* Nappa swipes forward and then brings his elbow down for a vicious strike.
* Nappa swipes forward and then brings his elbow down for a vicious strike.
Revision as of 10:25, 4 March 2019
Nappa
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Power, Frame Traps
Overview
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.
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
Saibamen give him built-in EZ-bake mixups
Incredible range and power on normals
Dude's got 3 lows now what the actual shit
Best walk cycle in the game
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.
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.
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.
Each hit advances scaling individually Active frames based on altitude 2nd hit has extra startup frame if activated close to the ground
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).
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
236MM Arm Breakspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700, 900
High
26~33
3(12~21)3
-
-5
Strike,Strike
-
D1
-
-
-
-
-
-
Both hits scale independently First hit also has +2 stages of initial prorate
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
236HH Arm Breakspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
800, 1000
High
24
3(12~21)3
-
-5
Strike,Strike
-
D1
-
-
-
-
-
-
Both hits scale independently First hit also has +2 stages of initial prorate
More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.
Will home in on target's location at the point the leap first starts. If hitbox makes contact, relative positions will autocorrect to allow grab animation to play Behaves strangely at high hitstun decay Forced +1 stage of prorate
L
214LL Saibamenspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
-
-
Total 44
-
-
-
-
-
-
-
-
-
-
Plants green Saibamen that performs Claw, Slide, Grab
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.
M
214MM Saibamenspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
-
-
Total 44
-
-
-
-
-
-
-
-
-
-
Plants blue Saibamen that performs Spit, Slide, Grab
Performs Spit, Slide, and then Grab.
Saibaman spit can restand the opponent mid combo.
H
214HH Saibamenspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
-
-
Total 38~74
-
-
-
-
-
-
-
-
-
-
Plants yellow Saibamen that performs Spit, Claw, Spit, Slide, Grab Press L/M/H/S to change Saibamen attacks. L does Claw, M does Slide, H does Grab, S does Spit. H will always end the sequence early
Performs Spit, Claw, Spit, Slide, and then Grab.
Planting animation is much faster than L and M versions and can be integrated into combos
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!
[] = hold S Both hits scale independently. First hit also has +4 stages of initial prorate Guard point active on frame 5 until the first hit comes out and absorbs all non-super Strike moves If triggered, becomes Counter Attack and continues to guard point Strikes and the first hit doesn't come out 2nd hit Smashes for a highly scaled ground bounce and does 1000 damage Gains 25% of a bar on guard point trigger
Counter
214S CounterToo bad (Counter Attack)special
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
-
-
-
-
Strike
-
U1+
-
-
-
-
-
-
[] = 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).
The drawback of this move is that although the counter 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.
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.
To edit frame data, edit values in DBFZ/Nappa/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.