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 | |||||||
ppppe | Kamehameha | 5 | 555 | AR | 7 | |||||||
pppp(P) | 5 | 220 | GR | |||||||||
pp>p*P*pe | Energy Field | 6 | 812 | NR | 3,8 | |||||||
pp>p*P*p(P) | 6 | 333 | NRR | 1,3 | ||||||||
pp>p*P*p>P^ | 6 | 343 | 2,3 | |||||||||
pp<p(P) | 4 | 195 | AR | 4 | ||||||||
ppkk | 5 | 307 | GR | |||||||||
ppk(P) | *4 | 251 | NRR | 5 | ||||||||
pp>k | 3 | 165 | AR | |||||||||
pp<k^k^k* | 5 | 345 | 6 | |||||||||
pk | 2 | 101 | NRR |
1 - Doesn't combo in the air, *6 hits! 346 dmg.
2 - pp>pP*p>P^ is an infinite, 1128 dmg.
3 - >p* stuns from behind only.
4 - (P) changes in the air.
5 - Connects in the air, 4 hits! 243 dmg.
6 - pp<k^k^ is an infinite, 1149 dmg.
7 - Consumes 1 ki.
8 - Consumes 2 ki, #17 Absorption or higher.
>P reach:30 speed:4 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>pppp*(P) | 5 | 243 | NRR | |||||||||
>ppkk(K-) | 6 | 311 | GR | 1,2 | ||||||||
>ppkkP | 5 | 293 | GR *NRR | |||||||||
>p>p*Ppe | Energy Field | *5 | 740 | GR | 4 | |||||||
>p>p*Pk^k* | *5 | 347 | GR | 3 | ||||||||
>pkk | *3 | 215 | AR |
1 - >ppkk(K-) is an infinite, 1033 dmg.
2 - >ppkk(K-) doesn't stun in the air.
3 - Connects in the air, 5 hits! 322 dmg., k* doesn't stun in the air.
4 - Consumes 2 ki, #17 Absorption or higher.
Misc. - >p>p* doesn't connect from max range.
<P reach:40 speed:7 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<pP*(P) | 3 | 215 | NRR | |||||||||
<p>P^P | 3 | 234 | GR *NRR | |||||||||
<p<P^ | 2 | 135 | ||||||||||
<pk | 2 | 119 | NR | |||||||||
<p>k | 2 | 129 | GR | |||||||||
<p(<K) | *2 | 138 | NR |
K reach:15 speed:6 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
kkk(K) | *4 | 243 | NR | |||||||||
kk(<K*)(K-) | 5 | 265 | NR | |||||||||
kk(<K*)<k^k | 5 | 326 | NRS | |||||||||
k(P)p(P*) | *4 | 242 | ||||||||||
k(P)(>P)p*(P) | 5 | 268 | AR | 1 | ||||||||
k(P)(>P)p*(K-) | 6 | 286 | NR | |||||||||
k(P)k | 3 | 182 | AR |
1 - Last P changes in the air.
>K reach:15 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>k*kkk^ | 4 | 258 | ||||||||||
>k*kk>k | 4 | 263 | AR | |||||||||
>k*kk<k | *4 | 238 | NR | |||||||||
>k*k(>K-) | 4 | 226 | ||||||||||
>k*pp(P) | 4 | 246 | NRR | |||||||||
>k*pp(>P) | 4 | 241 | AR | 1 | ||||||||
>k*pp<P^e | Kamehameha | 5 | 611 | AR *NR | 2 | |||||||
>k*>Pp(P) | 4 | 252 | NRS |
1 - (>P) changes in the air, *4 hits! 249 dmg.
2 - Consumes 1 ki.
<K reach:10 speed:14 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
(<k*)k | 2 | 146 | AR | |||||||||
(<k*)>k | 3 | 215 | GR | |||||||||
(<k*)<k^ | 2 | 129 | ||||||||||
(<k*)pP | 3 | 187 | NRR |
E | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | Kamehameha | 1 | 375 | NR | 1 | |||||||
<e | Energy Field | 1 | 528 | NRS | 2,3 | |||||||
eeeee | 5 | 250 |
1 - Consumes 1 ki.
2 - Energy Field can't be teleported, tracks, and is safe on block.
3 - Consumes 2 ki, #17 Absorption or higher.
Simultaneous | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
(P+K) | 1 | 81 | AR | 1 | ||||||||
>P+K | 1 | 81 | NRR | |||||||||
<P+K^ | 1 | 98 | ||||||||||
k+g | 2 | 158 | GR | |||||||||
>k+g* | 1 | 127 | 2,3 | |||||||||
<k+g | 1 | 150 | AR | |||||||||
p+g^ | 2 | 200 |
1 - (P+K) changes in the air.
2 - >k+g* doesn't stun in the air.
3 - reach:60 speed:17
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
>>p! | 1 | 75 | NRR | 1 | ||||||||
>>k! | 1 | 75 | AR | 2 | ||||||||
>>p+k! | 1 | 69 | GR | 3 | ||||||||
>>e | 1 | 50 |
1 - >>p! changes in the air, 69 dmg.
2 - >>k! changes in the air, 81 dmg.
3 - >>p+k! changes in the air.
Transformations | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Attack % | Base Ki | Note | ||||||||
p+k+g! | #17 Absorption | +10% | 4 | 1 | ||||||||
p+k+g! | Perfect Form | +15% | 4 | 2 | ||||||||
p+k+g! | Super Perfect Form | +20% | 5 | 3 |
1 - Requires 3 ki.
2 - Requires 4 ki.
3 - Requires 5 ki.
Ultimates | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Hits | Damage | Note | ||||||||
P+K+G+E!! | Spirit Bomb | 1 | 1896 | 1 |
1 - Consumes 5 ki, Perfect Form or higher.
Dragon Rush | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rush Type | Hits | Damage | Note | |||||||||
Dragon Rush 1 | 15 | 640 | 1 | |||||||||
Dragon Rush 2 | 15 | 803 | 2 | |||||||||
Dragon Rush 4 | 50 | 903 | 3 |
1 - Base.
2 - #17 Absorption.
3 - Perfect Form, Super Perfect Form.
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.
>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-.
<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
>K
<K
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