- 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.
- Frame 1 counter, similar to Cooler's level 3. This makes her harder to safejump.
- 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
- 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!
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- 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.
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