DBFZ/Videl

From Dustloop Wiki
Videl
DBFZ Videl Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mix-up

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 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!

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.



Normals

5L
5L
DBFZ Videl 5L.png
DBFZ Videl 5LL.png
DBFZ Videl 5LLL.png
On whiff On hit
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350 All 6 3 12 -3 B - - - 5 - 11 16 16
DBFZ Videl 5L.png
  • Has a high hitbox
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 10 8 19 -4 B - - - 7 - 22 - -
DBFZ Videl 5LL.png
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 9 1 26 - T - U3+ - 12 - - Launch 34
DBFZ Videl 5LLL.png
  • Switches sides.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
5M
5M
DBFZ Videl 5M.png
Template:AttackDataHeader-DBFZ
5M


5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 [500] All 8 [11] 2 19 -8 B - - - - - 11 16 16
DBFZ Videl 5M.png
4MM
  • Can be used twice in a string by inputting 4MM.

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

5H
5H
DBFZ Videl 5H.png
Orochi!
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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 / 1000 All 15 3 18 -5 B - U1 - 12 - 15 Launch 22 /
DBFZ Videl 5H.png


  • Uses up Videl's Smash
  • Wall bounces if Smash hasn't been used

Videl does a tetsuzanko like Akira from Virtua Fighter.

5S
5S
DBFZ Videl 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 [1200] All 19 - 23 -2 (point blank) P1 - - - - - 20 23 25
DBFZ Videl 5S.pngDBFZ Videl 5S-2.png


  • Can be superdashed through
  • Can go through ki blasts

Videl calls the Great Saiyaman to do a dashing punch.

2L
2L
DBFZ Videl 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350 Low 7 3 13 -4 F - - - 5 - 11 16 16
DBFZ Videl 2L.png


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

2M
2M
DBFZ Videl 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 Low 10 5 21 -10 F - - - 7 - 11 Launch 22
DBFZ Videl 2M.png


  • Moves Videl forward a bit. Somewhat slow.
  • When used in blockstrings, it is slow enough to be reflected or reversal'd. This might not happen every time, but is important to keep in mind
2H
2H
DBFZ Videl 2H.png
Tenko!
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 / 1000 All 15 3 30 -10 B 4-15 Head U1+ - 12 - 15 Launch 22 / 39
DBFZ Videl 2H.png


  • Universal Anti-Air
  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used
2S
2S
DBFZ Videl 2S.png
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 [1200] All 62 (Saiyaman Hurtbox 10) - Total 29 (30 if Sayiaman is out already) - P1 - - - - - 23 - -
DBFZ Videl 5S.pngDBFZ Videl 2S.png


  • Can be superdashed through

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

6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L 0 B - - - 12 - 15 18 23
DBFZ Videl jH.png


  • Universal overhead
  • Uses animation and hitboxes/hurtboxes of j.H

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

6H
6H
Justice Combination
DBFZ Videl 6H 1.png
DBFZ Videl 6H 2.png
DBFZ Videl 6H 3.png
Template:AttackDataHeader-DBFZ
6H
Justice Combination
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2, 750 All 11 7 (14) 4 (18) 3 18 -5 B - - - - - 15 18 18
DBFZ Videl 6H 1.pngDBFZ Videl 6H 2.pngDBFZ Videl 6H 3.png


  • A 3-hit combo normal.
  • 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.

j.L
j.L
DBFZ Videl jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350 High 6 4 12 - H - - - 5 - 11 16 16
DBFZ Videl jL.png


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

j.M
j.M
DBFZ Videl jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 High 8 4 18 - H - - - 7 - 15 18 18
DBFZ Videl jM.png


  • Placeholder.
j.H
j.H
DBFZ Videl jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 / 1000 High 13 3 21 - H - D1+ [D3+] - 12 - 15 18 18
DBFZ Videl jH.png


  • [] is on Smash hit
  • Deals below average damage for a j.H
j.S
j.S
DBFZ Videl jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 [1000] All 17 (Saiyaman Hurtbox 8) - Total 43+5L (30 if Sayiaman is out already) - P1 - - - - - 20 Launch -
DBFZ Videl jS.pngDBFZ Videl jS-2.png


