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Revision as of 18:24, 3 August 2021
Normal Moves
5L
- 5L has a high hitbox
- 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.
Videl punches high with her left hand, punches mid with her right hand, and then grabs the opponent and throws them for a side switch. While 5LLL looks like a grab, it will whiff if the opponent if blocking. As well as this, Videl's 5LL can be reflect proof, but can occasionally whiff depending on the character.
5M
- 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
- Uses up Videl's Smash
- Wall bounces if Smash hasn't been used
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
- 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. Broly's 214S will mysteriously lose, for instance.
Doesn't have forced blockstun, so with some spacing Great Saiyaman can become plus on block.
2L
- 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
- Slightly slower than average 2M
Has decent range. Won't truestring after 5L or 2L, but can from 5LL and 5M.
2H
- Universal Anti-Air
- Uses up Videl's Smash
- Launches higher with more hitstun if Smash hasn't been used
Rather stubby hitbox, as part of Videl's poor defense. At least it keeps her grounded, so you can cancel into options on block.
2S
- Can be superdashed through
- Bingo!
Videl calls the Great Saiyaman to throw a level 1 ki blast. Mostly an oki tool, but j.2S is better served for that purpose.
6M
- DBFZ Videl 6M.png
- 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
Justice Combination
- 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
This normal is surprisingly good and can even be used sometimes as an air to air to catch SuperDashes.
j.M
- Good range, good for crossup. 5M is guaranteed to hit after a successfull j.M.
j.H
- [] is on Smash hit
- Deals below average damage for a j.H
Videl will often be using the Universal Rejump for her combos, and because her j.2H doesn't reset her momentum her j.5H actually becomes an important combo tool for loops and extra damage. For once, not getting SKD from j.5H is a godsend.
If you're trying to get SKD, use 236M or 214L in the corner. If your combo is too scaled, use 236H.
j.S
- 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
- 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.
j.2S
- 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 (Spotdodge)
4S
- Videl reels back, temporarily deactivates her pushbox and becomes invulnerable to all strikes and projectiles. Unlike Reflect which has guardpoint against strikes and projectiles except Sparking Blast.
- Dodge counts as successful only if a hitbox passes through her and is indicated by a blue circle. Successful dodge gives Videl full invul until after recovery (F39) and can cancel into any action starting from F35, but does not give any Ki.
Utterly terrible. Bar none the greatest weakness a character can have and renders Videl almost completely helpless on defense.
Spotdodge offers some interesting benefits, such as moves will whiff through her instead of being blocked, so if an opponent does a Special move, they cannot Vanish. This gives Videl some slight edge, but this is basically where the positives of this replacement end. It's not just that Spotdodge is weak, it's that Reflect is one of the best defensive tools in the game, and she trades it for Spotdodge.
Successful dodge does not guarantee a counterattack or even escape pressure, it simply grants Videl invulnerability. There are no pushbacks, meaning several characters can just start throwing out 5LL and will stuff any attempts she can make at escaping. Dodging can still leave her minus and in fact frequently does. It loses to okizemi from certain characters VERY hard, and it especially loses to stagger pressure - which is already a strong strategy. You are constantly at a defensive disadvantage, will have to rely on her DP and counter Super in order to escape pressure and can't even adopt a passive-aggressive style such as Hit's Reflect > 5M.
Extra comparison to Reflect:Curiously, unlike successful Reflect which gives the defender a consistent frame advantage against the same attack, Spotdodge instead gives Videl ~variable~ frame advantage depending on when the attack passes through her. Specifically, if it passes through early, she'll be horribly negative, but if it passes through late into the animation, she'll have better advantage (read: the game rewards Videl for preemptively Spotdodging instead of reactively). A very practical example would be Reflecting a Vanish that doesn't true string: Reflect will always leave you at +11 every single time, while Spotdodge will be ±0 at best and -21 if she dodges it frame 1, like against Yamcha 236L~H (blocked) > Vanish. Yes, blocking in this case is infinitely preferable to Spotdodging, and there will be a lot of cases like this.
Special Moves
Videl Rush
236L/M/H
- Videl does a forward kick.
The start of her rekka pressure, less damaging than 236M, but has a quicker startup. So If 236M doesn't hit consistently, better use 236L.
Better than 236L because it goes farther, does more damage, and still combos from 6H. But it has a slower startup than 236L, making it a bit more tricky to use.
Has the same startup as 236L, while being more damaging than 236M and it reaches 3/4 of the screen. Can be used to try to get in, in neutral.
Videl Rush Follow-ups
Videl Rush > L/M/H
- L followup hits overhead.
- Doesn't have Head property, cannot be Anti-air'd.
- Automatic Frame Trap. (So can be reflected)
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 followup doesn't use Smash in the series.
- Multihit, easy to call assists and extend combos.
- LLL followup is 214S, but mid rekka.
- Consumes Smash.
- Wallbounces on hit.
- Causes Videl to go into a landing animation, even if she combos afterwards.
- Cancelable into an airdash.
Your go-to meterless corner combo extender. You can use 236L+M instead for more damage but it's generally not worth it.
- M followup is 22M, but mid rekka.
Command cross up from rekkas, uses Smash. Good to have.
- H followup is 214H, but mid rekka.
- Cannot hit crouching opponents.
Command grab from rekkas, uses Smash. Forms a basic mixup with the L follow up, but it's more expensive than stopping after 236X and using 2L while also being less rewarding and about as risky.
Air Videl Rush
j.236L/M/H
- j.236L results in a soft knockdown.
- This is Videl's primary combo extender with an assist, as it outdamages j.H. By a lot.
- j.236M results in sliding knockdown on it's first use in a combo.
- This is Videl's primary combo ender, It will always slide knockdown.
- j.236H 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
214L/M/H (Air OK)
- 214L is Videl's command grab.
- Results in a sliding knockdown
- During 214M, 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
- 214H has Great Saiyaman come 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 on crouching opponents.
Moonsault Kick
22L/M/H (Air OK)
- DBFZ Videl 236XM.png
- All versions cross up on the opponent.
- All versions jail after vanish if blocked.
- 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
- 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
- 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
- 56 frames of hitstun.
A better version of her boyfriend's (Adult Gohan) B assist although with less range, in exchange for more hitstun and blockstun. Also, this move is unique to her assist, you cannot perform this while playing her.
Assist C
Rising Eagle
- Has invincibility after teleporting to target
Super Moves
Rainbow Storm
236L+M
- 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!
236H+S
- Costs 1 Ki Gauge.
- Counter super where Videl poses. She will counter any "physical" attack, whereas supers or ki blasts will stuff it. If successful, 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.
- The Great Saiyaman will completely whiff if the opponent is invincible during their hit, such as during DPs or UI Goku's 236x. Be aware when fighting someone of what exactly you're countering.
- During the first time the attack is used, The Great Saiyaman shall perform his trademark 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.
Not too bad. It being frame 1 for 1 bar means it's a decent option in blockstrings with gaps, but not only do you need to be weary of your opponent catching on and dropping blockstrings to beat it, but some moves can straight up get through the counter anyway. It can also be risky to mash because the opponent can simply throw out a ki blast in the middle of the blockstring and beat the move, leaving you with 1 less meter to work with. It's also a very strong option against safejumps, forcing your opponent to get off you and respect you a little. Can be good, but be careful of abusing it.
Justice Rush
214L+M or 214H+S
- Costs 3 Ki Gauges
- Fully invincible on startup
- Ends with a hard knockdown
- Minimum damage: 1604 [1711].
Justice Revenge
Hold H+S while knocked down
- 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.