DBFZ/Videl: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Videl|discord=https://discord.gg/z8yEJBZ}}
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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{MFlag|cleanup}}{{MFlag|stub}}<!-- Missing overview format -->
{{DBFZ/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box
|header=Overview
|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 weird properties on her attacks inspired by her poor understanding of Ki, her Z-Reflect is replaced by a spot-dodge that does not help her in any way, only really giving her access to very specific advantages that can be exploited easily. But one of the aspects she does not struggle in is her mixups, in stark contrast to her extremely poor defense. Videl is a very strong character when she's able to start mixing people up, with a massive assortment of mixup tools just beg to be put to use, and the "mysterious" Great Saiyaman is there to cover her in neutral and provide oki. As the cherry on top, those strange normals are loaded on hitstun, giving her plenty combo routes once she gets the hit. This gives Videl some really strong pressure when she can get started, making sure the opponent has to respect her or pay for it. Videl may be an odd choice, but if you like the pressure and underdog status she brings, then she might be the character for you.
|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.
{{Bio
 
| name = Videl
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.  
| game = DBFZ
 
| quote = I wouldn't look down on me if I were you. I can hold my own in a fight.
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.
| 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.
 
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.''
}}
{{DBFZ/Infobox
|fastestAttack=
|reversal=
}}
}}
{{StrengthsAndWeaknesses
{{ProsAndCons
|intro={{Character Label|DBFZ|Videl}} is a mixup character with bad defense and low damage, but extremely powerful vortex options that can suffocate the opponent.
|intro=is a unique mixup character with good vortex options and defensive tools that make her good at both dishing and avoiding damage.
|pros=
|pros=
* '''Human Blender:''' Great mixup potential; several options available to her at all times and carries that momentum after a knockdown thanks to her great j.2S oki.
* '''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.
* '''Great Saiyaman:''' Silly 5S/j.S projectile that travels very fast, beats superdash, jails into vanish, and more. Just what is the identity of our caped hero?
*'''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.
* '''Combo Supreme:''' Strange properties and outrageous hitstun on lots of her buttons give her confirms off of just about anything, and midscreen loops.
* '''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.
|cons=
|cons=
* '''No Traditional Reflect:''' Z-Reflect is replaced with a frankly terrible spot-dodge, crippling her defense and making her easy to roll to compensate for her offense.
* '''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.
* '''Poor Normals:''' Mediocre framedata on block, stubby range, and awkward properties can make some scrambles difficult.
* '''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.
* '''Mixup Scaling:''' Most of her mixups heavily scale her damage, while she generally requires harder routes to get the damage in the first place.
*'''No Reflect''': Videl is the only character to lack the universal mechanic of Z Reflect, which makes her defense notably riskier in certain situations.
}}
}}
</div>
===Unique Mechanics===
{{card|width=4
|header=Spot Dodge
|content=
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.
{{clear}}
}}
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
{{DBFZ_Move_Card
|input=5L,5LL,5LLL
|description=
;{{clr|L|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.
----
;{{clr|L|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 {{clr|L|5L}} > {{clr|L|5LL}} (whiff) > {{clr|L|5LLL}} to work, but will lose to mash.
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.
}}
}}
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{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
===<big>{{clr|M|5M}}</big>===
{{FP TOC}}
{{DBFZ_Move_Card
{{FP Box
|input=5M
| padding=no
|description=
| content={{CharaInfo
* Values in [ ] are when being used as {{clr|M|4MM}}
| game=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.
| fullname=Videl
}}
}}
===<big>{{clr|H|5H}}</big>===
{{DBFZ_Move_Card
|input=5H
|description=
* Wallbounces on smash hit.
* Forced knockback on block.
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.
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
 
{{Closediv}}
===<big>{{clr|S|5S}}</big>===
{{FP Box
{{DBFZ_Move_Card
|header=oh god why can't i reflect
|input=5S
|content=
|description=
Videl's Z-Reflect is replaced with a [[DBFZ/Videl#Z-Reflect (Spotdodge)|Spotdodge]] that has a myriad of issues. At the very least, Videl has an alternate costume. Hold down A1 (Assist 1/L1 on a DS4) while selecting her.
* 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 {{clr|L|5L}} after a microdash, or even {{clr|L|j.L}} or {{clr|M|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.
}}
}}


