< DBFZ
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{{CharData-DBFZ | {{CharData-DBFZ|Nappa}} | ||
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}} | |||
;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> | </div> | ||
==Overview== | ==Overview== | ||
Once Vegeta's partner, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality | 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= | |damage=400 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active=3 |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* | * 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 | ||
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|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. | ||
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|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 | * 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 | |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= | ||
* | * Good hitbox for a jab. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=15 |active=4 |recovery= |frameAdv=-8 | ||
|description= | |description= | ||
* | * 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= | |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 | * 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= | |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= | |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. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=700, 900 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=26 |active=3(12)3 |recovery= |frameAdv=-2 | ||
|description= | |description= | ||
* | * 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= | |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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{{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}} | ||
| | |||
}} | |||
{{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 |
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Prejump: Assist Cooldown:
|
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 |
---|---|
|
|
Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Arm Break
Arm Break 236L/M/H |
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Saibamen
Saibamen 214L/M/H |
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Blazing Storm
Blazing Storm 236S (Air OK) |
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Too Bad
Too Bad 214S |
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Assist
Blazing Storm A1/A2 |
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Supers
Giant Storm
Giant Storm 236L+M or 236H+S |
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Break Cannon
Break Cannon 214L+M or 214H+S |
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