DBFZ/Videl: Difference between revisions

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DBFZ_Videl_5L.png |
DBFZ_Videl_5L.png |
DBFZ_Videl_5LL.png |
DBFZ_Videl_5LL.png |
DBFZ_Videl_5LLL.png |Ryu & Ken approved
DBFZ_Videl_5LLL.png |
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DBFZ_Videl_5H.png |Jūnen hayainda yo!
DBFZ_Videl_5H.png |
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DBFZ_Videl_2S.png |Saiyaman! Use Aura Sphere!
DBFZ_Videl_2S.png |
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DBFZ_Videl_j2S.png |They freaked it
DBFZ_Videl_j2S.png |
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DBFZ_Videl_236X.png |FOOT
DBFZ_Videl_236X.png |
DBFZ_Videl_236XL.png |The OTHER people's Videlbow.
DBFZ_Videl_236XL.png |
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DBFZ_Videl_214X.png |Both sides of Cammy: the Divekick and the Throw
DBFZ_Videl_214X.png |
DBFZ_Videl_214X_2.png |"God I wish that were me"
DBFZ_Videl_214X_2.png |
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DBFZ_Videl_214S.png |RISING JAGGA
DBFZ_Videl_214S.png |
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DBFZ_Videl_236X.png |TRIAL OF THE DRAGON!
DBFZ_Videl_236X.png |
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DBFZ_Videl_236XLL.png | Where were you last night huh???
DBFZ_Videl_236XLL.png |  
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DBFZ_Videl_236LM.png |
DBFZ_Videl_236LM.png |
DBFZ_Videl_236LM_2.png |FLASH KICK!
DBFZ_Videl_236LM_2.png |
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DBFZ_Videl_236HS1.png |Counter animation
DBFZ_Videl_236HS1.png |Counter animation
DBFZ_Videl_236HS2.png |You're not touching my girlfriend
DBFZ_Videl_236HS2.png |
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DBFZ_Videl_214LM1.png |<nowiki>*classical music starts*</nowiki>
DBFZ_Videl_214LM1.png |
DBFZ_Videl_214LM2.png |[https://youtu.be/-jerwm4ctkg?t=43 SYNCHRONIZED ATTACK!]
DBFZ_Videl_214LM2.png |
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DBFZ_Videl_Wakeup.png |
DBFZ_Videl_Wakeup.png |
DBFZ_Videl_Wakeup2.png |They've made literally every possible excuse to make sure every character has a Kamehameha.
DBFZ_Videl_Wakeup2.png |
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Revision as of 18:24, 3 August 2021

Overview

Template:CharaOverview

Normal Moves

5L

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

2M

2H

2S

6M

6H

Justice Combination

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

j.M

j.H

j.S

j.2H

j.2S

Unique Mechanics

Z-Reflect (Spotdodge)

4S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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 Rush Follow-ups

Videl Rush > L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
LL
LLL
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

Frankensteiner

214L/M/H (Air OK)

Moonsault Kick

22L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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

Z Assists

Assist A

Videl Rush

Assist B

Eagle Rush

Assist C

Rising Eagle

Super Moves

Rainbow Storm

236L+M

Defender of Love & Justice, Great Saiyaman!

236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Counter
Attack

  • 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

Justice Revenge

Hold H+S while knocked down

External References

Navigation

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

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