==Normal Moves==
===<big>{{clr|L|2L}}</big>===
===<big>5L</big>===
{{DBFZ_Move_Card
<div class="attack-container">
|input=2L
<div class="attack-gallery">
|description=
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_5L.png |
DBFZ_Videl_5LL.png |
DBFZ_Videl_5LLL.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
|-
{{AttackVersion|name=5LL}}
{{#lst:{{PAGENAME}}/Data|5LL}}
|-
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
|}
==== ====
* 5L has a high hitbox
* 5LLL switches sides on hit.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
</div>
</div>
===<big>5M</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_5M.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5M}}
|}
==== ====
* 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.
</div>
</div>
===<big>5H</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_5H.png |Orochi!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5H}}
|}
==== ====
* Uses up Videl's Smash
* Wall bounces if Smash hasn't been used
Videl does a tetsuzanko like Akira from Virtua Fighter.
</div>
</div>
===<big>5S</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_5S.png |
DBFZ_Videl_5S-2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5S}}
|}
==== ====
* Can be superdashed through
* Can go through ki blasts
Videl calls the Great Saiyaman to do a dashing punch.
</div>
</div>
===<big>2L</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_2L.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2L}}
|}
==== ====
* Hits low
* 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.
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.
</div>
}}
</div>
 
===<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.
}}
 
===<big>{{clr|H|2H}}</big>===
{{DBFZ_Move_Card
|input=2H
|description=
* 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 {{clr|H|5H}} is still far better to string into for pressure.
}}


===<big>2M</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_2M.png |
* Can be superdashed through.
</gallery>
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.  
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2M}}
|}
==== ====
* Slightly slower than average 2M
Has decent range. Won't truestring after 5L or 2L, but can from 5LL and 5M.
</div>
</div>


===<big>2H</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_2H.png |Tenko!
* Universal overhead.
</gallery>
* Uses animation and hitboxes/hurtboxes of {{clr|H|j.H}}
</div>
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}}.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2H}}
|}
==== ====
* Universal Anti-Air
* Uses up Videl's Smash
* Launches higher with more hitstun if Smash hasn't been used
Rather stubby hitbox, as part of Videl's poor defense. At least it keeps her grounded, so you can cancel into options on block.
</div>
</div>


===<big>2S</big>===
===<big>{{clr|H|6H}}</big>===
<div class="attack-container">
{{InputBadge|'''Justice Combination'''}}
<div class="attack-gallery">
{{DBFZ_Move_Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=6H
DBFZ_Videl_2S.png |Saiyamen! Use Aura Sphere!
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2S}}
|}
==== ====
* Can be superdashed through
Videl calls the Great Saiyaman to throw a level 1 ki blast. Mostly an oki tool, but j.2S is better served for that purpose.
</div>
</div>
===<big>6M</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_6M.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|6M}}
|}
==== ====
* 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.
</div>
</div>
===<big>6H</big>===
<span class="input-badge">'''Justice Combination'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_6H_1.png |
DBFZ_Videl_6H_2.png |
DBFZ_Videl_6H_3.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|6H}}
|}
==== ====
* A 3-hit combo normal.  
* A 3-hit combo normal.  
* Invincible to ki blast projectiles.
* 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.
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.
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.
</div>
}}
</div>
 
===<big>{{clr|L|j.L}}</big>===
{{DBFZ_Move_Card
|input=j.L
|description=
* Good reach.
This normal is surprisingly good and can even be used sometimes as an air to air to catch superdash.
}}


===<big>j.L</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_jL.png |
* Also has good reach.
</gallery>
* Very fast for a single-hit {{clr|M|j.M}}.
</div>
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.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
|}
==== ====
This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes.  
</div>
</div>
===<big>j.M</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_jM.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
|}
==== ====
* Good range, good for crossup. 5M is guaranteed to hit after a successfull j.M.
</div>
</div>
===<big>j.H</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Videl_jH.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
|}
==== ====
* [] is on Smash hit
* Deals below average damage for a j.H
Videl will often be using the Universal Rejump for her combos, and because her j.2H doesn't reset her momentum her j.5H actually becomes an important combo tool for loops and extra damage. For once, not getting SKD from j.5H is a godsend.


