< DBFZ
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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= | |damage=400 |guard=Low | ||
|startup=7 |active=3 |recovery= |frameAdv=-4 | |startup=7 |active=3 |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Decent range jab, | * 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= | |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 | * A standing low. Ground bounces airborne opponents. | ||
}} | }} | ||
}} | }} | ||
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|startup=25 |active= |recovery= |frameAdv= | |startup=25 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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= | |damage=700 |guard=Low | ||
|startup=15 |active=4 |recovery= |frameAdv=-8 | |startup=15 |active=4 |recovery= |frameAdv=-8 | ||
|description= | |description= | ||
* | * 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= | ||
* | * 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= | |damage=850 |guard=High | ||
|startup=24 |active=6 |recovery= |frameAdv=0 | |startup=24 |active=6 |recovery= |frameAdv=0 | ||
|description= | |description= | ||
* | * 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= | |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= | |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= | |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. | * 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= | |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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=M | |version=M | ||
|damage=600, 800 |guard= | |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= | |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. | * 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. | |||
}} | }} | ||
}} | }} | ||
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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. | |||
* 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= | |description= | ||
* | * 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 | |||
}} | }} | ||
}} | }} | ||
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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. | ||
}} | }} | ||
}} | }} | ||
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|version=Normal | |version=Normal | ||
|damage=600, 800 |guard=All | |damage=600, 800 |guard=All | ||
|startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=- | |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-2 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |||
|version=Counter | |version=Counter | ||
|damage=1000 |guard=All | |damage=1000 |guard=All | ||
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* Blocks all physical strikes. Loses to any projectiles, throws, and supers. | * 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. | * 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). | ||
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|startup=34 |active=10 |recovery= |frameAdv= | |startup=34 |active=10 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Okay for neutral and | * Tracks the opponent. | ||
* 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 |
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Prejump: Assist Cooldown:
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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 |
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|
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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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