DBFZ/Cell

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Cell
DBFZ Cell Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown, Footsies
Team Role
Point

Overview[edit]

"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 Wakamoko English: Dameon Clarke



Playstyle
DBFZ Cell Icon.png Cell is a dangerous, well-rounded fighter with a deadly combination of attacks that can hurt at any range.
Pros Cons
  • Well rounded kit allows him to tackle most situations.
  • Great neutral with good air buttons and an aerial beam.
  • High average damage, especially in the corner.
  • High reward off of left-right mixups due to his 5M having far reach.
  • Has many anti-air options, with most of them leading to extreme damage or outright TODing the opponent.
  • Excellent corner carry with rejump combos.
  • Great reflect-proof strings, with 5LL, and 2M lunging him forward.
  • Amazing stagger pressure and frame-traps, with many normals that are safe on block.
  • Exceptional buttons, all of which are fast and have far reach.
  • Voiced by Norio Wakamoto
  • Roasts everyone in story mode
  • Somewhat limted high/low mixup without the use of setups.
  • Some moves of his are overly-committal in regards to pokes and pressure.
  • 2H has an ironically short hitbox.
  • All of his assists are situational.




Normal Moves[edit]

5L[edit]
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Give me a Hug
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5L 400 All - 6 3 12 -3 -
  • Important points go here.
5LL 700 All - 9 9 20 -5 -
  • Holding GG4.png or GG2.png halves the distance Cell covers.

5LL[4] can be useful for reflect bait and punish with 5LLL. Since most players would double reflect 5L 5LL due to its coverage.

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.
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5M 700 All - 9 3 18 -5 -
4MM 550 All - 9 3 18 -5 -
  • Can late cancel 5M into 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 with 5MM > 6H > 5H into a combo. If the opponent blocks, you can continue your pressure.


5H[edit]
5H
DBFZ Cell 5H.png
Give 'em the reverse boot
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 [1105] All U1 14 [15-30] 3 21 -8 -
  • [] is when fully held.
  • Charged version has momentum that is maintained when cancelled.

This move has decent range on it's own, but the charged version is something special. If charged in the corner and canceled, Cell is pushed back to about half-screen. This allows for all sorts of shenanigans with his beam being hard to punish and 214S being incontestable to mashing.


5S[edit]
5S
DBFZ Cell 5S.png
Begone to your shine!
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
300*5 All - 16 1 [(10)1*4] 24 -4 -
  • Can be repeated up to 5 times.
  • Mainly used in blockstrings to reset assist cooldowns.


2L[edit]
2L
DBFZ Cell 2L.png
The only move you need
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 Low - 7 3 12 -3 -
  • Excellent stagger tool with remarkable range for a 2L.


2M[edit]
2M
DBFZ Cell 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 Low - 12 6 18 -8 -
  • Great range.
  • Always works after 5M and 5MM.


2H[edit]
2H
DBFZ Cell 2H.png
I kicked me height
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 13 3 31 -18 4-15 Head
  • Short horizontal range.


2S[edit]
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400*3 All - 18 24 15 +2 -
  • Lunges forward.
  • Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.


6M[edit]
6M
DBFZ Cell 6M.png
The People's Cellbow
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 High - 24 6 10 0 -
  • Unlike the rest of Cell's buttons, this has low range.
  • Cell's stubby jab means it's hard to challenge after it's blocked.


6H[edit]
6H
Low Kick
DBFZ Cell 6H.png
Scuffin' ya Jordans
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 Low - 13 3 18 -5 -
  • Cell's third low.
  • Useful during blockstrings.
  • Scales like a light starter.


j.L[edit]
j.L
DBFZ Cell jL.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 High - 6 3 17 - -
  • Long reaching and fast, a good air-to-air.
  • Vertical hitbox leaves much to be desired, as it will whiff if used more than once in an air string.


j.M[edit]
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
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
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 / 1000 High D1+ 13 8 22 - -
  • Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236L.


j.S[edit]
j.S
DBFZ Cell jS.png
MILLY ROCK!
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
500, 500 All - 17 2 45 - -
  • Unique full screen blast.
  • The swipe has a hitbox. This hit will knock the opponent vertically downward.


j.2H[edit]
j.2H
DBFZ Cell j2H.png
H E L L O
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1 15 3 19 - -
  • Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards.
  • Combos into j.236L/M in the corner post-Smash!


Special Moves[edit]

Hell Strike[edit]
Hell Strike
j.2M
DBFZ Cell HellStrike.png
*Teleports behind you*
DBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
900 High - 33 3 30 -3 8-15 All
  • Has bad vertical tracking.
  • Can be converted into a combo by using Vanish.

