Dragon Ball FighterZ Wiki
Advertisement
Move List
Frame Data

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
C
Reach
 
S
Technique
 
A
Energy
 
B
Ease of Use
 
A
Nappa's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
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.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
Advertisement