< DBFZ
(Added move descriptions to most of his stuff.) |
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==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== | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Standard jab with a pretty decent range | * Standard jab with a pretty decent range. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Good for stagger pressure, moves him forward quite a bit | * Good for stagger pressure, moves him forward quite a bit. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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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====== <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= | ||
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====== <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= | ||
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|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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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|startup= |active= |recovery= |frameAdv= | |startup= |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 | * 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. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Not a low, but good for hit confirms. Good hitbox for a jab | * Not a low, but good for hit confirms. Good hitbox for a jab. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Not a low, good range. | * Not a low, good range. Startup is on the slow side, however, so you want to confirm into other normals from jumping attacks. | ||
}} | }} | ||
}} | }} | ||
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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= Da Clap | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
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|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Pretty great air-to-air | * 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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|startup= |active= |recovery= |frameAdv= | |startup= |active= |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. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Not the best in neutral, but an important part of his corner combos and after | * 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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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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. | ||
Placeholder | Placeholder | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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 | * 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 | ||
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|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). | ||
* | * 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 | ||
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* Important points go here | * Important points go here | ||
The EX | 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! | |||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Nappa | * 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). | |||
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. | |||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Okay for neutral and some extensions | * Okay for neutral and some specific combo extensions | ||
Placeholder | Placeholder | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Nappa points two fingers into the air creating a big explosion. | * Nappa points two fingers into the air creating a big explosion that takes up most of the screen. | ||
}} | }} | ||
}} | }} |
Revision as of 06:31, 13 February 2018
Nappa |
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Navigation
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 |
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5M
5M |
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5H
5H |
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5S
5S (Also 2S) |
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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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