DBFZ/Nappa: Difference between revisions

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==Assists==
==Z Assists==
{{MoveData
{{MoveData
|name=Blazing Storm
|name=Blazing Storm

Revision as of 09:44, 12 February 2020

Nappa
DBFZ Nappa Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Power, Frame Traps
Team Role
Point

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
  • A lot of range in his normals and specials
  • Quick overhead attack that gives him an instant sliding knockdown
  • 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


Normal Moves

5L
5L
DBFZ Nappa 5L.png
Punchin' your shins
DBFZ Nappa 5LL.png
boot
DBFZ Nappa 5LLL.png
smacc
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 6 3 12 -3 Strike - - - - - - - -
DBFZ Nappa 5L.png
  • Decent range jab, one of the slower 5L in the game.
  • Can be repeated by holding 4.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 - -7 Strike - - - - - - - -
DBFZ Nappa 5LL.png
  • Good for stagger pressure, moves him forward quite a bit.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 15 4 - -5 Strike - U3+ - - - - - -
DBFZ Nappa 5LLL.png
  • Last hit of his L auto combo, only really useful if you confirm into it.
5M
5M
DBFZ Nappa 5M.png
AH A SPIDER
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 6 14 -4 Strike - - - - - - - -
DBFZ Nappa 5M.png


  • A standing low. Ground bounces airborne opponents.
5H
5H
DBFZ Nappa 5H.png
"A major in child psychology.....WITH A MINOR IN PAIN"
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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 3 23 -8 Strike - U1 - - - - - -
DBFZ Nappa 5H.png


  • Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.
5S
5S
DBFZ Nappa 5S.png
"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450, 800 All 16, 28 - - 0 Strike, Projectile Lvl 1 - - - - - - - -
DBFZ Nappa 5S.pngDBFZ Nappa 5S-2.png


  • 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
2L
DBFZ Nappa 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 8 3 10 0 Strike - - - - - - - -
DBFZ Nappa 2L.png


  • Good hitbox for a jab.
2M
2M
DBFZ Nappa 2M.png
Man, Nappa must be great at breakdancing.
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 15 4 22 -7 Strike - - - - - - - -
DBFZ Nappa 2M.png


  • 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
2H
DBFZ Nappa 2H.png
The Nappa Clappa
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 4 25 -13 Strike - U1+ - - - - - -
DBFZ Nappa 2H.png
The Nappa Clappa


  • 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
6M bend it like Beckham Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 Strike - - - - - - - -
DBFZ Nappa jH.png


  • Standard grounded overhead.
  • Can do certain strings to space it so that it hits meaty enough to combo after.
j.L
j.L
DBFZ Nappa jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 12 - Strike - - - - - - - -
DBFZ Nappa jL.png


  • 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
j.M
DBFZ Nappa jM.png
aerial boot
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 3 16 - Strike - - - - - - - -
DBFZ Nappa jM.png


  • 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
j.H
DBFZ Nappa jH.png
"TAG! ...No tag backs."
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 22 - Strike - D1+ [D3+] - - - - - -
DBFZ Nappa jH.png


  • [] is on Smash hit.
  • Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.
j.S
j.S
DBFZ Nappa jS.png
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 16 1 24+3L - Projectile Lvl 1 - - - - - - - -
DBFZ Nappa jS.png


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
j.2H
DBFZ Nappa j2H.png
"FOR PONYYYYYYY!" "I know! I'll use Rock Smash!"
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650, 650 All 19[16] 1-8(1-2)2+ - - Strike - U1+ - - - - - -
Each hit advances scaling individually
Active frames based on altitude
2nd hit has extra startup frame if activated close to the ground
DBFZ Nappa j2H.png


  • 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

Arm Break
Arm Break
236L/M/H
DBFZ Nappa ArmBreak.png
"Looks like he's been..."
DBFZ Nappa ArmBreak-2.png
"Dis-armed!"
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L


