DBFZ/Videl

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Videl
DBFZ Videl Portrait.png
Play-style Rushdown, Mix-up
Team Role Point

Overview[edit]


DBFZ Videl Icon.png Videl
"I wouldn't look down on me if I were you. I can hold my own in a fight."
Lore:The daughter of Mr. Satan, "the world's champion that defeated Cell". After discovering her schoolmate Son Gohan’s secret identity as the Great Saiyaman, Videl got him to train her using a blackmail-type of threat. She then became very strong for a human and developed a liking for Gohan.

Playstyle[edit]

Playstyle
DBFZ Videl Icon.png Videl is a mixup character with bad defense and low damage, but extremely powerful vortex options that can suffocate the opponent.
Pros Cons
  • Human Blender: Great mixup potential; several options available to her at all times.
  • Carries Momentum: Good okizeme options and SKD anywhere on the screen.
  • Average Neutral: Decent neutral options overall along with a projectile that beats superdash.
  • Combo Super: Her level 1 super, Rainbow Storm, can use smash to keep a combo going afterwards. High meter gain helps the super bump her damage.
  • No Traditional Reflect: Z-Reflect is replaced with a frankly terrible spot-dodge, crippling her defense and making her easy to roll. Perhaps the worst weakness a character could have.
  • Poor Normals: Very bad frame data, several gaps in pressure and unsafe buttons. Awkward air normals enable a few corner combos while limiting all of her other combos. 2H has terrible range, making Videl's defense even worse.
  • Low Average Damage: Most of her mixups heavily scale her damage.

oh god why can't i reflect[edit]


Videl has very powerful options, but do note that you will be constantly fighting against her massive weaknesses the entire time. This renders her one of the hardest characters to play effectively in DBFZ.

  • Blockstrings have so many gaps in them. 2M is a gap, 6H is a gap, her mixups have gaps, she's unsafe too.
  • Extremely low damage in a two-touch game means you'll need to be mixing the opponent and vortexing them very efficiently, whereas they only need to touch you once.
  • You cannot afford to lose your pressure or drop a combo. Certain characters who have much better neutral and pressure will KILL you if they catch you.

Videl has bar none the greatest weakness in the game: her Reflect is replaced with a Spot-Dodge!

  • The spot-dodge doesn't guarantee a counterattack or even escape pressure. It simply grants Videl invulnerability.
  • Just as easy to punish as any other reflect.
  • Light normals can still continue into autocombos on whiff, meaning Videl can easily get stuffed straight after her dodge.
  • Projectile assists like SS Vegeta's Consecutive Energy Blast cannot be consistently avoided.

Not having a reflect is one of the most critical weaknesses someone can have. It's not just that the spotdodge is weak, it's that she trades reflect for it. Reflect is one of the best defensive tools in the game that conveniently all characters have EXCEPT Videl. There's no pushback, meaning several characters can just start throwing out lights and will stuff any attempts Videl can make at escaping. In fact, Videl can actually still be minus after a successful dodge and frequently is. You'll be relying on her counter and DP a lot in order to escape pressure, and Videl can easily find herself dead to rights just from one hit. You are CONSTANTLY at a defensive disadvantage, and can't even adopt a passive-aggressive style such as Hit's reflect into 5M.

At the very least, Videl has an alternate costume. Hold down A1 (Assist 1/L1 on a DS4) while selecting her.

Normal Moves[edit]

5L[edit]
5L
DBFZ Videl 5L.png
DBFZ Videl 5LL.png
DBFZ Videl 5LLL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 350 All - 6 3 12 -3 -
  • Has a high hitbox
5LL 600 All - 10 8 19 -4 -
5LLL 1000 Throw U3+ 9 1 26 - -
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

5M[edit]
5M
DBFZ Videl 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600 [500] All - 11 2 19 -8 -
  • Can be used twice in a string by inputting 4MM.

One of Videl's better buttons. The fact that she can use 4MM to use it twice helps her a lot in terms of pressure and strings, as not only does it add on damage in the case of it hitting, but her 2M being as slow as it is means that 4MM gives her a bit of a replacement in some regards. It's also good for snagging characters out of the air higher than Videl, and is a prime button to combo into 6H with.

