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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{MFlag|update}}
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!Videl
|-
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[[File:DBFZ_Videl_Portrait.png|350x500px|center]]
|-
||
{{#lsth:DBFZ/Videl/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
 
==Overview==
==Overview==
The daughter of Mr. Satan, the world's champion that defeated Cell (in the eyes of the public). Sweetheart, and eventually wife, of Son Gohan, she discovered the world of Ki when she found out the identity of the Great Saiyaman. She possesses significantly more fighting potential than her father, but eventually was demoted to a stay at home wife to take care of her daughter, Pan. She cares a lot for her family, and has a strong sense of justice, and when push comes to shove, will reveal her fighting prowess if it means protecting her family.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Videl''' is certainly an odd case in Dragon Ball FighterZ, as she's a regular teenage girl in a cast of space monkey gods. On top of the weird properties of her attacks inspired by her poor understanding of Ki, her Z Reflect is replaced by a spot dodge with different applications than the standard.


Videl jumps into ''Dragon Ball FighterZ'' as a DLC character. With quick, rekka-styled moves, quick overheads, and her trusty companion, the ''GREAT SAIYAMAN'', who grants even more variety, she states herself as the rightful successor and greater martial artist than Mr. Satan himself!
Two aspects she does not struggle in are her mixups and defense. Videl is a very strong character when she's able to start mixing people up, with a massive assortment of mixup tools just begging to be put to use, and the Great Saiyaman is there to cover her in neutral and provide oki. As the cherry on top, her strange normals are loaded in hitstun, giving her plenty of combo routes once she gets the hit. This gives Videl some really strong pressure if she can get started, making sure the opponent has to respect her or pay for it.  


===Strengths/Weaknesses===
And with recent changes to her dodge, what once was considered the weakest tool in the game is now an easy, hard to counter, and unique answer to many common pressure situations. Combine that with a nicely packaged suite of other reversal tools, and all it takes is one slip-up from her opponent and she'll slip right out of their hands, and they'll potentially just catch hers for it.  
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top; text-align:left"
| style="width: 50%;"|
* Can convert off of Level 1 when used w/o Smash, which can allow for some very powerful corner combos or setups.
* Her Z Reflect can dodge more attacks
* Good mixup game off of her rekkas, as not only do they allow for pressure, but she can either cross up or get a command grab off of them.
* 6H is a incredible tool for combos, as it enables not only great corner combos that extend her damage tenfold, but also can give her corner-to-corner combos.
* j.236M, similar to Yamcha's 214M, can cause sliding knockdown at any point, which gives Videl some strong vanish combos as she can get sliding knockdown after one.
* Solid reversal option in 214S, as well as having a reversal super after a knockdown (hold H+S) that isn't too bad
* Good assist, pops characters up in the air allowing for some good extensions
* Pigtails Videl as an alt skin, because ArcSys understands that tomboys are justice and should be the main skin
* The ''GREAT SAIYAMAN'' helps her out with her S attacks! The hero of justice is so mighty, that his mighty kicks (Air S) can beat superdashes! Videl's counter, which summons and powers up the hero of justice, also gives decent options against pressure!
| style="width: 50%;"|
* Short range, and some of the moves that do move her forward are somewhat slow, especially 2M which can be reflected in blockstrings
* Her 2H has terrible horizontal range.
* Solo damage is a little lower than most characters. Videl needs corner to get a lot of her damage output, without it her damage is a little sub-par
* Some of her pressure can be reflected easily, though this can be baited out it does somewhat hurt her pressure game. Because of this, she very much so relies on assists to keep her strings safe, which if she's left alone or assist are on cooldown, can very much make her struggle to get any pressure started.
* Assist is a little slow to start up, which can make it a bit tricky to use in pressure
* Counter, while giving her a direct buff, costs 1 bar and therefore is a little risky to use, especially if it gets baited out. It also doesn't beat supers.
* With Smash used, Videl's level 1 knocks the opponent straight up into the air, which can be a bit of a bad thing as it allows the opponent to escape the situation very easily in most cases. Because of this, her Level 1 can be somewhat troublesome for some characters to DHC into, especially because it knocks them straight up. This isn't too much of a problem, but still something to note.
|-
|}


{{#lst:DBFZ/Videl/Data|Links}}
Videl may be an odd choice, but if you like the pressure, safety, difficulty, and underdog status she brings, then she might be the character for you.
<br clear=all/>


==Normals==
''Note: Videl is the only character who can switch to an alternate costume, which is done by holding down L1 on PlayStation, LB on Windows and  Xbox, or ZL on Switch while selecting her.''
====== <font style="visibility:hidden" size="0">5L</font> ======
}}
{{MoveData
{{DBFZ/Infobox
|image=DBFZ_Videl_5L.png |caption=
|fastestAttack=
|image2=DBFZ_Videl_5LL.png |caption2=
|reversal=
|image3=DBFZ_Videl_5LLL.png |caption3=On whiff
}}
|image4=DBFZ_Videl_5LLLHit.png |caption4=On hit
{{ProsAndCons
|name=5L
|intro=is a unique mixup character with good vortex options and defensive tools that make her good at both dishing and avoiding damage.
|data=
|pros=
{{AttackData-DBFZ
* '''Human Blender''': Great mixup potential; several options available to her at all times and is able to maintain that momentum thanks to her great oki.
|version=5L
*'''High Mobility''': Her {{MMC|input=22L|label =j.22X series}} as well as {{MMC|input=236L|label =236H/j.236H}} make her challenging to approach yet hard to keep away.
|damage=350 |guard=All
* '''No-Blocking Zone''': Her unique spot-dodge denies and outright beats many mixups and situations that other characters would just have to hold, and having two frame-one reversal options along with an air-OK frame 4 reversal really doesn't hurt either.
|startup=6 |active=3 |recovery=12 |frameAdv=-3
|cons=
|description=
* '''No standard Beam or Ki-Blast''': Has to use Great Saiyaman, who has a cooldown, instead of a regular beam or Ki-Blast to control long range space.
*Has a high hitbox
* '''Stubby Normals''': Videl's humble punches and kicks are significantly lacking in range, and they don't advance forward as much as other stubby characters do to make up for it. Her {{clr|M|2M}} doesn't reach after an opponent Reflects, and {{clr|H|6H}} is ridiculously commital to go for outside of strings.
}}
*'''No Reflect''': Videl is the only character to lack the universal mechanic of Z Reflect, which makes her defense notably riskier in certain situations.
{{AttackData-DBFZ
}}
|header=no
</div>
|version=5LL
|damage=600 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=


}}
===Unique Mechanics===
{{AttackData-DBFZ
{{card|width=4
|header=no
|header=Spot Dodge
|version=5LLL
|content=
|damage=1000 |guard=Throw
Videl has a unique Z Reflect that grants her invulnerability and intangibility instead of the usual guard point. [[#Z Reflect|Click here]] to read more about it.
|startup= |active= |recovery= |frameAdv=
{{clear}}
|description=
* Switches sides
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
==Normal Moves==
{{MoveData
===<big>{{clr|L|5L}}</big>===
|image=DBFZ_Videl_5M.png |caption=
{{DBFZ_Move_Card
|name=5M
|input=5L,5LL,5LLL
|data=
|description=
{{AttackData-DBFZ
;{{clr|L|5L}}
|version=5M
* Pushes Videl slightly forward. Hits pretty high.
|damage=600 |guard=All
* Stays stationary when done as 4LL.
|startup= |active= |recovery= |frameAdv=
* Can whiff on crouchers and short characters at max range.
|description=
* Forces stand on hit.
It's a jab, and Videl's fastest normal. Good for stagger pressure. While it may look like it can anti-air, it is very inconsistent at doing so.


