DBFZ/Cell: Difference between revisions

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Revision as of 23:37, 24 February 2020

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

Overview

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

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.
  • His scream is PERFECT.
  • 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.


Normal Moves

5L
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Give me a Hug
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5% 1 11 - -
DBFZ Cell 5L.png
  • Important points go here.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 9 20 -5 B - - - 7% 2 15 - -
Cell enters 20F recovery animation on hit/block
DBFZ Cell 5LL.png

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


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 9 1 18 - T - U3+ - 12%*2 - - - -
DBFZ Cell 5LLL.png
  • 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
5M
DBFZ Cell 5M.png
Did you press a button after my minus frames? FOOL.
Template:AttackDataHeader-DBFZ
5M


5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 [550] All 9 3 18 -5 B - - - 7% 2 15 - -
Can cancel into 4MM from 21-25F, this can only be done once per string
DBFZ Cell 5M.png
Great poke and frame trap
4MM
  • Can late cancel 5M into 4MM even on whiff.
  • 5M > 4MM will combo on standing/crouching characters.
5H
5H
DBFZ Cell 5H.png
Give 'em the reverse boot
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850[1150] / 1000[1300] All 14~30 3 21 -8 B - U1 - 12% 4 15 - -
Values in [] are for fully charged version
DBFZ Cell 5H.png


  • [] is when fully held.
5S
5S
DBFZ Cell 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×5 All 10 P[(10)P*4] 24 -4 P1 - - - 6%*5 - 21 - -
Hold button for more shots (max 5)
Shots appear in 9F intervals
Cell enters 24F recovery after he stops shoooting
Each P in active frames represents a projectile spawned
DBFZ Cell 5S.png


  • Can be repeated up to 5 times.
  • Mainly used in blockstrings to reset assist cooldowns.
2L
2L
DBFZ Cell 2L.png
The only move you need
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 12 -3 F - - - 5% 1 - - -
DBFZ Cell 2L.png


  • Excellent stagger tool with remarkable range for a 2L.
2M
2M
DBFZ Cell 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 12 8 18 -10 F - - - 7% 2 15 - -
DBFZ Cell 2M.png


  • Great range.
2H
2H
DBFZ Cell 2H.png
I kicked me height
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 3 31 -18 B 4-15 Head U1+ - 12% 4 15 - -
DBFZ Cell 2H.png


  • Short horizontal range.
2S
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×3 All 18 P(10)P(10)P Total 56+15L +2 P1 - - - 6%*3 - 15+5 - -
Cell becomes airborne on 9F, lands on 42F
Shots appear in 10F intervals (3 total)
DBFZ Cell 2S.png
To the corner with you!


  • Lunges forward.
  • Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.
6M
6M The People's Cellbow Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
On hit, frame adv +3
DBFZ Cell jH.png


  • 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
6H
Low Kick
DBFZ Cell 6H.png
Scuffin' ya Jordans
Template:AttackDataHeader-DBFZ
6H
Low Kick
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 Low 13 3 18 -5 F - - - 12% 3 15 - -
DBFZ Cell 6H.png


  • Cell's third low.
  • Useful during blockstrings.
  • Scales like a light starter.
j.L
j.L
DBFZ Cell jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 17 - H - - - 5% 1 - - -
DBFZ Cell jL.png


  • 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
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 3 17 - H - - - 7% 2 - - -
DBFZ Cell jM.png


  • Good air to air normal.
  • Good hitstun, allows it to combo into j.S and j.2H.
j.H
j.H
DBFZ Cell jH.png
The People's OTHER Cellbow
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 8 22 - H - D1+ [D3+] - 12% 3 - - -
DBFZ Cell jH.png


  • Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236L.
j.S
j.S
DBFZ Cell jS.png
MILLY ROCK!
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 500 All 17 [15] 2(1)P 45 - H, P1 - - - 12%, 6% - - - -
Values in [ ] is when canceled from Dynamic! 5LLLLLLL or Smash! j.H
P in active frames represents a projectile spawned
Ground projectile has active frames 3(2)3(2)3(2)3(2)3
DBFZ Cell jS.png


  • Unique full screen blast.
  • The swipe has a hitbox. This hit will knock the opponent vertically downward.
j.2H
j.2H
DBFZ Cell j2H.png
H E L L O
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 3 19 - H - U1 - 12% 3 - - -
DBFZ Cell j2H.png


  • 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

Hell Strike
Hell Strike
j.2M
DBFZ Cell HellStrike.png
*Teleports behind you*
DBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow
Template:AttackDataHeader-DBFZ
j.2M
Hell Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 High 33 3 30 -3 H 8-15 All - - 7% 2 15 - -
DBFZ Cell HellStrike.pngDBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow


  • 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
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
Template:AttackDataHeader-DBFZ
  • 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


236L
L Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×4, 900 All×4, High 8 2,2,2,2(8)3 15 -2 B - D1 - - 2×4, 3 15×5 - -
DBFZ Cell RollingCrush.png
  • Useful during a blockstring.
Ground M