If you're trying to get SKD, use 236M or 214L in the corner. If your combo is too scaled, use 236H.
===<big>{{clr|H|j.H}}</big>===
</div>
{{DBFZ_Move_Card
</div>
|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.
}}


===<big>j.S</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_jS.png |
DBFZ_Videl_jS-2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
|}
==== ====
* Travels extremely fast
* Travels extremely fast
* Jails into vanish
* Jails into vanish
* Cannot be superdashed through
* Cannot be superdashed through
* Obscene hitstun, can be linked off of in the corner for extensions or even loops.
* 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. Just use it.
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.
</div>
}}
</div>


===<big>j.2H</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_j2H.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.2H}}
|}
==== ====
* Smash hit launches higher.
* Smash hit launches higher.
* Very good vertical range, can be used to cover both uptech and normal tech after a sliding knockdown.
* 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.
* Does not change air momentum like other launching {{clr|H|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.
''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}}).
</div>
}}
</div>
 
===<big>j.2S</big>===
===<big>{{clr|S|j.2S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_j2S.png |They freaked it
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.2S}}
|}
==== ====
* Cannot be superdashed through
* Cannot be superdashed through
* Always causes a sliding knockdown on hit
* Always causes a sliding knockdown on hit
* Doesn't use up smash, so you can follow up with a lvl1 into a combo.
* 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.
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.
</div>
}}
</div>


==Unique Mechanics==
==Unique Mechanics==
===<big>Z-Reflect (Spotdodge)</big>===
===<big>Z Reflect</big>===
<span class="input-badge">'''4S'''</span>
{{InputBadge|'''{{clr|S|4S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=4S,4S > 5S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_ZReflect.png |Whoa!
* Deactivates Videl's collision box during frame 1-22 (intangible)
</gallery>
* Invulnerable against all strike and projectile attacks. Note that this is different from the guard point of a normal Reflect
</div>
* Cancelable into from Ki Blasts' blockstun
<div class="attack-info">
* Dodge is considered "successful" only if a hitbox passes through her. This is indicated with a sound effect and blue circle
{| class="wikitable attack-data"
* 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
{{AttackDataHeader-DBFZ}}
* 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
{{#lst:{{PAGENAME}}/Data|4S}}
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.
|}
==== ====
* Videl reels back, temporarily deactivates her pushbox and becomes invulnerable to all strikes and projectiles. Unlike Reflect which has guardpoint against strikes and projectiles except Sparking Blast.
* Dodge counts as successful only if a hitbox passes through her and is indicated by a blue circle. Successful dodge gives Videl full invul until after recovery (F39) and can cancel into any action starting from F35, but does not give any Ki.
Utterly terrible. Bar none the greatest weakness a character can have and renders Videl almost completely helpless on defense.


Spotdodge offers some interesting benefits, such as moves will whiff through her instead of being blocked, so if an opponent does a Special move, they cannot Vanish. This gives Videl some slight edge, but this is basically where the positives of this replacement end. It's not just that Spotdodge is weak, it's that Reflect is one of the best defensive tools in the game, and she trades it for Spotdodge.
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.
 
}}
Successful dodge does not guarantee a counterattack or even escape pressure, it simply grants Videl invulnerability. There are no pushbacks, meaning several characters can just start throwing out 5LL and will stuff any attempts she can make at escaping. Dodging can still leave her minus and in fact frequently does. It loses to okizemi from certain characters VERY hard, and it especially loses to stagger pressure - which is already a strong strategy. You are constantly at a defensive disadvantage, will have to rely on her DP and counter Super in order to escape pressure and can't even adopt a passive-aggressive style such as Hit's Reflect > 5M.
 
