DBFZ/Nappa: Difference between revisions

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  |startup= |active= |recovery= |frameAdv=
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  |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 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.
* 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).  
* 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.


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* 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.  
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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.


Quite a potent reversal! It has frame 1 autoguard, meaning you can use it as a reversal vs meaty pressure and 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).  
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. Few characters are privileged to have a meterless reversal, let alone one that is safe on block, so these shortcomings are quite acceptable.
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
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 - - -

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