< DBFZ
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{{CharData-DBFZ | {{CharData-DBFZ|Nappa}} | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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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. | 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=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
* Saibamen give him built-in EZ-bake mixups | |||
* Incredible range and power on normals | |||
* Dude's got 3 lows now what the actual shit | |||
| style="width: 50%;"| | |||
* Saibamen go down in one hit, has to start over again getting hard knockdown and planting to get offense going | |||
* Defense options without a Saibaman onscreen are limited | |||
* Normals are slower than average | |||
* You'll have a tendency to quote DBZ Abridged. A lot. | |||
|- | |||
|} | |||
{{CharLinks-DBFZ|Nappa}} | |||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=5L | |version=5L | ||
|damage=400 |guard= | |damage=400 |guard=L | ||
|startup=7 |active=3 |recovery= |frameAdv=-4 | |startup=7 |active=3 |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* | * Decent range jab, of note it does have an extra frame of startup, and is one of the few 5Ls in the game to have 7 frames of startup instead of 6. This is a low now | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup=14 |active=6 |recovery= |frameAdv=-5 | |startup=14 |active=6 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* A standing | * A standing low. Ground bounces after a 2M | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Nappa_5S.png |caption= ''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"'' | |image=DBFZ_Nappa_5S.png |caption= ''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"'' | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup=8 |active=3 |recovery= |frameAdv=-2 | |startup=8 |active=3 |recovery= |frameAdv=-2 | ||
|description= | |description= | ||
* | * Good hitbox for a jab. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=L | ||
|startup=15 |active=4 |recovery= |frameAdv=-8 | |startup=15 |active=4 |recovery= |frameAdv=-8 | ||
|description= | |description= | ||
* | * Now a low, good range. This move is fairly slow. Now that this and 5L are lows, and 5L can be repeated, Nappa now has access to four lows in one string. | ||
}} | }} | ||
}} | }} | ||
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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= The Nappa Clappa | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
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|startup=13 |active=4 |recovery= |frameAdv=-14 | |startup=13 |active=4 |recovery= |frameAdv=-14 | ||
|description= | |description= | ||
* AA with great vertical range and a | * AA with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6M</font> ====== | ====== <font style="visibility:hidden" size="0">6M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Nappa_6M.png |caption= | |image=DBFZ_Nappa_6M.png |caption=bend it like Beckham | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
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|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. | ||
* Good range for IAD crossups like a lot of j.M moves | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=650, 650 |guard=All | |damage=650, 650 |guard=All | ||
|startup=26 | |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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 | ||
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|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. | * 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 | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=M | |version=M | ||
|damage=600, 800 |guard=H | |damage=600, 800 |guard=H | ||
|startup=26 | |startup=26 |active=3(12)3 |recovery= |frameAdv=-6 | ||
|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, as he can be hit while running and has to run a minimum distance. | * 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. | ||
Nappa's main combo ender used to set up a knockdown for planting Saibamen. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=H | |version=H | ||
|damage=700, 900 |guard=H | |damage=700, 900 |guard=H | ||
|startup=26 | |startup=26 |active=3(12)3 |recovery= |frameAdv=-2 | ||
|description= | |description= | ||
* More powerful version of his M arm breaker. He also runs forward farther and faster. | * More powerful version of his M arm breaker. He also runs forward farther and faster. | ||
Placeholder | Placeholder | ||
}} | }} | ||
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|version=Ground | |version=Ground | ||
|damage=1100 |guard=All | |damage=1100 |guard=All | ||
|startup=22 |active=10 |recovery= |frameAdv= | |startup=22 |active=10 |recovery= |frameAdv=0 | ||
|description= | |description= | ||
* 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! | 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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|description= | |description= | ||
* Very similar to his ground version. | * Very similar to his ground version. | ||
Placeholder | Placeholder | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=600, 800 |guard=All | |damage=600, 800 |guard=All | ||
|startup=15[20 | |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-6 | ||
|description= | |description= | ||
* [] = Hold down S | * [] = Hold down S | ||
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---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|Nappa}} | ||
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}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Nappa]] | [[Category: Nappa]] |
Revision as of 05:44, 11 August 2018
Nappa |
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Prejump: Assist Cooldown:
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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.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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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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