Difference between revisions of "DBFZ/Nappa"

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(Saibamen)
 
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* 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. Can be held to cancel it early and leave Nappa floating in the air for a second. Be warned that whiffing it causes Nappa to slam the ground and have to fly back and land, during which he is free to be punished.
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* 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. Can be held to cancel it early and leave Nappa floating in the air for a second. Be warned that whiffing it causes Nappa to slam the ground and have to fly back and land, during which he is free to be punished (unless you have meter to Vanish-cancel).
 
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Latest revision as of 06:31, 13 February 2018

Nappa
DBFZ Nappa Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

Overview[edit]

Once Vegeta's partner, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality along with Vegeta. After killing Yamcha and Tien, he would be confronted by Goku, who defeated him with little effort. After being rendered paralyzed by one of Goku's attacks, Vegeta would kill him in cold blood for the crime of being of no more use to him.

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.

Normals[edit]

5L[edit]
5L
DBFZ Nappa 5L.png
DBFZ Nappa 5LL.png
DBFZ Nappa 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All - - - -
  • Standard jab with a pretty decent range.
5LL 700 All - - - -
  • Good for stagger pressure, moves him forward quite a bit.
5LLL 1000 All - - - -
  • Last hit of his L auto combo, only really useful if you confirm into it.


5M[edit]
5M
DBFZ Nappa 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L - - - -
  • A standing low, but also Nappa's only low. Ground bounces after a 2M


5H[edit]
5H
DBFZ Nappa 5H.png
WITH A MINOR IN PAIN
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • 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 (Also 2S)
DBFZ Nappa 5S.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • Standard Ki blast, a bit slow but an important part of his corner combos. He takes a step forward before he throws it.
  • Will pierce through any other projectile S normal, but still lose to 236S type projectiles.


2L[edit]
2L
DBFZ Nappa 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All - - - -
  • Not a low, but good for hit confirms. Good hitbox for a jab.


2M[edit]
2M
DBFZ Nappa 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • Not a low, good range. Startup is on the slow side, however, so you want to confirm into other normals from jumping attacks.


2H[edit]
2H
DBFZ Nappa 2H.png
Da Clap
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • AA with great vertical range and a poor horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.


6M[edit]
6M
DBFZ Nappa 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Looks like his j.H. Standard grounded overhead. Nappa 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 Startup Active Recovery Frame Adv.
400 H - - - -
  • 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
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.


j.H[edit]
j.H
DBFZ Nappa jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • 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 Startup Active Recovery Frame Adv.
800 All - - - -
  • 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.


j.2H[edit]
j.2H
DBFZ Nappa j2H.png
DBFZ Nappa j2H-2.png
Damage Guard Startup Active Recovery Frame Adv.
1170 All - - - -
  • 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. Can be held to cancel it early and leave Nappa floating in the air for a second. Be warned that whiffing it causes Nappa to slam the ground and have to fly 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
DBFZ Nappa ArmBreak-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 H - - - -
  • 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.

Placeholder

M 1160 H - - - -
  • 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.

Placeholder

H 1330 H - - - -
  • Faster version of his M arm breaker. He also runs forward farther and faster.

Placeholder


Saibamen[edit]
Saibamen
214L/M/H
DBFZ Nappa SaibamenL.png
DBFZ Nappa SaibamenM.png
DBFZ Nappa SaibamenH.png
DBFZ Nappa Saibamen-4.png
Version Damage Guard Startup Active Recovery Frame Adv.
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.

Placeholder

M 500, 700, 1000 All - - - -

After sprouting, the Saibamen advance towards the opponent, performing the Spit attack, Slide, and then the Grab (which is blockable).

  • Important points go here

Saibaman spit can restand the opponent mid combo.

H 500, 700, 500, 700, 1000 All - - - -

Performs Spit, Claw, Spit, Slide, and then Grab.

  • Important points go here

The EX version plants a Saibaman that does 5 attacks instead of 3.


Blazing Storm[edit]
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1100 All - - - -
  • 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 - - - -
  • Very similar to his ground version.

Placeholder


Too Bad[edit]
Too Bad
214S
DBFZ Nappa TooBad.png
DBFZ Nappa TooBad-2.png
Damage Guard Startup Active Recovery Frame Adv.
600, 800 All - - - -
  • Nappa swipes forward and then brings his elbow down for a vicious strike. This move seems to have autoguard and be uninterruptible. Ground bounces on counter hit.

Useful after a blocked 6M. 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 second 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
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Okay for neutral and some specific combo extensions

Placeholder


Supers[edit]

Giant Storm[edit]
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
DBFZ Nappa GiantStorm-2.png
Damage Guard Startup Active Recovery Frame Adv.
2300 All - - - -
  • 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
DBFZ Nappa BreakCannon-2.png
Damage Guard Startup Active Recovery Frame Adv.
4278 All - - - -
  • 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
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc