"I wouldn't look down on me if I were you. I can hold my own in a fight."
Lore:
The daughter of Mr. Satan, the world's champion that defeated Cell (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. (Name trivia: Takes from English "Devil" and inverts the syllables. Mr. Hercule Satan takes from Latin name for Greek demigod hero Hercules, as well as the name for the Judeo-Christian ruler of Hell, Satan.)
Playstyle
VidelVidel is a mixup character with bad defense and low damage, but extremely powerful vortex options that can suffocate the opponent.
Pros
Cons
Great mixup potential; several options available to her at all times.
Can drag the opponent corner-to-corner pretty easily with 6H.
High meter gain.
Good okizeme options and SKD anywhere on the screen.
Decent neutral options overall along with a projectile that beats superdash.
Her level 1 super, Rainbow Storm, can use smash to keep a combo going afterwards.
Z-Reflect is replaced with a frankly terrible spot-dodge, crippling her defense and making her easy to roll. Perhaps the worst weakness a character could have.
Very bad frame data, several gaps in pressure and unsafe buttons.
Most of her mixups heavily scale her damage.
Awkward air normals enable a few corner combos while limiting all of her other combos.
2H has terrible range, making Videl's defense even worse.
Videl has very powerful options, but do note that you will be constantly fighting against her massive weaknesses the entire time. This renders her one of the hardest characters to play effectively in DBFZ.
Blockstrings have so many gaps in them. 2M is a gap, 6H is a gap, her mixups have gaps, she's unsafe too.
Extremely low damage in a two-touch game means you'll need to be mixing the opponent and vortexing them very efficiently, whereas they only need to touch you once.
You cannot afford to lose your pressure or drop a combo. Certain characters who have much better neutral and pressure will KILL you if they catch you.
Videl has bar none the greatest weakness in the game: her Reflect is replaced with a Spot-Dodge!
The spot-dodge doesn't guarantee a counterattack or even escape pressure. It simply grants Videl invulnerability.
Just as easy to punish as any other reflect.
Light normals can still continue into autocombos on whiff, meaning Videl can easily get stuffed straight after her dodge.
Projectile assists like SS Vegeta's Consecutive Energy Blast cannot be consistently avoided.
Not having a reflect is one of the most critical weaknesses someone can have. It's not just that the spotdodge is weak, it's that she trades reflect for it. Reflect is one of the best defensive tools in the game that conveniently all characters have EXCEPT Videl. There's no pushback, meaning several characters can just start throwing out lights and will stuff any attempts Videl can make at escaping. In fact, Videl can actually still be minus after a successful dodge and frequently is. You'll be relying on her counter and DP a lot in order to escape pressure, and Videl can easily find herself dead to rights just from one hit. You are CONSTANTLY at a defensive disadvantage, and can't even adopt a passive-aggressive style such as Hit's reflect into 5M.
At the very least, Videl has an alternate costume. Hold down A1 (Assist 1/L1 on a DS4) while selecting her.
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
Last attack that doesn't use Smash in the series.
Multihit, easy to call assists and extend combos.
LLL
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.
Because it is frame 1, it can be used as a counter to safejump setups. However, if you're not careful, you'll simply get baited out instead.
During the first time the attack is used, the Great Saiyaman shall perform his tradmark heroic pose, which gives him a damage increase on all of his attacks (5S, 2S, etc). This only happens if the full animation played out. - DHCing before the animation plays out will not give him the buff.
Can be Z-Changed, as soon as the Great Saiyaman comes down onto the opponent.
After activating the power up once, the animation will no longer play, allowing for easier Z-Changes
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.