}}
----
  {{AttackData-DBFZ
;{{clr|L|5LL}}
|header=no
* Whiffs on crouching opponents
|version=4MM
* Pushes Videl forward.
|damage=500 |guard=All
Moves Videl a lot farther, but not enough to continue pressure after a Reflect. It whiffing on crouching opponents allows {{clr|L|5L}} > {{clr|L|5LL}} (whiff) > {{clr|L|5LLL}} to work, but will lose to mash.
|startup= |active= |recovery= |frameAdv=
|description=


}}
On air hit, {{clr|L|5L}} > {{clr|L|5LL}} will very often drop, making chaining into {{clr|M|5M}} or jump-canceling straight away preferable.
----
;{{clr|L|5LLL}}
* Switches sides on hit.
* Canceling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work.
Throw autocombo ender, will not work after a blocked {{clr|L|5LL}} unless using an assist with low blockstun.
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_5H.png |caption=Orochi!
|input=5M
|name=5H
|description=
|data=
* Values in [ ] are when being used as {{clr|M|4MM}}
{{AttackData-DBFZ
One of Videl's better buttons. The fact that she can use {{clr|M|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 {{clr|M|2M}} being as slow as it is means that {{clr|M|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 {{clr|H|6H}} with.
|damage=850 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
*Uses up Videl's Smash
*Wall bounces if Smash hasn't been used
Videl does a shoulder tackle like Akira from Virtua Fighter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_5S.png |caption=
|input=5H
|name=5S
|description=
|data=
* Wallbounces on smash hit.
{{AttackData-DBFZ
* Forced knockback on block.
|damage=850 [1000] |guard=All
Similarly to Beerus's {{clr|H|5H}}, this move will create a significant amount of distance between Videl and the opponent, even in the corner. After this move, Videl can also use {{clr|S|5S}} from this distance to become +1, and will have enough range to connect her {{clr|M|2M}}, making for a very strong stagger/pressure reset tool.
|startup= |active= |recovery= |frameAdv=
|description=
* Can be superdashed through
* Can go through ki blasts
Videl calls the Great Saiyaman to do a dashing punch.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_2L.png |caption=
|input=5S
|name=2L
|description=
|data=
* Plows through smaller projectiles.
{{AttackData-DBFZ
* Jails into vanish.
|damage=400 |guard=Low
* Loses to superdash, but will oddly beat some projectile invulnerable moves.
|startup=7 |active= |recovery= |frameAdv=
* Crazy hitstun, in the corner can link to {{clr|L|5L}} after a microdash, or even {{clr|L|j.L}} or {{clr|M|j.M}} if already close enough.
|description=
Videl calls the Great Saiyaman to do a dashing punch. Travels fullscreen very fast, at the cost of having a hurtbox. Interestingly, despite counting as a projectile, it'll beat multiple projectile invulnerable moves.
A godsend for Videl considering her slower than average 2M.
 
}}
Doesn't have forced blockstun, so with some spacing Great Saiyaman can become plus on block.
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_2M.png |caption=
|input=2L
|name=2M
|description=
|data=
* Hits low
{{AttackData-DBFZ
Particularly useful for Videl thanks to her huge assortment of overheads. It's also one of her few safe on block buttons, so good for staggering.
|damage=700 |guard=Low
}}
|startup= |active= |recovery= |frameAdv=
|description=  
* 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


}}
===<big>{{clr|M|2M}}</big>===
{{DBFZ_Move_Card
|input=2M
|description=
* Hits low
Goes a little under half of the screen, but will still whiff after a Reflect.
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_2H.png |caption=Tenko!
|input=2H
|name=2H
|description=
|data=
* Universal Anti-Air.
{{AttackData-DBFZ
* Keeps Videl grounded.
|damage=850 |guard=All
Stubby hitbox, especially horizontally. Can go into her 236X series to be safe and even start a bit of mix, but {{clr|H|5H}} is still far better to string into for pressure.
|startup= |active= |recovery= |frameAdv=
|description=
*Universal Anti-Air
*Uses up Videl's Smash
*Launches higher with more hitstun if Smash hasn't been used
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_2S.png |caption=
|input=2S
|name=2S
|description=
|data=
* Can be superdashed through.
{{AttackData-DBFZ
Videl calls the Great Saiyaman to throw a level 1 Ki blast. Surprisingly fairly useful as a pressure reset—it can be mashed on, but the call animation Videl does is indentical to the {{clr|S|5S}} one, meaning the opponent will be wary of getting frame trapped and you can often get away with it. The recovery is also short enough that you can always {{clr|H|2H}} an opponent trying to Super Dash on defense, and '''{{clr|H|5H}} > {{clr|S|2S}}''' can even give you time to dodge and then DP against a Vanish. It's also somewhat useful for oki setups, though it doesn't catch uptech.  
|damage=850 [1000] |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_6M.png |caption=
|input=6M
|name=6M
|description=
|data=
* Universal overhead.
{{AttackData-DBFZ
* Uses animation and hitboxes/hurtboxes of {{clr|H|j.H}}
|damage=850 |guard=High
Can give a combo if used immediatly after {{clr|S|2S}}, otherwise requires assists, meaty, or an airdash/vanish cancel in sparking. 214X being a pseudo-low with a similar airborne animation can trip opponents up looking for {{clr|M|6M}}.
|startup=24 |active=6 |recovery=10 |frameAdv=0
|description=
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6H</font> ======
===<big>{{clr|H|6H}}</big>===
{{MoveData
{{InputBadge|'''Justice Combination'''}}
|image=DBFZ_Videl_6H_1.png |caption=
{{DBFZ_Move_Card
|image2=DBFZ_Videl_6H_2.png |caption2=
|image3=DBFZ_Videl_6H_3.png |caption3=
|input=6H
|input=6H
|name=Justice Combination
|description=
|data=
{{AttackData-DBFZ
|damage=700, 600, 625 |guard=Mid
|startup= |active= |recovery= |frameAdv=
|description=
* A 3-hit combo normal.  
* A 3-hit combo normal.  
* Invincible to ki blast projectiles.
* The gaps inbetween each hit beat buttons, but lose to reflects and reversals.
* The gaps inbetween each hit beat buttons, but lose to reflects and reversals.
* Special-cancellable on every hit and 6M cancellable as well.  
* Special-cancelable on every hit and {{clr|M|6M}} cancelable as well.  
* 6H(x) delay 6M will beat reflect
* {{clr|H|6H}}(x) delay {{clr|M|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.
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.
}}
 