236L
L Arm Break
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 24~33 3 - 0 Strike - D1 - - - - - -
Forced soft knockdown on hit
DBFZ Nappa ArmBreak-2.png
  • 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


236M
M Arm Break
special
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
DBFZ Nappa ArmBreak.pngDBFZ Nappa ArmBreak-2.png
  • 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


236H
H Arm Break
special
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
DBFZ Nappa ArmBreak.pngDBFZ Nappa ArmBreak-2.png
  • 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.
Saibamen
Saibamen
214L/M/H
DBFZ Nappa SaibamenL.png
"And that one's Snuggles!"
DBFZ Nappa SaibamenM.png
"And that one's Fufu!"
DBFZ Nappa SaibamenH.png
"And that one's Cabbagehead!" "And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"
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Claw


Saibamen Claw
Saibamen Claw
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All - 8 - - Strike - - - - - - - -
Does not launch standing opponents
DBFZ Nappa SaibamenL.png
Vomit
Slide


Saibamen Slide
Saibamen Slide
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All - 8 - - Strike - - - - - - - -
DBFZ Nappa SaibamenM.png
Grab


Saibamen Grab
Saibamen Grab
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0, 1334 All - 14 - - Strike - - - - - - - -
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
DBFZ Nappa SaibamenH.png
L


214L
L Saibamen
special
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
DBFZ Nappa Saibamen.png
  • 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


214M
M Saibamen
special
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
DBFZ Nappa Saibamen.png
  • Performs Vomit, Slide, and then Grab.
  • Saibaman spit can restand the opponent mid combo.
H


214H
H Saibamen
special
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
DBFZ Nappa Saibamen.png
  • 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
Blazing Storm
236S (Air OK)
DBFZ Nappa BlazingStorm.png
Template:AttackDataHeader-DBFZ
Ground


236S
Blazing Storm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 18 10 - -2 Strike - - - - - - - -
DBFZ Nappa BlazingStorm.png
  • 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!

Air


j.236S
Air Blazing Storm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 18 10 - - Strike - - - - - - - -
DBFZ Nappa BlazingStorm.png
  • Very similar to his ground version.
Too bad
Too bad
214S
DBFZ Nappa TooBad.png
"Hi-yah!"
DBFZ Nappa TooBad-2.png
"Welcome to the Gun Show!"
Template:AttackDataHeader-DBFZ
Normal


214S
Too bad (Counter)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 800 All 12[25] 2[3] (24[32]) 5 - -5 Strike,Strike 5-24[38] Strike Guard Point U1+ - - - - - -
[] = 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
DBFZ Nappa TooBad.pngDBFZ Nappa TooBad-2.png
Counter


214S Counter
Too 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+ - - - - - -
DBFZ Nappa TooBad.pngDBFZ Nappa TooBad-2.png
  • [] = 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.

Z Assists

Blazing Storm
A1/A2 "Hey Vegeta am I helpful yet?"
Template:AttackDataHeader-DBFZ
  • Tracks the opponent.
  • Okay for neutral and combo extensions.

Super Moves

Giant Storm
Giant Storm
236L+M or 236H+S
DBFZ Nappa GiantStorm.png
"I sunk their battleships!"
DBFZ Nappa GiantStorm-2.png
"...And their WHALES."
Template:AttackDataHeader-DBFZ
  • Invulnerable from frames 9 to 20.
  • Nappa points two fingers into the air creating a big explosion that takes up most of the screen.
  • Minimum damage: 805
Break Cannon
Break Cannon
214L+M or 214H+S
DBFZ Nappa BreakCannon.png
"Hey Vegeta, look! Imma firin mah lazar!"
DBFZ Nappa BreakCannon-2.png
"BGAAAAAAAAAAAAAH"
Template:AttackDataHeader-DBFZ
  • Invulnerable from frames 1 to 15.
  • 1778 minimum damage.
  • 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.

Navigation

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.

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