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 | |||||||
ppp*pe | Hell Blitz | *5 | 561 | NR | 1,5 | |||||||
pp>pP*(P)(P) | 6 | 333 | NRR | 2,3 | ||||||||
pp<p(P) | 4 | 195 | AR | 4 | ||||||||
ppkk | 5 | 307 | GR | |||||||||
pp>k | 3 | 165 | AR | |||||||||
pp<k^ | 3 | 155 | ||||||||||
pk | 2 | 101 | NRR |
1 - p* stuns from behind only.
2 - P* doesn't stun in the air from the front.
3 - Doesn't combo in the air, *6 hits! 351 dmg.
4 - (P) changes in the air, *4 hits! 203 dmg.
5 - Consumes 1 ki.
>P reach:30 speed:4 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>pppp*(P) | 5 | 243 | NRR | |||||||||
>p>p*P*p^e | Evil Blast | 5 | 790 | AR *NR | 1,3 | |||||||
>p>p*P*k^k | 5 | 328 | GR *NRS | 2 | ||||||||
>pkk | *3 | 215 | AR |
1 - >p>p*P*p^ is an infinite, 899 dmg.
2 - >p>p*P*k^ is an infinite, 1047 dmg.
3 - Consumes 2 ki.
<P reach:40 speed:7 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<ppp*P | 4 | 261 | NRS | |||||||||
<ppp*>p*e | Evil Blast | 5 | 655 | NR | 1 | |||||||
<p<p^P- | 3 | 249 | GR *NRS |
1 - Consumes 1 ki.
K reach:15 speed:6 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
kk(k*)(K-) | 5 | 253 | NR | 1 | ||||||||
kk(k*)>k^e | Evil Blast | 5 | 829 | AR *NR | 3 | |||||||
kk(k*)>k^k | 5 | 309 | GR* NRS* | |||||||||
kk<k(K) | *4 | 231 | NR | |||||||||
kk<kP*(P)(P) | 6 | 372 | NRR | |||||||||
kP*(P) | 3 | 183 | NR | 2 |
1 - k* stuns from behind only.
2 - P* stuns from behind only.
3 - Consumes 2 ki.
>K reach:15 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>k*kkk | 5 | 353 | GR | |||||||||
>k*kk>k | 4 | 289 | AR | |||||||||
>k*kk<K^ | *4 | 292 | ||||||||||
>k*p(P) | 3 | 211 | NRR |
<K reach:10 speed:15 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
(<k*)k | 2 | 146 | AR | |||||||||
(<k*)<kpp | 4 | 267 | GR | |||||||||
(<k*)<k<pP | 4 | 315 | GR *NRS | |||||||||
(<k*)pp | 3 | 191 | NRS |
E | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | Hell Blitz | 1 | 375 | NR | 1 | |||||||
<e | Evil Blast | 1 | 600 | NR | 2 | |||||||
eeeee | 5 | 250 |
1 - Consumes 1 ki.
2 - Consumes 2 ki.
Simultaneous | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
P+K | 1 | 69 | GR | 1 | ||||||||
(>P+K) | 1 | 81 | NRS | |||||||||
<P+K^ | 1 | 75 | ||||||||||
k+g | 2 | 158 | GR | |||||||||
>k+g* | 1 | 127 | 2,3 | |||||||||
<k+g | 1 | 150 | AR | |||||||||
p+g^ | 3 | 200 |
1 - P+K changes in the air, 115 dmg.
2 - >k+g* doesn't stun in the air.
3 - reach:60 speed:17
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
>>p!* | 1 | 75 | NR | 1 | ||||||||
>>k! | 1 | 75 | AR | 2 | ||||||||
>>p+k! | 1 | 69 | GR | 3 | ||||||||
>>e | 1 | 50 |
1 - >>p! changes in the air, stuns from behind only, doesn't stun in the air.
2 - >>k! changes in the air, 81 dmg.
3 - >>p+k! changes in the air.
Transformations | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | AttackĀ % | Base Ki | Note | ||||||||
p+k+g! | Demonic Will | +10% | 4 | 1 |
1 - Requires 4 ki.
Ultimates | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Hits | Damage | Note | ||||||||
P+K+G+E!! | Hell Blade Rush | 1 | 1500 | 1 |
1 - Consumes 4 ki.
Dragon Rush | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rush Type | Hits | Damage | Note | |||||||||
Dragon Rush 1 | 15 | 640 | 1 | |||||||||
Dragon Rush 2 | 15 | 803 | 2 |
1 - Base.
2 - Demonic Will.
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). To mix things up with your dashing attack, buffer a forward dash into P or throw to beat attempts at countering the guard break.
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 15 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