''Extra comparison to Reflect:''<div class="mw-collapsible mw-collapsed"><br>
Curiously, unlike successful Reflect which gives the defender a consistent frame advantage against the same attack, Spotdodge instead gives Videl ''~variable~'' frame advantage depending on when the attack passes through her. Specifically, if it passes through early, she'll be horribly negative, but if it passes through late into the animation, she'll have better advantage (read: the game rewards Videl for preemptively Spotdodging instead of reactively). A very practical example would be Reflecting a Vanish that doesn't true string: Reflect will always leave you at +11 every single time, while Spotdodge will be ±0 ''at best'' and '''-21''' if she dodges it frame 1, like against Yamcha 236L~H (blocked) > Vanish. Yes, blocking in this case is infinitely preferable to Spotdodging, and there will be a lot of cases like this.</div>
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Videl Rush</big>===
===<big>Videl Rush</big>===
<span class="input-badge">'''236L/M/H'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L,236M,236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236X.png |236X
;All Versions
</gallery>
* 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.
</div>
* Pressing L during the move continues the rekka chain.
<div class="attack-info">
* Pressing M during the move performs {{clr|M|22M}}.
{| class="wikitable attack-data"
* Pressing H during the move performs {{clr|H|214H}}.
{{AttackDataHeader-DBFZ|version=yes}}
* Re-centers the opponent on air hit.
|-
----
{{AttackVersion|name=L}}
;L Version
{{#lst:{{PAGENAME}}/Data|236L}}
* 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.
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236M}}
|-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
==== ====
* Videl does a forward kick.
The start of her rekka pressure, less damaging than 236M, but has a quicker startup. So If 236M doesn't hit consistently, better use 236L.
----
----
Better than 236L because it goes farther, does more damage, and still combos from 6H. But it has a slower startup than 236L, making it a bit more tricky to use.
;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.
----
----
Has the same startup as 236L, while being more damaging than 236M and it reaches 3/4 of the screen. Can be used to try to get in, in neutral.
;H Version
</div>
* Travels 3/4ths of the screen.
</div>
* 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.
}}


===<big>Videl Rush Follow-ups</big>===
===<big>Videl Rush Follow-ups</big>===
<span class="input-badge">'''Videl Rush > L/M/H'''</span>
{{InputBadge|'''Videl Rush > {{clr|L|L}}/{{clr|M|M}}'''}} or {{InputBadge|'''Videl Rush > {{clr|H|H}} (Hold OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236X > L,236X > LL,236X > LLL,236X > M,236X > H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236XL.png |236XL
;{{InputBadge|Videl Rush > {{clr|L|L}}}}
DBFZ_Videl_236XLL.png |236XLL
* Hits overhead.
DBFZ_Videl_214S.png |236XLLL
* Doesn't use smash.
DBFZ_Videl_236XM.png |236XM
DBFZ_Videl_214X.png |236XH
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236X L}}
|-
{{AttackVersion|name=LL}}
{{#lst:{{PAGENAME}}/Data|236X LL}}
|-
{{AttackVersion|name=LLL}}
{{#lst:{{PAGENAME}}/Data|236X LLL}}
|-
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236X M}}
|-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236X H}}
|}
==== ====
* L followup hits overhead.
* Doesn't have Head property, cannot be Anti-air'd.
* Doesn't have Head property, cannot be Anti-air'd.
* Automatic Frame Trap. (So can be reflected)
* 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 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 followup doesn't use Smash in the series.
;{{InputBadge|Videl Rush > {{clr|L|LL}}}}
* Multihit, easy to call assists and extend combos.
* 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.
----
----
* LLL followup consumes Smash.
;{{InputBadge|Videl Rush > {{clr|L|LLL}}}}
* LLL followup is {{clr|S|214S}}, but mid rekka.
* Consumes Smash.
* Wallbounces on hit.
* Wallbounces on hit.
* Causes Videl to go into a landing animation, even if she combos afterwards.
* Causes Videl to go into a landing animation if blocked, but not if she combos afterwards.
* Cancelable into an airdash.
* Cancelable into an airdash.
Your go-to meterless corner combo extender. You can use 236L+M instead for more damage but it's generally not worth it.
Your go-to meterless corner combo extender. Avoid using this midscreen as it leads to nothing and has very poor okizeme options.
----
----
* M followup is 22M, but mid rekka.
;{{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}}}}
Command cross up from rekkas, uses Smash. Good to have.
* M followup is {{clr|M|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 {{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).
----
----
* H followup is 214H, but mid rekka.
;{{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}}}}
* H followup is {{clr|H|214H}}, but mid rekka.
* Consumes Smash.
* Cannot hit crouching opponents.
* Cannot hit crouching opponents.
Command grab from rekkas, uses Smash. Forms a basic mixup with the L follow up, but it's more expensive than stopping after 236X and using 2L while also being less rewarding and about as risky.
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}}.
</div>
}}
</div>
 