A bit of an interesting button in blockstrings. Most opponents will know to reflect the moment they see Videl's first hit, which may make it seem useless, but Videl also has lots of ways to bait and punish disrespecting {{clr|H|6H}}, such as 22X or 214X. Perhaps what's most useful about it is Videl herself still attacking if you tag, allowing her an easy escape to heal or get an ally in if needed.
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_jL.png |caption=
|input=j.L
|name=j.L
|description=
|data=
* Good reach.
{{AttackData-DBFZ
This normal is surprisingly good and can even be used sometimes as an air to air to catch superdash.  
|damage=400 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_jM.png |caption=
|input=j.M
|name=j.M
|description=
|data=
* Also has good reach.
{{AttackData-DBFZ
* Very fast for a single-hit {{clr|M|j.M}}.
|damage=700 |guard=High
Good range, good for crossups. {{clr|M|5M}} is almost guaranteed to hit after a successfull {{clr|M|j.M}}. Overall, a very good normal.
|startup= |active= |recovery= |frameAdv=
}}
|description=


}}
===<big>{{clr|H|j.H}}</big>===
{{DBFZ_Move_Card
|input=j.H
|description=
* Deals below average damage for a {{clr|H|j.H}}.
Surprisingly enough, Videl uses this most often as a combo extender as opposed to a combo ender. {{clr|L|j.214L}} and {{clr|M|j.236M}} are usually used to end air combos, and the way she combos into them is {{clr|H|j.H}} > {{clr|H|j.2H}}. This link requires some specific setups but is almost guaranteed thanks to {{clr|H|j.H}}'s 60 frames of air hitstun and {{clr|H|j.2H}}'s surprisingly high hitstun.
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_jH.png |caption=
|input=j.S
|name=j.H
|description=
|data=
* Travels extremely fast
{{AttackData-DBFZ
* Jails into vanish
|damage=750 [1000]|guard=High
* Cannot be superdashed through
|startup= |active= |recovery= |frameAdv=
* Obscene hitstun, can be linked off of in the corner for extensions or even loops.
|description=
The Great Saiyaman does a divekick at about a 60 degree angle. Goes so fast that it'll often intercept superdashes even on reaction. Great Saiyaman will also often keep moving even if Videl is hit out of startup, forcing a trade at worst. One of Videl's most reliable neutral tools—just use it.
*[] is on Smash hit
*Deals below average damage for a j.H
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_jS.png |caption=
|input=j.2H
|name=j.S
|description=
|data=
* Smash hit launches higher.
{{AttackData-DBFZ
* Very good vertical range, can be used to cover both uptech and normal tech after a sliding knockdown.
|damage=850 [1000] |guard=All
* Does not change air momentum like other launching {{clr|H|j.2H}}.
|startup= |active= |recovery= |frameAdv=
''Extremely'' high hitstun even on non-Smash hit, allowing Videl to do non-Smash {{clr|H|j.2H}} > SD among other things even in midscreen. This is the key to her obscene combo game as it allows for all manners of funky rejumps and links. It's also her most consistent way to combo into {{clr|L|j.214L}} and {{clr|M|j.236M}} to end combos, although this requires some setup. {{clr|H|j.2H}} also makes for a decent safejump tool as it can be converted into a combo if her opponent uptechs and gets hit (unlike {{clr|H|j.H}}).
|description=
*Cannot be superdashed through
The Great Saiyaman does a divekick at about a 60 degree angle. Can be linked off of in the corner.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_j2H.png |caption=
|input=j.2S
|name=j.2H
|description=
|data=
* Cannot be superdashed through
{{AttackData-DBFZ
* Always causes a sliding knockdown on hit
|damage=850 |guard=All
* Doesn't use up smash, so you can follow up with a lvl1 into a combo.
|startup= |active= |recovery= |frameAdv=
The Great Saiyaman does a divekick straight down. 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.
|description=
*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
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
==Unique Mechanics==
{{MoveData
===<big>Z Reflect</big>===
|image=DBFZ_Videl_j2S.png |caption=
{{InputBadge|'''{{clr|S|4S}}'''}}
|name=j.2S
{{DBFZ_Move_Card
|data=
|input=4S,4S > 5S
{{AttackData-DBFZ
|description=
|damage=850 [1000] |guard=All
* Deactivates Videl's collision box during frame 1-22 (intangible)
|startup= |active= |recovery= |frameAdv=
* Invulnerable against all strike and projectile attacks. Note that this is different from the guard point of a normal Reflect
|description=
* Cancelable into from Ki Blasts' blockstun
*Cannot be superdashed through
* Dodge is considered "successful" only if a hitbox passes through her. This is indicated with a sound effect and blue circle
The Great Saiyaman does a divekick straight down. Causes a ground bounce.
* Successful dodges become fully invulnerable throughout recovery, cancelable into unique follow-up starting from frame 8, cancelable into any other actions starting from frame 36. Canceling into actions will autocorrect to face the opponent
}}
* Successful dodges do not give Videl any meter
* Unique follow-up is a Special Move that's nigh identical to her DP (214S), with the only difference being their startups
The best way to describe Spot Dodge is that it's ''different'' than Reflect. On one hand, Videl gets access to new punishes unlike any other character in the game, and safety against common RPS and stagger situations that usually does not get planned around. On the other, Spot Dodge does not push opponents away from her and unless she uses the follow-up (which '''sometimes''' can be baited), she will often be left in the same or worse situation than before. A lot of its strength comes from the lack of labbing and preparation around it, as you have to treat it differently than Reflect or pay the price.
 
Follow-up can be triggered by holding {{clr|S|S}} and releasing directional input back to neutral, so inputting {{clr|S|4[S]}}~5 will give you the follow-up ASAP on successful dodge. Earliest possible {{clr|S|4S}} > {{clr|S|5S}} hits on frame 14 (2F slower than {{clr|S|214S}}). The follow-up can also be triggered without a catch by pressing {{clr|S|S}} again.
}}
}}


==Specials==
==Special Moves==
===<big>Videl Rush</big>===
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
{{DBFZ_Move_Card
|input=236L,236M,236H
|description=
;All Versions
* Videl's version of a lariat, which is also a rekka starter. Do note that you can delay your follow-ups by a few frames, and even 50/50 with an assist between delayed 236X-L and 2L.
* Pressing L during the move continues the rekka chain.
* Pressing M during the move performs {{clr|M|22M}}.
* Pressing H during the move performs {{clr|H|214H}}.
* Re-centers the opponent on air hit.
----
;L Version
* Travels 1/4th of the screen.
Outclassed in every way except for startup by {{clr|M|236M}}. Do not throw this out in neutral, you will do negative nothing.
----
;M Version
* Travels 1/2 of the screen.
This is the version you'll be using most often in combos, and sometimes even in neutral if you don't have meter.
----
;H Version
* Travels 3/4ths of the screen.
* As fast as the L version.
Surprisingly good to just throw out. While it's -8 on block like all the other versions, but Videl can frame trap after with the L follow-up, call an assist for random mix-ups, or gamble on other options.
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Videl Rush Follow-ups</big>===
{{MoveData
{{InputBadge|'''Videl Rush > {{clr|L|L}}/{{clr|M|M}}'''}} or {{InputBadge|'''Videl Rush > {{clr|H|H}} (Hold OK)'''}}
|image=DBFZ_Videl_236X.png |caption= 236L
{{DBFZ_Move_Card
|image2=DBFZ_Videl_236XM.png |caption2= 236XM
|input=236X > L,236X > LL,236X > LLL,236X > M,236X > H
|image3=DBFZ_Videl_236XH.png |caption3= 236XH
|description=
|input=236L/M/H
;{{InputBadge|Videl Rush > {{clr|L|L}}}}
|name= Videl Rush
* Hits overhead.
|data=
* Doesn't use smash.
{{AttackData-DBFZ
* Doesn't have Head property, cannot be Anti-air'd.
|version=L
* Always has a gap from any version of 236X.
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
 
