++++++++++++++++++++++++++
+ Dragon Ball Z: Budokai +
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+ Nappa Character Guide  +
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Written by   : TheMightyDrez (Anthony Serravalle)
Contact Info.: drez54@hotmail.com
Version      : 0.80



-=-=-=-=-=-=-=-=-=-=-
= Table of Contents =
-=-=-=-=-=-=-=-=-=-=-
Section 1: Introduction..................[S1INT]
Section 2: Basic Terminology.............[S2TER]
Section 3: Nappa: The Basics.............[S3BAS]
Section 4: Unique Move Analysis..........[S4DMA]
Section 5: Combo List....................[S5CBL]
Section 6: Combos: Explanations..........[S6CBE]
Section 7: Cancel Combos: Explanations...[S7CCE]
Section 8: Nappa's Cancel Combos.........[S8CCE]
Section 9: Nappa's Capsules and Setups...[S9C&S]
Section 10: Missing Guide Pieces.........[S10MS]
Section 11: Special Thanks...............[S11ST]
Section 12: Legal Note...................[S12LN]



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= Section 1: Introduction [S1INT] =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I've written this guide for the sole purpose of being able to use Nappa 
effectively. Why? Well, let's face it: Nappa's not the best character in the 
game. He's slow and clunky, and only has a base form to boot; i.e., he has no 
added stat boosts in the midst of battle (with the exclusion of Equipment 
capsules). He does boast a fairly powerful death-move, but it has quite the 
lag after executing it – missing with it could mean quite a bit of damage to 
you. 

So, why should you use Nappa? Well, the reason is really up to you. I 
personally use Nappa because, way back when I was in elementary and used to 
watch DBZ, I was fascinated at Nappa's awesome strength (at the time). To watch
him destroy the Z-Warriors single-handedly was awe-inspiring for me. Despite 
watching the rest of the DBZ series and realizing Nappa's weaknesses in the DBZ 
Universe, he still holds a place as one of my favorite characters of the 
series.

Of course, the same might not be said for you. However, some may be curious how
it is actually possible to use Nappa effectively. He's slow, and has a baseline
Ki of three – if you've visited the DBZ:B3 board on GameFAQs, you'll notice he 
ranks fairly low on the tier list  (30th place of 38 characters). Some may have
always wanted to use Nappa, but could never get the hang of it and so abandoned
the thought immediately. This guide is to help any curious gamers who want to 
use Nappa, or Nappa-users in general, to effectively use Nappa.

The guide is separated into different sections to make scrolling less of a 
hassle. If you want to find a specific section without scrolling through the 
entire guide, simply check the Table of Contents and look at the combination of
letters. Open the find box (Ctrl+F), type in the combination of letters between
square brackets ( [ and ] ), and search for it. For example, say we want to 
(for some odd reason) find the introduction. Well, we check the Table of 
Contents and notice the combination of letters are S1INT between square 
brackets. Open up the find box, type in [S1INT], and press enter to be brought 
to the introduction section. Hopefully, this'll make surfing the guide easier.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 2: Basic Terminology [S2TER] -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

P, K, G, E: "P" stands for "Punch," and is the default square button; "K" 
stands for "Kick," and is the default triangle button; "G" stands for "Guard,"
and is the default X button; and "E" stands for "Energy," and is the default 
circle button. Pressing various combinations of P, K, G, and E allow you to 
pull off different moves (as will be listed later). 

Starter: A starter refers to a move that starts a combo. For example, the combo
PPPP would be referred to as a "P starter combo," whereas the combo >PPPPP 
would be referred to as a ">P starter combo." There are six basic starter 
combos: P, >P, <P, K, >K, and <K. 

Arrow Directions (>, <, v): These refer to the direction your opponent is in 
order to execute a move. ">" means forward, or whichever direction would cause 
you to move backward;  "<" means the direction that would move your character 
backward; and "v" means down. 

For example, let's say you just began a match and are facing right, toward your
opponent. In order to execute a >P starter, you would have to press Right + P 
Button. Consequently, in order to start a <K starter (while facing in the same 
direction), you would have to press Left + K Button. 

Chargeable Attack: A chargeable attack is an attack whereby, if you hold the 
attack button down rather than tapping it, the attack will charge and do more 
damage. For example, when using Nappa, press and hold >P. You'll notice he 
holds his fist in place for a second before actually hitting the opponent. 
Though these moves take time to charge, if you fully charge an attack, you can 
break through an enemy's guard. 

[Teleport x3]: This refers to the teleport attacks you can execute after 
knocking an enemy back. Continuously press the energy button after knocking an 
enemy back in order to teleport behind them and hit them (up to three times). 

