A downward punch. It's quite fast for a low, use it often in blockstrings.
700
All
—
—
An upward front kick.
1000
All
—
—
A knifehand swipe. Nappa's autocombo has better range than most.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A leading foot stomp. Hits low. Use it with 5L and 2M to string together multiple low hitting moves.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A charging overhand punch. This move has an extremely long range. Use it to punish over-zealous foes.
Input
Damage
Guard
Start-Up
Advantage
450, 800
All, All
—
—
A two-part move. Steps forward with a backhand swipe and then fires a ki blast forward. This ki blast does more damage than most basic ki blasts, and is stronger as well. While it will not beat strong projectiles, it will go through all other basic ki blasts. The backhand swipe can be cancelled into a special move.
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
A backhand swing. This is Nappa's quickest move.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A low sweepkick. Combines good range with the effect of a low hitting move. Use with 5M and 5L to string together multiple low hitting attacks.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
An overhand clap that launches the opponent. This attack hits on both sides of Nappa. Has a larger hitbox than it seems. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A hopping upside-down bicycle kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A quick jab forward
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A downward kick
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
An upside-down bicycle kick. Has a large hitbox.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Fires a downward arcing ki blast. This blast will go through other basic ki blasts.
Input
Damage
Guard
Start-Up
Advantage
(in air)
650, 650
All
—
—
Charges downward and crushes the opponent to the ground. Will smash if a smash has not been used in the combo. Inputting again will cancel the attack and make Nappa stall in the air for a moment. Despite the move seeming like it touches the ground, you do not regain your double jump or super-dash.
Special Moves[]
Arm Break (アームブレイク)
Performs a forearm club with one arm.
Input
Damage
Guard
Start-Up
Advantage
1000
Stand
—
—
Swings one arm down. Holding down delays the attack and increases its damage.
600, 800
Stand
—
—
Runs forward and slams each arm down to the ground. The second hit causes a sliding knockdown. The second attack can be delayed by holding .
700, 900
Stand
—
—
A faster and more powerful variant of the variant. Consumes half a ki gauge.
Saibamen (栽培マン)
Plants a seed inside the ground, which sprouts a Saibamen. The Saibamen will advance toward the opponent and has their own attack patterns, which varies depending on the input used to plant them. Up to two seeds can be planted on the ground, and only one Saibamen can appear on the stage at a time. If Nappa is attacked, the active Saibamen will disappear from the stage.
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
The Saibamen's attack pattern is a jumping claw swipe, a sliding claw swipe, and an exploding grab.
—
—
—
—
The Saibamen's attack pattern is an acid shot, a sliding claw swipe, and then an exploding grab.
—
—
—
—
The Saibamen's attack pattern is an acid shot, a leaping claw swipe, an acid shot, a sliding claw attack, and then an exploding grab. Consumes half a ki gauge.
Swipe (Saibamen)
700
All
—
—
The Saibamen does a jumping claw swipe.
Slide (Saibamen)
700
All
—
—
The Saibamen does a sliding claw swipe.
Acid (Saibamen)
500
All
—
—
The Saibamen fires acid from its head.
Explosion (Saibamen)
0, 1000
All
—
—
The Saibamen jumps forward and latches onto the opponent before self-destructing. The grab can be blocked.
Blazing Storm (「ピッ」)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1100
All
—
—
Swings one arm back and unleashes an explosion. Can track the opponent's position, does have a set distance. Holding will make the explosion come out further.
Too bad (「ざんねんだったな」)
Input
Damage
Guard
Start-Up
Advantage
600, 800
All
—
—
Extends both arms outward followed up by a 12-6 elbow. Just before unleashing the punch, Nappa gains defensive armor that can block out any physical attack, but loses to projectiles. Holding down causes the first hit to come to come out much later while retaining the armor.
Z-Assist[]
Blazing Storm (「ピッ」)
Input
Damage
Guard
Start-Up
Advantage
/
850
All
—
—
Emits an explosion that will track the opponent's position if they're close.
Super Attack[]
Giant Storm (「クンッ」)
Input
Damage
Guard
Start-Up
Advantage
or
2300
All
—
—
Raises two fingers up and unleashes a giant explosion. The explosion can track the opponent if they're close. Is not a full-screen attack. Consumes one ki gauge.
Meteor Attack[]
Break Cannon (「カパッ」)
Input
Damage
Guard
Start-Up
Advantage
or
4278
All
—
—
Nappa will walk forward and deliver a devastating gut punch with quite a lot of range. If it connects, he will fire a massive energy beam from his mouth.