}}
{{AttackData-DBFZ
|header=no
|version=XL
|damage= |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
*Hits overhead
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).
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).
}}
----
{{AttackData-DBFZ
;{{InputBadge|Videl Rush > {{clr|L|LL}}}}
|header=no
* Doesn't use Smash.
|version=XLL
Easiest place to fit in an assist extension as it keeps the opponent in place for a while and builds a ton of meter.
|damage= |guard=All
----
|startup= |active= |recovery= |frameAdv=
;{{InputBadge|Videl Rush > {{clr|L|LLL}}}}
|description=
* LLL followup is {{clr|S|214S}}, but mid rekka.
* Last attack that doesn't use Smash in the series
* Consumes Smash.
* Multihit, easy to call assists and extend combos
* Wallbounces on hit.
}}
* Causes Videl to go into a landing animation if blocked, but not if she combos afterwards.
{{AttackData-DBFZ
* Cancelable into an airdash.
|header=no
Your go-to meterless corner combo extender. Avoid using this midscreen as it leads to nothing and has very poor okizeme options.
|version=XLLL
----
|damage= |guard=All
;{{InputBadge|Videl Rush > {{clr|M|M}}}} or {{InputBadge|Videl Rush > {{clr|L|L}}{{clr|M|M}}}} or {{InputBadge|Videl Rush > {{clr|L|LL}}{{clr|M|M}}}}
|startup= |active= |recovery= |frameAdv=
* M followup is {{clr|M|22M}}, but mid rekka.
|description=
* Consumes Smash.
*Similar to 214S
* Invulnerable from frame 4 for some reason.
*Consumes Smash
Command crossup from rekkas. Good to have. The best place for it is generally right after 236X as the opponent also has to worry about the initial high as well as a "low" from the H follow-up (or just recovering and using {{clr|L|2L}}). Also very useful as an anti-reflect tool when paired with an assist - as after they reflect you you'll end up flying right back in their face (but not crossing up).
*Wallbounces on hit
----
}}
;{{InputBadge|Videl Rush > {{clr|H|H}}}} or {{InputBadge|Videl Rush > {{clr|L|L}}{{clr|H|H}}}} or {{InputBadge|Videl Rush > {{clr|L|LL}}{{clr|H|H}}}}
{{AttackData-DBFZ
* H followup is {{clr|H|214H}}, but mid rekka.
|version=M
* Consumes Smash.
|damage= |guard=All
* Cannot hit crouching opponents.
|startup= |active= |recovery= |frameAdv=
Command grab from rekkas. Forms a basic mixup with the L follow up, but it's more expensive than stopping after 236X and using {{clr|L|2L}}.
|description=
}}
Better to use than 236L because it goes farther, does more damage, and still combos from 6H.
}}
{{AttackData-DBFZ
|header=no
|version=XM
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 22M, but mid rekka
Command cross up from rekkas, uses Smash.
}}
{{AttackData-DBFZ
|version=H
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=


}}
===<big>Air Videl Rush</big>===
{{AttackData-DBFZ
{{InputBadge|'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|header=no
{{DBFZ_Move_Card
|version=XH
|input=j.236L,j.236M,j.236H
|damage= |guard=Throw
|description=
|startup= |active= |recovery= |frameAdv=
;All Versions
|description=
* One of Videl's two air combo enders.
* 214H, but mid rekka
* Can be used as an extra air option.
* Cannot hit crouching opponents
----
Command grab from rekkas, uses Smash.
;L Version
}}
* Soft knockdown on hit.
This is Videl's primary combo extender with an assist, as it outdamages {{clr|H|j.H}}. It also is not tied to a U1+ cinematic which makes it especially useful after {{clr|H|2H}}.
----
;M Version
* Sliding knockdown with D1 Smash, soft knockdown without.
This is the air combo ender. If you can combo into {{clr|H|j.2H}} (at the right height) this move is all but guaranteed.
----
;H Version
* Sliding knockdown with D1 Smash, soft knockdown without.
More useful as a mobility tool than as a combo ender, but still cool regardless.
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Frankensteiner</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}} (Air OK)'''}} or {{InputBadge|'''{{clr|M|214M}}/{{clr|H|H}} (Air & Hold OK)'''}}
|image=DBFZ_Videl_.png |caption=
{{DBFZ_Move_Card
|input=j236L/M/H
|input=214L,214M,214H,j.214L,j.214M,j.214H
|name= Videl Rush
|description=
|data=
;All Versions
{{AttackData-DBFZ
* Treated as a command grab.
|version=L
* Whiffs against crouching opponents.
|damage= |guard=Mid
* Only one command grab is allowed per combo.
|startup= |active= |recovery= |frameAdv=
----
|description=
;L Version
* Always slides on first use.
Videl's other combo ender. If your D1 and U1 smashes are used up, route into this.
----
;M Version
* Tap M for a sliding knockdown, hold M to use a U1 Smash combo starter/extender.
Slower and therefore less useful.
----
;H Version
* Tap H The Great Saiyamann, hold H to deny his power (and the sideswitch).
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.
}}


}}
===<big>Moonsault Kick</big>===
{{AttackData-DBFZ
{{InputBadge|'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|header=no
{{DBFZ_Move_Card
|version=M
|input=22L,22M,22H,j.22L,j.22M,j.22H
|damage= |guard=Mid
|description=
|startup= |active= |recovery= |frameAdv=
* All versions cross up on the opponent.
|description=
* All versions jail after vanish if blocked.
*Results in sliding knockdown on it's first use in a combo
* All versions can be canceled into superdash, 22X, or 236X (Special Moves) on hit or block.
}}
* M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)
{{AttackData-DBFZ
Good to catch opponents that aren't totally prepared on defense, as well as possible tricky setups with certain assists - especially due to it being plus, but if the opponent sees this it isn't very hard for them to just {{clr|H|2H}} it on reaction due to it's somewhat slow startup. Still, it being plus helps Videl restart pressure a little, but don't abuse this very much as a good opponent will simply react and {{clr|H|2H}} this.
|header=no
|version=H
|damage= |guard=Mid
|startup= |active= |recovery= |frameAdv=
|description=