236M
M Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×4, 1000 All×4, High 10 2,2,2,2(8)3 15 -2 B - D1 - - 2×4, 3 15×5 - -
DBFZ Cell RollingCrush.png
  • Can alter the distance Cell travels by holding forward or backward.
Ground H


236H
H Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×4, 1200 All×4, High 8 2,2,2,2(8)3 15 -2 B - D1 - -50% 2×4, 3 15×5 - -
DBFZ Cell RollingCrush.png
  • Can also alter the distance Cell travels by holding forward or backward.
Air L


j.236L
Air L Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×N, 700 All×N, High 19 2×N(??)3 15 -2 H - D1 - - - 15×N, 15 - -
DBFZ Cell RollingCrush.png
  • Rolls diagonally down.
Air M


j.236M
Air M Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×N, 700 All×N, High 19 2×N(??)3 15 -2 H - D1 - - - - - -
DBFZ Cell RollingCrush.png
  • Travels further than L version.
Air H


j.236H
Air H Rolling Crush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×N, 1000 All×N, High 8 2×N(??)3 15 -2 H - D1 - -50% - - - -
DBFZ Cell RollingCrush.png
  • Rolls straight down.
Perfect Attack
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
Template:AttackDataHeader-DBFZ
  • 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


214L
L Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400, 400, 400 All 12 3 30 -3 ~ -1 B 4-14 Head - - - - - - -
DBFZ Cell PerfectAttack.pngDBFZ Cell PerfectAttack2.png
• Anti-air TOD makers
  • True blockstring.
Ground M


214M
M Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400, 400, 600 All 12 3 36 -3 ~ -2 B 3-14 Head U1+ - - - - - -
DBFZ Cell PerfectAttack.pngDBFZ Cell PerfectAttack2.png
• Anti-air TOD makers
  • Switches sides.
  • True blockstring.
Ground H


214H
H Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400, 400, 1000 All 12 3 32 -1 B 1-3 Head, 4-14 All U2+ - -50% - - - -
DBFZ Cell PerfectAttack.pngDBFZ Cell PerfectAttack2.png
• Anti-air TOD makers
  • 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


j.214L
Air L Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 500 All 12 3 26 - H 4-15 Head - - - - - - -
DBFZ Cell PerfectAttack.png
Air M


j.214M
Air M Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 500 All 8 3 32 - H 4-10 Head - - - - - - -
DBFZ Cell PerfectAttack.png
  • Switches sides on hit.
Air H


j.214H
Air H Perfect Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 500, 500 All 8 3 32 -1 H 4-10 All U1+ - -50% - - - -
DBFZ Cell PerfectAttack.png
  • Similar teleport properties to the ground version.
  • Last hit teleports to the ground, wallbounce on Smash hit.
Kamehameha
Kamehameha
236S (Air OK)
DBFZ Cell Kamehameha.png
DBFZ Cell Kamehameha-2.png
DBFZ Cell Kamehameha-3.png
Template:AttackDataHeader-DBFZ
Ground


236S
Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10] P2 - - - - - - - -
DBFZ Cell Kamehameha.pngDBFZ Cell Kamehameha-2.png
Air


j.236S
Air Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 18 25 24 - P2 - - - - - - - -
DBFZ Cell Kamehameha-3.png
The OTHER j.S
  • Ground version can be aimed upwards by holding up or down after the input.
  • Air version can only be fired angled downwards.
Psycho Crash
Psycho Crash
214S
DBFZ Cell PsychoCrash.png
"AND THAT ONE'S STILL GREEN!"
DBFZ Cell PsychoCrash2.png
Why is he humming to himself?
Template:AttackDataHeader-DBFZ
214S
Psycho Crash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×8, 800 Throw 30 3 25 - T - U2+ - - - - - -
DBFZ Cell PsychoCrash.pngDBFZ Cell PsychoCrash2.png


  • 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.

Z Assists

Assist A
Air Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Template:AttackDataHeader-DBFZ
Assist A
Kamehameha
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
200×5 All 41 25 95 +30 P2 - - - 0% - 30-32 - -
DBFZ Cell AirKamehameha.png


  • 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
Shoulder Tackle
Assist B
DBFZ Cell 5LL.png
Template:AttackDataHeader-DBFZ
Assist B
Shoulder Tackle
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 20 9 - +29 - - - - 0% - 29 - -
DBFZ Cell 5LL.png


  • It's a strike assist.
Assist C
L Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
Template:AttackDataHeader-DBFZ
Assist C
Perfect Attack
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
550, 400×2 All 28 [20] 6 - +25 - Head - - 0% - - - -
DBFZ Cell PerfectAttack.png


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

Super Moves

Energy Field
Energy Field
236L+M or 236H+S (Air OK)
DBFZ Cell EnergyField.png
MUDADA! HAAAHAHAHA!
Template:AttackDataHeader-DBFZ
Ground
Air
  • Not a reversal.
  • Minimum damage is 135*6 (810)
Solar Kamehameha
Solar Kamehameha
214L+M or 214H+S
DBFZ Cell SolarKamehameha.png
"You and the earth shall be DESTROYED!"
DBFZ Cell SolarKamehameha-2.png
Template:AttackDataHeader-DBFZ
  • 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

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.

Template:Navbar-DBFZ