5H[edit]
5H
DBFZ Videl 5H.png
Orochi!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750 / 1000 All U1 15 3 21 -8 -
  • Uses up Videl's Smash
  • Wall bounces if Smash hasn't been used

Videl does a tetsuzanko like Akira from Virtua Fighter.

5S[edit]
5S
DBFZ Videl 5S.png
DBFZ Videl 5S-2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] All - 19 - 23 -2 (point blank) -
  • Can be superdashed through
  • Can go through ki blasts

Videl calls the Great Saiyaman to do a dashing punch.

2L[edit]
2L
DBFZ Videl 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
350 Low - 7 3 13 -4 -

A godsend for Videl considering her slower than average 2M.

2M[edit]
2M
DBFZ Videl 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600 Low - 16 5 21 -10 -
  • Moves Videl forward a bit. Somewhat slow.
  • When used in blockstrings, it is slow enough to be reflected or reversal'd. This might not happen every time, but is important to keep in mind

2H[edit]
2H
DBFZ Videl 2H.png
Tenko!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750 / 1000 All U1+ 15 3 30 -10 4-15 Head
  • Universal Anti-Air
  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used

2S[edit]
2S
DBFZ Videl 2S.png
Saiyamen! Use Aura Sphere!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 [950] All - 62 (Saiyaman Hurtbox 10) - Total 33 (30 if Sayiaman is out already) - -
  • Can be superdashed through

Videl calls the Great Saiyaman to throw a level 1 ki blast. Synergizes well with assists to make approaches a breeze.

6M[edit]
6M
DBFZ Videl 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L 0 -
  • Universal overhead
  • Uses animation and hitboxes/hurtboxes of j.H

It's an overhead. Can only be converted off of with an assist, meaty, or an airdash/vanish cancel in sparking.

6H[edit]
6H
Justice Combination
DBFZ Videl 6H 1.png
DBFZ Videl 6H 2.png
DBFZ Videl 6H 3.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600*2, 750 All - 11 7 (14) 4 (18) 3 22 -9 -
  • A 3-hit combo normal.
  • Invincible to ki blast projectiles.
  • The gaps inbetween each hit beat buttons, but lose to reflects and reversals.
  • Special-cancellable on every hit and 6M cancellable as well.
  • 6H(x) delay 6M will beat reflect

Videl's command normal. Very useful for her grounded routes, as it allows her to not only have great corner carry but gives her a solid combo option that doesn't use up her Smash, which gives her potential to combo into her Level 1 and get extensions. It's not fantastic in blockstrings but can be good if you catch your opponent mashing light inbetween your strings. It can have some small use as a bait as it can cancel into the command grab, but you're better off using different strings if possible. Also has some use as a meaty of sorts, although this isn't as useful.

j.L[edit]
j.L
DBFZ Videl jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
350 High - 6 4 12 - -

This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes.

j.M[edit]
j.M
DBFZ Videl jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
600 High - 8 4 18 - -
  • Placeholder.

j.H[edit]
j.H
DBFZ Videl jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750 / 1000 High D1+ 13 3 21 - -
  • [] is on Smash hit
  • Deals below average damage for a j.H

j.S[edit]
j.S
DBFZ Videl jS.png
DBFZ Videl jS-2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] All - 18 (Saiyaman Hurtbox 8) - Total 43+5L (30 if Sayiaman is out already) - -
  • Cannot be superdashed through

The Great Saiyaman does a divekick at about a 60 degree angle. Can be linked off of in the corner.

j.2H[edit]
j.2H
DBFZ Videl j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750 All U1+ 12 3 19 - -
  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used
  • Can jump cancel
  • Does not change air momentum like other launching j.2Hs

j.S[edit]
j.2S
DBFZ Videl j2S.png
They freaked it
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] All - 43 (Saiyaman Hurtbox 13) - Total 39+5L (30 if Sayiaman is out already) - -
  • Cannot be superdashed through

The Great Saiyaman does a divekick straight down. Causes a ground bounce. Has a lot of use for sliding knockdown setups in the corner, as it will cover almost every single tech option if timed properly, and force the opponent in a blocking situation no matter what.