  • Cannot be superdashed through

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

j.2H
j.2H
DBFZ Videl j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 9 3 19 - H - U1+ - 12 - 15 Launch 22 / 39
DBFZ Videl j2H.png


  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used
  • Can jump cancel
  • Does not change air momentum like other launching j.2Hs
j.S
j.2S
DBFZ Videl j2S.png
They freaked it
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 [1000] All 43 (Saiyaman Hurtbox 13) - Total 39+5L (30 if Sayiaman is out already) - P1 - - - - - 20 Launch -
DBFZ Videl jS.pngDBFZ Videl j2S.png


  • Cannot be superdashed through

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

Specials

Videl Rush
Videl Rush
236L/M/H
DBFZ Videl 236X.png
236X
Template:AttackDataHeader-DBFZ
L


236L
L Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 All 12 6 19 -8 B - - - - - - - -
DBFZ Videl 236X.png
M


236M
M Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 17 6 19 -8 B - - - - - - - -
DBFZ Videl 236X.png

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

H


236H
H Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 12 8 19 -8 B - - - -50 - - - -
DBFZ Videl 236X.png

Placeholder

Videl Rush Follow-ups
Videl Rush Follow-ups
Videl Rush > L/M/H
DBFZ Videl 236XL.png
236XL (People's Videlbow)
DBFZ Videl 236XLL.png
236XLL
DBFZ Videl 214S.png
236XLLL 236XM
DBFZ Videl 214X.png
236XH
Template:AttackDataHeader-DBFZ
L


236X > L
Videl Rush Followup L
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 High 13 - - -5 B - - - - - - - -
DBFZ Videl 236XL.png
  • Hits overhead.
  • Doesn't have Head property, cannot be Anti-air'd.

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

LL


236X > LL
Videl Rush Followup LL
special
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 - - - - - - - -
DBFZ Videl 236XLL.png
  • Last attack that doesn't use Smash in the series.
  • Multihit, easy to call assists and extend combos.
LLL


236X > LLL
Videl Rush Followup LLL
special
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+ - - - - - -
DBFZ Videl 214S.png
  • Consumes Smash.
  • Wallbounces on hit.
  • Causes Videl to go into a landing animation, even if she combos afterwards
M


236X > M
Videl Rush Followup M
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 32 4 5 -8 H 4-X Full U1+ - - - - - -
DBFZ Videl 22X.png
  • 22M, but mid rekka.

Command cross up from rekkas, uses Smash.

H


236X > H
Videl Rush Followup H
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800, 850[1000] Throw 21-22 6 14 - H - U1+ - - - - Launch -
DBFZ Videl 214X.png
  • 214H, but mid rekka.
  • Cannot hit crouching opponents.

Command grab from rekkas, uses Smash.

Air Videl Rush
Air Videl Rush
j.236L/M/H
DBFZ Videl 236X.png
DBFZ Videl 236XL.png
The OTHER people's Videlbow.
Template:AttackDataHeader-DBFZ
L


j.236L
Air L Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450, 500 All 8 6 18 - H - - - - - - - -
DBFZ Videl 236X.pngDBFZ Videl 236XL.png
M


j.236M
Air M Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 550 All 16 6 18 - H - D1 - - - - - -
DBFZ Videl 236X.pngDBFZ Videl 236XL.png
  • Results in sliding knockdown on it's first use in a combo.
H


j.236H
Air H Videl Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 600 All 8 7 18 - H - D1 - -50 - - - -
DBFZ Videl 236X.pngDBFZ Videl 236XL.png
  • Results in sliding knockdown on it's first use in a combo.
Frankensteiner
Frankensteiner
214L/M/H (Air OK)
DBFZ Videl 214X.png
Both sides of Cammy: the Divekick and the Throw
DBFZ Videl 214X 2.png
"God I wish that were me"
Template:AttackDataHeader-DBFZ
L


214L
L Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 26 2 15L - H - D2 - - - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
j.L


j.214L
Air L Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 18 - 15L - H - D2 - - - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
  • Videl's command grab.
  • Results in a sliding knockdown
M


