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recieved, and Videl's low representation leading to it being unclear how heavily the changes impacted her, this page is outdated in a lot of ways, especially regarding her spot dodge.

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 with different applications than the standard. 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
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.
  • Corner Carry: Has incredible corner carry with her rejump combo's and her level 3
  • No standard Beam or Ki-Blast: Has to use Great Saiyam, who has a cooldown, instead of a regular beam or Ki-Blast to control long range space
  • 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 Spot Dodge, which functions differently compared to other Z 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.
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

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 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-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

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.
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

Unique Mechanics

Z Reflect (Spot Dodge)

4S

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.
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 beside Sparking Blast. Note that this is different from the guardpoint of a normal Reflect.
  • Cancellable 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, cancellable into unique follow-up starting from frame 8, cancellable into any other actions starting from frame 36. Cancelling 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 near 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, most notably being able to punish bad Vanishes. On the other, Spot Dodge does not push opponents away from her and she will often be horribly disadvantageous unless she gambles on using the follow-up.

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).

Special Moves

Videl Rush

236L/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.
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.
  • 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.

Pretty meh. Outclassed in every way except for startup by 236M.


M Version
  • Travels 1/2 of the screen.

This is the version you'll be using most often in combos.


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 or gamble on the others.

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 - -

236X~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).


236X~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.


236L~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.


236X/236X~L/236X~LL > M
  • 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).


236X/236X~L/236X~LL > H
  • 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 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.
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/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 - -

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 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 [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

Justice Revenge

Hold H+S while knocked down

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 131
Color 141
Color 151
Color 161
1Seasonal costumes that are only available at certain times of the year.

External References

Navigation

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

Click [β˜…] for character's full frame data

System Explanations

Essentials
β€’ HUD β€’ Controls β€’ FAQ β€’
The Basics
β€’ Movement/Canceling β€’ Offense β€’ Defense β€’ Gauges β€’ Attack Attributes β€’
Detailed & Advanced Information
β€’ Damage/Combo β€’ Frame Data & System Data β€’ Misc β€’
Archived Information
β€’ Patch Notes β€’

Mechanics Glossary