}}
Notably, however, this is useful as a movement tool against opponents trying to attack you in the air. Whereas other characters would have to block Superdash or stay grounded to avoid an aerial grab, 22L/M/H all get you right out of dodge and back in neutral when timed properly, and you can also use this with an assist as an approaching tool with the right spacing and planning.
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Rising Eagle</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}}'''}}
|image=DBFZ_Videl_.png |caption=Both sides of Cammy: the Divekick and the Throw
{{DBFZ_Move_Card
|input=214L/M/H (Air OK)
|input=214S
|name= Frankensteiner
|description=
|data=
* Fully invincible from frame 1
{{AttackData-DBFZ
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.
|version=L
}}
|damage= |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Videl's command grab.  
* Results in a sliding knockdown
}}


{{AttackData-DBFZ
==Z Assists==
|header=no
===<big>Assist A</big>===
|version=M
{{InputBadge|'''Videl Rush'''}}
|damage= |guard=Throw
{{DBFZ_Move_Card
|startup= |active= |recovery= |frameAdv=
|input=Assist A
|description=
|description=
* Tap M for a sliding knock down, hold M for Videl to throw the opponent outwards
* Goes about as far as Bardock's A assist.
* Can combo off held version if the opponent its thrown into the corner or vanish is used
It's literally just Bardock's A assist, but with slightly more hitstun and slightly less range. However, you should note and compare this to similar assists like Cell B and SSGSS Gogeta A before selecting this assist. While it's not a bad assist by any means, power creep has definitely taken its toll on what this assist once was.
}}
}}


  {{AttackData-DBFZ
===<big>Assist B</big>===
|header=no
{{InputBadge|'''Eagle Rush'''}}
|version=H
{{DBFZ_Move_Card
|damage= |guard=Throw
|input=Assist B
|startup= |active= |recovery= |frameAdv=
|description=
|description=
*56 frames of hitstun.
* The Great Sayiaman comes out and bumps the opponent back to Videl, allowing for a combo. Hold the button for the Great Sayiaman to not come out.
A better version of her boyfriend's B assist although with less range, in exchange for more hitstun and blockstun.
<hr>
*All versions whiff crouchers
}}
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Rising Eagle'''}}
|image=DBFZ_Videl_.png |caption=
{{DBFZ_Move_Card
|input=22L/M/H (Air OK)
|input=Assist C
|name=Moonsault Kick
|description=
|data=
*Has invincibility after teleporting to target
{{AttackData-DBFZ
|version=L
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=M
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
}}
 
  {{AttackData-DBFZ
|header=no
|version=H
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
*All version cross up on the opponent.
*M Version uses smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)
*H Version, which has the best tracking, involves the '''Great Saiyaman''' slamming the opponent into the ground, allowing a free combo on hit.
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
*Tracks anywhere on the ground.
{{MoveData
|image=DBFZ_Videl_.png |caption=
|input=214S
|name= Rising Eagle
|data=
{{AttackData-DBFZ
|damage=700 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
*Fully invincible from frame 1
}}
}}


==Assist==
Videl knocks the opponent into the air, and calls in Gohan to knock them back down. Retains invinciblity at the start of the attack, but is vulnerable before she teleports. Fairly standard C-assist.
{{MoveData
|image=DBFZ_Videl_.png |caption=
|input=A1/A2
|name=
|data=
{{AttackData-DBFZ
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
*Goes about as far as Bardock's assist
}}
}}
}}


==Supers==
==Super Moves==
 
===<big>Rainbow Storm</big>===
====== <font style="visibility:hidden" size="0"></font> ======
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}}
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Videl_.png |caption=
|input=236L+M
|input=236L+M
|name=Rainbow Storm
|description=
|data= 
* Costs 1 Ki Gauge
{{AttackData-DBFZ
* Minimum damage: 120, 555
|version=
* Recovery is cancelable into all actions except backdash
|damage= |guard=All
* Smash hit does not trigger Super Scaling, and has higher hitstun allowing for conversions with SD or {{clr|S|j.2S}}.
|startup= |active= |recovery= |frameAdv=
* Invincible to jumping attacks at the beginning of the attack (anti-air).
|description=
* Increased hitstun when there is no camera effect.
* Costs 1 Ki Gauge.
Cool as an idea but not actually useful due to meter cooldown. It also causes problems with other characters' DHC supers due to the high angle it launches at.
* Can be followed up with j.2S > DR or j.2S > SuperDash if Smash hasn't been used
}}
}}
}}


====== <font style="visibility:hidden" size="0"></font> ======
===<big>Defender of Love & Justice, Great Saiyaman!</big>===
{{MoveData
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|image=DBFZ_VidelCounter1_.png |caption=
{{DBFZ_Move_Card
|image2=DBFZ_VidelCounter2_.png |caption2=
|input=236H+S Counter,236H+S Attack
|image3=DBFZ_VidelCounter3_.png |caption3=
|description=
|input=236H+S
* Guard point against all strikes except Supers. On successful counter, all assists will leave the screen and Great Saiyaman will appear above the opponent and attack during the super freeze, causing a sliding knockdown.
|name=Defender of Love and Justice, the Great Saiyaman!
* After attacking, Great Saiyaman shall perform his trademark heroic pose. Doing this gives him a damage increase on all of his attacks ({{clr|S|5S}}, {{clr|S|2S}}, etc), and drains exactly 1 Ki Gauge from the opponent along with their patience.
|data= 
* Great Saiyaman will pose even if the initial attack K.O'd the opponent, but he won't pose again if he has already received the damage buff. DHC-ing early will also skip the animation and all of its effects.
{{AttackData-DBFZ
* As the opponent also gains Ki from their attack being blocked and then being hit by Great Saiyaman, in most situations, the net amount of Ki lost is ~62% Ki Gauges.
|version=Pose
* Adv on grounded hit against up/back/forward tech: With pose: +30; Without pose: +24. Air hit such as against safejumps will give slightly better adv.
|damage= |guard=All
A frame 1 counter with guaranteed followup means it's a decent option against frame traps and can outright beat safejumps. Great Saiyaman can still whiff if the opponent is in invulnerable frames (such as during DPs or reversals), but Videl is unpunishable and can even be plus in these situations. Though do keep in mind that this move is not fully invulnerable, and can be thrown or stuffed by projectiles and Supers.
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Attack
|damage=2656 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Costs 1 Ki Gauge.
* Counter super where Videl poses. If succesful, '''the Great Saiyaman''' appears for a straight attack downward.
* 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
}}
}}
}}


====== <font style="visibility:hidden" size="0">Justice Rush</font> ======
===<big>Justice Rush</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|image=DBFZ_Videl_.png |caption=
{{DBFZ_Move_Card
|input=214L+M or 214H+S
|input=214L+M
|name= Justice Rush
|description=
|data= 
{{AttackData-DBFZ
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Costs 3 Ki Gauges
* Costs 3 Ki Gauges
* Fully invincible on startup
* Fully invincible on startup
* Ends with a hard knockdown
* Ends with a hard knockdown
* 1604 minimum damage.
* Minimum damage: 1604 [1711].
}}
Leaves Videl at +41 after the knockdown. If the super doesn't corner the opponent, leaves you fullscreen away. Allows for a {{clr|H|j.H}} safejump in the corner.
}}
}}


