DBFZ/Videl

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Overview
Overview

Due to the recency of the 1.28 Patch, the many changes Videl recieved, and Videl's low representation leading to it being unclear how heavily the changes impacted her, this page is outdated in a lot of ways, especially regarding her spotdodge.

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.

Videl also has an alternate costume. Hold down A1 (Assist 1/L1 on a DS4) while selecting her.


"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". 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.
Playstyle
DBFZ Videl Icon.png Videl is a mixup character with bad defense and low damage, but extremely powerful vortex options that can suffocate the opponent.
Pros Cons
  • 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.
  • 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?
  • Combo Supreme: Strange properties and outrageous hitstun on lots of her buttons give her confirms off of just about anything, and midscreen loops.
  • 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.
  • Poor Normals: Mediocre framedata on block, stubby range, and awkward properties can make some scrambles difficult.
  • Mixup Scaling: Most of her mixups heavily scale her damage, while she generally requires harder routes to get the damage in the first place.
oh god why cant i reflect
Videl's Z-Reflect is replaced with a Spotdodge, which functions differently compared to other reflects..

Normal Moves

5L

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [1000] 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. Broly's 214S will mysteriously lose, for instance.

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

2L

2M

2H

2S

6M

6H

Justice Combination

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600Γ—2, 750 All - 11 7 (14) 4 (18) 3 22 -9 -

  • A 3-hit combo normal.
  • Invincible to ki blast projectiles.
  • 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.

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

j.M

j.H

j.S

j.2H

j.2S

Unique Mechanics

Z-Reflect (Spotdodge)

4S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - Total 39 - 1-22 Non-throw

  • 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.

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:

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 Β±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.

Special Moves

Videl Rush

236L/M/H

Videl Rush Follow-ups

Videl Rush > L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236X > L 650 High - 13 - - -5 -
236X > LL 300Γ—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 - -

  • L followup hits overhead.
  • Doesn't have Head property, cannot be Anti-air'd.
  • Automatic Frame Trap. (So can be reflected)

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.
  • Multihit, easy to call assists and extend combos.

  • 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. You can use 236L+M instead for more damage but it's generally not worth it.


  • M followup is 22M, but mid rekka.

Command cross up from rekkas, uses Smash. Good to have.


  • H followup is 214H, but mid rekka.
  • 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.

Air Videl Rush

j.236L/M/H

Frankensteiner

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214L 1000 Throw D2 26 2 15L - -
214M 700, 850[1000] Throw U1+ 27 11 15L - -
214H 800, 850[1000] Throw U1+ 20 5 15L - -
j.214L 1000 Throw D2 18 - 15L - -
j.214M 700, 850[1000] Throw U1+ 26 - 15L - -
j.214H 800, 850[1000] Throw U1+ 18 - 15L - -

  • 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
  • Can combo off held version if the opponent its thrown into the corner or vanish is used

  • 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.

  • All versions whiff on crouching opponents.

Moonsault Kick

22L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.
  • 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.

Rising Eagle

214S

Z Assists

Assist A

Videl Rush

Assist B

Eagle Rush

Assist C

Rising Eagle

Super Moves

Rainbow Storm

236L+M

Defender of Love & Justice, Great Saiyaman!

236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Counter - - - 1 39 19 - -
Attack 2318 [2636] Unblockable UDV - - - - -

  • Costs 1 Ki Gauge.
  • Counter super where Videl poses. She will counter any "physical" attack, whereas supers or ki blasts will stuff it. If successful, 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.
  • The 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 throw 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.

Justice Rush

214L+M or 214H+S

Justice Revenge

Hold H+S while knocked down

External References

Navigation

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