Special Moves[edit]

Videl Rush[edit]
Videl Rush
236L/M/H
DBFZ Videl 236X.png
236X
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 650 All - 12 6 19 -8 -
  • Videl does a forward kick.

The start of her rekka pressure, doesn't see much use as 236M is strictly better in all situations.

M 700 All - 17 6 24 -8 -

Better to use than 236L because it goes farther, does more damage, and still combos from 6H.

H 800 All - 12 8 19 -8 -

236M is still better than this move. While it does more damage and is faster, it isn't enough to merit the meter cost.

Videl Rush Follow-ups[edit]
Videl Rush Follow-ups
Videl Rush > L/M/H
DBFZ Videl 236XL.png
236XL
DBFZ Videl 236XLL.png
236XLL
DBFZ Videl 214S.png
236XLLL
DBFZ Videl 236XM.png
236XM
DBFZ Videl 214X.png
236XH
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 650 High - 13 - - -5 -
  • Hits overhead.
  • Doesn't have Head property, cannot be Anti-air'd.

Videl does an elbow drop. Because it's an overhead (that must be blocked standing), it forms a good mixup between it and her 214X moves (which have to be crouched).

LL 300*4 All - 8 - - -5 -
  • Last attack that doesn't use Smash in the series.
  • Multihit, easy to call assists and extend combos.
LLL 1000 All U1+ 13 - - -12 (airborne) +15L 1-X Full
  • Consumes Smash.
  • Wallbounces on hit.
  • Causes Videl to go into a landing animation, even if she combos afterwards
M 700 High U1+ 32 4 5 -8 -
  • 22M, but mid rekka.

Command cross up from rekkas, uses Smash.

H 800, 850[1000] Throw U1+ 21-22 6 14 - -
  • 214H, but mid rekka.
  • Cannot hit crouching opponents.

Command grab from rekkas, uses Smash.

Air Videl Rush[edit]
Air Videl Rush
j.236L/M/H
DBFZ Videl 236X.png
DBFZ Videl 236XL.png
The OTHER people's Videlbow.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 450, 500 All - 11 6 18 - -
  • Results in a soft knockdown.

This is Videl's primary combo extender with an assist, as it outdamages j.H. By a lot.

M 500, 550 All D1 16 6 18 - -
  • Results in sliding knockdown on it's first use in a combo.

This is Videl's primary combo ender. It will always work and will always slide knockdown.

H 600, 600 All D1 11 7 18 - -
  • Results in sliding knockdown on it's first use in a combo.

Kind of useless as j.236M does the same thing for free.

Frankensteiner[edit]
Frankensteiner
214L/M/H (Air OK)
DBFZ Videl 214X.png
Both sides of Cammy: the Divekick and the Throw
DBFZ Videl 214X 2.png
"God I wish that were me"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L 1000 Throw D2 26 2 15L - -
Air L 1000 Throw D2 20 - 15L - -
  • Videl's command grab.
  • Results in a sliding knockdown
Ground M 700, 850[1000] Throw U1+ 27 11 15L - -
Air M 700, 850[1000] Throw U1+ 26 - 15L - -
  • Tap M for a sliding knock down, hold M for Videl to throw the opponent outwards
  • Can combo off held version if the opponent its thrown into the corner or vanish is used
Ground H 800, 850[1000] Throw U1+ 20 5 15L - -
Air H 800, 850[1000] Throw U1+ 20 - 15L - -
  • The Great Saiyaman comes out and bumps the opponent back to Videl, allowing for a combo. Hold the button for the Great Sayiaman to not come out.

