DBFZ/Nappa

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Nappa
DBFZ Nappa Portrait.png
Play-style Mixup, Resets
Team Role Point

Overview[edit]


DBFZ Nappa Icon.png Nappa
"You plan on taking us on with a power level like that? You're way outta your league!"
Lore:Once Vegeta's partner and body guard, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality. After killing Yamcha and Tien, he was confronted by Goku, who defeated him with little effort. One of Goku's attacks rendered him paralyzed, and Vegeta killed him in cold blood purely due to Nappa's inability to act anymore.

Playstyle[edit]

Playstyle
DBFZ Nappa Icon.png Nappa is a slow, 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.
Pros Cons
  • Saibamen: Saibamen give him built-in EZ-bake mixups. Saibamen also stay out when Nappa is hit, potentially saving him from a combo. Makes him arguably the best corner bully, thanks to his high/low tools, relentless blockstrings with Saibamen, and restands. One of the few characters with access to stand resets; allowing Nappa to remove an opponent's tech options after a combo.
  • Massive Reach: incredible range and power on normals and specials, dude's got 3 lows now what the actual shit.
  • Large Movelist: has a reversal level 3 that can be cancelled into special attacks, allowing Nappa to either start combos at his conditions or add more damage in the cost of 3 bars. Most of his specials can be delayed, which gives them different properties, either being range, damage or mix-up potential.
  • Poor Defense: 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.
  • Slow Normals: normals are slower than average,as a neutral best described as "poo." Relies heavily on assists and a really basic handful of moves to get in.
  • Needs the Corner: mediocre mid-screen combo options. Struggles to keep offense going without corner, due to rather poor oki options mid screen.


Normal Moves[edit]

5L[edit]
5L
DBFZ Nappa 5L.png
Punchin' your shins
DBFZ Nappa 5LL.png
boot
DBFZ Nappa 5LLL.png
smacc
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 Low - 7 3 - -4 -
  • Decent range jab, one of the slower 5L in the game.
  • Can be repeated by holding 4.
  • Hits low
5LL 700 All - 11 3 - -8 -
  • Good for stagger pressure, moves him forward quite a bit.
5LLL 1000 All - 15 4 - -6 -
  • Last hit of his L auto combo, only really useful if you confirm into it.

5M[edit]
5M
DBFZ Nappa 5M.png
AH A SPIDER
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 14 6 - -5 -
  • A standing low. Ground bounces airborne opponents.

5H[edit]
5H
DBFZ Nappa 5H.png
"A major in child psychology.....WITH A MINOR IN PAIN"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All - 15 3 - -9 -
  • Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.

5S[edit]
5S
DBFZ Nappa 5S.png
"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 25 - - - -
  • Nappa takes a step forward before he throws a piercing Ki blast, during this time it'll reflect all ki blasts that are S normals
  • A bit slow but an important part of his corner combos.
  • Will pierce through any other projectile S normal, but still lose to 236S type projectiles.
  • Wind up has a hit box and if done close can be a double hitting move.

2L[edit]
2L
DBFZ Nappa 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 All - 8 3 - -2 -
  • Good hitbox for a jab.

2M[edit]
2M
DBFZ Nappa 2M.png
Man, Nappa must be great at breakdancing.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 15 4 - -8 -
  • Good range but fairly slow.
  • Due to 5L, 5M, 2M being lows, and 5L being repeatable, Nappa has access to four lows in one string.

2H[edit]
2H
DBFZ Nappa 2H.png
The Nappa Clappa
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All - 13 4 - -14 -
  • Anti-air with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.

6M[edit]
6M
DBFZ Nappa 6M.png
bend it like Beckham
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 - 0 -
  • Standard grounded overhead.
  • Can do certain strings to space it so that it hits meaty enough to combo after.

j.L[edit]
j.L
DBFZ Nappa jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 3 - - -
  • 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.

j.M[edit]
j.M
DBFZ Nappa jM.png
aerial boot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 11 3 - - -
  • 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.

j.H[edit]
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] High - 13 4 - - -
  • [] is on Smash hit.
  • Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.

j.S[edit]
j.S
DBFZ Nappa jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 23 - - - -

skedaddle skidoodle this move is my neutral

  • Piercing Ki blast.
  • Arcs downwards.
  • 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.

j.2H[edit]
j.2H
DBFZ Nappa j2H.png
"FOR PONYYYYYYY!"
DBFZ Nappa j2H-2.png
"I know! I'll use Rock Smash!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
650, 650 All - 26 1-8(1-2)2+ - - -
  • Dives and slams the opponent to the ground.
  • Input 2H again to only do the first hit and leave Nappa floating in the air for a second. You can also hold 2H and he will do the cancel ASAP. This cancel is only available early on in the move, falling for too long and Nappa will be stuck in the animation.
  • 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 1 extra startup frame if Nappa hits the ground before the hitbox comes out (this only happens when activating the attack extremely close to the ground).

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.