Teleport Counter: A teleport counter is executed by pressing >G in the middle 
of an enemy attack in order to teleport behind them and attack them. Useful for
countering enemy attacks; however, after you teleport counter an opponent, the 
opponent may teleport counter you, as well. You can also cancel a teleport 
counter by pressing the guard button after countering. 

Hyper Mode: Executed via pressing P+K+G+E, it's a favorite of many CPU 
enemies. Your body will glow red, and many attacks won't make you flinch. 
Likewise, knocking an enemy away and pressing the energy button immediately 
afterward causes you to go into Dragon Rush. If you have enough Ki gauges upon 
entering Hyper Mode and have your ultimate capsule equipped, you can also 
perform your ultimate attack by pressing P+K+G+E again.

Dragon Rush: An extremely annoying, unpredictable battle of luck. After 
entering Hyper Mode, knock an enemy away and press the energy button to enter 
Dragon Rush. You must choose one of the four face buttons (square, triangle, 
circle, X), while the enemy does the same. If you choose the same button, 
Dragon Rush ends immediately; otherwise, it continues. It goes on for three 
bouts, and if successful every time, some characters may initiate a special 
technique (Vegeta's Final Flash, Goku's Warp Kamehameha). Nappa doesn't have 
any special techniques with Dragon Rush, and so simply knocks the enemy away 
whilst shooting a giant Ki blast at them upon finishing. 

Advanced Terminology: 

These are notes for players who know about or wish to know about the combo 
canceling system, or those who want to learn the terminology I will be using in
this guide. Cancel combos are not a necessity in the game, but they do make 
certain enemies easier to fight, as well as add an incredible amount of depth 
to the game.

Please note that a period in the middle of a combo doesn't mean anything. The 
reason I've placed them there is to prevent HTML errors. For those who don't 
know, certain letters when placed between < and > are HTML commands, and cause 
an HTML command to be executed upon typing it. If I place a period before 
putting the >, then the command is not executed. The only places you'll ever 
see them are after <P and <K combos, and it's not in all of them. 

Cancel: Referred to as "-", a cancel is a charged attack that is ended before 
being executed. To do so, charge an attack, and tap the guard button before the
attack is executed. Your character will block for a moment, and the attack will
not be pulled off. The easiest way to see this with Nappa would be to charge 
his >P, and tap the guard button while it's charging. Practice a few times 
until you've gotten used to it. Please note that the point is to immediately 
cancel the move, not to fully charge it and then cancel. 

Juggle: Referred to as "^" after an attack, it means that, after executing the
juggle, the opponent will be knocked into the air in a position for you to 
"juggle" them. For example, if you juggle an opponent with <PP^, and then press
PPPPE while they are in the air, you can execute a juggled Bomber DX attack.
There are several instances where characters can use the same juggle up to
three times in a row. 

Stun: Referred to as "*" after an attack, the attack causes an enemy to remain 
on their feet, but given no time to counterattack. Useful, since you don't 
have to cancel with it and it gives you enough time to initiate an attack 
immediately afterward. 

Sidestep-Cancel: Referred to as "~", a sidestep-cancel is performed virtually
the same as a cancel, except that you must press either up or down in order to
sidestep after the cancel. For example, let's say we use the combo PP>PP~; 
after charging the fourth P, press Down + Guard Button in order to sidestep 
after canceling. It can also be used in conjunction with certain cancels in 
order to sidestep your character behind the enemy (attacks toward an enemy's 
back do more damage). 

Cancel Combos: A cancel combo refers to performing an entire combo, and 
canceling an attack in the middle or at the end of it in order to immediately 
start another combo. An example of a cancel combo is PP>PP-, PPPPE. In PP>PP-, 
you would cancel the fourth punch attack after temporarily charging it, and 
then execute PPPPE in order to pull off a Bomber DX death-move. What's the 
point? To inflict extra damage to the enemy as well as increase your Ki gauge 
more than you normally would with just a PPPPE. Please note that, in many 
instances, you can't execute two P starters in the same "cancel combo." For 
example, pressing PP>PP-, PP>PP will not work properly because, after starting 
the second combo, the enemy will be knocked off balance. 



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 3: Nappa: The Basics [S3BAS] –
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

P Starter: Nappa's P attack on the ground is an open-handed attack aimed toward
the middle of your opponent, and is slightly above average in speed. In the 
air, the P changes to a close-fisted punch. It's slightly faster (and weaker) 
than the ground P attack, and so makes for a desirable starter in the air. If 
you want to start a combo with P, do it from the air - it's more convenient.
Likewise, P can pick up an enemy from the ground (if they break-fall the hit), 
though performing a successful combo from it is relatively hard to do. 

The thing I found interesting about his P starter is the ability to execute an 
infinite combo with it when standing in front of your opponent, on the ground. 
Pressing PPP>P- repeatedly is an infinite combo when using Nappa, and ignores 
the rule that you cannot execute two P starter cancels in a row. 