====== <font style="visibility:hidden" size="0">I'll protect you, Videl!</font> ======
===<big>Justice Revenge</big>===
{{MoveData
{{InputBadge|'''{{clr|H|[H}}+{{clr|S|S]}} while knocked down'''}}
|image=DBFZ_Videl_.png |caption=*tips doo rag* M'lady
{{DBFZ_Move_Card
|input=Hold down H+S while knocked down
|input=Knocked Down > [H+S]
|name=I'll protect you, Videl!
|description=
|data= 
* Gohan shows up in front of Videl and does a Kamehameha.
{{AttackData-DBFZ
* Causes hard knockdown on hit.
|damage= |guard=All
The beam itself is really good since it's a safe on block/Reflect reversal. However, its downfall is that Gohan has his own collision box. If the opponent is slightly late on their IAD safejump, they'll land right in between the couple, free to punish a vulnerable Videl.
|startup=38+2 |active= |recovery= |frameAdv=
|description=
* Costs 3 Ki Gauges.
* Invulnerable during active frames.
}}
}}
}}


----
==Colors==
{{#lsth:DBFZ/Videl/Data|Links}}
{{DBFZColors}}
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
==Navigation==
[[Category:Videl]]
<center>{{Character Label|DBFZ|Videl|size=32px}}</center>
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DBFZ/Navigation}}

Latest revision as of 05:12, 13 December 2023

Overview

Overview

Videl is certainly an odd case in Dragon Ball FighterZ, as she's a regular teenage girl in a cast of space monkey gods. On top of the weird properties of her attacks inspired by her poor understanding of Ki, her Z Reflect is replaced by a spot dodge with different applications than the standard.

Two aspects she does not struggle in are her mixups and defense. Videl is a very strong character when she's able to start mixing people up, with a massive assortment of mixup tools just begging to be put to use, and the Great Saiyaman is there to cover her in neutral and provide oki. As the cherry on top, her strange normals are loaded in hitstun, giving her plenty of combo routes once she gets the hit. This gives Videl some really strong pressure if she can get started, making sure the opponent has to respect her or pay for it.

And with recent changes to her dodge, what once was considered the weakest tool in the game is now an easy, hard to counter, and unique answer to many common pressure situations. Combine that with a nicely packaged suite of other reversal tools, and all it takes is one slip-up from her opponent and she'll slip right out of their hands, and they'll potentially just catch hers for it.

Videl may be an odd choice, but if you like the pressure, safety, difficulty, and underdog status she brings, then she might be the character for you.

Note: Videl is the only character who can switch to an alternate costume, which is done by holding down L1 on PlayStation, LB on Windows and Xbox, or ZL on Switch while selecting her.
Videl


DBFZ Videl Portrait.png
Fastest Attacks
Reversals

 Videl is a unique mixup character with good vortex options and defensive tools that make her good at both dishing and avoiding damage.

Pros
Cons
  • Human Blender: Great mixup potential; several options available to her at all times and is able to maintain that momentum thanks to her great oki.
  • High Mobility: Her j.22X seriesDBFZ Videl 22X.pngGuardHighStartup30Recovery5Advantage+5 (airborne) as well as 236H/j.236HDBFZ Videl 236X.pngGuardAllStartup12Recovery19Advantage-8 make her challenging to approach yet hard to keep away.
  • No-Blocking Zone: Her unique spot-dodge denies and outright beats many mixups and situations that other characters would just have to hold, and having two frame-one reversal options along with an air-OK frame 4 reversal really doesn't hurt either.
  • No standard Beam or Ki-Blast: Has to use Great Saiyaman, who has a cooldown, instead of a regular beam or Ki-Blast to control long range space.
  • Stubby Normals: Videl's humble punches and kicks are significantly lacking in range, and they don't advance forward as much as other stubby characters do to make up for it. Her 2M doesn't reach after an opponent Reflects, and 6H is ridiculously commital to go for outside of strings.
  • No Reflect: Videl is the only character to lack the universal mechanic of Z Reflect, which makes her defense notably riskier in certain situations.

Unique Mechanics

Spot Dodge

Videl has a unique Z Reflect that grants her invulnerability and intangibility instead of the usual guard point. Click here to read more about it.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 350 All 6 3 12 -3
5LL 600 All 10 8 19 -4
5LLL 1000 Throw U3+ 9 1 26
5L
  • Pushes Videl slightly forward. Hits pretty high.
  • Stays stationary when done as 4LL.
  • Can whiff on crouchers and short characters at max range.
  • Forces stand on hit.

It's a jab, and Videl's fastest normal. Good for stagger pressure. While it may look like it can anti-air, it is very inconsistent at doing so.


5LL
  • Whiffs on crouching opponents
  • Pushes Videl forward.

Moves Videl a lot farther, but not enough to continue pressure after a Reflect. It whiffing on crouching opponents allows 5L > 5LL (whiff) > 5LLL to work, but will lose to mash.

On air hit, 5L > 5LL will very often drop, making chaining into 5M or jump-canceling straight away preferable.


5LLL
  • Switches sides on hit.
  • Canceling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Throw autocombo ender, will not work after a blocked 5LL unless using an assist with low blockstun.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 [500] All 8 [11] 2 19 -8
  • Values in [ ] are when being used as 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 All U1 15 3 18 -5
  • Wallbounces on smash hit.
  • Forced knockback on block.

Similarly to Beerus's 5H, this move will create a significant amount of distance between Videl and the opponent, even in the corner. After this move, Videl can also use 5S from this distance to become +1, and will have enough range to connect her 2M, making for a very strong stagger/pressure reset tool.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 [1200] All 19 23 -2 (point blank)
  • Plows through smaller projectiles.
  • Jails into vanish.
  • Loses to superdash, but will oddly beat some projectile invulnerable moves.
  • Crazy hitstun, in the corner can link to 5L after a microdash, or even j.L or j.M if already close enough.

Videl calls the Great Saiyaman to do a dashing punch. Travels fullscreen very fast, at the cost of having a hurtbox. Interestingly, despite counting as a projectile, it'll beat multiple projectile invulnerable moves.

Doesn't have forced blockstun, so with some spacing Great Saiyaman can become plus on block.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
350 Low 7 3 13 -4
  • Hits low

Particularly useful for Videl thanks to her huge assortment of overheads. It's also one of her few safe on block buttons, so good for staggering.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 Low 10 5 21 -10
  • Hits low

Goes a little under half of the screen, but will still whiff after a Reflect.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 All U1+ 15 3 30 -10 4-15 Head
  • Universal Anti-Air.
  • Keeps Videl grounded.

Stubby hitbox, especially horizontally. Can go into her 236X series to be safe and even start a bit of mix, but 5H is still far better to string into for pressure.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 [1200] All 62 (Saiyaman Hurtbox 10) Total 29 (30 if Sayiaman is out already)
  • Can be superdashed through.

Videl calls the Great Saiyaman to throw a level 1 Ki blast. Surprisingly fairly useful as a pressure reset—it can be mashed on, but the call animation Videl does is indentical to the 5S one, meaning the opponent will be wary of getting frame trapped and you can often get away with it. The recovery is also short enough that you can always 2H an opponent trying to Super Dash on defense, and 5H > 2S can even give you time to dodge and then DP against a Vanish. It's also somewhat useful for oki setups, though it doesn't catch uptech.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L 0
  • Universal overhead.
  • Uses animation and hitboxes/hurtboxes of j.H

Can give a combo if used immediatly after 2S, otherwise requires assists, meaty, or an airdash/vanish cancel in sparking. 214X being a pseudo-low with a similar airborne animation can trip opponents up looking for 6M.

