DBFZ/Nappa

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Nappa
DBFZ Nappa Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Power, Frame Traps
Team Role
Point

Overview[edit]

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[edit]

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
  • A lot of range in his normals and specials
  • Quick overhead attack that gives him an instant sliding knockdown
  • 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



Normals[edit]

5L[edit]
5L
DBFZ Nappa 5L.png
Punchin' your shins
DBFZ Nappa 5LL.png
boot
DBFZ Nappa 5LLL.png
smacc
Version Damage Guard Smash 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.


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


5H[edit]
5H
DBFZ Nappa 5H.png
"A major in child psychology.....WITH A MINOR IN PAIN"
Damage Guard Smash 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.


5S[edit]
5S
DBFZ Nappa 5S.png
"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 25 - - -
  • Nappa takes a step forward before he throws a piercing Ki blast, during this time it'll reflect all ki blasts that are S normals
  • 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.
  • Wind up has a hit box and if done close can be a double hitting move.


2L[edit]
2L
DBFZ Nappa 2L.png
Cooler's Jab but Nappa
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 8 3 - -2
  • Good hitbox for a jab.


2M[edit]
2M
DBFZ Nappa 2M.png
Man, Nappa must be great at breakdancing.
Damage Guard Smash 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.


2H[edit]
2H
DBFZ Nappa 2H.png
The Nappa Clappa
Damage Guard Smash 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.


6M[edit]
6M
DBFZ Nappa 6M.png
bend it like Beckham
Damage Guard Smash 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.


j.L[edit]
j.L
DBFZ Nappa jL.png
Damage Guard Smash 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.


j.M[edit]
j.M
DBFZ Nappa jM.png
aerial boot
Damage Guard Smash 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.


j.H[edit]
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
Damage Guard Smash 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.


j.S[edit]
j.S
DBFZ Nappa jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 23 - - -

skidoodle skedaddle this move is my neutral

  • Piercing Ki blast.
  • Arcs downwards.
  • 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.


j.2H[edit]
j.2H
DBFZ Nappa j2H.png
"FOR PONYYYYYYY!"
DBFZ Nappa j2H-2.png
"I know! I'll use Rock Smash!"
Damage Guard Smash 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).


Specials[edit]

Arm Break[edit]
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
"Dis-armed!"
Version Damage Guard Smash 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.


Saibamen[edit]
Saibamen
214L/M/H
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 Smash Startup Active Recovery Frame Adv.
Claw 700 All - - 8 - -
Vomit 500 All - - - - -
Slide 700 All - - 8 - -
Grab 0, 1000 All - - 14 - -
L C, S, G All - - - - -
  • After sprouting, the Saibamen advance towards the opponent, performing the Claw, 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 V, S, G All - - - - -
  • Performs Vomit, Slide, and then Grab.
  • Saibaman spit can restand the opponent mid combo.
H V, C, V, S, G All - - - - -
  • Pressing buttons during the planting will program the Saibaman to do the pressed sequence
  • L does Claw, M does Slide, H does Grab, S does Vomit.
  • Performs Vomit, Claw, Vomit, Slide, and then Grab by default.
  • 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 Smash 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
214S
DBFZ Nappa TooBad.png
"Hi-yah!"
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Normal 600, 800 All - 15[20] 2[3] (24[32]) 5 - -6
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.


Assist[edit]

Blazing Storm
A1/A2
DBFZ Nappa AssistBlazingStorm.png
"Hey Vegeta am I helpful yet?"
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 37 10 - -
  • Tracks the opponent.
  • Okay for neutral and combo extensions.


Supers[edit]

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 Smash 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.
  • Minimum damage: 805


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
"BGAAAAAAAAAAAAAH"
Damage Guard Smash 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.


Navigation[edit]


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