Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop Wiki

Power
 
B
Speed
 
A
Reach
 
B
Technique
 
A
Energy
 
C
Ease of Use
 
S
Videl's stats from Dragon Ball FighterZ's official website.


Normal Attacks

Input Damage Guard Start-Up Advantage
Input L.png 350 Crouch
Videl 5L.png An upward jab.
Input L.pngInput L.png 600 All
Videl 5LL.png An upward punch with her other hand.
Input L.pngInput L.pngInput L.png 1000
Videl 5LLL.png Grabs the opponent and performs the tomoe nage, a Judo throw.
Input Damage Guard Start-Up Advantage
Input M.png 600 [1050] All
Videl 5M.png A downward kick from a high angle. This attack can be used twice in succession when inputting Input 4.pngInput M.pngInput M.png afterwards.
Input Damage Guard Start-Up Advantage
Input H.png 750 All
Videl 5H.png 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
Input S.png 580 All
Videl 5S.png 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
Input 2.pngInput L.png 350 Crouch
Videl 2L.png Pokes the ground with one foot.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 600 Crouch
Videl 2M.png A crouching sidekick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 750 All
Videl 2H.png A standing uppercut that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
Input 2.pngInput S.png 800 All
Videl 2S.png 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
Input 6.pngInput M.png 850 Stand
Videl 6M.png A jumping axe kick.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 350 Stand
Videl jL.png A midair jab.
Input Damage Guard Start-Up Advantage
Input M.png (in air) 600 Stand
Videl jM.png An airborne side kick.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 750 Stand
Videl jH.png An axe kick.
Input Damage Guard Start-Up Advantage
Input S.png (in air) 850 All
Videl jS.png Calls in Great Saiyaman, who does a dive kick and then poses.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png (in air) 750 All
Videl j2H.png A midair high kick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput S.png (in air) 600 All
Videl j2S.png 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
Input 6.pngInput H.png 1740 All
File:Videl Justice Combination.png 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 6.pngInput M.png input.
Videl Rush (ビーデルラッシュ)
Videl Videl Rush.png Performs a jumping hook kick. If the kick connects, Videl can follow up with an additional attack with Input L.png, Moonsault Kick with Input M.png, or Frankensteiner with Input H.png. The latter two functions the same as their respective original inputs, with Frankensteiner consuming half a Ki gauge.
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.png (air OK) 650 All
The kick travels 30% of the screen.
Input 236.pngInput M.png (air OK) 700 All
The kick travels further and deals more damage, but has slightly more startup.
Input 236.pngInput H.png (air OK) 800 All
A slightly stronger hook kick that goes much more further ahead. Consumes half a Ki gauge.
Follow-up icon.pngInput L.png (air OK) 650 Stand
An elbow drop.
Follow-up icon.pngInput L.pngInput L.png 1020 All
Does a quick barrage of punches. Can only be used if Videl is on the ground.
Follow-up icon.pngInput L.pngInput L.pngInput L.png 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)
File:Videl Frankensteiner.png Performs a downward divekick, catching the opponent's head between her legs and slams down into the ground.
Input Damage Guard Start-Up Advantage
Input 214.pngInput L.png (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.
Input 214.pngInput M.png (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 Input M.png will not make Great Saiyaman appear for the follow-up attack. Causes a weak wallbounce in when at the corner.
Input 214.pngInput H.png (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 Input H.png 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)
File:Videl Moonsault Kick.png An arcing flip jump followed up by a downward kick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput 2.pngInput L.png 650 Stand
The jump covers about 80% of the screen.
Input 2.pngInput 2.pngInput M.png 700 Stand
The jump has better tracking and the kick deals more damage.
Input 2.pngInput 2.pngInput H.png 800 Stand
Travels a shorter distance than the Input M.png 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
Input 214.pngInput S.png 700 All
Videl Rising Eagle.png A jumping knee attack.


Z-Assist

Videl Rush (ビーデルラッシュ)
Input Damage Guard Start-Up Advantage
Input A1.png/Input A2.png 700 All
Videl Videl Rush.png Does the Input M.png variant of the hook kick.


Super Attacks

Rainbow Storm (レインボーストーム)
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.pngInput M.png 1880 All
File:Videl Rainbow Storm.png 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
Input 236.pngInput H.pngInput S.png 2318 All
File:Videl Rainbow Storm.png 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
Input 214.pngInput L.pngInput M.png or Input H.pngInput S.png 4099 All
File:Videl Justice Rush.png 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
Input H.pngInput S.png (when down) 3888 All
Videl Justice Revenge.png 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.


Navigation

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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