P>PPP^]x2 >P>PPPE [Evil Blast] 1344

P+G^ [>P>PPK^]x4 >P>PPP^ >P>PPPE [Evil Blast] 1755

Reset Combos

Capsules

Demon Realm Flames - +10% attack, 1 slot

Demon Realm Guard - +10% guard, 1 slot

Mage Guard - +20% guard, 2 slots

Babidi's Guard - +30% guard, 3 slots

Bibidi's Guard - +40% guard, 4 slots

Potential - +24% attack, attack is raised 6% every 10 seconds, 2 slots

Babidi's Scope - Reduces amount of Ki used, 1 slot

Yakon - Eliminates Baseline Ki when someone transforms, 1 slot

Turtle Shell - Doubles Ki cost for dodging and teleporting, 1 slot

Chicken-fried 7-Seasoned Toad - +30% attack, -25% guard, 1 slot item capsule

Capsule Set-Ups