DBFZ/Videl/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 350 5 - B All - 6 3 12 -3 - 11 16 16 -
5LL 600 7 - B All - 10 8 19 -4 - 22 - - -
5LLL 1000 12 - T Throw U3+ 9 1 26 - - - Launch 34 -
2L 350 5 - F Low - 7 3 13 -4 - 11 16 16 -
5M 600 [500] - - B All - 11 2 19 -8 - 11 16 16 -
4MM
2M 600 7 - F Low - 16 5 21 -10 - 11 Launch 22 -
6M 850 12 - B High - 24 6 4+6L 0 - 15 18 23 -
5H 750 / 1000 12 - B All U1 15 3 21 -8 - 15 Launch 22 / -
2H 750 / 1000 12 - B All U1+ 15 3 30 -10 - 15 Launch 22 / 39 4-15 Head
6H 600*2, 750 - - B All - 11 7 (14) 4 (18) 3 22 -9 - 15 18 18 -
5S 850 [1000] - - P1 All - 19 - 23 -2 (point blank) - 20 23 25 -
2S 800 [950] - - P1 All - 62 (Saiyaman Hurtbox 10) - Total 33 (30 if Sayiaman is out already) - - 22 - - -
j.L 350 5 - H High - 6 4 12 - - 11 16 16 -
j.M 600 7 - H High - 8 4 18 - - 15 18 18 -
j.H 750 / 1000 12 - H High D1+ 13 3 21 - - 15 18 18 -
j.2H 750 12 - H All U1+ 12 3 19 - - 15 Launch 22 / 39 -
j.S 850 [1000] - - P1 All - 18 (Saiyaman Hurtbox 8) - Total 43+5L (30 if Sayiaman is out already) - - 20 Launch - -
j.2S 850 [1000] - - P1 All - 43 (Saiyaman Hurtbox 13) - Total 39+5L (30 if Sayiaman is out already) - - 20 Launch - -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Videl Rush
236L 650 - - B All - 12 6 19 -8 - - - - -
236M 700 - - B All - 17 6 24 -8 - - - - -
236H 800 -50 - B All - 12 8 19 -8 - - - - -
j.236L 450, 500 - - H All - 11 6 18 - - - - - -
j.236M 500, 550 - - H All D1 16 6 18 - - - - - -
j.236H 600, 600 -50 - H All D1 11 7 18 - - - - - -
Videl Rush Follow-ups
236X > L
236X > L > L 300*4 - - B All - 8 - - -5 - - - - -
236X > L > L > L 1000 - - B All U1+ 13 - - -12 (airborne) +15L - - - - 1-X Full
236X > M 700 - - H High U1+ 32 4 5 -8 - - - - -
236X > H 800, 850[1000] - - H Throw U1+ 21-22 6 14 - - - Launch - -
Frankensteiner
214L 1000 - - H Throw D2 26 2 15L - - - - - -
214M 700, 850[1000] - - H Throw U1+ 27 11 15L - - - - - -
214H 800, 850[1000] -50 - H Throw U1+ 20 5 15L - - - - - -
j.214L 1000 - - H Throw D2 20 - 15L - - - - - -
j.214M 700, 850[1000] - - H Throw U1+ 26 - 15L - - - - - -
j.214H 800, 850[1000] -50 - H Throw U1+ 20 - 15L - - - - - -
Moonsault Kick
22L 650 - - H High - 30 4 5 +5 (airborne) - 13 - - -
22M 700 - - H High U1+ 34 4 7 +5 (airborne) - 15 - - -
22H 800 -50 - H High U1+ 30 4 5 +5 (airborne) - 13 - - -
j.22L 650 - - H High - 30 4 5 +5 (airborne) - 13 - - -
j.22M 700 - - H High U1 34 4 7 +5 (airborne) - 15 - - -
j.22H 800 -50 - H High U1+ 30 4 5 +5 (airborne) - 13 - - -
Rising Eagle
214S 700 - - B All - 16 7 45 -40 - 11 Launch - 1-18 Full

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Videl Rush
700 - - B All - 21 6 43 +21 - +21 31 31 -
Assist B - - - - - - 36 - - +46 - +46 - - -
Assist C - - - - - - - - - - - - - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Rainbow Storm
236LM 400, 1850 - - Strike All - - - - - - - - - -
Defender of Love & Justice, Great Saiyaman!
236HS
Counter
- -100 - - - - 1 39 19 - - - - - -
Attack 2318 [2636] 0 - - Unblockable UDV - - - - - - - - -
Justice Rush
214LM
or 214HS
4099 [4387] - - Strike All - - - - - - - - - -
Justice Revenge
Knocked down > [HS] 240*10 [260*10] - - - All - 38+2 - - - - - - - -

Sources[edit]

Navigation[edit]


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