DBFZ/Videl

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< DBFZ
Revision as of 09:21, 5 April 2020 by Kaiokek (talk | contribs) (→‎5M)
Videl
DBFZ Videl Portrait.png
Play-style Rushdown, Mixup
Team Role Point

Overview

"I wouldn't look down on me if I were you. I can hold my own in a fight."

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.)

Videl jumps into Dragon Ball FighterZ as a DLC character. With fast, rekka-styled moves, quick overheads, and her trusty companion, the GREAT SAIYAMAN, who grants even more variety, she states herself as the rightful successor and greater martial artist than Mr. Satan himself!

Strengths/Weaknesses

Strengths Weaknesses
  • 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!
  • 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.


Normal Moves

5L
5L
DBFZ Videl 5L.png
DBFZ Videl 5LL.png
DBFZ Videl 5LLL.png
On whiff On hit
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5L
  • Has a high hitbox
5LL
5LLL
  • Switches sides.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
5M
5M
DBFZ Videl 5M.png
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  • Can be used twice in a string by inputting 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
5H
DBFZ Videl 5H.png
Orochi!
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  • Uses up Videl's Smash
  • Wall bounces if Smash hasn't been used

Videl does a tetsuzanko like Akira from Virtua Fighter.

5S
5S
DBFZ Videl 5S.png
Saiyaman! Use Quick Attack!
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  • Can be superdashed through
  • Can go through ki blasts

Videl calls the Great Saiyaman to do a dashing punch.

2L
2L
DBFZ Videl 2L.png
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A godsend for Videl considering her slower than average 2M.

2M
2M
DBFZ Videl 2M.png
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  • Moves Videl forward a bit. Somewhat slow.
  • When used in blockstrings, it is slow enough to be reflected or reversal'd. This might not happen every time, but is important to keep in mind
2H
2H
DBFZ Videl 2H.png
Tenko!
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  • Universal Anti-Air
  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used
2S
2S
DBFZ Videl 2S.png
Saiyamen! Use Aura Sphere!
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  • Can be superdashed through

Videl calls the Great Saiyaman to throw a level 1 ki blast. Synergizes well with assists to make approaches a breeze.

6M
6M Template:AttackDataHeader-DBFZ
  • 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.

6H
6H
Justice Combination
DBFZ Videl 6H 1.png
DBFZ Videl 6H 2.png
DBFZ Videl 6H 3.png
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  • 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. 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.

j.L
j.L
DBFZ Videl jL.png
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This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes.

j.M
j.M
DBFZ Videl jM.png
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  • Placeholder.
j.H
j.H
DBFZ Videl jH.png
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  • [] is on Smash hit
  • Deals below average damage for a j.H
j.S
j.S
DBFZ Videl jS.png
Saiyamen! Use High Jump Kick!
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  • Cannot be superdashed through

The Great Saiyaman does a divekick at about a 60 degree angle. Can be linked off of in the corner.

j.2H
j.2H
DBFZ Videl j2H.png
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  • Uses up Videl's Smash
  • Launches higher with more hitstun if Smash hasn't been used
  • Can jump cancel
  • Does not change air momentum like other launching j.2Hs
j.S
j.2S
DBFZ Videl j2S.png
They freaked it
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  • Cannot be superdashed through

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.

Special Moves

Videl Rush
Videl Rush
236L/M/H
DBFZ Videl 236X.png
236X
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L
  • Videl does a forward kick.

The start of her rekka pressure, doesn't see much use as 236M is strictly better in all situations.

M

Better to use than 236L because it goes farther, does more damage, and still combos from 6H.

H

236M is still better than this move. While it does more damage and is faster, it isn't enough to merit the meter cost.

Videl Rush Follow-ups
Videl Rush Follow-ups
Videl Rush > L/M/H
DBFZ Videl 236XL.png
236XL
DBFZ Videl 236XLL.png
236XLL
DBFZ Videl 214S.png
236XLLL 236XM
DBFZ Videl 214X.png
236XH
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L
  • Hits overhead.
  • Doesn't have Head property, cannot be Anti-air'd.

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
M
  • 22M, but mid rekka.

Command cross up from rekkas, uses Smash.

H
  • 214H, but mid rekka.
  • Cannot hit crouching opponents.

Command grab from rekkas, uses Smash.

Air Videl Rush
Air Videl Rush
j.236L/M/H
DBFZ Videl 236X.png
DBFZ Videl 236XL.png
The OTHER people's Videlbow.
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L
  • Results in a soft knockdown.

This is Videl's primary combo extender with an assist, as it outdamages j.H. By a lot.

M
  • Results in sliding knockdown on it's first use in a combo.

This is Videl's primary combo ender. It will always work and will always slide knockdown.

H
  • Results in sliding knockdown on it's first use in a combo.

Kind of useless as j.236M does the same thing for free.

Frankensteiner
Frankensteiner
214L/M/H (Air OK)
DBFZ Videl 214X.png
Both sides of Cammy: the Divekick and the Throw
DBFZ Videl 214X 2.png
"God I wish that were me"
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Ground L
Air L
  • Videl's command grab.
  • Results in a sliding knockdown
Ground M
Air M
  • 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
Ground H
Air H
  • 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.

  • All versions whiff crouchers
Moonsault Kick
Moonsault Kick
22L/M/H (Air OK)
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Ground L
Air L
Ground M
Air M
Ground H
Air H
  • All versions cross up on the opponent.
  • All versions chain into vanish.
  • M and H versions use smash on hit to create a ground bounce (or wallbounce if opponent is launched into a corner)
Rising Eagle
Rising Eagle
214S
DBFZ Videl 214S.png
RISING JAGGA
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  • 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
Assist A
DBFZ Videl 236X.png
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  • Goes about as far as Bardock's assist.

It's literally just Bardock's assist. It doesn't see much use as Videl gets a ton of mileage from Assists, but it's there.

Assist B
Eagle Rush
Assist B
DBFZ Videl 236XLL.png
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Assist C
Rising Eagle
Assist C
DBFZ Videl 214S.png
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Super Moves

Rainbow Storm
Rainbow Storm
236L+M
DBFZ Videl 236LM.png
DBFZ Videl 236LM 2.png
FLASH KICK!
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  • Costs 1 Ki Gauge.
  • Minimum damage: 120, 555.
  • Can be followed up with j.2S > DR or j.2S > SuperDash if Smash hasn't been used
  • If Smash has been used, Videl can cancel the end of this super on hit into anything.
Defender of Love & Justice, Great Saiyaman!
Defender of Love & Justice, Great Saiyaman!
236H+S
DBFZ Videl 236HS1.png
Counter animation
DBFZ Videl 236HS2.png
You're not touching my girlfriend Stick to touching trees instead
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Counter
Attack
  • Costs 1 Ki Gauge.
  • 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
Justice Rush
Justice Rush
214L+M or 214H+S
DBFZ Videl 214LM1.png
DBFZ Videl 214LM2.png
OTP
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  • Costs 3 Ki Gauges
  • Fully invincible on startup
  • Ends with a hard knockdown
  • Minimum damage: 1604 [1711].
Justice Revenge
Justice Revenge
Hold H+S while knocked down
DBFZ Videl Wakeup.png
DBFZ Videl Wakeup2.png
They've made literally every possible excuse to make sure every character has a Kamehameha.
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  • Costs 3 Ki Gauges.
  • Invulnerable during startup.
  • Causes hard knockdown on hit.

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.

Navigation

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.

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