DBFZ/Cell

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Cell
DBFZ Cell Portrait.png
Play-style Balanced, Pressure, Footsies
Team Role Point

Overview[edit]


DBFZ Cell Icon.png Cell
"At last...I can finally test the power of my Perfect Form."
Lore:The ultimate creation of the mad scientist, Dr. Gero. Cell is a bio-android, created using the DNA of some of Universe 7's strongest fighters (Frieza, Goku, Vegeta, Tien, Etc.), each of which change his personality (Goku's lust for battle, and Frieza's evil heart being examples of such). Cell is capable of gaining power through absorbing people into his being and, upon absorbing Androids 17 and 18, he attained his "Perfect" form, making him one of the most powerful and dangerous villains in the world, who would've destroyed the Earth if not for Gohan who, as an adolescent, defeated him.
Voice:Japanese: Norio Wakamoto English: Dameon Clarke

Playstyle[edit]

Playstyle
DBFZ Cell Icon.png Cell is a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match.
Pros Cons
  • King of All Trades: Marvelously well-rounded kit with outstanding buttons that function as good air-to-airs, along with an aggressively-angled aerial beam.
  • High Damage: Excellent corner carry along with rejump routes. Possesses a high variety of corner combo routes and realistic ToDTouch of Death
    A combo that can KO a character from full health.
    routes that don't use Sparking!.
  • Relentless Pressure: Amazing stagger pressure plus frame-traps, and solid reward off left/right mix-ups as 5M reaches far and reliably combos off cross-up overheads.
  • Perfect Attack: Infamous anti-airAnti-air
    A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.
    that serves as a blockstring weapon, combo extender, and a ToD starter. It slices, it dices, it julienne.
  • Poor Assists: All of his assists are situational; A is slow for a neutral assist, B is the worst of quick lariat-style assists, and C becomes only one hit on block. Despite this being his only weakness, assists are very integral.

Normal Moves[edit]

5L[edit]
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Gimme a hug
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 3 12 -3 -
  • Rather short jab
5LL 700 All - 9 9 20 -5 -
  • Goes over half screen.
  • Holding GG4.png or GG2.png halves the distance Cell covers.

5L > 5LL is a "Reflect proof" string. If 5L is reflected (anywhere other than when Cell is cornered), 5LL is guaranteed to put Cell right back in the opponent's face around 1f to 4f after they've recovered, forcing them to go back to blocking or gamble a second reflect, since mashing something back is most likely gonna be stuffed.

5L > 5LL[4] > 5LLL is also useful to punish a double reflect.

5LLL 1000 Throw U3+ 9 1 18 - -
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Can used multiple times per combo.

5M[edit]
5M
DBFZ Cell 5M.png
Did you press a button after my minus frames? FOOL.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 [550] All - 9 3 18 -5 -
  • Can late cancel into itself once with 4MM, even on whiff.
  • 5M > 4MM will combo on standing/crouching characters.

Excellent button after doing a left-right mixup. If it connects, you can link combo into 2M > 6H > 5H etc. If the opponent blocks, you can continue your pressure.

5H[edit]
5H
DBFZ Cell 5H.png
Give 'em the reverse boot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850[1150] / 1000[1300] All U1 14~30 3 21 -8 -
  • [] is when fully held.
  • Charged version has higher damage and pushback on block.
  • Smash hit wall splats, combos into SD.

5S[edit]
5S
DBFZ Cell 5S.png
Begone to your shine!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300*5 All - 16 X[(10)X*4] 24 -4 -
  • Hold or mash S to shoot all 5 Ki Blasts.
  • Last Ki Blast launches on hit.
  • On block, M and H normals > 5S always leaves at least an 1f gap.

2L[edit]
2L
DBFZ Cell 2L.png
The only move you need
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 Low - 7 3 12 -3 -
  • Excellent stagger tool with remarkable range for a 2L.

2M[edit]
2M
DBFZ Cell 2M.png
M. Bison called.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 12 6 18 -8 -
  • Great range. Always connects after 5M and 4MM.

2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead.

2H[edit]
2H
DBFZ Cell 2H.png
I kicked me height
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1+ 13 3 31 -18 4-15 Head
  • Stays completely stationary. Short horizontal range.

The one normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard 2H, but the hitbox is not as lenient as others.

2S[edit]
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400*3 All - 18 - Total 56 +2 -
  • Lunges forward.
  • On hit, launches and carries the opponent with Cell.

6M[edit]
6M
DBFZ Cell 6M.png
The People's Cellbow
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L ±0 -

Short range and Cell's stubby jab mean it's hard to challenge after this is blocked. However, due to the range, it's actually rather common for this to hit meaty in the corner during stagger pressure.

