DBFZ/Cell

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Cell
DBFZ Cell Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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

Overview[edit]

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.

In Dragon Ball FighterZ, Cell is a dangerous, well-rounded fighter with a deadly combination of attacks that can hurt at any range, a strong mix-up game, and excellent ground and aerial abilities. His main weakness is the fact that, should his attacks miss their mark, he can leave himself wide open to punishment.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Versatile; he has all of the tools to deal and adapt to just about any situation.
  • Great meterless / assistless damage output, especially in the corner due to his loops.
  • Has very powerful blockstrings and mixups due to his 3 lows, his 2 overhead specials, and his ranged command grab.
  • Has long reaching normals (even involving his 5LL by itself) and multiple projectiles, making him a constant threat in the neutral.
  • Has much better reward for landing a dragon rush compared to other characters.
  • Voiced by Norio Wakamoto, so you can always count on him being top tier.
  • He's perfect, dammit.
  • His great height gives him a tall hurtbox.
  • His anti-air 2H has an ironically small hitbox, on top of having no meterless reversal.
  • Very long recovery on his normals, making him susceptible to momentum shifts while also needing to commit to his more costly pokes.
  • His assist's unique angle makes it not as useful as other, similar assists.
  • He likes to torture his opponents as long as he can, so most of his attacks now drastically scale his combo damage; leads to having low combo reward and often requiring resources for bigger damage.


Normals[edit]

5L[edit]
5L
DBFZ Cell 5L.png
"P" is for priceless... the look upon your faces. "E" is for extinction, of all your puny races...
DBFZ Cell 5LL.png
"R" for Rrrevolution, which has been televised...
DBFZ Cell 5LLL.png
"F" is for how F***ED you are... now allow me to reprise....
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 5 12 -5
  • Important points go here
5LL 700 All 9 9 20 -5
  • Holding 4 or 6 alters how far Cell moves forward.
5LLL 1000 Throw 9 3 18 -
  • Whiffs if 5LL is blocked.


5M[edit]
5M
DBFZ Cell 5M.png
Kick ye in de shin
Version Damage Guard Startup Active Recovery Frame Adv.
5M 700 All 9 3 18 -5
4MM 550 All 9 - - -5
  • Can cancel 5M into 4MM, however the timing can be a little finicky. This cancel is also available on whiff.
  • 5M > 4MM will combo on standing/crouching characters.


5H[edit]
5H
DBFZ Cell 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850[1150] All 14 3 21 -8
  • [] is when held.


5S[edit]
5S
DBFZ Cell 5S.png
"Sorry, that was aimed at Tenshinhan, that's my B."
Damage Guard Startup Active Recovery Frame Adv.
300 All 16 - 24 -4
  • Can be repeated up to five times.
  • Mainly used in blockstrings to reset assist cooldowns


2L[edit]
2L
DBFZ Cell 2L.png
The only move you need
Damage Guard Startup Active Recovery Frame Adv.
400 L 8 3 12 -3
  • One of Cell's lows. Has short range


2M[edit]
2M
DBFZ Cell 2M.png
...yeah, it's a Japanese VA reference...
Damage Guard Startup Active Recovery Frame Adv.
700 L 12 6 18 -8
  • Cell's best low, since it has great range. It scales incredibly though if used as a combo starter.


2H[edit]
2H
DBFZ Cell 2H.png
I kicked me height
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 31 -18
  • Important points go here


2S[edit]
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Damage Guard Startup Active Recovery Frame Adv.
1000 All 18 24 15 +2
  • Important points go here


6M[edit]
6M
DBFZ Cell 6M.png
The People's Cellbow
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Important points go here


j.L[edit]
j.L
DBFZ Cell jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 3 17 -
  • Important points go here


j.M[edit]
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Damage Guard Startup Active Recovery Frame Adv.
700 H 9 3 17 -
  • Good air to air normal


j.H[edit]
j.H
DBFZ Cell jH.png
The People's OTHER Cellbow
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 8 22 -
  • Important points go here


j.S[edit]
j.S
DBFZ Cell jS.png
MILLY ROCK!
Damage Guard Startup Active Recovery Frame Adv.
600 All 17 - 45 -
  • Important points go here


j.2H[edit]
j.2H
DBFZ Cell j2H.png
H E L L O
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 3 19 -
  • Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards


Specials[edit]

Low Kick[edit]
Low Kick
6H
DBFZ Cell 6H.png
Scuffin' ya Jordans
Damage Guard Startup Active Recovery Frame Adv.
850 L 13 3 18 -5
  • Hits low
  • Useful during blockstrings.


