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DBFZ Nappa Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Power, Frame Traps


Once Vegeta's partner and body guard, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality. After killing Yamcha and Tien, he was confronted by Goku, who defeated him with little effort. One of Goku's attacks rendered him paralyzed, and Vegeta killed him in cold blood purely due to Nappa's inability to act anymore.

In Dragon Ball FighterZ, Nappa is a slow but strong bruiser who supplements his attacks with Saibaman footsoldiers that he can grow during battle. It takes time for the Saibamen to grow and be of use, but once they are in the field, they can disrupt opponents and leave them open to Nappa's punishing blows.


Strengths Weaknesses
  • Saibamen give him built-in EZ-bake mixups
  • Incredible range and power on normals
  • Dude's got 3 lows now what the actual shit
  • Best walk cycle in the game
  • Saibamen go down in one hit, has to start over again getting hard knockdown and planting to get offense going
  • Defense options without a Saibaman onscreen are limited
  • Normals are slower than average
  • You'll have a tendency to quote DBZ Abridged. A lot.


DBFZ Nappa 5L.png
DBFZ Nappa 5LL.png
DBFZ Nappa 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 Low 7 3 - -4
  • Decent range jab, one of the slower 5L in the game.
  • Can be repeated by holding 4.
5LL 700 All 11 3 - -8
  • Good for stagger pressure, moves him forward quite a bit.
5LLL 1000 All 15 4 - -6
  • Last hit of his L auto combo, only really useful if you confirm into it.

DBFZ Nappa 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 14 6 - -5
  • A standing low. Ground bounces airborne opponents.

DBFZ Nappa 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 3 - -9
  • Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.

DBFZ Nappa 5S.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 25 - - -
  • Nappa takes a step forward before he throws a piercing Ki blast.
  • A bit slow but an important part of his corner combos.
  • Will pierce through any other projectile S normal, but still lose to 236S type projectiles.

DBFZ Nappa 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 8 3 - -2
  • Good hitbox for a jab.

DBFZ Nappa 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 15 4 - -8
  • Good range but fairly slow.
  • Due to 5L, 5M, 2M are lows, and 5L can be repeated, Nappa has access to four lows in one string.

DBFZ Nappa 2H.png
The Nappa Clappa
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 4 - -14
  • Anti-air with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.

DBFZ Nappa 6M.png
bend it like Beckham
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - 0
  • Standard grounded overhead.
  • Can do certain strings to space it so that it hits meaty enough to combo after.

DBFZ Nappa jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 - -
  • Pretty great air-to-air, but it can easily whiff during air combos, especially versus smaller characters. Make sure to delay your initial jump cancel from 5M when confirming into air combos to minimize drops.

DBFZ Nappa jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High 11 3 - -
  • Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.
  • Good range for IAD crossups like a lot of j.M moves.

DBFZ Nappa jH.png
"TAG! ...No tag backs."
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 4 - -
  • [] is on Smash hit.
  • Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.

DBFZ Nappa jS.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 23 - - -
  • Piercing Ki blast.
  • Starts up a bit slow, arcs downward after a bit.
  • If performed low to the ground (via IAD, for example) this move generates enough frame advantage to dash up and continue pressure/confirm into a combo if it hits.

DBFZ Nappa j2H.png
DBFZ Nappa j2H-2.png
"I know! I'll use Rock Smash!"
Damage Guard Startup Active Recovery Frame Adv.
650, 650 All 26 1-8(1-2)2+ - -
  • Dives and slams the opponent to the ground.
  • Input 2H again to only do the first hit and leave Nappa floating in the air for a second. You can also hold 2H and he will do the cancel ASAP. This cancel is only available early on in the move, falling for too long and Nappa will be stuck in the animation.
  • 1st hit will not have more than 8 active frames, regardless of altitude.
  • 2nd hit has a minimum of 2 active frames with additional frames based on altitude.
  • 2nd hit has 1 extra startup frame if Nappa hits the ground before the hitbox comes out (this only happens when activating the attack extremely close to the ground).

Not the best in neutral, but an important part of his corner combos and also can hit after air Vanish. Can be cancelled into specials after he lands on the ground.

Be warned that whiffing the move causes Nappa to slam the ground and have to bounce back and land, during which he is free to be punished (unless you have meter to Vanish-cancel).


Arm Break[edit]
Arm Break
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 High 24 3 - -6
  • Nappa winds up and slams in front of him for a safe but fairly slow overhead that they can quick recover out of. Okay to throw out with assists sometimes, but can be interrupted easily if done in blockstrings.
M 600, 800 High 26 3(12)3 - -6
  • Nappa runs forward before slamming the ground twice, causing a sliding hard knockdown state. Important part of his combos, but not too useful outside of it, as he can be hit while running and has to run a minimum distance.