6H[edit]
6H
Low Kick
DBFZ Cell 6H.png
Scuffin' ya Jordans
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 Low - 13 3 18 -5 -
  • Scales like a light.

A third low, useful during blockstrings.

j.L[edit]
j.L
DBFZ Cell jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 3 17 - -
  • Long reaching and fast, a good air-to-air.

j.M[edit]
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 11 3 17 - -
  • Good air to air normal.
  • Good hitstun, allows it to combo into j.S and j.2H.

j.H[edit]
j.H
DBFZ Cell jH.png
The People's OTHER Cellbow
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 / 1000 High D2+ 13 8 22 - -
  • Wall bounces on Smash hit.
j.H 850 / 1000 High D1+ 13 8 22 - -
  • Smash hit causes a sliding knockdown.

j.S[edit]
j.S
DBFZ Cell jS.png
MILLY ROCK!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500, 500 All - 17 [15] 2 45 - -
  • Initial hit is a strike that ground bounces the opponent. The explosions are Ki Blasts that can only hit once, launch on hit.
  • Startup is reduced when canceled from Smash 5LLLLLLL or Smash j.H, compensating for the increased fall speed.

Have high hitstop, so despite being Ki Blasts, the explosions can stack against themselves and jail into SD in the corner.

The corner combo filler due to having good hitstun and meter gain. In midscreen, it can be combo'd into from j.H at certain heights, or even from j.M against big characters.

j.2H[edit]
j.2H
DBFZ Cell j2H.png
H E L L O
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1 15 3 19 - -
  • Knocks the opponent away horizontally instead of upwards.
  • Smash hit wall splats, combos into SD.

Special Moves[edit]

Hell Strike[edit]
Hell Strike
j.2M
DBFZ Cell HellStrike.png
*Teleports behind you*
DBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 High - 33 3 30 -3 8-15 All
  • Teleports behind the opponent, tracks anywhere on screen.

Mostly a combo filler with j.S > j.2M > Vanish, since the sideswap cancel out the sideswap of a Vanish.

Rolling Crush[edit]
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Smash on the last overhead hit.
  • Ground verions' roll launches on hit. Air version keeps them grounded.
  • The roll portion ground bounces airborne opponent.
Ground L 100*4, 900 All*4, High D1 8 2,2,2,2(8)3 15 -2 -
Air L 100*N, 700 All*N, High D1 19 (variable),3 15 -2 -
  • Smash hit causes a short sliding knockdown.
  • Ground version goes half screen.
  • Air version rolls down at a 45 degree angle.

Borderline useless, especially air version. It's supposedly more consistent as a combo ender than j.236M, but there are always j.236M routes that work on every character...

Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.

Ground M 100*4, 1000 All*4, High D1 10 2,2,2,2(8)3 15 -2 -
Air M 100*N, 700 All*N, High D1 19 (variable),3 15 -2 -
  • Smash hit causes a ground bounce sliding knockdown.
  • Ground version goes half screen. Can alter the distance Cell travels by holding GG4.png or GG6.png.
  • Air version rolls down at a shallower angle than j.236L.

Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit.

Mid-blockstring, 236M[4] will keep Cell further away from the opponent compared to 236M while still being -2 on block.

Ground H 100*4, 1200 All*4, High D1 8 2,2,2,2(8)3 15 -2 -
Air H 100*N, 1000 All*N, High D1 8 (variable),3 15 -2 -
  • Smash hit causes a ground bounce sliding knockdown.
  • Ground version is essentially 236M but faster. Can crossover the opponent even in the corner.
  • Air version rolls straight down, hits both sides and autocorrects on the last hit.

On block or hit, inputting 236H[4] can prevent him from crossing over due to the reduced travel distance. 236H[4] also prevents him from crossing over at all in the corner.

In a blockstring, the sideswitch is meaningless due to crossup protection. However, after a corner Lv3 knockdown, you can time 236H[4] vs 236H so that they get hit by the overhead as they get up, making this an easy left-right 50/50 but with low reward.

Air version can be used to instantly attack anything below Cell. The speed and autocorrect property mean it can be used as a crossup fakeout vs IAD j.M. Good combo ender at high hitstun decay even if you don't have D Smash, as cancelling it early will give you a ground bounce that combos into Supers.

