Its a tall order for DBPro. The thing is you'd need really good collision detection, and even industry standard physics engines often don't have very good collision - usually it's a case of sticking a lot of primitives together, which are less than ideal for mimicking the shape of arms and legs, shoulders, elbows, and knees are usually ok as spheres but having square arms or legs will really mess with the effect.
In DBPro there's only really support for DX models, so bone animation only. You could glue a load of primitives to limbs and attach a PhysX cloth object, but it probably wouldn't look too great. Really I think you are stuck with manually animating cloth using bones, at least when it's on a character. PhysX cloth is good, but it's really only meant for flags and hanging washing and stuff like that (like Borderlands2) - character models are a bit too complicated to make real use if it.

I am the one who knocks...
