Dabura (DBZ:B3)

From SuperCombo Wiki

Introduction

Pros and Cons

Pros

  • Great reach
  • Great throw
  • Good damage
  • Good combo platform
  • Good defensive play

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 Attack % 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