Perfect Attack[edit]
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
"Next time, why don't you remember your place like the rest of them...and wait for Goku."
Version Damage Guard Startup Active Recovery Frame Adv.
L 400, 400, 400 All 12 3 30(whiff), 13(block) -2
  • On block, the second followup will still come out.
  • There is gap between both parts of the move.
  • The third followup will only come out if the second one hit.
M 400, 400, 600 All 12 3 36(whiff), 14(block) -3
  • On block, the second followup will still come out.
  • No gap, unlike the L version.
  • Switches sides.
  • The third followup will only come out if the second one hit.
H 400, 700, 800 All 12 3 32(whiff), 16(block) -1
  • Invulnerable to airborne attacks from the 1st frame.
  • Wallbounces.
  • Has enough range to hit an opponent from "round start" position.
  • On block, Cell recovers in midair behind the opponent
  • If used with a proper assist, it has a rather ambiguous cross ups in the corner
  • If reflected, Cell won't do the teleport.
Air L 500, 500 All 12 3 26 -13
  • Followups won't come out on block.
Air M 500, 500 All 12 3 32(whiff), 26(block) -13
  • Followups won't come out on block.
  • Switches sides.
Air H 500, 700, 1200 All 12 3 32(whiff), 16(block) -1
  • Followups won't come out on block.
  • Has an additional hit where Cell teleports to the ground and breaks the opponent's back with a bear hug.


Rolling Crush[edit]
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN - See Also: This used to be Milia at one point
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 All, H 8 2,2,2,2(8)3 15 -2
  • Only last hit is high.

Useful during a blockstring, since the last hit is a high.

M 1180 All, H 14 2,2,2,2(8)3 15 -2
  • Only last hit is high.

Hold forward or back on the ground to alter the distance Cell travels

H 1270 All, H 10 2,2,2,2(8)3 15 -2
  • Only last hit is high.

Hold forward or back to alter the distance Cell travels on the ground

Air L 820 (4 hits) Allx3, Highx1 10,10 (variable),3 15 -2
Air M 820 (4 hits) Allx3, Highx1 19,13 (variable),3 15 -2
Air H 820 (4 hits) Allx3, Highx1 10,14 (variable),3 15 -2
  • Placeholder


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

Cell teleports behind his opponent and attacks with a swipe.


Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ Cell Kamehameha.png
"I DID IT MYYYYYYY WAYYYYYYYY"
DBFZ Cell Kamehameha-2.png
"Next."
DBFZ Cell Kamehameha-3.png
OPPRESSIONNNNN
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1098 All 18 25 21(whiff), 33(block) -16
Air 1098 All 18 25 24(whiff), 36(block) -19
  • Ground version can be aimed upwards by holding up after the input
  • Air version can only be fired angled downwards

Placeholder


Psycho Crash[edit]
Psycho Crash
214S
DBFZ Cell PsychoCrssh.png
"AND THAT ONE'S STILL GREEN!"
Damage Guard Startup Active Recovery Frame Adv.
1445 Throw 30 3 25 -
  • 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.

Placeholder


Assist[edit]

Kamehameha
A1/A2
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Damage Guard Startup Active Recovery Frame Adv.
760 (5 hits) All 41 25 95 -
  • Fires a Kamehameha downwards at a 45 degree angle.
  • 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.


Supers[edit]

Energy Field[edit]
Energy Field
236L+M or 236H+S (Air OK)
DBFZ Cell EnergyField.png
MUDADA! HAAAHAHAHA!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2250 All 9+4 3,3,3,3,3,3 43 -28
Air 2250 All 9+4 3,3,3,3,3,3 41 -26
  • Not a reversal
  • Delay a DHC until it connects, otherwise he will cancel this attack completely.
  • Can set up a double super for Bardock, Tien, and maybe others


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
"I DID IT RAW PLS DON'T BLOCK"
Damage Guard Startup Active Recovery Frame Adv.
4108 All 9+3 85 51 -34
  • Has some invulnerable frames on startup




Dragon Ball FighterZe
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