Cell
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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
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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
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- 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.
- His scream is PERFECT.
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- 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.
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Normals[edit]
5L
"P" is for priceless... the look upon your faces. "E" is for extinction, of all your puny races... "R" for Rrrevolution, which has been televised... "F" is for how F***ED you are... now allow me to reprise....
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5L
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400
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All
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-
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6
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3
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12
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-3
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- Important points go here.
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5LL
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700
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All
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-
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9
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9
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20
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-5
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- Holding
or 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.
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5LLL
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1000
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Throw
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U3+
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9
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1
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18
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-
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- Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
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5M
Did you press a button after my minus frames? FOOL.
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5M
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700
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All
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-
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9
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3
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18
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-5
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4MM
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550
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All
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-
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9
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3
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18
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-5
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- Can late cancel 5M into 4MM even on whiff.
- 5M > 4MM will combo on standing/crouching characters.
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5H
Give 'em the reverse boot
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5S
"Aw shit! That was meant for Tien! That's my B!"
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2L
The only move you need
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2M
...yeah, it's a Japanese VA reference...
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2S
This isn't flying! This is falling! with style!
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6H Low Kick
Scuffin' ya Jordans
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j.L
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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400
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High
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-
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6
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3
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17
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-
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- 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.
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j.H
The People's OTHER Cellbow
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j.2H
H E L L O
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850
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All
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U1
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15
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3
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19
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-
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- 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!
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Specials[edit]
Hell Strike[edit]
Hell Strike j.2M
*Teleports behind you* imquiteconfidentinmyspeedyouknow
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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900
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High
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-
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33
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3
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30
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-3
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- 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.
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Rolling Crush[edit]
Rolling Crush 236L/M/H (Air OK)
SPIN2WIN
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- 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.
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L
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100*4, 900
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All*4, High
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D1
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8
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2,2,2,2(8)3
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15
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-2
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- Useful during a blockstring.
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M
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100*4, 1000
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All*4, High
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D1
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14
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2,2,2,2(8)3
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15
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-2
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- Can alter the distance Cell travels by holding forward or backward.
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H
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100*4, 1200
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All*4, High
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D1
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10
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2,2,2,2(8)3
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15
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-2
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- Can also alter the distance Cell travels by holding forward or backward.
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Air L
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100*N, 700
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All*N, High
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D1
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10,10
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(variable),3
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15
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-2
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Air M
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100*N, 700
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All*N, High
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D1
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19,13
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(variable),3
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15
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-2
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- Travels further than L version.
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Air H
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100*N, 1000
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All*N, High
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D1
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10,14
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(variable),3
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15
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-2
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Perfect Attack[edit]
Perfect Attack 214L/M/H (Air OK)
"Next time, why don't you remember your place like the rest of them...and wait for Goku."
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- 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.
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L
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400, 400, 400
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All
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-
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12
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3
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30(whiff), 13(block)
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-2
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- True blockstring.
- #EmbraceDeath
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M
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400, 400, 600
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All
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U1
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12
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3
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36(whiff), 14(block)
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-3
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- Switches sides.
- True blockstring.
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H
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400, 400, 1000
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All
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U1
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12
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3
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32(whiff), 16(block)
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-1
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- 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.
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Air L
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500, 500
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All
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-
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12
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3
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26
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-13
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Air M
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500, 500
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All
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-
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12
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3
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32(whiff), 26(block)
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-13
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Air H
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500, 500, 500
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All
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U1
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12
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3
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32(whiff), 16(block)
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-1
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- Similar teleport properties to the ground version.
- Last hit teleports to the ground, wallbounce on Smash hit.
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Kamehameha[edit]
Kamehameha 236S (Air OK)
"I DID IT MYYYYYYY WAYYYYYYYY" "Next." OPPRESSIONNNNN
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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262*5
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All
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-
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18
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25
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21(whiff), 33(block)
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-16
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Air
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262*5
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All
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-
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18
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25
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24(whiff), 36(block)
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-19
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- Ground version can be aimed upwards by holding up or down after the input.
- Air version can only be fired angled downwards.
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Psycho Crash[edit]
Psycho Crash 214S
"AND THAT ONE'S STILL GREEN!"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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150*8, 800
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Throw
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U3
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30
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3
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25
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-
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- 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.
- Unlike most command grabs, this one can be used infinitely many times per combo.
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Kamehameha A1/A2
"Fine, how's this?"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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200*5
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All
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-
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49
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25
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95
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-
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- 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.
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Energy Field[edit]
Energy Field 236L+M or 236H+S (Air OK)
MUDADA! HAAAHAHAHA!
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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450*6
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All
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UDV
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9+4
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3,3,3,3,3,3
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43
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-28
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Air
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450*6
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All
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UDV
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9+4
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3,3,3,3,3,3
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41
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-26
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- Not a reversal.
- Minimum damage is 135*6 (810)
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Solar Kamehameha[edit]
Solar Kamehameha 214L+M or 214H+S
"You and the earth shall be DESTROYED!" "I DID IT RAW PLS DON'T BLOCK"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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220*19, 360
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All
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UDV
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9+3
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85
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51
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-34
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- 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.
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Navigation[edit]
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To edit frame data, edit values in DBFZ/Cell/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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