>P Starter: Nappa's >P attack is chargeable, which gives him the advantage 
against an unsuspecting CPU or human player. Its longer reach than the P 
starter, combined with its chargeability, makes it an excellent combo starter. 
Likewise, >P houses Nappa's most versatile sidestep-cancel, meaning that he can
break through a guard, sidestep-cancel behind an opponent, and execute more 
cancel combos from behind (or use Break Cannon :P). Likewise, >P stuns an 
opponent from behind. The disadvantage of the >P starter is its speed when not 
charged; >P has a lag to it that makes it inconvenient to use from the front at
higher levels (most P attacks can interrupt it). >P can also cause a downed 
opponent to break-fall upward. Since he doesn't have any >P(Button)-, again, 
it's hard to successfully use this to pick up an opponent and combo with it.  

<P Starter: Nappa's <P attack is slightly faster than average, and has a good 
juggle combo (<PP^). It can usually break through regular P starters, but 
that's pretty much it.

K Starter: Nappa's K attack is fast, and has a five-hitter rollback combo. The
downside? Nappa's utter lack in versatility regarding K strings is deplorable,
and he only has one available cancel combo with his K starter (the five-
hitter). Likewise, the cancel combo itself has low stun time, making his K 
starter a somewhat bad choice to start a combo with. 

>K Starter: Nappa's >K attack is only average in speed, but has one of Nappa's
best combo starters. His >KPP~ can sidestep-cancel both ways (a rarity from
Nappa, and only works from the ground), and I've only given it a "low" stun
time rating because it is not long enough to be considered "good." The downside
is, again, his lack of versatility with K starter combos. Additionally, >K is
good to use as a (single) stun attack from behind. It can cause a downed 
opponent to break-fall, but he has no immediate cancels with it, making it 
somewhat useless.

<K Starter: Both (yes, both) of Nappa's <K starters are kind of useless, and 
the <K itself has a lag to it. It does have an advantage, however. It stuns. If
you can pull off a <K* on its own when behind an opponent, it can give you some
time to mentally recuperate from making combos (I'm not joking – there are 
times when I've gotten ahead of myself when executing combos, and lose my 
concentration. A <K* gives you time to recuperate and finish the combo). The 
stun time is excellent behind an enemy, and sticking it in the middle of a 
combo can further damage you can do. In short, it's great in the middle of a 
combo from behind, but a bad starter. It's better than the >P and >K stuns, as 
well, because with a >P or >K starter, you can execute another three-four hit 
combo, whereas with a <K starter, you're left with crap. <K can cause a downed 
opponent to break-fall upward, but due to its utter lack in diversity, it's 
useless to do so. 

Sidestep-canceling: This is definitely _not_ Nappa's forte. He has sixteen 
cancels in total, eight of which are sidestep-cancels, and two of those that 
let you sidestep-cancel upward and downward (with certain conditions). What 
does this mean? When Nappa sidestep-cancels, he is rarely able to move all the 
way around an opponent and attack them from behind. Only two of his cancels 
(>KPP~ and >PPP>P~) allow him to sidestep-cancel whichever way he pleases, and 
the former only works on the ground level. The other six only allow him to 
sidestep-cancel upward with an opponent on your right, or downward with an 
opponent on your left, and most of them only work on the ground level. 
Basically, if you want to sidestep-cancel, use >PPP>P- - you can sidestep-
cancel behind an opponent wherever you want, and the first P is chargeable, 
allowing you to break through an enemy's guard.

Picking Up An Opponent: This refers to forcing an enemy to break-fall to their
feet while they are on the ground. For example, let's assume you have knocked
an enemy to the ground such that their body lays flat, parallel to the ground.
If you can use an attack to force them to break-fall, this is what I refer to
as "picking up an opponent." Nappa can pick up an opponent with four of his 
starters – P (on the ground), >P, >K, and <K – and can't really do much else 
with them. Unless you decide to risk finishing the combo (for example, pressing
PPPP rather than just P), picking up an opponent with Nappa is more dangerous
to you than to an enemy. If you do plan on finishing a combo, than be wary 
that, most of the time, your second hit will not connect, and gives a skilled
opponent ample time to counterattack. I generally avoid picking up an opponent
unless I'm at an advantage and can afford to take a few hits (for example, I 
have three more health bars remaining than the opponent).



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= Section 4: Unique Move Analysis [S4DMA] =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Bomber DX - PPPPE / >KPP>PE / >E: Nappa's level one death-move. It's pretty 
much your standard death-move – a large Ki blast-ball that hits the enemy. 
It's not a beam attack, so you can't initiate an energy struggle with it. It 
does, however, have one advantage over most other level one death-moves: you 
can execute a Teleport x3 immediately after executing it with either a PPPPE
or >KPP>PE combo. Yes, even off the ground. This means that you can execute a 
sidestep-cancel combo and, rather than using <P+K^ to juggle your opponent, 
you can simply use PPPPE or >KPP>PE to juggle them, regardless of where you 
are fighting. 