Be warned that whiffing the move causes Nappa to slam the ground and have to bounce back and land, during which he is free to be punished (unless you have meter to Vanish-cancel).

Special Moves[edit]

Arm Break[edit]
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
"Dis-armed!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 1000 High - 24 3 - -6 -
  • 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.
M 600, 800 High - 26 3(12)3 - -6 -
  • 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.

H 700, 900 High - 26 3(12)3 - -2 -
  • More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.
  • Has slightly more range than M version.
  • Causes a ground bounce into a sliding knockdown on hit. Can be extended with either an assist call or a vanish during the ground bounce.

Saibamen[edit]
Saibamen
214L/M/H
DBFZ Nappa SaibamenL.png
"That one's Snuggles!"
DBFZ Nappa SaibamenM.png
"And that one's Fufu!"
DBFZ Nappa SaibamenH.png
"And that one's Cabbagehead!"
DBFZ Nappa Saibamen-4.png
"And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Claw 700 All - - 8 - - -
Vomit 500 All - - - - - -
Slide 700 All - - 8 - - -
Grab 0, 1000 All - - 14 - - -
L C, S, G All - - - - - -
  • After sprouting, the Saibamen advance towards the opponent, performing the Claw, 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.
M V, S, G All - - - - - -
  • Performs Vomit, Slide, and then Grab.
  • Saibaman spit can restand the opponent mid combo.
H V, C, V, S, G All - - - - - -
  • Pressing buttons during the planting will program the Saibaman to do the pressed sequence
  • L does Claw, M does Slide, H does Grab, S does Vomit.
  • Performs Vomit, Claw, Vomit, Slide, and then Grab by default.
  • Planting animation is much faster than L and M versions and can be integrated into combos
  • Best voice line in the game

Blazing Storm[edit]
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1100 All - 22 10 - 0 -
  • Nappa swipes his arm forward and makes a moderately sized explosion. This is also his A assist.

The explosion itself has fairly weak range, however the S button can be held down to extend the range the move strikes at, going slightly under fullscreen if held. This applies to both the ground and air versions of the move. 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!

Air 1100 All - 28 10 - - -
  • Very similar to his ground version.

Too bad[edit]
Too bad
214S
DBFZ Nappa TooBad.png
"Hi-yah!"
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 600, 800 All - 15[20] 2[3] (24[32]) 5 - -6 5-24[38]
Counter 1000 All - - - - - -
  • [] = hold down S.
  • Nappa swipes forward and then brings his elbow down for a vicious strike.
  • Both parts of the move can be held.
  • Guard point from frames 5 to 24 (frame 38 if S is held down).
  • Blocks all physical strikes. Loses to any projectiles, throws, and supers.
  • If successfully blocks incoming attacks, Nappa responds with a more devastating elbow that ground bounces.

Useful after a blocked 6M or 5H. 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).

Can follow up after the second hit easily with either a super dash or by jumping forward with air buttons to get a full combo. However, the second hit uses up your smash and prorates the follow-up combo heavily, and outside of the corner Nappa cannot get a sliding knockdown without an assist.

Z Assists[edit]

Assist A[edit]
Blazing Storm
Assist A
DBFZ Nappa AssistBlazingStorm.png
"Hey Vegeta am I helpful yet?"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All - 29 10 - +35 -
  • Tracks the opponent.
  • Okay for neutral and combo extensions.

Assist B[edit]
Too bad
Assist B
DBFZ Nappa TooBad.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 26 - - +29 -
  • On hit, followup with a ground bounce.
  • Has guardpoint like 214S, making it a pseudo DP/barrier assist.

Assist C[edit]
Deluxe Bomber
Assist C
DBFZ Nappa j2H.png
DBFZ Nappa j2H-2.png
Hidden missiles this ain't
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - -

Super Moves[edit]

Giant Storm[edit]
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
"I sunk their battleships!"
DBFZ Nappa GiantStorm-2.png
"...And their WHALES."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2300 All - 10+5 5 - -21 9-20
  • Invulnerable from frames 9 to 20.
  • Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
  • As of Season 3 patch, if the button is held, the opponent will be sent in an arc behind Nappa. The main application of this is to combo into Goku(Base)'s Genkidama, it can also help to connect with some Z-Change Supers.
  • Minimum damage: 805

Break Cannon[edit]
Break Cannon
214L+M or 214H+S
DBFZ Nappa BreakCannon.png
"Hey Vegeta, look! Imma firin mah lazar!"
DBFZ Nappa BreakCannon-2.png
"BGAAAAAAAAAAAAAH"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4278 All - 10+3 3 - -24 1-15
  • Invulnerable from frames 1 to 15.
  • Minimum damage: 1778
  • 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.
  • As of the Season 3 patch, the button can be held for Nappa to do just the punch and not the beam follow-up. However, its use is questionable as it heavily scales the combo, deals all damage as blue life if used as a starter, and requires Smash for an extension

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System Explanations

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