A former general of the Saiyan Army, Nappa is a Saiyan from the Planet Vegeta. He’s Vegeta’s partner in combat and traveled with the young prince to Earth. However, once he outlived his usefulness, he was swiftly disposed of.Know more
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More about Nappa:
Nappa is a Saiyan noble of considerable renown and power level, he was flung into battles from a very young age. He participated in the Saiyan-Tuffle War and was sometime later made into a direct underling of a young prince Vegeta. Together, they took on various missions to further their cause. During one such mission, they heard the news that the planet Vegeta was destroyed by an asteroid. Later they found out that Frieza was the one behind this. Nappa was visibly distressed by the fact, but Vegeta didn’t care too much, considering the entire race was too weak if they allowed themselves to be wiped out.
During their visit to Earth, they thought they’d be able to easily conquer the planet. However, it turned out to be more challenging than they expected, as this place housed a Saiyan, Kakarot, who now went by the name of Goku. Nappa managed to defeat several strong Earthling warriors but was ultimately and easily defeated by Goku. After he apparently outlived his usefulness, Nappa was disposed of by Vegeta.
Strong, tall, and muscular Nappa is as loud, boisterous, and destructive as he looks. He’s a mad dog on a leash, and Vegeta gladly uses him to sow as much chaos as possible. He’s also quite sadistic and is willing to hurt anyone to get an upper hand over his opponents.
Just like his personality, he is loud and obnoxious in-game. The amount of pressure he exerts is unrivaled, as his mixups are second to none, and his Saibamen, the units he can spawn during the fight, are unpredictable and are able to supplement his offense. He has very good corner carry and is able to deal more than enough damage there. But this is also his weakness – his neutral is very subpar, his air game is weak, and he absolutely requires his opponent to be cornered to deal substantial damage.
1 Down Back
3 Down Forward
7 Up Back
9 Up Forward
A1 Z Assist 1
A2 Z Assist 2
5L - Long, repeatable low. One of Nappa’s best buttons.
5LL - Great tool for pressure, has forward momentum.
5LLL - Incredible for corner carry.
5M - Great stagger tool that can lead to incredible damage.
5H - Amazing, but unsafe normal. Use with assists.
5S - Great move on paper that, sadly, gets easily punished because of how slow and telegraphed it is.
2L - A weird mashable normal. Avoid.
2M - Just a combo filler.
2H - Incredible anti-air that covers lots of vertical range.
6M - Overhead that’s plus on block.
j.L - Good air-to-air, but be careful not to whiff.
j.M - Decent as a mixup tool, but otherwise unremarkable.
j.H - Ridiculous jump button, crazy hitbox.
j.S - Probably the most useful button. Hitstun is long and the move combos into superdash in the corner.
j.2H - Nappa’s best combo and setup tool, but never ever use it in neutral if you don’t want to simply lose.
236L/M/H - Arm Break
214L/M/H - Saibamen
236S - Blazing Storm
214S - Too Bad
236L+M or 236H+S - Giant Storm
214L+M or 214H+S - Break Cannon