DBFZ/Videl/Combos

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< DBFZ‎ | Videl
 Videl
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
... > 2M > 5MM > jc > j.ML2H > SD > j.ML2H > jc > j.LLS > j.236M ~3915 1.20 All Basic midscreen combo ending in a sliding knockdown.
... > 2M > 4MM > sjc > j.MLL2H > SD > j.ML2H > j.LLS > j.236M ~3942 ~1 All Basic Videl BnB with no assists and sliding knockdown.
... > 2M > 4MM > sjc > j.MLL2H > SD > delay j.LL2H > jc > j.MLL > j.236M ~3779 1 All Does more damage but is more likely to drop.
... > 6H(3) > 236MM > SD > j.LL2H > jc.LLS > j.236M 3950 ~1 All Easy Basic sideswap combo, works scaled.
SD > j.M > jc > j.LLS > j.236M 2195 .47 All Sliding knockdown from Superdash.
... > 2M > 6H(3) > 236MLL > 236L+M > SD > j.M2H > jc.LML > j.236M ~4814 -1 All Level 1 super extension.
... > 2M > 6H(3) > 236MLL > 236L+M > SD > j.ML2H > jc.LL2H > j.214H ~4867 -1.5 All Level 1 super extension, this time with a sliding knockdown.
... > Vanish > 5L (whiff) > 5LLL > SD > j.M2H > jc.LML > j.236M ? -1 All Oki route from slide knockdown.
... > Vanish > 2M > 6H(3) > 236MLLL > Super ? -1 All Super route from a vanish.
... > [4MM] > 2M > 6H(3) > 236MLLM > Vanish > 6H(3) > 236MLLH ~4756 [~4999] -.75 All [2] Easy Vanish extension + SKD that works with most starters [4MM].
22H -> 22M > j.ML2H > SD > j.LL2H > j.LLS > M 2525 -.5 All Easy Same side confirm off of 22H. Cancel 22H into 22M.
  • 5M > 2M > 6H(3) > 236MLL

Basic assist-friendly combo.

  • j.S > j.236M

Useful air ender for extra damage on most post-SD combos.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
... > (5M)2M > 5S > 6H > 236MLLL > j.S > SD > j.LLj.2H > jc > j.LL >j.S >j.236M 5541 1.47 All Easy Sliding knockdown corner combo.
... > 6H(3) > 236MLLL > 2M > 5H > 5S > 5M > sj.M2H > jc.dlMH2H > j.236H 3810 1.25 All Medium Alternatively, end in j.236L > Assist > j.DR
214[M] > 2M > 5S > 6H > 5H > SD > j.M2H > jc > j.LLS > j.236M ? ? All Corner combo off of command grab.
214[M] > 2M > 5H > 5S > 6H > 236MLLL ? ? All More damage but doesn't give sliding knockdown unless extended with assists.
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > j.DR 5357 -.25 All Solo snap combo the damage depends on how long you hold the DR before snap
... > 4MM > 2M > 5S > 6H > 236MLLM > vanish > jc > j.MLL > jc > j.LLS > j.236M ~4945 -.1 All Medium Corner vanish extension, use 4M instead of 4MM on bad starters.
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 5M > jc > j.LL2H > jc > j.LLS > j.214L 6031 ? All Corner super extension combo that ends with sliding knockdown, without spending an extra bar.
... > (5M)2M > 5S > 6H > 236MLL > 236L+M > j.2S > 2M > 6H > 236MLLL ? ? All

Loops

A majority of Videl's more optimal routes consist of loops utilizing the unique properties of her j.h and j.2H. Videl has lots of different types of these loops, so try to find what works best for you, whether or not it is the most optimal combo. (Almost all of these combos will work whether or not it is scaled.)

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 5H > SD > j.4L4LH2H > land > sj.LMLH2H > jc. LMH2H > SD > j.LMH2H > j.236H Anywhere 4613 1.26 All Medium This loop combo works for almost any situation, midscreen, in the corner, and even scaled.
... > 5H > SD > j.4L4LH2H > land > j.dlMdlH2H > land > sj.LL2H > SD > j.MLH2H > jc.LMH2H > j.236H Anywhere 5015 1.5 All Hard More optimal loops. Lots of delays here.
... > 5H > 5S > dl5M > jc.LMH2H > land > sj.LMLH2H > jc.LMH2H > SD > j.LMH2H > j.236H Corner 5617 ~1.4 All Medium The newest patch allows Videl to connect like this after 5S, so delay the 5M until they are starting to fall back to the ground.
vanish > delay SD > j.LMH2H > land > sj.LMLH2H > jc. LMH2H > SD > j.LMH2H > j.236H Midscreen 3244 -1.5 All Medium Simple vanish confirm with loops, damage is off of 5S. In the corner, do j.4L4LH2H instead after SD.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M > 6H > 236MLL > Assist > ... Anywhere ? ? All Basic smash-less combo extension. If the assist pops up really high, skip 6H as 236M has the re-center property like most Smash!-causing attacks.

Combo Theory

Video Examples

Navigation

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