214M
M Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700, 850[1000] Throw 27 11 15L - H - U1+ → D2 - - - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
j.M


j.214M
Air M Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700, 850[1000] Throw 26 - 15L - H - U1+ → D2 - - - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
  • Tap M for a sliding knock down, hold M for Videl to throw the opponent outwards
  • Can combo off held version if the opponent its thrown into the corner or vanish is used
H


214H
H Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800, 850[1000] Throw 20 5 15L - H - U1+ → D2 - -50 - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
j.H


j.214H
Air H Frankensteiner
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800, 850[1000] Throw 18 - 15L - H - U1+ → D2 - -50 - - - -
DBFZ Videl 214X.pngDBFZ Videl 214X 2.png
  • The Great Saiyaman comes out and bumps the opponent back to Videl, allowing for a combo. Hold the button for the Great Sayiaman to not come out.

  • All versions whiff crouchers
Moonsault Kick
Moonsault Kick
22L/M/H (Air OK) No one blocks this
Template:AttackDataHeader-DBFZ
L


22L
L Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 High 30 4 5 +5 (airborne) H 4-18 Full - - - - 13 - -
DBFZ Videl 22X.png
j.L


j.22L
Air L Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 High 30 4 5 +5 (airborne) H 4-16 Full - - - - 13 - -
DBFZ Videl 22X.png
M


22M
M Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 34 4 7 +5 (airborne) H 4-21 Full U1+ - - - 15 - -
DBFZ Videl 22X.png
j.M


j.22M
Air M Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 34 4 7 +5 (airborne) H 4-19 Full U1+ - - - 15 - -
DBFZ Videl 22X.png
H


22H
H Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 High 30 4 5 +5 (airborne) H 4-18 Full U1+ - -50 - 13 - -
DBFZ Videl 22X.png
j.H


j.22H
Air H Moonsault Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 High 30 4 5 +5 (airborne) H 4-16 Full U1+ - -50 - 13 - -
DBFZ Videl 22X.png
  • All version cross up on the opponent.
  • M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)
Rising Eagle
Rising Eagle
214S
DBFZ Videl 214S.png
Template:AttackDataHeader-DBFZ
214S
Rising Eagle
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 12 7 30+15L -40 B 1-14 All - - 12% - 11 Launch -
DBFZ Videl 214S.png


  • Fully invincible from frame 1

Assist

Videl Rush
A1/A2
DBFZ Videl 236X.png
Template:AttackDataHeader-DBFZ
  • Goes about as far as Bardock's assist

Supers

Rainbow Storm
Rainbow Storm
236L+M
DBFZ Videl 236LM.png
DBFZ Videl 236LM 2.png
FLASH KICK!
Template:AttackDataHeader-DBFZ
  • Costs 1 Ki Gauge.
  • Minimum damage: 120, 555.
  • Can be followed up with j.2S > DR or j.2S > SuperDash if Smash hasn't been used
  • If Smash has been used, Videl can cancel the end of this super on hit into anything.
Defender of Love & Justice, Great Saiyaman!
Defender of Love & Justice, Great Saiyaman!
236H+S
DBFZ Videl 236HS1.png
Counter animation
DBFZ Videl 236HS2.png
I'd say those two hours of practice last night just paid off!
Template:AttackDataHeader-DBFZ
Counter
Attack
  • 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
Justice Rush
Justice Rush
214L+M or 214H+S
DBFZ Videl 214LM1.png
DBFZ Videl 214LM2.png
Template:AttackDataHeader-DBFZ
  • Costs 3 Ki Gauges
  • Fully invincible on startup
  • Ends with a hard knockdown
  • Minimum damage: 1604 [1711].
Justice Revenge
Justice Revenge
Hold down H+S while knocked down
DBFZ Videl Wakeup.png
DBFZ Videl Wakeup2.png
*tips doo rag* M'lady
Template:AttackDataHeader-DBFZ
  • Costs 3 Ki Gauges.
  • Invulnerable during startup.

Navigation

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.

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