DBFZ/Nappa/Combos

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Nappa
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+L becomes 236L.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
5MM > 5S > delay 5H > SD > j.MLL > jc.LLL 4062 0,9 All Easy
5MM > 5S(1) > 2H > SD > j.MLL > jc.LLL 3830 0,8 All Easy
... > 5S > delay 5H > delay SD > airdash j.M > jump j.LM > jc.LLL ? ? All Hard
... > 214S > j.2H > 236M 3465 0,75 All Easy Slide knockdown combo, works from raw 214S too.
... > ground Vanish > microdash 5L (whiff) > 5LL > SD > j.MLL > j.LLL 2780 (from 236S) -1 All Medium
... j.S > 236S > air Vanish > j.2H > 236M 867 extra (from BnB) -1 All Medium Requires a specific height to work, but always gives a sliding knockdown.
... > j.MS > j.2H > 236M 600 extra (from BnB) 0,45 All Easy Corner ender, gives a sliding knockdown no matter what.

Notes

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > 5H > SD > j.M > jc.MS > j.2H > 236M ? ? All Basic corner combo.
... > 214S > j.2H > SD > j.MLL > jc.LLS > j.2H > 236M ? ? All Alternate corner combo.
... > 5H > delay SD > airdash j.M > jump j.LM > j.MS > j.2H > SD > j.MS > j.2H > 236M ? ? All Rejump corner combo.

Notes

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > j.MS > j.2H > SD > j.MS > j.2H > jc.MS > j.2H > ... Corner ? ? All High-damage corner combo filler. Possible due to Sparking letting you jump cancel j.2H.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > j.2H > Assist > [DR] > 236S > Super Corner ? ? All Basic combo into supers.
... > j.2H > 214M > Assist > 5L > 5M > 5S(2) > SD > j.H > Saibaman Spit hits > ... Corner ? ? All Restand setup, leads into the following combos:
airdash j.LL > 214L > Saiba Grab > ... Corner ? ? All High safejump option. Safejumps everything and counterhits everything else.
land 5LL > 214L > Saiba Grab > ... Corner ? ? All Low option. Less safe but still counterhits everything that isn't invincible.

Notes

Combo Theory

Nappa absolutely needs the corner to do his best work. Midscreen, your only goal is to push them to the corner. Once you're in the corner, your goal is to land a Saibaman reset. Most characters have at least one assist that will let you get the restand, and a full list can be found here: https://cdn.discordapp.com/attachments/478947295371591680/710509617519657102/unknown.png

Video Examples

Midscreen BnB Combos

Navigation

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