The daughter of Mr. Satan, the world's champion that defeated Cell (in the eyes of the public). Introduced by being an annoyance when Gohan first came to Orange Star High School. Then she became more of an annoyance trying to find Great Saiyaman's identity. She found his identity and then blackmailed him into teaching her how to fly. Even with her new found knowledge of Ki, Spopovich ran a train on her in the Worlds Martial Arts Tournament, severely injuring her if it wasn't for Gohan's senzu bean. Later down the line, Videl and Gohan became lovers; getting married and having a child named Pan. Because of this, Videl has been benched off (as Toriyama does with many of the female characters and anyone not named Goku or Vegeta) to look after Pan, however her strength remains, and she is still able to pack a punch if the necessity arises against anyone who is much weaker than Yamcha.
The daughter of Mr. Satan, the world's champion that defeated Cell (in the eyes of the public). Introduced by being an annoyance when Gohan first came to Orange Star High School. Then she became more of an annoyance trying to find Great Saiyaman's identity. She found his identity and then blackmailed him into teaching her how to fly. Even with her new found knowledge of Ki, Spopovich ran a train on her in the Worlds Martial Arts Tournament, severely injuring her if it wasn't for Gohan's senzu bean. Later down the line, Videl and Gohan became lovers; getting married and having a child named Pan. Because of this, Videl has been benched off (as Toriyama does with many of the female characters and anyone not named Goku or Vegeta) to look after Pan, however her strength remains, and she is still able to pack a punch if the necessity arises against anyone who is much weaker than Yamcha.
Videl jumps into ''Dragon Ball FighterZ'' as a DLC character to satisfy the people who were beating their meat to her when they were kids. With fast, 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!
Videl jumps into ''Dragon Ball FighterZ'' as a DLC character. With fast, 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!
===Strengths/Weaknesses===
===Strengths/Weaknesses===
Revision as of 18:08, 8 November 2019
Videl
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mix-up
Team Role
Point
Overview
The daughter of Mr. Satan, the world's champion that defeated Cell (in the eyes of the public). Introduced by being an annoyance when Gohan first came to Orange Star High School. Then she became more of an annoyance trying to find Great Saiyaman's identity. She found his identity and then blackmailed him into teaching her how to fly. Even with her new found knowledge of Ki, Spopovich ran a train on her in the Worlds Martial Arts Tournament, severely injuring her if it wasn't for Gohan's senzu bean. Later down the line, Videl and Gohan became lovers; getting married and having a child named Pan. Because of this, Videl has been benched off (as Toriyama does with many of the female characters and anyone not named Goku or Vegeta) to look after Pan, however her strength remains, and she is still able to pack a punch if the necessity arises against anyone who is much weaker than Yamcha.
Videl jumps into Dragon Ball FighterZ as a DLC character. With fast, 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!
Strengths/Weaknesses
Strengths
Weaknesses
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 and perhaps cause some tricky setups if used right
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.
Incredible pressure and reset situations off of sliding knockdowns, as she has many options that, while they do have counters, are very strong and can be hard to react to, making her pressure seem almost endless.
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.
These corner-to-corner combos make Videl a constant threat, as any stray hit she gets can easily lead into a corner scenario, where she can force you to guess and play her game.
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 fails to realize that pigtails are the truth
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!
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
Videl's Z-Reflect being a dodge rather than a reflect has a lot of downsides, namely that it makes escaping pressure versus certain characters or assists extremely difficult, if not downright impossible. She basically has to hold a lot of setups as she cannot reflect them as easily as other characters, and while the dodge is invincible and has a sound effect and visual cue if an attack whiffs because of it, it's still easier to deal with than a reflect as all that happens is the attack whiffs.
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.
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.
The gaps inbetween each hit beat buttons, but lose to reflects and reversals.
Special-cancellable on every hit and 6M cancellable as well.
6H(x) delay 6M will beat reflect
Videl's command normal. Very useful for her grounded routes, as it allows her to not only have great corner carry but gives her a solid combo option that doesn't use up her Smash, which gives her potential to combo into her Level 1 and get extensions. It's not fantastic in blockstrings but can be good if you catch your opponent mashing light inbetween your strings. It can have some small use as a bait as it can cancel into the command grab, but you're better off using different strings if possible. Also has some use as a meaty of sorts, although this isn't as useful.
The Great Saiyaman does a divekick straight down. Causes a ground bounce. Has a lot of use for sliding knockdown setups in the corner, as it will cover almost every single tech option if timed properly, and force the opponent in a blocking situation no matter what.
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
236X > LLVidel Rush Followup LLspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300×4
All
8
-
-
-5
B
-
-
-
-
-
-
-
-
Last attack that doesn't use Smash in the series.
Multihit, easy to call assists and extend combos.
LLL
236X > LLLVidel Rush Followup LLLspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
13
-
-
-12 (airborne) +15L
B
1-X Full
U1+
-
-
-
-
-
-
Consumes Smash.
Wallbounces on hit.
Causes Videl to go into a landing animation, even if she combos afterwards
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.
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
Better than Frieza's, but you have better reversal options. It does good damage, but you probably won't use this one too much unless you're against a button happy opponent who may not be totally ready for it. You don't really get oki off it, so it's really just used as a last resort of sorts.
To edit frame data, edit values in DBFZ/Videl/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.