DBFZ/Nappa: Difference between revisions

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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=5L
  |version=5L
  |damage=400 |guard=L
  |damage=400 |guard=Low
  |startup=7 |active=3 |recovery= |frameAdv=-4
  |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
* Decent range jab, one of the slower 5L in the game.
* Can be repeated by holding 4.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup=14 |active=6 |recovery= |frameAdv=-5
  |startup=14 |active=6 |recovery= |frameAdv=-5
  |description=
  |description=
* A standing low. Ground bounces after a 2M
* A standing low. Ground bounces airborne opponents.
  }}
  }}
}}
}}
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  |startup=25 |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.
* Nappa takes a step forward before he throws a piercing Ki blast.
* 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.
* Will pierce through any other projectile S normal, but still lose to 236S type projectiles.
  }}
  }}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup=15 |active=4 |recovery= |frameAdv=-8
  |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.
* Good range but fairly slow.
* Due to 5L, 5M, 2M are lows, and 5L can be repeated, Nappa has access to four lows in one string.
  }}
  }}
}}
}}
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  |startup=13 |active=4 |recovery= |frameAdv=-14
  |startup=13 |active=4 |recovery= |frameAdv=-14
  |description=
  |description=
* 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.
* 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.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup=24 |active=6 |recovery= |frameAdv=0
  |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.
* Standard grounded overhead.
* Can do certain strings to space it so that it hits meaty enough to combo after.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=High
  |startup=6 |active=3 |recovery= |frameAdv=
  |startup=6 |active=3 |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=High
  |startup=11 |active=3 |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
* Good range for IAD crossups like a lot of j.M moves.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 [1000]|guard=High
  |startup=13 |active=4 |recovery= |frameAdv=
  |startup=13 |active=4 |recovery= |frameAdv=
  |description=
  |description=
* [] is on Smash hit.
* 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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  |startup=23 |active= |recovery= |frameAdv=
  |startup=23 |active= |recovery= |frameAdv=
  |description=
  |description=
* Piercing Ki blast.
* Starts up a bit slow, arcs downward after a bit.
* 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.
* 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.
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  |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv=
  |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv=
  |description=
  |description=
* 1st hit will not have more than 8 active frames, regardless of altitude
* Dives and slams the opponent to the ground.
* 2nd hit has a minimum of 2 active frames with additional frames based on altitude
* 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.
* 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)
* 1st hit will not have more than 8 active frames, regardless of altitude.
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).
* 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).
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1000 |guard=H
  |damage=1000 |guard=High
  |startup=24 |active=3 |recovery= |frameAdv=-6
  |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
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=600, 800 |guard=H
  |damage=600, 800 |guard=High
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-6
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-6
  |description=
  |description=
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  |header=no
  |header=no
  |version=H
  |version=H
  |damage=700, 900 |guard=H
  |damage=700, 900 |guard=High
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-2
  |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.
* More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.
Placeholder
* Has slightly more range than M version.
  }}
  }}
}}
}}
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  |damage=700, 700, 1000 |guard=All
  |damage=700, 700, 1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description= After sprouting, the Saibamen advance towards the opponent, performing the Claw attack, Slide, and then the Grab (which is blockable).  
  |description=
* 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.
* 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.
Placeholder
* Planting a third Saibaman will cause the second to be overwritten.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=500, 700, 1000 |guard=All
  |damage=500, 700, 1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description= After sprouting, the Saibamen advance towards the opponent, performing the Spit attack, Slide, and then the Grab (which is blockable).
  |description=
* Important points go here
* Performs Spit, Slide, and then Grab.
 
* Saibaman spit can restand the opponent mid combo.  
Saibaman spit can restand the opponent mid combo.  
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |damage=500, 700, 500, 700, 1000 |guard=All
  |damage=500, 700, 500, 700, 1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description= Performs Spit, Claw, Spit, Slide, and then Grab.
  |description=
* Performs Spit, Claw, Spit, Slide, and then Grab.
* Planting animation is much faster than L and M versions and can be integrated into combos
* Planting animation is much faster than L and M versions and can be integrated into combos
 
* Best voice line in the game
The EX version plants a Saibaman that does 5 attacks instead of 3.
  }}
  }}
}}
}}
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* 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!
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Very similar to his ground version.
* Very similar to his ground version.
Placeholder
  }}
  }}
}}
}}


====== <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= ''"Hi-yah!"''
|image=DBFZ_Nappa_TooBad.png |caption= ''"Hi-yah!"''
|image2=DBFZ_Nappa_TooBad-2.png |caption2= ''"Welcome to the Gun Show!"''
|image2=DBFZ_Nappa_TooBad-2.png |caption2= ''"Welcome to the Gun Show!"''
|input=214S
|input=214S
|name=Too Bad
|name=Too bad
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
|version=Normal
  |damage=600, 800 |guard=All
  |damage=600, 800 |guard=All
  |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-6
  |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-2
  |description=
  |description=
* [] = Hold down S
}}
{{AttackData-DBFZ
|header=no
|version=Counter
|damage=1000 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* [] = 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).
* Guard point from frames 5 to 24 (frame 38 if S is held down).
* Block all physical strikes. Loses to any projectiles, throws, and supers.
* Blocks all physical strikes. Loses to any projectiles, throws, and supers.
* 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.
* 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).  
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).  


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.
The drawback of this move is that although the counter 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.
 
  }}
  }}
}}
}}
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  |startup=34 |active=10 |recovery= |frameAdv=
  |startup=34 |active=10 |recovery= |frameAdv=
  |description=
  |description=
* Okay for neutral and some specific combo extensions  
* Tracks the opponent.
Placeholder
* Okay for neutral and combo extensions.
 
  }}
  }}
}}
}}
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  |startup=10+5 |active=5 |recovery= |frameAdv=-21
  |startup=10+5 |active=5 |recovery= |frameAdv=-21
  |description=
  |description=
* Invulnerable from frames 9 to 20
* 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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  |startup=10+3 |active=3 |recovery= |frameAdv=-24
  |startup=10+3 |active=3 |recovery= |frameAdv=-24
  |description=
  |description=
* Invulnerable from frames 1 to 15
* 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.
  }}
  }}

Revision as of 23:08, 10 January 2019

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 Low - 7 3 - - 700 All - 11 3 - - 1000 All - 15 4 - -
5M
5M
DBFZ Nappa 5M.png
700 Low - 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 Low - 15 4 - -
2H
2H
DBFZ Nappa 2H.png
The Nappa Clappa
850 All - 13 4 - -
6M
6M bend it like Beckham
850 High - 24 6 - -
j.L
j.L
DBFZ Nappa jL.png
400 High - 6 3 - -
j.M
j.M
DBFZ Nappa jM.png
700 High - 11 3 - -
j.H
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
850 [1000] High - 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 High - 24 3 - - 600, 800 High - 26 3(12)3 - - 700, 900 High - 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 - - 1000 All - - -

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 - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