  • All versions whiff crouchers

Moonsault Kick[edit]
Moonsault Kick
22L/M/H (Air OK)
DBFZ Videl 236XM.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L 650 High - 30 4 5 +5 (airborne) -
Air L 650 High - 30 4 5 +5 (airborne) -
Ground M 700 High U1+ 34 4 7 +5 (airborne) -
Air M 700 High U1+ 34 4 7 +5 (airborne) -
Ground H 800 High U1+ 30 4 5 +5 (airborne) -
Air H 800 High U1+ 30 4 5 +5 (airborne) -
  • All versions cross up on the opponent.
  • All versions chain into vanish.
  • M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)

Rising Eagle[edit]
Rising Eagle
214S
DBFZ Videl 214S.png
RISING JAGGA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 16 7 45 -40 1-18 Full
  • Fully invincible from frame 1

Videl's go-to reversal, as it is meterless and invincible frame 1. She can get SKD off of vanish if it connects so this is very easy to confirm into a good situation for Videl, and can be used in blockstrings with very small gaps to catch your opponent, but like most DPs it can be safejumped and/or baited out easily, so try not to go too crazy with it.

Z Assists[edit]

Assist A[edit]
Videl Rush
Assist A
DBFZ Videl 236X.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 21 6 43 +21 -
  • Goes about as far as Bardock's assist.

It's literally just Bardock's assist, but with slightly more hitstun.

Assist B[edit]
Eagle Rush
Assist B
DBFZ Videl 236XLL.png
Where were you last night huh???
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 36 - - +46 -
  • 56 frames of hitstun.

A better version of her boyfriend's B assist although with less range, in exchange for more hitstun and blockstun.

Assist C[edit]
Rising Eagle
Assist C
DBFZ Videl 214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - -

Super Moves[edit]

Rainbow Storm[edit]
Rainbow Storm
236L+M
DBFZ Videl 236LM.png
DBFZ Videl 236LM 2.png
FLASH KICK!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400, 1850 All - - - - - -
  • Costs 1 Ki Gauge.
  • Minimum damage: 120, 555.
  • Can be followed up with j.2S > DR or j.2S > SuperDash if Smash hasn't been used
  • If Smash has been used, Videl can cancel the end of this super on hit into anything.

Defender of Love & Justice, Great Saiyaman![edit]
Defender of Love & Justice, Great Saiyaman!
236H+S
DBFZ Videl 236HS1.png
Counter animation
DBFZ Videl 236HS2.png
You're not touching my girlfriend
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Counter - - - 1 39 19 - -
Attack 2318 [2636] Unblockable UDV - - - - -
  • Costs 1 Ki Gauge.
  • Counter super where Videl poses. If succesful, the Great Saiyaman appears for a straight attack downward.
  • Because it is frame 1, it can be used as a counter to safejump setups. However, if you're not careful, you'll simply get baited out instead.
  • During the first time the attack is used, the Great Saiyaman shall perform his tradmark heroic pose, which gives him a damage increase on all of his attacks (5S, 2S, etc). This only happens if the full animation played out. - DHCing before the animation plays out will not give him the buff.
  • Can be Z-Changed, as soon as the Great Saiyaman comes down onto the opponent.
  • After activating the power up once, the animation will no longer play, allowing for easier Z-Changes

Justice Rush[edit]
Justice Rush
214L+M or 214H+S
DBFZ Videl 214LM1.png
DBFZ Videl 214LM2.png
OTP
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4099 [4387] All - 13 - - +41 -
  • Costs 3 Ki Gauges
  • Fully invincible on startup
  • Ends with a hard knockdown
  • Minimum damage: 1604 [1711].

Justice Revenge[edit]
Justice Revenge
Hold H+S while knocked down
DBFZ Videl Wakeup.png
DBFZ Videl Wakeup2.png
They've made literally every possible excuse to make sure every character has a Kamehameha.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
240*10 [260*10] All - 38+2 - - +12 -
  • Costs 3 Ki Gauges.
  • Invulnerable during startup.
  • Causes hard knockdown on hit.

Better than Frieza's, but you have better reversal options. It does good damage, but you probably won't use this one too much unless you're against a button happy opponent who may not be totally ready for it. You don't really get oki off it, so it's really just used as a last resort of sorts.

Navigation[edit]


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