Grabs the opponent and performs the tomoe nage, a Judo throw.
Input
Damage
Guard
Start-Up
Advantage
600 [1050]
All
—
—
A downward kick from a high angle. This attack can be used twice in succession when inputting afterwards.
Input
Damage
Guard
Start-Up
Advantage
750
All
—
—
Takes a step forward and charge-leans the opponent with back of her shoulder. Causes a wallbounce on hit.
Input
Damage
Guard
Start-Up
Advantage
580
All
—
—
Videl calls Great Saiyaman, who attacks at the opponent with a charging punch. Videl cannot call out Great Saiyaman if he's already out on the stage.
Input
Damage
Guard
Start-Up
Advantage
350
Crouch
—
—
Pokes the ground with one foot.
Input
Damage
Guard
Start-Up
Advantage
600
Crouch
—
—
A crouching sidekick.
Input
Damage
Guard
Start-Up
Advantage
750
All
—
—
A standing uppercut that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
800
All
—
—
Calls in Great Saiyaman, who throws a ki blast at the opponent. If the ki blast connects, Saiyaman will strike a triumphant pose.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping axe kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
350
Stand
—
—
A midair jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
Stand
—
—
An airborne side kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
750
Stand
—
—
An axe kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Calls in Great Saiyaman, who does a dive kick and then poses.
Input
Damage
Guard
Start-Up
Advantage
(in air)
750
All
—
—
A midair high kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Calls in Great Saiyaman, who does a downward dive kick directly above the opponent's current position and then poses.
Special Moves[]
Justice Combination (ジャスティスコンビネーション)
Input
Damage
Guard
Start-Up
Advantage
1740
All
—
—
A three-hit combo consisting of a charging knee strike, an upward sweep kick, and an elbow thrust. This combo can be cancelled out by another Special Move, a Super/Meteor Attack, a Super Dash, and a input.
Videl Rush (ビーデルラッシュ)
Performs a jumping hook kick. If the kick connects, Videl can follow up with an additional attack with , Moonsault Kick with , or Frankensteiner with . The latter two functions the same as their respective original inputs, with Frankensteiner consuming half a Ki gauge.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
650
All
—
—
The kick travels 30% of the screen.
(air OK)
700
All
—
—
The kick travels further and deals more damage, but has slightly more startup.
(air OK)
800
All
—
—
A slightly stronger hook kick that goes much more further ahead. Consumes half a Ki gauge.
(air OK)
650
Stand
—
—
An elbow drop.
1020
All
—
—
Does a quick barrage of punches. Can only be used if Videl is on the ground.
1000
All
—
—
A jumping knee strike. Causes a weak wallbounce at the corner.
Frankensteiner (フランケンシュタイナー)
Performs a downward divekick, catching the opponent's head between her legs and slams down into the ground.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1000
—
—
—
Jumps up and then does a downward divekick, catching the opponent's head between her legs and slams down into the ground.
(air OK)
1295 [700]
—
—
—
Jumps forward and then moves back before utilizing the divekick, throwing them upward. After the throw, Great Saiyaman appears from above and attacks the opponent with a downward divekick. Catching the opponent while Saiyaman is out on the stage causes him to disappear. Holding down will not make Great Saiyaman appear for the follow-up attack. Causes a weak wallbounce in when at the corner.
(air OK)
1395 [800]
—
—
—
This variant makes Videl quickly jump forward and then performs the divekick to throw the opponent forward. Great Saiyaman follows up with a 60 degree divekick, knocking the opponent back to Videl. Saiyaman will not attack if is held. Causes a weak wallbounce in when at the corner. Consumes half a Ki gauge.
Moonsault Kick (ムーンサルトキック)
An arcing flip jump followed up by a downward kick.
Input
Damage
Guard
Start-Up
Advantage
650
Stand
—
—
The jump covers about 80% of the screen.
700
Stand
—
—
The jump has better tracking and the kick deals more damage.
800
Stand
—
—
Travels a shorter distance than the variant, but deals more damage and causes a groundbounce on hit. Consumes half a Ki gauge.
Rising Eagle (イーグルフィニッシュ)
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A jumping knee attack.
Z-Assist[]
Videl Rush (ビーデルラッシュ)
Input
Damage
Guard
Start-Up
Advantage
/
700
All
—
—
Does the variant of the hook kick.
Super Attacks[]
Rainbow Storm (レインボーストーム)
Input
Damage
Guard
Start-Up
Advantage
1880
All
—
—
A flip kick that knocks the opponent up into the air. While its damage output is low, Videl can follow-up with additional attacks after connection. Consumes one Ki gauge.
Defender of Love & Justice, Great Saiyaman! (愛と正義のグレートサイヤマン参上)
Input
Damage
Guard
Start-Up
Advantage
2318
All
—
—
Places her hands on her hips. If Videl gets hit, Great Saiyaman appears from above and knocks the opponent down with a downward punch. Upon the first connection, Great Saiyaman will perform his trademark heroic dance, which gives him a damage increase on all of his attacks. Saiyaman can only perform the dance once per round. Consumes one Ki gauge.
Meteor Attacks[]
Justice Rush (ジャスティスラッシュ)
Input
Damage
Guard
Start-Up
Advantage
or
4099
All
—
—
Charges forward and does a roundhouse kick. Upon connecting, Great Saiyaman joins in and both of them pummel the opponent before finishing with a coordinated divekick attack. Consumes three Ki gauges.
Justice Revenge (ジャスティスリベンジ)
Input
Damage
Guard
Start-Up
Advantage
(when down)
3888
All
—
—
Great Saiyaman appears and protects Videl by firing a Kamehameha at the opponent. As an additional aesthetic, Saiyaman loses his turban if the move is used while using Videl's default costume. Consumes three Ki gauges.