           Non-Charged, Double-Stacked, Max Ki, From Front Bomber DX
                                      vs. 	
                             100% Defense Opponent

                        PPPPE (ground)    :  585 DMG
                        - with Teleport x3:  942 DMG
                        PPPPE (air)       :  569 DMG
                        - with Teleport x3:  926 DMG
                        >KPP>PE           :  645 DMG
                        - with Teleport x3: 1002 DMG
                        >E                :  390 DMG
                        - with Teleport x3:  798 DMG

           Non-Charged, Double-Stacked, Max Ki, From Back Bomber DX
                                      vs. 	
                             100% Defense Opponent

                        PPPPE (ground)    :  632 DMG
                        - with Teleport x3:  964 DMG
                        PPPPE (air)       :  612 DMG
                        - with Teleport x3:  944 DMG
                        >KPP>PE           :  707 DMG
                        - with Teleport x3: 1039 DMG
                        >E                :  390 DMG
                        - with Teleport x3:  769 DMG

Break Cannon - >P>PP>PE / >KKKE / <E: Nappa's level two death-move. Incredibly 
strong, and nullifies most blast death-moves (non-beam death-moves). Easy to 
pull off, and has a chargeable first and last P in one of the combos 
(>P>PP>PE), meaning he can break through a guard to execute it. Teleport x3 
only works in the air, sadly. A beam struggles can be initiated with it. Its 
downside is that, should you miss with it, or should the opponent block it, 
the after-lag is quite long, leaving you incredibly vulnerable to a combo 
attack (and considering the loss in roughly one Ki gauge without Ki 
suppressing capsules, it's safe to say that's a bad thing). 

         Non-Charged, Double-Stacked, Max Ki, From Front Break Cannon
                                  vs. 	
                         100% Defense Opponent

                       >P>PP>PE          :  862 DMG
                       - with Teleport x3: 1211 DMG
                       >KKKE             :  818 DMG
                       - with Teleport x3: 1186 DMG
                       <E                :  612 DMG
                       - with Teleport x3: 1018 DMG

         Non-Charged, Double-Stacked, Max Ki, From Back Break Cannon
                                    vs. 	
                           100% Defense Opponent

                       >P>PP>PE          :  923 DMG
                       - with Teleport x3: 1245 DMG
                       >KKKE             :  869 DMG
                       - with Teleport x3: 1211 DMG
                       <E                :  612 DMG
                       - with Teleport x3:  989 DMG

Giant Storm – P+K+G+E while in Hyper Mode: Ah, Giant Storm... I love the 
animation of the move, whether or not the attack itself is successful. 
Likewise, he blows up a piece of the earth if he does succeed, which is an 
added plus. Nappa saying, "Now that's what I want to SEE!" used to pump me up 
back when I first got the game, as well. However, sadly, Nappa can't use his 
ultimate with 100% (or close to it) accuracy. Basically, knock an opponent to 
the floor such that they are right in front of you. As fast as you can, start 
pressing P+K+G+E repeatedly until Nappa rams forward to perform Giant Storm. 
If the enemy tries to get up as soon as possible, and doesn't teleport counter 
or sidestep upon getting up, then the shoulder attack will connect and you'll 
pull off the move. Of course, with those steep requirements, it's really not 
worth it. 

                Non-Charged, Double-Stacked, Max Ki Giant Storm
                                      vs. 		
                             100% Defense Opponent

                      Giant Storm (successful): 1200 DMG
                      Giant Storm (failure)   :  824 DMG



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= Section 5: Combo List [S5CBL] =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This section is for those who do not wish to read all the descriptions as 
listed in later sections, but still want a complete move-list. Well, here it 
is. In the cancel combos section, combos separated by slashes ("/") mean that 
they have relatively the same result. A taunt combo is a combo that knocks the 
enemy rolling back, giving you time to taunt the opponent (Xvv) and eliminate 
a Ki gauge from them. 

