< DBFZ
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=High | |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=26 |active=1-8(1-2)2+ |recovery= |frameAdv= | |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | * 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 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). | * 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. | 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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* Performs Spit, Claw, Spit, Slide, and then Grab. | * 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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|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= | ||
}} | }} | ||
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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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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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