===<big>Air Videl Rush</big>===
===<big>Air Videl Rush</big>===
<span class="input-badge">'''j.236L/M/H'''</span>
{{InputBadge|'''{{clr|L|j.236L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.236L,j.236M,j.236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236X.png |
;All Versions
DBFZ_Videl_236XL.png |The OTHER people's Videlbow.
* One of Videl's two air combo enders.
</gallery>
* Can be used as an extra air option.
</div>
----
<div class="attack-info">
;L Version
{| class="wikitable attack-data"
* Soft knockdown on hit.
{{AttackDataHeader-DBFZ|version=yes}}
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}}.
|-
----
{{AttackVersion|name=L}}
;M Version
{{#lst:{{PAGENAME}}/Data|j.236L}}
* 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.
{{AttackVersion|name=M}}
----
{{#lst:{{PAGENAME}}/Data|j.236M}}
;H Version
|-
* Sliding knockdown with D1 Smash, soft knockdown without.
{{AttackVersion|name=H}}
More useful as a mobility tool than as a combo ender, but still cool regardless.
{{#lst:{{PAGENAME}}/Data|j.236H}}
}}
|}
 
==== ====
* j.236L results in a soft knockdown.
** This is Videl's primary combo extender with an assist, as it outdamages j.H. By a lot.
* j.236M results in sliding knockdown on it's first use in a combo.
** This is Videl's primary combo ender, It will always slide knockdown.
* j.235H results in sliding knockdown on it's first use in a combo.
** Kind of useless as j.236M does the same thing for free.
</div>
</div>
===<big>Frankensteiner</big>===
===<big>Frankensteiner</big>===
<span class="input-badge">'''214L/M/H (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}} (Air OK)'''}} or {{InputBadge|'''{{clr|M|214M}}/{{clr|H|H}} (Air & Hold OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L,214M,214H,j.214L,j.214M,j.214H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_214X.png |Both sides of Cammy: the Divekick and the Throw
;All Versions
DBFZ_Videl_214X_2.png |"God I wish that were me"
* Treated as a command grab.
</gallery>
* Whiffs against crouching opponents.
</div>
* Only one command grab is allowed per combo.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|214L}}
|-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
|-
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|214M}}
|-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
|-
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
|}
==== ====
* 214L is Videl's command grab.  
* Results in a sliding knockdown
----
----
* During 214M, tap M for a sliding knock down, hold M for Videl to throw the opponent outwards
;L Version
* Can combo off held version if the opponent its thrown into the corner or vanish is used
* Always slides on first use.
Videl's other combo ender. If your D1 and U1 smashes are used up, route into this.
----
----
* 214H has Great Saiyaman come out and bumps the opponent back to Videl, allowing for a combo. Hold the button for the Great Sayiaman to not come out.
;M Version
* Tap M for a sliding knockdown, hold M to use a U1 Smash combo starter/extender.
Slower and therefore less useful.
----
----
* All versions whiff on crouching opponents.
;H Version
</div>
* Tap H The Great Saiyamann, hold H to deny his power (and the sideswitch).
</div>
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>===
===<big>Moonsault Kick</big>===
<span class="input-badge">'''22L/M/H (Air OK)'''</span>
{{InputBadge|'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=22L,22M,22H,j.22L,j.22M,j.22H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236XM.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|22L}}
|-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.22L}}
|-
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|22M}}
|-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.22M}}
|-
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|22H}}
|-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.22H}}
|}
==== ====
* All versions cross up on the opponent.
* All versions cross up on the opponent.
* All versions jail after vanish if blocked.
* 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)
* M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)
</div>
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.
</div>
 
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.
}}
 
===<big>Rising Eagle</big>===
===<big>Rising Eagle</big>===
<span class="input-badge">'''214S'''</span>
{{InputBadge|'''{{clr|S|214S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_214S.png |RISING JAGGA
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|214S}}
|}
==== ====
* Fully invincible from frame 1
* 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.
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.
</div>
}}
</div>
 
==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Videl Rush'''</span>
{{InputBadge|'''Videl Rush'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236X.png |
* Goes about as far as Bardock's A assist.
</gallery>
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.
</div>
}}
<div class="attack-info">
 
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Assist A}}
|}
==== ====
* Goes about as far as Bardock's assist.
It's literally just Bardock's assist, but with slightly more hitstun.
</div>
</div>
===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Eagle Rush'''</span>
{{InputBadge|'''Eagle Rush'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236XLL.png | Where were you last night huh???
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Assist B}}
|}
==== ====
*56 frames of hitstun.
*56 frames of hitstun.
A better version of her boyfriend's B assist although with less range, in exchange for more hitstun and blockstun.
A better version of her boyfriend's B assist although with less range, in exchange for more hitstun and blockstun.
</div>
}}
</div>
 