Regular Attacks
---------------

P Strings (Note: First P has more range in air combos)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PPPP
PP>PP - Cancels: PP>P-, PP>PP-
PPP>P - Cancels: PPP>P-
PP<PPP - Cancels: PP<P-, PP<PPP-
PK 
PPK^P - Cancels: PPK^P-
PPK^K
PP>K - Cancels: PP>K-

>P Strings (Note: >P is chargeable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>P* (from behind)
>PPPPP - Cancels: >PPP-, >PPPPP-
>PPP>P - Cancels: >PPP-, >PPP>P-
>P>PPP - Cancels: >P>PP-, >P>PPP-
>P>PP>P - Cancels: >P>PP-, >P>PP>P-
>PKP - Cancels: >PKP-
>PKK

<P Strings
-=-=-=-=-=
<PP^
<P.>P
<P<P - Cancels: <P<P-
<PK
<P.>K - Cancels: <P.>K-
<P<K

K Strings
-=-=-=-=-
KKK
KK>KKP - Cancels: KK>KKP-
KK<KP

>K Strings
-=-=-=-=-=
>K* (from behind)
>KKK^
>KPPP - Cancels: >KPP-, >KPPP-
>KPP>P - Cancels: >KPP-, >KPP>P-

<K Strings
-=-=-=-=-=
<K*
<K*K
<K*PP - Cancels: <K*PP-

Other Attacks (all P+K's are chargeable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P+K
>P+K
<P+K
K+G
>K+G
<K+G
P+G
P+K+G+E (in Hyper Mode)
>>P
>>K
>>E
EEEE



Cancel Combos
-------------

P Strings (Note: First P has more range in air combos)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PP>P- / PP<P- / PP>K-
PP>PP-
PPP>P-
PP<PPP-
PPK^P-

>P Strings (Note: >P is chargeable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>PPP-
>PPPPP-
>PPP>P-
>P>PP-
>P>PPP- / >P>PP>P-
>PKP-

<P Strings
-=-=-=-=-=
<P<P- / <P.>K-

K Strings
-=-=-=-=-
KK>KKP-

>K Strings
-=-=-=-=-=
>KPP-
>KPPP- / >KPP>P-

<K Strings
-=-=-=-=-=
<K*PP-



Taunt Combos
------------

P Strings (Note: First P has more range in air combos)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PPP>P, Xvv 
PP<PPP, Xvv
PP>K, Xvv

>P Strings (Note: >P is cancelable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>PPP>P, Xvv
>P>PPP, Xvv
>PKP, Xvv

<P Strings
-=-=-=-=-=
<P.>P, Xvv
<P.>K, Xvv

K Strings
-=-=-=-=-
KK>KKP, Xvv

>K Strings
-=-=-=-=-=
>KPPP, Xvv

<K Strings
-=-=-=-=-=
<K*PP, Xvv

Other Attacks (All P+K's are chargeable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>P+K, Xvv



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= Section 6: Combos: Explanations =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Please note that all damage amounts are based on Nappa's Breakthrough capsule 
setup, with him at full Ki, and the enemy at baseline Ki in base form. This 
means Nappa has a 110% attack damage ratio, the enemy has a 100% defense 
damage ratio, and all of Nappa's death-moves are double-stacked. Likewise, 
they assume you fight the enemy from the front (unless otherwise noted). 

Legend:
-------
"...in air" means the description is what happens if the combo is executed in 
the air.

"...on ground" means the description is what happens if the combo is executed 
on the ground.

"Can use..." means, if you push E after the combo, a death-move is executed.

"Knocks enemy upward" means the move knocks the enemy diagonally upward into 
the air.

"Knocks enemy downward" means the move knocks the enemy diagonally downward 
toward the ground.

"Knocks enemy back" means the move knocks the enemy backward, and they can 
break-fall.

"Knocks enemy rolling back" means the move knocks the enemy rolling backward, 
and they cannot break-fall.

"Knocks enemy sliding back" means the move knocks the enemy backward sliding 
on their back, and they cannot break-fall.

"Knocks enemy straight down" means the move knocks the enemy face first into 
the ground.

"Trips enemy" means the move knocks the enemy back first onto the ground.

"Small juggle" means the enemy is knocked into the air, but not high / close 
enough to combo off of.

P Strings (Note: First P has more range in air combos)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PPPP
- Can use Bomber DX. Small juggle on ground. 
- Ground: 195 DMG / Air: 179 DMG

PP>PP - Cancels: PP>P-, PP>PP-
- Knocks enemy upward on ground. Small juggle in air.
- Ground: 249 DMG / Air: 227

PPP>P - Cancels: PPP>P-
- Knocks enemy rolling back. 
- Ground: 258 DMG / Air: 242 DMG

PP<PPP - Cancels: PP<P-, PP<PPP-
- Knocks enemy rolling back.
- Ground: 281 DMG / Air: 265 DMG

PK 
- Knocks enemy back.
- Ground: 117 DMG / Air: 101 DMG

PPK^P - Cancels: PPKP-
- First K juggles, third P knocks enemy upward on ground, downward in air.
- Ground: 237 DMG / Air: 242 DMG

PPK^K
- First K juggles, second K knocks enemy back.
- Ground: 268 DMG / Air: 252 DMG

PP>K - Cancels: PP>K-
- Knocks enemy sliding back on ground. Knocks enemy back in air.
- 176 DMG / Air: 160 DMG

