DBFZ/Cell

From Dustloop Wiki
Cell
DBFZ Cell Portrait.png
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
  • Marvelously well-rounded kit allows him to tackle almost all situations.
  • Outstanding buttons, all of which are fast and far reaching like 5LL and 2M.
  • Excellent corner carry along with rejump routes that lead to high damage.
  • Perfect Attack is infamous anti-air that is also a blockstring weapon, combo extender, and a TOD starter.
  • Great neutral with good air-to-air options, and an aggressively-angled aerial beam.
  • Amazing stagger pressure and frame-traps, with many normals that are safe on block.
  • Solid pressure off of left-right mixups due to his 5M having far reach.
  • Psycho Crash is a near-untelegraphed full-screen command grab.
  • Possesses the highest amount of corner combo routes and can access a multitude of realistic TOD routes that don't use Sparking!.
  • All of his assists are situational.
  • 2H has an ironically short vertical and horizontal hitbox.
  • Hell Strike can be 2H'd when anticipated, furthering it's similarities with Vanish.
  • The further Cell is optimized, the higher the execution barrier.
  • May have the most problems with hitstun decay, due to how long his optimized combos can be.


Normal Moves

5L
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Gimme a hug
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5L
  • Important points go here.
5LL

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
  • 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.
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5M
4MM
  • Can late cancel 5M into 4MM even on whiff.
  • 5M > 4MM will combo on standing/crouching characters.
  • Excellent button after doing a left-right mixup. If it connects, you can link with 5MM > 6H > 5H into a combo. If the opponent blocks, you can continue your pressure.
5H
5H
DBFZ Cell 5H.png
Give 'em the reverse boot
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  • [] is when fully held.
  • Charged version has momentum that is maintained when cancelled.

This move has decent range on it's own, but the charged version is something special. If charged in the corner and canceled, Cell is pushed back to about half-screen. This allows for all sorts of shenanigans with his beam being hard to punish and 214S being incontestable to mashing.

5S
5S
DBFZ Cell 5S.png
Begone to your shine!
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  • 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
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  • Excellent stagger tool with remarkable range for a 2L.
2M
2M
DBFZ Cell 2M.png
M. Bison called.
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  • Great range.
  • Always works after 5M and 5MM.
2H
2H
DBFZ Cell 2H.png
I kicked me height
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  • Short horizontal range.
  • Short vertical range.

The one normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard 2H, but the hitbox is not as lenient as others.

2S
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
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  • 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
  • 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
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  • Cell's third low.
  • Useful during blockstrings.
  • Scales like a light starter.
j.L
j.L
DBFZ Cell jL.png
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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.
j.M
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
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  • 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
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  • Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236X.
j.S
j.S
DBFZ Cell jS.png
MILLY ROCK!
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  • Unique full screen blast.
  • The swipe has a hitbox. This hit will knock the opponent vertically downward.
  • Can be looped in the corner.
j.2H
j.2H
DBFZ Cell j2H.png
H E L L O
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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!

Special Moves

Hell Strike
Hell Strike
j.2M
DBFZ Cell HellStrike.png
*Teleports behind you*
DBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow
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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.

Rolling Crush
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
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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.
Ground L
  • Useful during a blockstring.
Ground M
  • Can alter the distance Cell travels by holding forward or backward.
Ground H
  • Can also alter the distance Cell travels by holding forward or backward.
Air L
  • Rolls diagonally down.
Air M
  • Travels further than L version.
Air H
  • Rolls straight down.
Perfect Attack
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
HAVE YOU EVER BEEN HIT SO HARD FROM A CASUAL MOVEMENT THAT YOU GET TOD? YEAH ME TOO
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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.
Ground L
  • True blockstring.
Ground M
  • Switches sides.
  • True blockstring.
Ground H
  • 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
  • In the corner, can be used to halt air momentum after j.s, allowing loops.
  • Switches sides on hit.
Air H
  • 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
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Ground
Air
  • 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?
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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.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
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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.

Assist B
Shoulder Tackle
Assist B
DBFZ Cell 5LL.png
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  • Bardock A assist, but bad.
Assist C
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
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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!
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Ground
Air
  • Not a reversal.
  • Minimum damage: 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
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  • Invulnerable during startup.
  • Minimum damage: 1672.
  • +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.

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