< DBFZ
m (→Rolling Crush: " * Can alter the distance Cell travels by holding {{4}} or {{6}}" also is this a ground-exclusive, or can it also be influenced in the air?) |
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| quote = At last...I can finally test the power of my Perfect Form. | | quote = At last...I can finally test the power of my Perfect Form. | ||
| voice = Japanese: Norio Wakamoto English: Dameon Clarke | | voice = Japanese: Norio Wakamoto English: Dameon Clarke | ||
| lore = 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 | | lore = 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. | ||
}} | }} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash on the last overhead hit. | * Smash on the last overhead hit. | ||
* Ground | * Ground verions' roll launches on hit. Air version keeps them grounded. | ||
* The roll portion ground bounces airborne opponent. | * The roll portion ground bounces airborne opponent. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236L}} | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes a short sliding knockdown. | * Smash hit causes a short sliding knockdown. | ||
* Ground version goes half screen. | |||
* Air version rolls down at a 45 degree angle. | * Air version rolls down at a 45 degree angle. | ||
Borderline useless. It's supposedly more consistent as a combo ender than j.236M, but there are always j.236M routes that work on every character. | Borderline useless, especially air version. It's supposedly more consistent as a combo ender than j.236M, but there are always j.236M routes that work on every character. | ||
Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms. | Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms. | ||
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{{#lst:{{PAGENAME}}/Data|236M}} | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes a ground bounce sliding knockdown. | * Smash hit causes a ground bounce sliding knockdown. | ||
* Can alter the distance Cell travels by holding {{4}} or {{6}} | * Ground version goes half screen. Can alter the distance Cell travels by holding {{4}} or {{6}}. | ||
* Air version rolls down at a shallower angle than j.236L. | * Air version rolls down at a shallower angle than j.236L. | ||
Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit. | |||
Mid-blockstring, 236M[4] will keep Cell further away from the opponent compared to 236M while still being -2 on block. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lst:{{PAGENAME}}/Data|236H}} | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
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* Smash hit causes a ground bounce sliding knockdown. | * Smash hit causes a ground bounce sliding knockdown. | ||
* Roll portion hits from both sides of Cell, autocorrect on the last hit. | * Roll portion hits from both sides of Cell, autocorrect on the last hit. | ||
* | * Ground version is essentially 236M but faster. Can crossover the opponent even in the corner. | ||
Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD j.M, and a good combo ender at high hitstun decay even if you don't have Smash, as canceling it early will give you a ground bounce that combos into Supers. | * Air version rolls straight down. | ||
On block or hit, inputting 236H[4] can prevent him from crossing over due to the reduced travel distance. 236H[4] also prevents him from crossing over at all in the corner. | |||
In a blockstring, the sideswitch is meaningless due to crossup protection. However, after a corner Lv3 knockdown, you can time 236H[4] vs 236H and meaty them with a left-right 50/50 as they get up. This has rather low reward if Cell only hits with the overhead, but hitting with the rolling portion will scale the followup combo much less, reaching up to 4.5k with a Vanish extension. | |||
Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD j.M, and a good combo ender at high hitstun decay even if you don't have D Smash, as canceling it early will give you a ground bounce that combos into Supers. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> |
Revision as of 03:09, 8 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Cell | |
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Play-style | Balanced, Pressure, Footsies |
Team Role | Point |
Overview
"At last...I can finally test the power of my Perfect Form." | |
Lore: | 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. |
Voice: | Japanese: Norio Wakamoto English: Dameon Clarke |
Playstyle
Cell Cell is a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match.
Pros
Cons
- King of All Trades: Marvelously well-rounded kit with outstanding buttons that function as good air-to-airs, along with an aggressively-angled aerial beam.
- High Damage: Excellent corner carry along with rejump routes. Possesses a high variety of corner combo routes and realistic ToDTouch of Death
A combo that can KO a character from full health. routes that don't use Sparking!. - Relentless Pressure: Amazing stagger pressure plus frame-traps, and solid reward off left/right mix-ups as 5M reaches far and reliably combos off cross-up overheads.
- Perfect Attack: Infamous anti-airAnti-air
A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves. that serves as a blockstring weapon, combo extender, and a ToD starter. It slices, it dices, it julienne.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6H
6H Low Kick |
Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Hell Strike
Hell Strike j.2M |
Template:AttackDataHeader-DBFZ |
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Rolling Crush
Rolling Crush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Perfect Attack
Perfect Attack 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Psycho Crash
Psycho Crash 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Shoulder Tackle Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Perfect Attack Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Energy Field
Energy Field 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Solar Kamehameha
Solar Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.