6H

Justice Combination

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×2, 750 All 11 7 (14) 4 (18) 3 18 -5
  • A 3-hit combo normal.
  • Invincible to ki blast projectiles.
  • The gaps inbetween each hit beat buttons, but lose to reflects and reversals.
  • Special-cancelable on every hit and 6M cancelable 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.

A bit of an interesting button in blockstrings. Most opponents will know to reflect the moment they see Videl's first hit, which may make it seem useless, but Videl also has lots of ways to bait and punish disrespecting 6H, such as 22X or 214X. Perhaps what's most useful about it is Videl herself still attacking if you tag, allowing her an easy escape to heal or get an ally in if needed.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
350 High 6 4 12
  • Good reach.

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

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 High 8 4 18
  • Also has good reach.
  • Very fast for a single-hit j.M.

Good range, good for crossups. 5M is almost guaranteed to hit after a successfull j.M. Overall, a very good normal.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 High D1+ [D3+] 13 3 21
  • Deals below average damage for a j.H.

Surprisingly enough, Videl uses this most often as a combo extender as opposed to a combo ender. j.214L and j.236M are usually used to end air combos, and the way she combos into them is j.H > j.2H. This link requires some specific setups but is almost guaranteed thanks to j.H's 60 frames of air hitstun and j.2H's surprisingly high hitstun.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] All 17 (Saiyaman Hurtbox 8) Total 43+5L (30 if Sayiaman is out already)
  • Travels extremely fast
  • Jails into vanish
  • Cannot be superdashed through
  • Obscene hitstun, can be linked off of in the corner for extensions or even loops.

The Great Saiyaman does a divekick at about a 60 degree angle. Goes so fast that it'll often intercept superdashes even on reaction. Great Saiyaman will also often keep moving even if Videl is hit out of startup, forcing a trade at worst. One of Videl's most reliable neutral tools—just use it.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 All U1+ 9 3 19
  • Smash hit launches higher.
  • Very good vertical range, can be used to cover both uptech and normal tech after a sliding knockdown.
  • Does not change air momentum like other launching j.2H.

Extremely high hitstun even on non-Smash hit, allowing Videl to do non-Smash j.2H > SD among other things even in midscreen. This is the key to her obscene combo game as it allows for all manners of funky rejumps and links. It's also her most consistent way to combo into j.214L and j.236M to end combos, although this requires some setup. j.2H also makes for a decent safejump tool as it can be converted into a combo if her opponent uptechs and gets hit (unlike j.H).

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] All 43 (Saiyaman Hurtbox 13) Total 39+5L (30 if Sayiaman is out already)
  • Cannot be superdashed through
  • Always causes a sliding knockdown on hit
  • Doesn't use up smash, so you can follow up with a lvl1 into a combo.

The Great Saiyaman does a divekick straight down. 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.

Unique Mechanics

Z Reflect

4S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
4S Total 39 1-22 Non-throw
4S > 5S 700 All 7 7 30+15L -40 1-9 All
  • Deactivates Videl's collision box during frame 1-22 (intangible)
  • Invulnerable against all strike and projectile attacks. Note that this is different from the guard point of a normal Reflect
  • Cancelable into from Ki Blasts' blockstun
  • Dodge is considered "successful" only if a hitbox passes through her. This is indicated with a sound effect and blue circle
  • Successful dodges become fully invulnerable throughout recovery, cancelable into unique follow-up starting from frame 8, cancelable into any other actions starting from frame 36. Canceling into actions will autocorrect to face the opponent
  • Successful dodges do not give Videl any meter
  • Unique follow-up is a Special Move that's nigh identical to her DP (214S), with the only difference being their startups

The best way to describe Spot Dodge is that it's different than Reflect. On one hand, Videl gets access to new punishes unlike any other character in the game, and safety against common RPS and stagger situations that usually does not get planned around. On the other, Spot Dodge does not push opponents away from her and unless she uses the follow-up (which sometimes can be baited), she will often be left in the same or worse situation than before. A lot of its strength comes from the lack of labbing and preparation around it, as you have to treat it differently than Reflect or pay the price.

Follow-up can be triggered by holding S and releasing directional input back to neutral, so inputting 4[S]~5 will give you the follow-up ASAP on successful dodge. Earliest possible 4S > 5S hits on frame 14 (2F slower than 214S). The follow-up can also be triggered without a catch by pressing S again.

Special Moves

Videl Rush

236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 650 All 12 6 19 -8
236M 700 All 17 6 19 -8
236H 800 All 12 8 19 -8
All Versions
  • Videl's version of a lariat, which is also a rekka starter. Do note that you can delay your follow-ups by a few frames, and even 50/50 with an assist between delayed 236X-L and 2L.
  • Pressing L during the move continues the rekka chain.
  • Pressing M during the move performs 22M.
  • Pressing H during the move performs 214H.
  • Re-centers the opponent on air hit.

L Version
  • Travels 1/4th of the screen.

Outclassed in every way except for startup by 236M. Do not throw this out in neutral, you will do negative nothing.


M Version
  • Travels 1/2 of the screen.

This is the version you'll be using most often in combos, and sometimes even in neutral if you don't have meter.


H Version
  • Travels 3/4ths of the screen.
  • As fast as the L version.

Surprisingly good to just throw out. While it's -8 on block like all the other versions, but Videl can frame trap after with the L follow-up, call an assist for random mix-ups, or gamble on other options.

Videl Rush Follow-ups

Videl Rush > L/M or Videl Rush > H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > L 650 High 13 -5
236X > LL 300×4 All 8 -5
236X > LLL 1000 All U1+ 13 -12 (airborne) +15L 1-X Full
236X > M 700 High U1+ 32 4 5 -8 4-X Full
236X > H 800, 850[1000] Throw U1+ 21-22 6 14
Videl Rush > L
  • Hits overhead.
  • Doesn't use smash.
  • Doesn't have Head property, cannot be Anti-air'd.
  • Always has a gap from any version of 236X.

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).


Videl Rush > LL
  • Doesn't use Smash.

Easiest place to fit in an assist extension as it keeps the opponent in place for a while and builds a ton of meter.


Videl Rush > LLL
  • LLL followup is 214S, but mid rekka.
  • Consumes Smash.
  • Wallbounces on hit.
  • Causes Videl to go into a landing animation if blocked, but not if she combos afterwards.
  • Cancelable into an airdash.

Your go-to meterless corner combo extender. Avoid using this midscreen as it leads to nothing and has very poor okizeme options.


Videl Rush > M or Videl Rush > LM or Videl Rush > LLM
  • M followup is 22M, but mid rekka.
  • Consumes Smash.
  • Invulnerable from frame 4 for some reason.

Command crossup from rekkas. Good to have. The best place for it is generally right after 236X as the opponent also has to worry about the initial high as well as a "low" from the H follow-up (or just recovering and using 2L). Also very useful as an anti-reflect tool when paired with an assist - as after they reflect you you'll end up flying right back in their face (but not crossing up).


