DBFZ/Videl: Difference between revisions

From Dustloop Wiki
Line 231: Line 231:


===<big>Videl Rush Follow-ups</big>===
===<big>Videl Rush Follow-ups</big>===
<span class="input-badge">'''Videl Rush > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<span class="input-badge">'''Videl Rush > {{clr|L|L}}/{{clr|M|M}}'''</span> or <span class="input-badge">'''Videl Rush > {{clr|H|H}} (Hold OK)'''</span>
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236X > L,236X > LL,236X > LLL,236X > M,236X > H
|input=236X > L,236X > LL,236X > LLL,236X > M,236X > H

Revision as of 13:26, 3 October 2022

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and Videl's low representation leading to it being unclear how heavily the changes impacted her, this page is outdated in a lot of ways, especially regarding her spot dodge.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

 Videl  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.
Videl's Z Reflect is replaced with a Spot Dodge, which functions differently compared to other Z Reflects.


Videl
DBFZ Videl Portrait.png
Fastest Attacks
Reversals

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 350 All 6 3 12 -3
5LL 600 All 10 8 19 -4
5LLL 1000 Throw U3+ 9 1 26
5L
  • Pushes Videl slightly forward. Hits pretty high.
  • Stays stationary when done as 4LL.

It's a jab. Can whiff crouchers and short characters at max range.


5LL
  • Hits pretty high.

It's alright. Nothing to write home about.


5LLL
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

It's a throw autocombo ender. It's pretty meh and doesn't really do much in terms of her kit.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 [500] All 8 [11] 2 19 -8
  • Values in [ ] are when being used as 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 All U1 15 3 18 -5
  • Wallbounces on smash hit.
  • Forced knockback on block.

Similarly to Beerus's 5H, this move will create a significant amount of distance between Videl and the opponent, even in the corner. After this move, Videl can also use 5S from this distance to become +1, and will have enough range to connect her 2M, making for a very strong stagger/pressure reset tool.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
350 Low 7 3 13 -4
  • Hits low

Particularly useful for Videl thanks to her huge assortment of overheads. It's also one of her few safe on block buttons, so good for staggering.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 Low 10 5 21 -10
  • Slightly slower than average 2M

Has decent range. Won't truestring after 5L or 2L, but can from 5LL and 5M.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 All U1+ 15 3 30 -10 4-15 Head
  • Universal Anti-Air.

Rather stubby hitbox, as part of Videl's poor defense. Keeps Videl grounded, but none of her cancel options are explicitly safe.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 [1200] All 62 (Saiyaman Hurtbox 10) Total 29 (30 if Sayiaman is out already)
  • Can be superdashed through.

Videl calls the Great Saiyaman to throw a level 1 ki blast. Sadly not very useful as it doesn't cover uptech on oki and can be easily mashed if used as a pressure reset.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L 0
  • 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. 214X being a pseudo-low with a similar airborne animation can trip opponents up looking for 6M, but it still can't be converted into a combo without an assist.

6H

Justice Combination

Damage Guard Smash Startup Active Recovery On-Block Invuln
600×2, 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
350 High 6 4 12
  • Good reach.

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

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 High 8 4 18
  • Also has good reach.
  • Very fast for a single-hit j.M.

Good range, good for crossups. 5M is almost guaranteed to hit after a successfull j.M. Overall, a very good normal.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 / 1000 High D1+ [D3+] 13 3 21
  • Deals below average damage for a j.H.

Surprisingly enough, Videl uses this most often as a combo extender as opposed to a combo ender. j.214L and j.236M are usually used to end air combos, and the way she combos into them is j.H > j.2H. This link requires some specific setups but is almost guaranteed thanks to j.H's 60 frames of air hitstun and j.2H's surprisingly high hitstun.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] All 17 (Saiyaman Hurtbox 8) Total 43+5L (30 if Sayiaman is out already)
  • Travels extremely fast
  • Jails into vanish
  • Cannot be superdashed through
  • Obscene hitstun, can be linked off of in the corner for extensions or even loops.

The Great Saiyaman does a divekick at about a 60 degree angle. Goes so fast that it'll often intercept superdashes even on reaction. Just use it.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] All 43 (Saiyaman Hurtbox 13) Total 39+5L (30 if Sayiaman is out already)
  • Cannot be superdashed through
  • Always causes a sliding knockdown on hit
  • Doesn't use up smash, so you can follow up with a lvl1 into a combo.

The Great Saiyaman does a divekick straight down. 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.

Unique Mechanics

Z Reflect (Spot Dodge)

4S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
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 or Videl Rush > H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236X > L 650 High 13 -5
236X > LL 300×4 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
Videl Rush > 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).


Videl Rush > 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.


Videl Rush > 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.


Videl Rush > M or Videl Rush > LM or Videl Rush > LLM
  • 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).


Videl Rush > H or Videl Rush > LH or Videl Rush > LLH
  • 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 Guard Smash Startup Active Recovery On-Block Invuln
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 & Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1000 Throw D2 26 2 15L
214M 700, 850[1000] Throw U1+ → D2 27 11 15L
214H 800, 850[1000] Throw U1+ → D2 20 5 15L
j.214L 1000 Throw D2 18 15L
j.214M 700, 850[1000] Throw U1+ → D2 26 15L
j.214H 800, 850[1000] Throw U1+ → D2 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 Guard Smash Startup Active Recovery On-Block Invuln
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.
  • All versions can be cancelled into superdash, 22X, or 236X on hit or block.
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 12 7 30+15L -40 1-14 All
  • Fully invincible from frame 1

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.

Z Assists

Assist A

Videl Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 20 6 43 +29
  • Goes about as far as Bardock's A assist.

It's literally just Bardock's A assist, but with slightly more hitstun.

Assist B

Eagle Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
675 All 30 +46
  • 56 frames of hitstun.

A better version of her boyfriend's B assist although with less range, in exchange for more hitstun and blockstun.

Assist C

Rising Eagle

Damage Guard Smash Startup Active Recovery On-Block Invuln
500,560 (1060) All 30 [20] +29
  • Has invincibility after teleporting to target

Super Moves

Rainbow Storm

236L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 1850 All UDV 7+4 -20 1-6 Head, 7-15 All
  • Costs 1 Ki Gauge
  • Minimum damage: 120, 555
  • Recovery is cancellable into all actions except backdash
  • Smash hit does not trigger Super Scaling, and has higher hitstun allowing for conversions with SD or j.2S

Cool as an idea but not actually useful due to meter cooldown. It also causes problems with other characters' DHC supers due to the high angle it launches at.

Defender of Love & Justice, Great Saiyaman!

236H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S Counter UDV 1 39 Total 61 1-42 Non-throw
236H+S 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
4099 [4387] All 10+3 -15 1-15 All
  • Costs 3 Ki Gauges
  • Fully invincible on startup
  • Ends with a hard knockdown
  • Minimum damage: 1604 [1711].

It certainly is a level 3 super. Being a cinematic, Videl gets the same spacing and frame advantage every time.

Justice Revenge

[H+S] while knocked down

Damage Guard Smash Startup Active Recovery On-Block Invuln
240×10 [260×10] All 38+2 -4
  • Gohan shows up in front of Videl and does a Kamehameha.
  • Causes hard knockdown on hit.

The beam itself is really good since it's a safe on block/Reflect reversal. However, its downfall is that Gohan has his own collision box. If the opponent is slightly late on their IAD safejump, they'll land right in between the couple, free to punish a vulnerable Videl.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

External References

Navigation

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

DBFZ/Navigation