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 shortens the distance Cell covers.
5LLL 1000 Throw 9 3 18 -
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.


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 [30] 3 21 -8
  • [] is when fully held.


5S[edit]
5S
DBFZ Cell 5S.png
"Aw shit! That was meant for Tien! That's my B!"
Damage Guard Startup Active Recovery Frame Adv.
300*1~5 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 Low 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 Low 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
  • Short horizontal range.


2S[edit]
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Damage Guard Startup Active Recovery Frame Adv.
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 Startup Active Recovery Frame Adv.
850 High 24 6 10 0
  • Important points go here.


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


j.L[edit]
j.L
DBFZ Cell jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 17 -
  • Excellent stagger tool with remarkable range for a 2L.


j.M[edit]
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Damage Guard Startup Active Recovery Frame Adv.
700 High 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 [1000] High 13 8 22 -
  • [] is on Smash hit.


j.S[edit]
j.S
DBFZ Cell jS.png
MILLY ROCK!
Damage Guard Startup Active Recovery Frame Adv.
650, 600 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 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.
  • If smash property hasn't been used, this will cause a smash & wall-bounce.


Specials[edit]

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 High 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.


Rolling Crush[edit]
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
Version Damage Guard Startup Active Recovery Frame Adv.
L 100*4, 700 All*4, High 8 2,2,2,2(8)3 15 -2
  • Useful during a blockstring, since the last hit is a high.
M 100*4, 900 All*4, High 14 2,2,2,2(8)3 15 -2
  • Ground version can alter the distance Cell travels by holding forward or backward.
H 100*4, 1000 All*4, High 10 2,2,2,2(8)3 15 -2
  • Ground version can alter the distance Cell travels by holding forward or backward.
Air L 100*N, 700 All*N, High 10,10 (variable),3 15 -2
  • Rolls diagonally down.
  • Using this as an air combo ender will usually resulting in the opponent falling out of the move.
Air M 100*N, 700 All*N, High 19,13 (variable), 3 15 -2
  • Rolls down but further than L version.
Air H 100*N, 700 All*N, High 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
"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, unlike L and M version.
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.


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 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
Damage Guard Startup Active Recovery Frame Adv.
150*8, 800 Throw 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.


Assist[edit]

Kamehameha
A1/A2
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Damage Guard Startup Active Recovery Frame Adv.
200*5 All 49 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 450*6 All 9+4 3,3,3,3,3,3 43 -28
Air 450*6 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.
220*19, 360 All 9+3 85 51 -34
  • Has some invulnerable frames on startup.
  • 1672 minimum damage.


Navigation[edit]


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