>P Strings (Note: >P is cancelable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>P* (from behind)
- Stuns an opponent from the back.
- 78 DMG

>PPPPP - Cancels: >PPP-, >PPPPP-
- Fourth P juggles (small). Fifth P knocks enemy upward on ground, downward 
in air.
- 288 DMG

>PPP>P - Cancels: >PPP-, >PPP>P-
- Knocks enemy rolling back. 
- 280 DMG

>P>PPP - Cancels: >P>PP-, >P>PPP-
- Knocks enemy rolling back. 
- 255 DMG

>P>PP>P - Cancels: >P>PP-, >P>PP>P-
- Can use Break Cannon. Small juggle. Last P changes in air.
- Ground: 250 DMG / Air: 244 DMG

>PKP - Cancels: >PKP-
- Knocks enemy rolling back.
- 232 DMG

>PKK
- Knocks enemy upward.
- 204 DMG

<P Strings
-=-=-=-=-=
<PP^
- Juggles enemy. Can combo a P starter from it. 
- 113 DMG

<P.>P
- Knocks enemy sliding back on ground. Knocks enemy back in air.
- 125 DMG

<P<P - Cancels: <P<P-
- Knocks enemy straight down on ground. Knocks enemy downward in air.
- 127 DMG

<PK
- Trips enemy down on ground. Does nothing to enemy in air.
- 125 DMG

<P.>K - Cancels: <P.>K-
- Knocks enemy sliding back on ground. Knocks enemy back in air.
- 150 DMG

<P<K
- Knocks enemy back. <K is faster in air.
- Ground: 152 DMG / Air: 155 DMG

K Strings
-=-=-=-=-
KKK
- Knocks enemy upward. 
- 194 DMG

KK>KKP - Cancels: KK>KKP-
- Knocks enemy rolling back on ground, knocks enemy back in air. >K is 
different in air.
- Ground: 321 DMG / Air: 326 DMG

KK<KP
- Third K juggles (small), P knocks enemy back.
- 245 DMG

>K Strings
-=-=-=-=-=
>K* (from behind)
- Stuns an opponent. 
- 92 DMG

>KKK^
- Can use Break Cannon. Third K juggles.
- 206 DMG

>KPPP - Cancels: >KPP-, >KPPP-
- Knocks enemy rolling back on ground, knocks enemy back in air.
- Ground: 261 DMG / Air: 266 DMG

>KPP>P - Cancels: >KPP-, >KPP>P-
- Can use Bomber DX. Small juggle.
- 255 DMG

<K Strings
-=-=-=-=-=
<K*
- Stuns an opponent.
- 63 DMG

<K*K
- First K stuns, second K knocks enemy upward.
- 129 DMG

<K*PP - Cancels: <K*PP-
- First K stuns, first P juggles (small), second P knocks enemy downward in 
air, knocks enemy downward and sliding back on ground. 
- 183 DMG

Other Attacks (All P+K's are chargeable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P+K
- Knocks enemy upward on ground, knocks enemy downward in air.
- 81 DMG

>P+K
- Knocks enemy rolling back on ground, knocks enemy back in air.
- 115 DMG

<P+K^
- Juggles enemy. 
- 74 DMG

K+G*
- Stuns enemy on ground, knocks enemy downward in air.
- 127 DMG

>K+G
- Trips enemy on ground, useless in air.
- 63 DMG

<K+G
- Two simultaneous kicks. Knocks enemy back. 
- 158 DMG

P+G
- Grapple move. Knocks enemy back. Lag time. 
- 220 DMG

>>P
- Dash attack. Knocks enemy straight down on ground, knocks enemy downward in 
air. Can guard break.

>>K
- Dash attack. Knocks enemy back. 

>>E
- Dash attack. Throws a single Ki volley forward. 

EEEE
- Ki attack. Throws four consecutive Ki volleys at the enemy.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 7: Cancel Combos: Explanations [S7CCE] -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Legend:
-------
"Minimal stun time" means there is little to no stun time.

"Low stun time" means there is a stun time, but it's rather short.

"Good stun time" means there is a stun time, and it's relatively easy to combo
off of.

"Can only sidestep-cancel upward, facing right, or downward, facing left, 
behind opponent" means that you can only sidestep-cancel a combo upward when 
facing right, or downward when facing left.