Videl Rush > H or Videl Rush > LH or Videl Rush > LLH
  • H followup is 214H, but mid rekka.
  • Consumes Smash.
  • Cannot hit crouching opponents.

Command grab from rekkas. Forms a basic mixup with the L follow up, but it's more expensive than stopping after 236X and using 2L.

Air Videl Rush

j.236L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L 450, 500 All 8 6 18
j.236M 500, 550 All D1 16 6 18
j.236H 600, 600 All D1 8 7 18
All Versions
  • One of Videl's two air combo enders.
  • Can be used as an extra air option.

L Version
  • Soft knockdown on hit.

This is Videl's primary combo extender with an assist, as it outdamages j.H. It also is not tied to a U1+ cinematic which makes it especially useful after 2H.


M Version
  • Sliding knockdown with D1 Smash, soft knockdown without.

This is the air combo ender. If you can combo into j.2H (at the right height) this move is all but guaranteed.


H Version
  • Sliding knockdown with D1 Smash, soft knockdown without.

More useful as a mobility tool than as a combo ender, but still cool regardless.

Frankensteiner

214L (Air OK) or 214M/H (Air & Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1000 Throw D2 26 2 15L
214M 700, 850[1000] Throw U1+ → D2 27 11 15L
214H 800, 850[1000] Throw U1+ → D2 20 5 15L
j.214L 1000 Throw D2 18 15L
j.214M 700, 850[1000] Throw U1+ → D2 26 15L
j.214H 800, 850[1000] Throw U1+ → D2 18 15L
All Versions
  • Treated as a command grab.
  • Whiffs against crouching opponents.
  • Only one command grab is allowed per combo.

L Version
  • Always slides on first use.

Videl's other combo ender. If your D1 and U1 smashes are used up, route into this.


M Version
  • Tap M for a sliding knockdown, hold M to use a U1 Smash combo starter/extender.

Slower and therefore less useful.


H Version
  • Tap H The Great Saiyamann, hold H to deny his power (and the sideswitch).

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.

Moonsault Kick

22L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
22L 650 High 30 4 5 +5 (airborne) 4-18 Full
22M 700 High U1+ 34 4 7 +5 (airborne) 4-21 Full
22H 800 High U1+ 30 4 5 +5 (airborne) 4-18 Full
j.22L 650 High 30 4 5 +5 (airborne) 4-16 Full
j.22M 700 High U1+ 34 4 7 +5 (airborne) 4-19 Full
j.22H 800 High U1+ 30 4 5 +5 (airborne) 4-16 Full
  • All versions cross up on the opponent.
  • All versions jail after vanish if blocked.
  • All versions can be canceled into superdash, 22X, or 236X (Special Moves) on hit or block.
  • M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)

Good to catch opponents that aren't totally prepared on defense, as well as possible tricky setups with certain assists - especially due to it being plus, but if the opponent sees this it isn't very hard for them to just 2H it on reaction due to it's somewhat slow startup. Still, it being plus helps Videl restart pressure a little, but don't abuse this very much as a good opponent will simply react and 2H this.

Notably, however, this is useful as a movement tool against opponents trying to attack you in the air. Whereas other characters would have to block Superdash or stay grounded to avoid an aerial grab, 22L/M/H all get you right out of dodge and back in neutral when timed properly, and you can also use this with an assist as an approaching tool with the right spacing and planning.

Rising Eagle

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 12 7 30+15L -40 1-14 All
  • 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

Assist A

Videl Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 20 6 43 +29
  • Goes about as far as Bardock's A assist.

It's literally just Bardock's A assist, but with slightly more hitstun and slightly less range. However, you should note and compare this to similar assists like Cell B and SSGSS Gogeta A before selecting this assist. While it's not a bad assist by any means, power creep has definitely taken its toll on what this assist once was.

Assist B

Eagle Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
675 All 30 +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

Rising Eagle

Damage Guard Smash Startup Active Recovery On-Block Invuln
500,560 (1060) All 30 [20] +29
  • Has invincibility after teleporting to target
  • Tracks anywhere on the ground.

Videl knocks the opponent into the air, and calls in Gohan to knock them back down. Retains invinciblity at the start of the attack, but is vulnerable before she teleports. Fairly standard C-assist.

Super Moves

Rainbow Storm

236L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 1850 All UDV 7+4 -20 1-6 Head, 7-15 All
  • Costs 1 Ki Gauge
  • Minimum damage: 120, 555
  • Recovery is cancelable into all actions except backdash
  • Smash hit does not trigger Super Scaling, and has higher hitstun allowing for conversions with SD or j.2S.
  • Invincible to jumping attacks at the beginning of the attack (anti-air).
  • Increased hitstun when there is no camera effect.

Cool as an idea but not actually useful due to meter cooldown. It also causes problems with other characters' DHC supers due to the high angle it launches at.

Defender of Love & Justice, Great Saiyaman!

236H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S Counter UDV 1 39 Total 61 1-42 Non-throw
236H+S Attack 2318 [3180] All UDV
  • Guard point against all strikes except Supers. On successful counter, all assists will leave the screen and Great Saiyaman will appear above the opponent and attack during the super freeze, causing a sliding knockdown.
  • After attacking, Great Saiyaman shall perform his trademark heroic pose. Doing this gives him a damage increase on all of his attacks (5S, 2S, etc), and drains exactly 1 Ki Gauge from the opponent along with their patience.
  • Great Saiyaman will pose even if the initial attack K.O'd the opponent, but he won't pose again if he has already received the damage buff. DHC-ing early will also skip the animation and all of its effects.
  • As the opponent also gains Ki from their attack being blocked and then being hit by Great Saiyaman, in most situations, the net amount of Ki lost is ~62% Ki Gauges.
  • Adv on grounded hit against up/back/forward tech: With pose: +30; Without pose: +24. Air hit such as against safejumps will give slightly better adv.

A frame 1 counter with guaranteed followup means it's a decent option against frame traps and can outright beat safejumps. Great Saiyaman can still whiff if the opponent is in invulnerable frames (such as during DPs or reversals), but Videl is unpunishable and can even be plus in these situations. Though do keep in mind that this move is not fully invulnerable, and can be thrown or stuffed by projectiles and Supers.

Justice Rush

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
4099 [4387] All 10+3 -15 1-15 All
  • Costs 3 Ki Gauges
  • Fully invincible on startup
  • Ends with a hard knockdown
  • Minimum damage: 1604 [1711].

Leaves Videl at +41 after the knockdown. If the super doesn't corner the opponent, leaves you fullscreen away. Allows for a j.H safejump in the corner.

Justice Revenge

[H+S] while knocked down

Damage Guard Smash Startup Active Recovery On-Block Invuln
240×10 [260×10] All 38+2 -4
  • Gohan shows up in front of Videl and does a Kamehameha.
  • Causes hard knockdown on hit.

The beam itself is really good since it's a safe on block/Reflect reversal. However, its downfall is that Gohan has his own collision box. If the opponent is slightly late on their IAD safejump, they'll land right in between the couple, free to punish a vulnerable Videl.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

Navigation

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