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=== Move List Breakdown === | === Move List Breakdown === | ||
'''P'''<br> | '''P'''<br> | ||
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. | 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 they next hit in the string. | ||
'''>P'''<br> | '''>P'''<br> |
Revision as of 20:22, 8 May 2007
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 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
>P reach:30 speed:4 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
<P reach:40 speed:7 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
K reach:15 speed:6 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
>K reach:15 speed:5 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
<K reach:10 speed:14 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
E | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
Simultaneous | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
Dashing | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
Transformations | ||||||||||||
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String | Name | Attack % | Base Ki | Note | ||||||||
Ultimates | ||||||||||||
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String | Name | Hits | Damage | Note | ||||||||
Dragon Rush | ||||||||||||
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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 they 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. Be careful though, >P>P does not connect from max distance. You need to be at about 25 reach points out. 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 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
Dash Buffering
Post Guard Break
Post Knockdown
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