P Strings (Note: First P has more range in air combos)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PP>P- / PP<P- / PP>K-
- Minimal stun time. Cannot sidestep-cancel behind opponent. 
- Ground: 100 DMG / Air: 84 DMG

PP>PP-
- Good stun time. Cannot sidestep-cancel behind opponent.
- Ground: 176 DMG / Air: 160 DMG

PPP>P-
- Minimal stun time. Can only sidestep-cancel upward, facing right, or 
downward, facing left, behind opponent.
- Ground: 154 DMG / Air: 138 DMG

PP<PPP-
- Minimal stun time. Can only sidestep-cancel upward, facing right, or 
downward, facing left, behind opponent.
- Ground: 206 DMG / Air: 190 DMG

PPK^P-
- Only works on the ground. Enemy will be too far to combo with should you 
choose to cancel. 
- 164 DMG

>P Strings (Note: >P is cancelable)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>PPP-
- Low stun time. Can only sidestep-cancel upward, facing right, or downward, 
facing left, behind opponent.
- 107 DMG

>PPPPP-
- Enemy will land due to the juggle on the fourth P before you can combo off 
the cancel.
- 217 DMG

>PPP>P-
- Good stun time. Can sidestep-cancel behind opponent. 
- 176 DMG

<I>>P>PP-</i>
- Low stun time. Cannot sidestep-cancel behind opponent. 
- 101 DMG

>P>PPP- / >P>PP>P-
- Good stun time. Cannot sidestep-cancel behind opponent.
- 177 DMG

>PKP-
- Low stun time. Can only sidestep-cancel upward, facing right, or downward, 
facing left, behind opponent.
- 124 DMG

<P Strings
-=-=-=-=-=
<P<P- / <P.>K-
- Low stun time. Can only sidestep-cancel upward, facing right, or downward, 
facing left, behind opponent.
- 69 DMG

K Strings
-=-=-=-=-
KK>KKP-
- Low stun time and a lag. Can only sidestep-cancel upward, facing right, or 
downward, facing left, behind opponent.
- Ground: 235 DMG / Air: 240 DMG 

>K Strings
-=-=-=-=-=
>KPP-
- Low stun time. Can sidestep-cancel behind opponent on ground.
- 112 DMG

>KPPP- / >KPP>P-
- Good stun time. Cannot sidestep-cancel behind opponent.
- 188 DMG

<K Strings
-=-=-=-=-=
<K*PP-
- Enemy will be too far to combo with should you choose to cancel.
- 107 DMG



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 8: Nappa's Cancel Combos -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Please note that all damage amounts are based on Nappa's Breakthrough capsule 
setup, with him at full Ki, and the enemy at baseline Ki in base form. This 
means Nappa has a 110% attack damage ratio, the enemy has a 100% defense 
damage ratio, and all of Nappa's death-moves are double-stacked. Likewise, 
they assume you fight the enemy from the front. Whether or not you wind up 
behind an opponent is defined by the "~" symbol. 

Legend:
-------
(!) Combo only works on the ground.
(!!) Combo only works in the air.
(1) Does more damage on the ground than in the air, but the difference is 
minimal.
(2) Cannot Teleport x3 on the ground.
Feel free to add a K+G* in front of the combos if you want to stun them first.
Charge the first hit of >PPP>P~ combo starters.

Basic Combos
-=-=-=-=-=-=
	
PP>PP-, >KPP>PE (Bomber DX) [Teleport x3] (1)          - 1114 DMG
PP>PP-, >P>PP>PE (Break Cannon) [Teleport x3] (!!) (2) - 1307 DMG
PP>PP-, >KKKE (Break Cannon) [Teleport x3] (!!) (2)    - 1287 DMG
>KPPP-, PPPPE (Bomber DX) [Teleport x3] (1)            - 1071 DMG
>KPPP-, >P>PP>PE (Break Cannon) [Teleport x3] (2)      - 1185 DMG

>PPP>P~, PPPPE (Bomber DX) [Teleport x3]               - 1170 DMG
>PPP>P~, >KPPP>PE (Bomber DX) [Teleport x3]            - 1246 DMG
>PPP>P~, >KKKE (Break Cannon) [Teleport x3] (2)        – 1416 DMG
>KPP~, PPPPE (Bomber DX) [Teleport x3] (!)             - 1076 DMG
>KPP~, >KPP>PE (Bomber DX) [Teleport x3] (!)           - 1151 DMG
>KPP~, >P>PP>PE (Break Cannon) (!) (2)                 - 1031 DMG
>KPP~, >KKKE (Break Cannon) (!) (2)                    -  981 DMG


Most Damage: 
>PPP>P~, >KKKE (Break Cannon) [Teleport x3]            - 1416 DMG

Intermediate Combos
-=-=-=-=-=-=-=-=-=-

>PPP>P~, >KPPP-, PPPPE (Bomber DX) [Teleport x3] (1)         - 1346 DMG
>PPP>P~, PP>PP-, >KPP>PE (Bomber DX) [Teleport x3]           - 1397 DMG
>PPP>P~, PP>PP-, >KKKE (Break Cannon) [Teleport x3] (!!) (2) - 1683 DMG
>KPP~, >KPPP-, PPPPE (Bomber DX) [Teleport x3] (!)           - 1249 DMG
>KPP~, >KPPP-, >P>PP>PE (Break Cannon) (!) (2)               - 1236 DMG
>KPP~, >P>PPP-, PPPPE (Bomber DX) [Teleport x3] (!)          - 1235 DMG
>KPP~, PP>PP-, >P>PP>PE (Break Cannon) (!) (2)               - 1221 DMG

