This new Dabura death-loop is INCREDIBLY BROKEN! Here's why.

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Labbing Dabura in Dragon Ball Z Infinite World is "always satisfying".
Even if he's unable to RBD *at all*, he happens to have just the right tools to trigger a fatigue loop with only one combo. Which is made even easier by his personal item (Demon King Spit), that "seals" opponent's P/K/E for 20 seconds!

Actually, he has several viable routes, which cover many different possibilities throughout the match.

If he's starting the combo from the front, without being transformed, the notation is:

* .→kk.(whiff these)PP(fully charged) e ↓e d-p+k(in the back) d-p e pppP e kKkp e →→ppp ←ppK ←kk →kkkk←e

However, this combo route requires several frame-perfect links:
1) →KKPP into E;
2) E into ↓E;
3) D-P into E;
4) E into →→PPP;
5) ←PPK into ←KK (not F-P but very tight);

There's a variation for it, which can be applied after the opponent gets fatigued the first time. Here's its notation:

* P+K (fully charged Heavy Smash) →Ppp d-p e kKkp e pppP ←ppK ←kk →kkkk←e

You're probably thinking "There's no way I can pull this combo off, with so many tight cancels and frame-perfect links!"
And guess what? That's the best part! Dabura DOES actually benefit from the combo being broken, 'cause it resets the damage scaling too. In fact, I even made a third combo, where all the links are purposefully delayed, so the damage scaling will kick in sooner. There's its notation:

* P+K →PpP kKkP ←ppK ←kk e pppP p→e

As you can see, it's very short and quite easy to delay on purpose. Remember to always taunt (X + ↓ + ↓) after every combo, to ensure your next fully charged Heavy Smash will connect without scaling, with the further benefit of subtracting 1 Ki bar from the opponent, so he can't teleport.
Lastly, when the opponent reaches his last HP bar (which shouldn't be a problem with these fatigue-loops), Dabura can launch his Ultimate UNSCALED.
So, it's pretty much guaranteed to land the finishing blow and win the match - almost - effortlessly.
Give it a try! ;)

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