Nappa's main combo ender used to set up a knockdown for planting Saibamen.

H 700, 900 High 26 3(12)3 - -2
  • More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.
  • Has slightly more range than M version.

DBFZ Nappa SaibamenL.png
"And that one's Snuggles!"
DBFZ Nappa SaibamenM.png
"And that one's Fufu!"
DBFZ Nappa SaibamenH.png
"And that one's Cabbagehead!"
DBFZ Nappa Saibamen-4.png
"And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"
Version Damage Guard Startup Active Recovery Frame Adv.
Claw 700 All - 8 - -
Slide 700 All - 8 - -
Spit 500 All - - - -
Grab 0, 1000 All - 14 - -
L 700, 700, 1000 All - - - -
  • After sprouting, the Saibamen advance towards the opponent, performing the Claw attack, Slide, and then the Grab (which is blockable).
  • Two Saibamen can be planted at once, but only one will be out at a time. The second will sprout as soon as the first disappears.
  • Planting a third Saibaman will cause the second to be overwritten.
M 500, 700, 1000 All - - - -
  • Performs Spit, Slide, and then Grab.
  • Saibaman spit can restand the opponent mid combo.
H 500, 700, 500, 700, 1000 All - - - -
  • Performs Spit, Claw, Spit, Slide, and then Grab.
  • Planting animation is much faster than L and M versions and can be integrated into combos
  • Best voice line in the game

Blazing Storm[edit]
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1100 All 22 10 - 0
  • Nappa swipes his arm forward and makes a moderately sized explosion. This is also his assist.

This move tracks by the X and Y axes, but does not go full screen, along with weak vertical tracking overall. Even more unfortunately, this move is one of the few S specials that doesn't clash with other 236S type moves; it will simply eat 1 hit, leaving the beam with 4 remaining hits. Single hit 236S moves will simply pierce it. This means your opponent will have an easier time wiping out Saibamen planted in neutral if they have a beam!

Air 1100 All 28 10 - -
  • Very similar to his ground version.

Too bad[edit]
Too bad
DBFZ Nappa TooBad.png
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 600, 800 All 15[20] 2[3] (24[32]) 5 - -2
Counter 1000 All - - - -
  • [] = hold down S.
  • Nappa swipes forward and then brings his elbow down for a vicious strike.
  • Both parts of the move can be held.
  • Guard point from frames 5 to 24 (frame 38 if S is held down).
  • Blocks all physical strikes. Loses to any projectiles, throws, and supers.
  • If successfully blocks incoming attacks, Nappa responds with a more devastating elbow that ground bounces.

Useful after a blocked 6M or 5H. Normally, Nappa has a 7 frame 5L so he wouldn't be able to contest vs characters with 6 frame 5Ls after their 6Ms. Additionally, since the first part of this move is a strike, most point blank command grabs/Dragon Rushes are slow enough that the aggressor will be hit by 214S(1).

The drawback of this move is that although the counter hit launches, it uses up your smash and prorates the follow-up combo heavily. Also, if the first hit strikes, you won't be able to combo after the second hit; you can only extend via Super/Vanish cancelling the first hit.


Blazing Storm
DBFZ Nappa AssistBlazingStorm.png
"Hey Vegeta am I helpful yet?"
Damage Guard Startup Active Recovery Frame Adv.
850 All 34 10 - -
  • Tracks the opponent.
  • Okay for neutral and combo extensions.


Giant Storm[edit]
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
"I sunk their battleships!"
DBFZ Nappa GiantStorm-2.png
"...And their WHALES."
Damage Guard Startup Active Recovery Frame Adv.
2300 All 10+5 5 - -21
  • Invulnerable from frames 9 to 20.
  • Nappa points two fingers into the air creating a big explosion that takes up most of the screen.

Break Cannon[edit]
Break Cannon
214L+M or 214H+S
DBFZ Nappa BreakCannon.png
"Hey Vegeta, look! Imma firin mah lazar!"
DBFZ Nappa BreakCannon-2.png
Damage Guard Startup Active Recovery Frame Adv.
4278 All 10+3 3 - -24
  • Invulnerable from frames 1 to 15.
  • 1778 minimum damage.
  • Nappa winds up for a big gut punch that, if it lands, sets him up to fire a huge laser out of his mouth. Has less utility than other level 3's due to the fact that he has to land the first punch for the followup. Invincible on startup like all level 3's.

Dragon Ball FighterZe
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