DBFZ/Nappa: Difference between revisions

From Dustloop Wiki
No edit summary
(24 intermediate revisions by 6 users not shown)
Line 22: Line 22:
</div>
</div>
==Overview==
==Overview==
<br clear=all/>
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.
 
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.<br clear=all/>


==Normals==
==Normals==
Line 37: Line 39:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Standard jab with a pretty decent range.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 45: Line 47:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
*Important points go here
* Good for stagger pressure, moves him forward quite a bit.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 53: Line 55:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
*Important points go here
* Last hit of his L auto combo, only really useful if you confirm into it.
  }}
  }}
}}
}}
Line 59: Line 61:
====== <font style="visibility:hidden" size="0">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Nappa_5M.png |caption=
|image=DBFZ_Nappa_5M.png |caption=  
|name=5M
|name=5M
|data=
|data=
Line 66: Line 68:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* A standing low, but also Nappa's only low.
* A standing low, but also Nappa's only low. Ground bounces after a 2M
  }}
  }}
}}
}}
Line 72: Line 74:
====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Nappa_5H.png |caption=
|image=DBFZ_Nappa_5H.png |caption= WITH A MINOR IN PAIN
|name=5H
|name=5H
|data=
|data=
Line 78: Line 80:
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=  
* Important points go here
* Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.
  }}
  }}
}}
}}
Line 86: Line 88:
{{MoveData
{{MoveData
|image=DBFZ_Nappa_5S.png |caption=
|image=DBFZ_Nappa_5S.png |caption=
|name=5S
|name=5S (Also 2S)
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 92: Line 94:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Standard Ki blast, a bit slow but an important part of his corner combos. He takes a step forward before he throws it.
* Will pierce through any other projectile S normal, but still lose to 236S type projectiles.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
Line 106: Line 108:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Not a low, but good for hit confirms. Good hitbox for a jab.
  }}
  }}
}}
}}
Line 119: Line 121:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Not a low.
* Not a low, good range. Startup is on the slow side, however, so you want to confirm into other normals from jumping attacks.
  }}
  }}
}}
}}
Line 125: Line 127:
====== <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= Da Clap
|name=2H
|name=2H
|data=
|data=
Line 132: Line 134:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
  }}
  }}
}}
}}
Line 145: Line 147:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
  }}
  }}
}}
}}
Line 158: Line 160:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
  }}
  }}
}}
}}
Line 171: Line 173:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.
  }}
  }}
}}
}}
Line 184: Line 186:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.
  }}
  }}
}}
}}
Line 197: Line 199:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
  }}
  }}
}}
}}
Line 204: Line 207:
{{MoveData
{{MoveData
|image=DBFZ_Nappa_j2H.png |caption=
|image=DBFZ_Nappa_j2H.png |caption=
|image2=DBFZ_Nappa_j2H-2.png |caption2=
|name=j.2H
|name=j.2H
|data=
|data=
Line 210: Line 214:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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).
  }}
  }}
}}
}}
Line 228: Line 232:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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
Line 239: Line 243:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Placeholder  
Placeholder  
Line 249: Line 253:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Faster version of his M arm breaker. He also runs forward farther and faster.


Placeholder  
Placeholder  
Line 269: Line 273:
  |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= After sprouting, the Saibamen advance towards the opponent, performing the Claw attack, Slide, and then the Grab (which is blockable).  
* Important points go here
* 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.


Placeholder
Placeholder
Line 292: Line 296:
* Important points go here
* Important points go here


The EX Version plants 2 Saibamen. The second Saibamen will sprout after the first Saibamen has sprouted and finished all of its attacks.  
The EX version plants a Saibaman that does 5 attacks instead of 3.  
  }}
  }}
}}
}}
Line 307: Line 311:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Nappa swipes his arm forward and makes a moderately sized explosion. This is also his assist.


Placeholder
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!


  }}
  }}
Line 318: Line 322:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Very similar to his ground version.


Placeholder  
Placeholder  
Line 335: Line 339:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
 
Useful after a blocked 6M. 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).


Placeholder
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.


  }}
  }}
Line 352: Line 358:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Okay for neutral and some specific combo extensions
 
Placeholder
Placeholder


Line 372: Line 377:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
  }}
  }}
}}
}}
Line 379: Line 384:
{{MoveData
{{MoveData
|image=DBFZ_Nappa_BreakCannon.png |caption=
|image=DBFZ_Nappa_BreakCannon.png |caption=
|image2=DBFZ_Nappa_BreakCannon-2.png |caption2=
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=Break Cannon
|name=Break Cannon
Line 386: Line 392:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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 06:31, 13 February 2018

Nappa
DBFZ Nappa Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

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.

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.

Normals

5L
5L
DBFZ Nappa 5L.png
DBFZ Nappa 5LL.png
DBFZ Nappa 5LLL.png
400 All - - - 700 All - - - 1000 All - - -
5M
5M
DBFZ Nappa 5M.png
700 L - - -
5H
5H
DBFZ Nappa 5H.png
WITH A MINOR IN PAIN
850 All - - -
5S
5S (Also 2S)
DBFZ Nappa 5S.png
800 All - - -
2L
2L
DBFZ Nappa 2L.png
400 All - - -
2M
2M
DBFZ Nappa 2M.png
700 All - - -
2H
2H
DBFZ Nappa 2H.png
Da Clap
850 All - - -
6M
6M
850 H - - -
j.L
j.L
DBFZ Nappa jL.png
400 H - - -
j.M
j.M
DBFZ Nappa jM.png
700 H - - -
j.H
j.H
DBFZ Nappa jH.png
850 H - - -
j.S
j.S
DBFZ Nappa jS.png
800 All - - -
j.2H
j.2H
DBFZ Nappa j2H.png
1170 All - - -

Specials

Arm Break
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
DBFZ Nappa ArmBreak-2.png
1000 H - - - 1160 H - - - 1330 H - - -
Saibamen
Saibamen
214L/M/H
DBFZ Nappa SaibamenL.png
DBFZ Nappa SaibamenM.png
DBFZ Nappa SaibamenH.png
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 - - - 1100 All - - -
Too Bad
Too Bad
214S
DBFZ Nappa TooBad.png
DBFZ Nappa TooBad-2.png
600, 800 All - - -

Assist

Blazing Storm
A1/A2
850 All - - -

Supers

Giant Storm
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
DBFZ Nappa GiantStorm-2.png
2300 All - - -
Break Cannon
Break Cannon
214L+M or 214H+S
DBFZ Nappa BreakCannon.png
DBFZ Nappa BreakCannon-2.png
4278 All - - -

Template:Navbar-DBFZ