>KPP~, >KPPP-, >P>PPP-, PPPPE (Bomber DX) [Teleport x3] (!)   - 1390 DMG
>KPP~, >KPPP-, PP>PP-, >P>PP>PE (Break Cannon) (!) (2)        - 1403 DMG
>KPP~, >P>PPP-, PP>PP-, >KPP>PE (Bomber DX) [Teleport x3] (!) - 1434 DMG
>KPP~, PP>PP-, PP>PP-, >KKKE (Break Cannon) (!) (2)           - 1346 DMG

Most Damage:
>PPP>P~, PP>PP-, >KKKE (Break Cannon) [Teleport x3] (!!) (2)  - 1683 DMG

Advanced Combos
-=-=-=-=-=-=-=-

K+G*, >PPP>P~, >KPPP-, <K*, PP>PP-, <P+K^, <P+K^, <P+K^, >E (Bomber DX) 
 [Teleport x3] (1) - 1649 DMG
K+G*, <B>>P</B>PP>P~, >KPPP-, <K*, PP>PP-, <P+K^, <P+K^, <P+K^, <E (Break 
 Cannon) [Teleport x3] (1) - 1870 DMG
K+G*, >KPP~, >KPPP-, PP>PP~, <K*, >P>PP>P-, <P+K^, <P+K^, <P+K^, >E (Bomber 
 DX) [Teleport x3] (!) - 1695 DMG
K+G*, >KPP~, >KPPP-, PP>PP~, <K*, >P>PP>P-, <P+K^, <P+K^, <P+K^, <E (Break 
 Cannon) [Teleport x3] (!) - 1916 DMG

Tested, but not yet validated:
K+G*, >KPP~, >KPPP-, PP>PP~, <K*, KK>KKP-, >P>PP>P-, <P+K^, <P+K^, <P+K^, >E 
 (Bomber DX) [Teleport x3] (!)
K+G*, >KPP~, >KPPP-, PP>PP~, <K*, KK>KKP-, >P>PP>P-, <P+K^, <P+K^, <P+K^, <E 
 (Break Cannon) [Teleport x3] (!)

Most Damage:
K+G*, >KPP~, >KPPP-, PP>PP~, <K*, >P>PP>P-, <P+K^, <P+K^, <P+K^, <E (Break 
 Cannon) [Teleport x3] (!) - 1916 DMG

Additional Notes: >PPP>P~ is his only real useful sidestep-cancel. It's the 
only one that works on both the ground and in the air. The beauty of it is 
that the first P is chargeable, which makes starting combos fairly easy. It's 
got decent stun time and you can sidestep cancel whichever way you want 
whether in the air or on the ground. >KPP~ is another good one, and it's fast; 
however, it doesn't work in air combat, making it useless there. If you're not 
planning to sidestep-cancel, check the previous Cancel Combos: Explanations 
section to create combos at your own leisure and with your own playing 
methods in mind. I've listed fairly simple ones that either stun the opponent 
long enough to start another combo, or are good sidestep-cancels. 



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 9: Nappa's Capsules and Setups [S9C&S] -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Coming soon to a GameFAQs near you!



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 10: Missing Guide Pieces [S10MS] -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- Missing damage ratios for >>P, >>K, >>E, and EEEE. Will add to the next 
update.
- Missing entire equi-able capsules and capsule setups. Will add to the next
update.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 11: Special Thanks -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- Heromaster111, Spralwers, SuperShinySonic, Nnamz: for encouraging comments 
and giving me the inspiration to make this guide.
- Nnamz: For putting Nappa so low on the tier list and indirectly edging me 
to prove it wrong (even if I haven't done so, at least I've given Nappa some 
credit). 
- My brother: for being my guinea pig in practice mode (most of the time). 
- Dimps & co.: for making the frickin' game :)
- DBZB3: for robbing me of a social life... or is that bad?
- You: for reading the guide and (hopefully) learning something about Nappa 
from it.



-=-=-=-=-=-=-=-=-=-=-=-=-=
= Section 12: Legal Note -
-=-=-=-=-=-=-=-=-=-=-=-=-=

This document may be not be reproduced under any circumstances except for 
personal / private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide 
on any other web site or as a part of any public display is strictly 
prohibited, and a violation of copyright. 

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

This document is copyright 2005, TheMightyDrez.