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* 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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* 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 | * 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= 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 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. | * 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 | 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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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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