DBFZ/Nappa

From Dustloop Wiki
Nappa
DBFZ Nappa Portrait.png
Play-style Mixup, Resets
Team Role Point

Overview

"You plan on taking us on with a power level like that? You're way outta your league!"
Lore: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".)

Playstyle

 Nappa 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.

Pros
Cons
  • Saibamen give him built-in EZ-bake mixups
  • Incredible range and power on normals and specials.
  • Dude's got 3 lows now what the actual shit
  • Most of his specials can be delayed, which gives them different properties, either being range, damage or mix-up potential.
  • Quick overhead attack that gives him an instant sliding knockdown.
  • Has a reversal level 3 that can be cancelled into special attacks, allowing Nappa to either start combos at his conditions or add more damage in the cost of 3 bars.
  • One of the few characters with access to stand resets; allowing Nappa to remove an opponent's tech options after a combo.
  • Arguably the best corner bully, thanks to his high/low tools, relentless blockstrings with Saibamen, and restands
  • 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
  • Has a neutral best described as "poo." Relies heavily on assists and a really basic handful of moves to get in
  • Mediocre mid-screen combo options
  • Struggles to keep offense going without corner, due to rather poor oki options mid screen.



Normal Moves

5L
5L
DBFZ Nappa 5L.png
Punchin' your shins
DBFZ Nappa 5LL.png
boot
DBFZ Nappa 5LLL.png
smacc
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5L
  • Decent range jab, one of the slower 5L in the game.
  • Can be repeated by holding 4.
  • Hits low
5LL
  • Good for stagger pressure, moves him forward quite a bit.
5LLL
  • Last hit of his L auto combo, only really useful if you confirm into it.
5M
5M
DBFZ Nappa 5M.png
AH A SPIDER
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  • A standing low. Ground bounces airborne opponents.
5H
5H
DBFZ Nappa 5H.png
"A major in child psychology.....WITH A MINOR IN PAIN"
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  • Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.
5S
5S
DBFZ Nappa 5S.png
"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"
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  • 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
2L
DBFZ Nappa 2L.png
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  • Good hitbox for a jab.
2M
2M
DBFZ Nappa 2M.png
Man, Nappa must be great at breakdancing.
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  • Good range but fairly slow.
  • Due to 5L, 5M, 2M being lows, and 5L being repeatable, Nappa has access to four lows in one string.
2H
2H
DBFZ Nappa 2H.png
The Nappa Clappa
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  • 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
6M bend it like Beckham Template:AttackDataHeader-DBFZ
  • Standard grounded overhead.
  • Can do certain strings to space it so that it hits meaty enough to combo after.
j.L
j.L
DBFZ Nappa jL.png
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  • 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
j.M
DBFZ Nappa jM.png
aerial boot
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  • 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
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
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  • [] is on Smash hit.
  • Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.
j.S
j.S
DBFZ Nappa jS.png
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skedaddle skidoodle 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
j.2H
DBFZ Nappa j2H.png
"FOR PONYYYYYYY!" "I know! I'll use Rock Smash!"
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  • 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).

Special Moves

Arm Break
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
"Dis-armed!"
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L
  • 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.
Saibamen
Saibamen
214L/M/H
DBFZ Nappa SaibamenL.png
"That one's Snuggles!"
DBFZ Nappa SaibamenM.png
"And that one's Fufu!"
DBFZ Nappa SaibamenH.png
"And that one's Cabbagehead!" "And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"
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Claw
Vomit
Slide
Grab
L
  • 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
  • Performs Vomit, Slide, and then Grab.
  • Saibaman spit can restand the opponent mid combo.
H
  • 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
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
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Ground
  • 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!

Air
  • Very similar to his ground version.
Too bad
Too bad
214S
DBFZ Nappa TooBad.png
"Hi-yah!"
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
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Normal
Counter
  • [] = 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).

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.

Z Assists

Assist A
Blazing Storm
Assist A "Hey Vegeta am I helpful yet?"
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  • Tracks the opponent.
  • Okay for neutral and combo extensions.
Assist B
Too bad
Assist B
DBFZ Nappa TooBad.png
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  • On block, only first hit comes out. 29f of blockstun.
  • Has guardpoint like 214S, making it a pseudo DP/barrier assist.
Assist C
Deluxe Bomber
Assist C
DBFZ Nappa j2H.png
Hidden missiles this ain't
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Super Moves

Giant Storm
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
"I sunk their battleships!"
DBFZ Nappa GiantStorm-2.png
"...And their WHALES."
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  • Invulnerable from frames 9 to 20.
  • 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.
  • Minimum damage: 805
Break Cannon
Break Cannon
214L+M or 214H+S
DBFZ Nappa BreakCannon.png
"Hey Vegeta, look! Imma firin mah lazar!"
DBFZ Nappa BreakCannon-2.png
"BGAAAAAAAAAAAAAH"
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  • Invulnerable from frames 1 to 15.
  • Minimum damage: 1778
  • 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

Navigation

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.

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