Perfect Attack[edit]
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
DBFZ Cell PerfectAttack2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 214L/M/H and j.214H on hit: First kick launches, second followup ground bounces, Smash on the third followup.
  • j.214L/M on hit: First kick launches, second followup soft knockdowns.
  • The second followup of 214L/M will come out both on block/hit, while the third followup only comes out if the second one hit.
  • Followup of j.214L/M only comes out on hit.
  • All versions are unscaled starter(!)
Ground L 400, 400, 400 All - 12 3 30 -1 ~ -3 4-14 Head
Air L 500, 500 All - 12 3 26 - -
  • On block/hit, keeps Cell same side.
  • Ground version on hit: First hit launches, second hit small ground bounces.

At certain height, midcombo j.S(2) > j.214L (whiff) recovers faster than j.S(2) on its own, letting Cell link into j.L in the corner. This is the meat of his corner loops.

Ground M 400, 400, 600 All U1+ 12 3 36 -2 ~ -3 3-14 Head
Air M 500, 500 All - 12 3 32 - -
  • Ground version switches sides both on block/hit, but air version only switches sides on hit.
  • Smash hit corner splats that also affects assists.

214L and 214M look identical and are both true blockstrings. Though if you have an assist with relatively low blockstun (like Trunks A), getting it to hit in between the 2 hits of 214L/M will leave a gap, "breaking" crossup protection and allowing for a left-right 50/50.

214M is especially dangerous when Cell has his back against the corner as it's a gigantic anti-air that can be solo, meterlessly converted into a 5k combo. Not only that, since Smash 214M > Spark activation whiffs against all characters, on top of being one of the few moves that can wall bounce assists, this is THE Touch of Death king and you WILL pray that Cell doesn't hit you with it.

Ground H 400, 400, 1000 All U2+ 12 3 32 -1 1-14 Head
Air H 500, 500, 500 All U1+ 12 3 32 -1 -
  • Has enough range to hit from round start position.
  • On block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists.
  • On reflect, won't do the teleport followup, unlike L and M version.
  • On hit, stays same side. Ground version ends with a grab that only hits once per combo. Air version teleports back to the ground and ends with a kick that wall bounces on Smash hit, allowing for air-to-ground conversion with half a bar.

Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ Cell Kamehameha.png
DBFZ Cell Kamehameha-2.png
DBFZ Cell Kamehameha-3.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 262*5 [280*5] All - 18 25 [21] 21 [17] -16 [-10] -
Air 262*5 All - 18 25 24 - -
  • Jails into Vanish.
  • Ground version can be aimed upwards by holding GG2.png or GG8.png after the input. Air version can only be fired angled downwards.
  • Straight Kame wall splats on hit.
  • Values in [] are aimed up version.

Its ability to be used both on the ground and in the air gives Cell a respectable presence at range.

Psycho Crash[edit]
Psycho Crash
214S
DBFZ Cell PsychoCrash.png
"AND THAT ONE'S STILL GREEN!"
DBFZ Cell PsychoCrash2.png
Why is he humming to himself?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
150*8, 800 Throw U2+ 30 3 25 - -
  • Hits from over halfscreen to fullscreen. Doesn't overshoot the corner.

Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner.

Z Assists[edit]

Assist A[edit]
Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
200*5 All - 42 25 95 +30 -
  • Fires a Kamehameha downwards.

Slow startup makes this a pretty lackluster neutral tool, and the angle makes it less useful as a long range neutral tool. It's pretty good as an anti-air though, and can be used for pressure in the corner.

Assist B[edit]
Shoulder Tackle
Assist B
DBFZ Cell 5LL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 26 - - +26 -
  • Bardock A assist, but bad.

Assist C[edit]
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
550, 400*2 All - 46 [21] - - +25 Head
  • Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
  • On block, only does the first hit.

Bad blockstun for a C assist.

Super Moves[edit]

Energy Field[edit]
Energy Field
236L+M or 236H+S (Air OK)
DBFZ Cell EnergyField.png
MUDADA! HAAAHAHAHA!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 450*6 All UDV 9+4 3*6 40 -25 9-30 All
Air 450*6 All UDV 9+4 3*6 42 - 9-30 All
  • Minimum damage: 135*6 (810).

Solar Kamehameha[edit]
Solar Kamehameha
214L+M or 214H+S
DBFZ Cell SolarKamehameha.png
"You and the earth shall be DESTROYED!"
DBFZ Cell SolarKamehameha-2.png
"SAYONARA!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
220*19, 360 All UDV 9+3 85 51 -34 1-19 All
  • Minimum damage: 1672.
  • +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.

Cell's level 3 is below Average. It does below average damage has poor Oki outside of the corner. Midscreen, the best he can do is run up and meaty with 2L or attempt a delayed 214S as a gimmick.

Navigation[edit]


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System Explanations

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