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 Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 5 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 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 Smash Startup Active Recovery Frame Adv.
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.


5H[edit]
5H
DBFZ Cell 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1105] All U1 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 Smash Startup Active Recovery Frame Adv.
300*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 Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 12 -3
  • Excellent stagger tool with remarkable range for a 2L.


2M[edit]
2M
DBFZ Cell 2M.png
...yeah, it's a Japanese VA reference...
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 12 6 18 -8
  • Great range.


2H[edit]
2H
DBFZ Cell 2H.png
I kicked me height
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 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 Smash 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 Smash 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 Smash Startup Active Recovery Frame Adv.
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.
400 High - 6 3 17 -
  • Important points go here.


j.M[edit]
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 11 3 17 -
  • Good air to air normal.


j.H[edit]
j.H
DBFZ Cell jH.png
The People's OTHER Cellbow
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 13 8 22 -
  • Important points go here.


j.S[edit]
j.S
DBFZ Cell jS.png
MILLY ROCK!
Damage Guard Smash Startup Active Recovery Frame Adv.
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.
850 All U1 15 3 19 -
  • Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards.


Specials[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.
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 Smash Startup Active Recovery Frame Adv.
  • 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.
L 100*4, 900 All*4, High D1 8 2,2,2,2(8)3 15 -2
  • Useful during a blockstring.
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.
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
"Next time, why don't you remember your place like the rest of them...and wait for Goku."
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • 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.
L 400, 400, 400 All - 12 3 30(whiff), 13(block) -2
  • True blockstring.
M 400, 400, 600 All U1 12 3 36(whiff), 14(block) -3
  • Switches sides.
  • True blockstring.
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
"I DID IT MYYYYYYY WAYYYYYYYY"
DBFZ Cell Kamehameha-2.png
"Next."
DBFZ Cell Kamehameha-3.png
OPPRESSIONNNNN
Version Damage Guard Smash 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 Smash Startup Active Recovery Frame Adv.
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.
  • Unlike most command grabs, this one can be used infinitely many times per combo.


Assist[edit]

Kamehameha
A1/A2
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Damage Guard Smash Startup Active Recovery Frame Adv.
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.


Supers[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.
Ground 450*6 All UDV 9+4 3,3,3,3,3,3 43 -28
Air 450*6 All UDV 9+4 3,3,3,3,3,3 41 -26
  • Not a reversal.


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 Smash Startup Active Recovery Frame Adv.
220*19, 360 All UDV 9+3 85 51 -34
  • Invulnerable during startup.
  • 1672 minimum damage.


Navigation[edit]


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