DBFZ/Nappa: Difference between revisions

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|-
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{{CharData-DBFZ
{{CharData-DBFZ|Nappa}}
|health=10,000
|jumpStartup=4F
|backdashTime=
|backdashInv=
}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
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<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
{{CharNav |charMainPage=DBFZ/Nappa
|videos=
|forums=
}}
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:200px; width:1px;">
  &nbsp;
</div>
</div>
==Overview==
==Overview==
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.
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.
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===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* 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
| style="width: 50%;"|
* 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.
|-
|}
{{CharLinks-DBFZ|Nappa}}
<br clear=all/>
<br clear=all/>
==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=5L
  |version=5L
  |damage=400 |guard=All
  |damage=400 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active=3 |recovery= |frameAdv=-4
  |description=
  |description=
* Standard jab with a pretty decent range.
* Decent range jab, of note it does have an extra frame of startup, and is one of the few 5Ls in the game to have 7 frames of startup instead of 6. This is a low now
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 53: Line 60:
  |version=5LL
  |version=5LL
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=3 |recovery= |frameAdv=-8
  |description=
  |description=
* Good for stagger pressure, moves him forward quite a bit.
* Good for stagger pressure, moves him forward quite a bit.
Line 61: Line 68:
  |version=5LLL
  |version=5LLL
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=4 |recovery= |frameAdv=-6
  |description=
  |description=
* Last hit of his L auto combo, only really useful if you confirm into it.
* Last hit of his L auto combo, only really useful if you confirm into it.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active=6 |recovery= |frameAdv=-5
  |description=
  |description=
* A standing low, but also Nappa's only low. Ground bounces after a 2M
* A standing low. Ground bounces after a 2M
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=3 |recovery= |frameAdv=-9
  |description=  
  |description=  
* Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.
* Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.
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{{MoveData
{{MoveData
|image=DBFZ_Nappa_5S.png |caption= ''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"''
|image=DBFZ_Nappa_5S.png |caption= ''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"''
|name=5S (Also 2S)
|name=5S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=All
  |damage=800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=25 |active= |recovery= |frameAdv=
  |description=
  |description=
* Standard Ki blast, a bit slow but an important part of his corner combos. He takes a step forward before he throws it.
* Standard Ki blast, a bit slow but an important part of his corner combos. He takes a step forward before he throws it.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=8 |active=3 |recovery= |frameAdv=-2
  |description=
  |description=
* Not a low, but good for hit confirms. Good hitbox for a jab.
* Good hitbox for a jab.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=All
  |damage=700 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=4 |recovery= |frameAdv=-8
  |description=
  |description=
* Not a low, good range. Startup is on the slow side, however, so you want to confirm into other normals from jumping attacks.
* Now a low, good range. This move is fairly slow. Now that this and 5L are lows, and 5L can be repeated, Nappa now has access to four lows in one string.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Nappa_2H.png |caption= Da Clap
|image=DBFZ_Nappa_2H.png |caption= The Nappa Clappa
|name=2H
|name=2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=-14
  |description=
  |description=
* 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.
* AA with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">6M</font> ======
====== <font style="visibility:hidden" size="0">6M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Nappa_6M.png |caption=
|image=DBFZ_Nappa_6M.png |caption=bend it like Beckham
|name=6M
|name=6M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=24 |active=6 |recovery= |frameAdv=0
  |description=
  |description=
* 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.
* 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.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=6 |active=3 |recovery= |frameAdv=
  |description=
  |description=
* 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.
* 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.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=3 |recovery= |frameAdv=
  |description=
  |description=
* Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.
* 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
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.
* Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=All
  |damage=800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=23 |active= |recovery= |frameAdv=
  |description=
  |description=
* Starts up a bit slow, arcs downward after a bit.
* Starts up a bit slow, arcs downward after a bit.
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{{MoveData
{{MoveData
|image=DBFZ_Nappa_j2H.png |caption= "FOR PONYYYYYYY!"
|image=DBFZ_Nappa_j2H.png |caption= "FOR PONYYYYYYY!"
|image2=DBFZ_Nappa_j2H-2.png |caption2=
|image2=DBFZ_Nappa_j2H-2.png |caption2="I know! I'll use '''''Rock Smash'''''!"
|name=j.2H
|name=j.2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=1170 |guard=All
  |damage=650, 650 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv=
  |description=
  |description=
* 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).
* 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. 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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  |version=L
  |version=L
  |damage=1000 |guard=H
  |damage=1000 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=24 |active=3 |recovery= |frameAdv=-6
  |description=
  |description=
* 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.
* 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
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=1160 |guard=H
  |damage=600, 800 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-6
  |description=
  |description=
* 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 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.
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=1330 |guard=H
  |damage=700, 900 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-2
  |description=
  |description=
* Faster version of his M arm breaker. He also runs forward farther and faster.
* More powerful version of his M arm breaker. He also runs forward farther and faster.
 