Cell teleports behind his opponent and attacks with a swipe. Useful in combos because of the sideswap countering the sideswap of a Vanish, and useful (sometimes) in neutral to punish committal Ki Blasts and Beams.


Rolling Crush[edit]
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
  • Last hit hits high.
  • Smash on last hit.
  • L versions cause a short sliding knockdown on Smash hit.
  • M and H versions cause a ground bounce sliding knockdown on Smash hit.
Ground L 100*4, 900 All*4, High D1 8 2,2,2,2(8)3 15 -2 -
  • Useful during a blockstring.
Ground M 100*4, 1000 All*4, High D1 14 2,2,2,2(8)3 15 -2 -
  • Can alter the distance Cell travels by holding forward or backward.
Ground H 100*4, 1200 All*4, High D1 10 2,2,2,2(8)3 15 -2 -
  • Can also alter the distance Cell travels by holding forward or backward.
Air L 100*N, 700 All*N, High D1 10,10 (variable),3 15 -2 -
  • Rolls diagonally down.
Air M 100*N, 700 All*N, High D1 19,13 (variable),3 15 -2 -
  • Travels further than L version.
Air H 100*N, 1000 All*N, High D1 10,14 (variable),3 15 -2 -
  • Rolls straight down.


Perfect Attack[edit]
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
DBFZ Cell 6M.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
  • Smash on last hit.
  • Ground version on block, the second followup will still come out, while the third followup will only come out if the second one hit.
  • Air version on block, followups won't come out.
Ground L 400, 400, 400 All - 12 3 30(whiff), 13(block) -2 -
  • True blockstring.
Ground M 400, 400, 600 All U1+ 12 3 36(whiff), 14(block) -3 -
  • Switches sides.
  • True blockstring.
Ground H 400, 400, 1000 All U1+ 12 3 32(whiff), 16(block) -1 -
  • Invulnerable to airborne attacks from the 1st frame.
  • Has enough range to hit an opponent from "round start" position.
  • On block, Cell recovers in midair behind the opponent. Can be used for mixups with assists.
  • If reflected, Cell won't do the teleport, unlike L and M version.
  • The grab at the end only hits once per combo.
Air L 500, 500 All - 12 3 26 -13 -
Air M 500, 500 All - 12 3 32(whiff), 26(block) -13 -
  • Switches sides on hit.
Air H 500, 500, 500 All U1+ 12 3 32(whiff), 16(block) -1 -
  • Similar teleport properties to the ground version.
  • Last hit teleports to the ground, wallbounce on Smash hit.


Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ Cell Kamehameha.png
DBFZ Cell Kamehameha-2.png
DBFZ Cell Kamehameha-3.png
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Ground 262*5 All - 18 25 21(whiff), 33(block) -16 -
Air 262*5 All - 18 25 24(whiff), 36(block) -19 -
  • Ground version can be aimed upwards by holding up or down after the input.
  • Air version can only be fired angled downwards.


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 Guard Smash Startup Active Recovery Frame Adv. Invul
150*8, 800 Throw U3+ 30 3 25 - -
  • Full screen command grab.
  • Has a minimum distance it can hit at, meaning it won't hit closer up to Cell unless he has the opponent in the corner.


Z Assists[edit]

Assist A[edit]
Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
200*5 All - 49 25 95 - -
  • Fires a Kamehameha downwards.

The angle of this kamehameha assist 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 Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 26 - - 26 -
  • It's a strike assist.


Assist C[edit]
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - 45 - - 25 -

Cell teleports to the opponent and performs all three hits of L Perfect Attack.


Super Moves[edit]

Energy Field[edit]
Energy Field
236L+M or 236H+S (Air OK)
DBFZ Cell EnergyField.png
MUDADA! HAAAHAHAHA!
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Ground 450*6 All UDV 9+4 3,3,3,3,3,3 43 -28 9-30 All
Air 450*6 All UDV 9+4 3,3,3,3,3,3 41 -26 9-30 All
  • Not a reversal.
  • Minimum damage is 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
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
220*19, 360 All UDV 9+3 85 51 -34 1-19 All
  • Invulnerable during startup.
  • 1672 minimum damage.
  • +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.

Cell's level 3 is actually pretty good. It does about average damage and allows for a really easy safejump in the corner by just holding [9] and pressing j.H as you fall. Midscreen, the best you can do is run up and meaty with 2L or attempt a delayed 214S as a gimmick.


Navigation[edit]


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