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* More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.
* 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.
* Has slightly more range than M version.
* Causes a ground bounce into a sliding knockdown on hit. Can be extended with either an assist call or a vanish during the ground bounce.
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{{Description|9|text=
{{Description|9|text=
* Nappa swipes his arm forward and makes a moderately sized explosion. This is also his assist.
* Nappa swipes his arm forward and makes a moderately sized explosion. This is also his A 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!
The explosion itself has fairly weak range, however the S button can be held down to extend the range the move strikes at, going slightly under fullscreen if held. This applies to both the ground and air versions of the move.
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!
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{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
Revision as of 00:06, 4 April 2020
Nappa
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Power, Frame Traps
Team Role
Point
Overview
"You plan on taking us on with a power level like that? You're way outta your league!"
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. (Name trivia: Comes from "Napa Lettuce".)
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
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
Can only kill yamcha and make Chao zu go boom boom.
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.
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.
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).
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
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
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.
Causes a ground bounce into a sliding knockdown on hit. Can be extended with either an assist call or a vanish during the ground bounce.
Nappa swipes his arm forward and makes a moderately sized explosion. This is also his A assist.
The explosion itself has fairly weak range, however the S button can be held down to extend the range the move strikes at, going slightly under fullscreen if held. This applies to both the ground and air versions of the move.
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!
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).
Can follow up after the second hit easily with either a super dash or by jumping forward with air buttons to get a full combo. However, the second hit uses up your smash and prorates the follow-up combo heavily, and outside of the corner Nappa cannot get a sliding knockdown without an assist.
Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
As of Season 3 patch, if the button is held, the opponent will be sent in an arc behind Nappa. The main application of this is to combo into Goku(Base)'s Genkidama, it can also help to connect with some Z-Change Supers.
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.
As of the Season 3 patch, the button can be held for Nappa to do just the punch and not the beam follow-up. However, its use is questionable as it heavily scales the combo, deals all damage as blue life if used as a starter, and requires Smash for an extension
To edit frame data, edit values in DBFZ/Nappa/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.