Placeholder  
Placeholder  
  }}
  }}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
|version=Claw
|damage=700 |guard=All
|startup= |active=8 |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Slide
|damage=700 |guard=All
|startup= |active=8 |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Spit
|damage=500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Grab
|damage=0, 1000 |guard=All
|startup= |active=14 |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
  |version=L
  |version=L
  |damage=700, 700, 1000 |guard=All
  |damage=700, 700, 1000 |guard=All
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  |version=Ground
  |version=Ground
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=22 |active=10 |recovery= |frameAdv=0
  |description=
  |description=
* 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 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!
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!


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  |version=Air
  |version=Air
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=28 |active=10 |recovery= |frameAdv=
  |description=
  |description=
* Very similar to his ground version.
* Very similar to his ground version.
Placeholder  
Placeholder  
  }}
  }}
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====== <font style="visibility:hidden" size="0">Too Bad</font> ======
====== <font style="visibility:hidden" size="0">Too Bad</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Nappa_TooBad.png |caption=
|image=DBFZ_Nappa_TooBad.png |caption= ''"Hi-yah!"''
|image2=DBFZ_Nappa_TooBad-2.png |caption2= NAPPA '''SMASH'''
|image2=DBFZ_Nappa_TooBad-2.png |caption2= ''"Welcome to the Gun Show!"''
|input=214S
|input=214S
|name=Too Bad
|name=Too Bad
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600, 800 |guard=All
  |damage=600, 800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-6
  |description=
  |description=
* [] = Hold down S
* Invulnerable from frames 5 to 24 (frame 38 if S is held down)
* 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.
* 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.


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==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_Nappa_AssistBlazingStorm.png |caption=
|image=DBFZ_Nappa_AssistBlazingStorm.png |caption="Hey Vegeta am I helpful yet?"
|input=A1/A2
|input=A1/A2
|name=Blazing Storm
|name=Blazing Storm
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=34 |active=10 |recovery= |frameAdv=
  |description=
  |description=
* Okay for neutral and some specific combo extensions  
* Okay for neutral and some specific combo extensions  
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2300 |guard=All
  |damage=2300 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=10+5 |active=5 |recovery= |frameAdv=-21
  |description=
  |description=
* Invulnerable from frames 9 to 20
* Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
* Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
  }}
  }}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=4278 |guard=All
  |damage=4278 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=10+3 |active=3 |recovery= |frameAdv=-24
  |description=
  |description=
* Invulnerable from frames 1 to 15
* 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.
* 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.
  }}
  }}
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----
----
{{CharLinks
{{CharLinks-DBFZ|Nappa}}
|charMainPage=DBFZ/Nappa
|videos=
}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Nappa]]
[[Category: Nappa]]

Revision as of 15:23, 19 October 2018

Nappa
DBFZ Nappa Portrait.png

Health:

Prejump:

Assist Cooldown:

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

Overview

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

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.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Nappa 5L.png
DBFZ Nappa 5LL.png
DBFZ Nappa 5LLL.png
400 L - 7 3 - - 700 All - 11 3 - - 1000 All - 15 4 - -
5M
5M
DBFZ Nappa 5M.png
700 L - 14 6 - -
5H
5H
DBFZ Nappa 5H.png
WITH A MINOR IN PAIN
850 All - 15 3 - -
5S
5S
DBFZ Nappa 5S.png
"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"
800 All - 25 - -
2L
2L
DBFZ Nappa 2L.png
400 All - 8 3 - -
2M
2M
DBFZ Nappa 2M.png
700 L - 15 4 - -
2H
2H
DBFZ Nappa 2H.png
The Nappa Clappa
850 All - 13 4 - -
6M
6M bend it like Beckham
850 H - 24 6 - -
j.L
j.L
DBFZ Nappa jL.png
400 H - 6 3 - -
j.M
j.M
DBFZ Nappa jM.png
700 H - 11 3 - -
j.H
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
850 H - 13 4 - -
j.S
j.S
DBFZ Nappa jS.png
800 All - 23 - -
j.2H
j.2H
DBFZ Nappa j2H.png
"FOR PONYYYYYYY!" "I know! I'll use Rock Smash!"
650, 650 All - 26 1-8(1-2)2+ - -

Specials

Arm Break
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
"Dis-armed!"
1000 H - 24 3 - - 600, 800 H - 26 3(12)3 - - 700, 900 H - 26 3(12)3 - -
Saibamen
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!" "And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"
700 All - 8 - - 700 All - 8 - - 500 All - - - 0, 1000 All - 14 - - 700, 700, 1000 All - - - 500, 700, 1000 All - - - 500, 700, 500, 700, 1000 All - - -
Blazing Storm
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
1100 All - 22 10 - - 1100 All - 28 10 - -
Too Bad
Too Bad
214S
DBFZ Nappa TooBad.png
"Hi-yah!"
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
600, 800 All - 15[20] 2[3] (24[32]) 5 - -

Assist

Blazing Storm
A1/A2 "Hey Vegeta am I helpful yet?"
850 All - 34 10 - -

Supers

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."
2300 All - 10+5 5 - -
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"
4278 All - 10+3 3 - -

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