===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Rising Eagle'''</span>
{{InputBadge|'''Rising Eagle'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_214S.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Assist C}}
|}
==== ====
*Has invincibility after teleporting to target
*Has invincibility after teleporting to target
</div>
 
</div>
*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==
==Super Moves==
===<big>Rainbow Storm</big>===
===<big>Rainbow Storm</big>===
<span class="input-badge">'''236L+M'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236LM.png |
* Costs 1 Ki Gauge
DBFZ_Videl_236LM_2.png |FLASH KICK!
* Minimum damage: 120, 555
</gallery>
* Recovery is cancelable into all actions except backdash
</div>
* Smash hit does not trigger Super Scaling, and has higher hitstun allowing for conversions with SD or {{clr|S|j.2S}}.
<div class="attack-info">
* Invincible to jumping attacks at the beginning of the attack (anti-air).
{| class="wikitable attack-data"
* Increased hitstun when there is no camera effect.
{{AttackDataHeader-DBFZ}}
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.
|-
}}
{{#lst:{{PAGENAME}}/Data|236LM}}
 
|}
==== ====
* 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.
</div>
</div>
===<big>Defender of Love & Justice, Great Saiyaman!</big>===
===<big>Defender of Love & Justice, Great Saiyaman!</big>===
<span class="input-badge">'''236H+S'''</span>
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236H+S Counter,236H+S Attack
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_236HS1.png |Counter animation
* 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.
DBFZ_Videl_236HS2.png |You're not touching my girlfriend
* 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.
</gallery>
* 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.
</div>
* 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.
<div class="attack-info">
* 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.
{| class="wikitable attack-data"
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.
{{AttackDataHeader-DBFZ|version=yes}}
}}
|-
{{AttackVersion|name=Counter}}
{{#lst:{{PAGENAME}}/Data|236HS Counter}}
|-
{{AttackVersion|name=Attack}}
{{#lst:{{PAGENAME}}/Data|236HS Attack}}
|}
==== ====
* Costs 1 Ki Gauge.
* Counter super where Videl poses. She will counter any "physical" attack, whereas supers or ki blasts will stuff it. 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.
* Great Saiyaman will completely whiff if the opponent is invincible during their hit, such as during DPs or UI Goku's 236x. Be aware when fighting someone of what exactly you're countering.
* During the first time the attack is used, the '''Great Saiyaman''' shall perform his trademark 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
Not too bad. It being frame 1 for 1 bar means it's a decent option in blockstrings with gaps, but not only do you need to be weary of your opponent catching on and dropping blockstrings to beat it, but some moves can straight up get through the counter anyway. It can also be risky to mash because the opponent can simply through out a ki blast in the middle of the blockstring and beat the move, leaving you with 1 less meter to work with. It's also a very strong option against safejumps, forcing your opponent to get off you and respect you a little. Can be good, but be careful of abusing it.
</div>
</div>


===<big>Justice Rush</big>===
===<big>Justice Rush</big>===
<span class="input-badge">'''214L+M or 214H+S'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_214LM1.png |<nowiki>*classical music starts*</nowiki>
DBFZ_Videl_214LM2.png |[https://youtu.be/-jerwm4ctkg?t=43 SYNCHRONIZED ATTACK!]
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|214HS}}
|}
==== ====
* 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
* Minimum damage: 1604 [1711].
* Minimum damage: 1604 [1711].
</div>
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.
</div>
}}


===<big>Justice Revenge</big>===
===<big>Justice Revenge</big>===
<span class="input-badge">'''Hold H+S while knocked down'''</span>
{{InputBadge|'''{{clr|H|[H}}+{{clr|S|S]}} while knocked down'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Knocked Down > [H+S]
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Videl_Wakeup.png |
DBFZ_Videl_Wakeup2.png |They've made literally every possible excuse to make sure every character has a Kamehameha.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Knocked Down [HS]}}
|}
==== ====
* Gohan shows up in front of Videl and does a Kamehameha.
* Gohan shows up in front of Videl and does a Kamehameha.
* Causes hard knockdown on hit.
* 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.
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.
</div>
}}
</div>
 
==Colors==
{{DBFZColors}}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Videl|size=32px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{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

 Videl
To edit frame data, edit values in DBFZ/Videl/Data.
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