DBFZ/Cell/Frame Data

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System Data[edit]

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Normal Attacks[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
5L
400 Ground Strike All 7 5 12 -5 - 11 - - - -
5LL
700 Ground Strike All 9 9 20 -5 - 15 - - - -
  • Cell enters 20F recovery animation on hit/block
5LLL
1000 Ground Throw Throw 9 3 18 - - - - - - -
2L
400 Ground Strike Low 7 3 12 -3 - 11 - - - -
5M
700 Ground Strike All 9 3 18 -5 - 15 - - - -
  • can cancel into a second 5M from 21-25F, this can only be done once per string.
  • Damage becomes 550 if 5M > 5M
2M
700 Ground Strike Low 12 6 18 -8 - 15 - - - -
6M
850 Ground Strike High 24 6 10 0 - 15 - - - -
  • On hit, frame adv +3
5H
850 Ground Strike All 14 3 21 -8 - 15 - - - -
5[H]
1150 Ground Strike All 30 3 21 -8 - 15 - - - -
2H
850 Ground Strike All 13 3 31 -18 - 15 - - 4-15 Air Strike -
6H
850 Ground Strike Low 13 3 18 -5 - 15 - - - -
5S
300 per shot Projectile Lvl 1 All 16 - 24 -4 - 15+5 - - - -
  • hold button for more shots (max 5)
  • Shots appear in 9F intervals
  • Cell enters 24F recovery after he stops shoooting
2S
1000 (3 hits) Projectile Lvl 1 All 18 24 15 +2 - 15+5 - - - -
  • Cell becomes airborne on 9F, lands on 42F
  • Shots appear in 10F intervals (3 total)
  • 15F recovery after landing
j.L
400 Air Strike High 6 3 17 - - - - - - -
j.M
700 Air Strike High 9 3 17 - - - - - - -
j.H
850 Air Strike High 13 8 22 - - - - - - -
j.2H
850 Air Strike All 15 3 19 - - - - - - -
j.S
650, 600 Air Strike, Projectile Lvl 1 All 17 2 45 - - - - - - -
  • Ground projectile starts on frame 19 and has active frames 3(2)3(2)3(2)3(2)3

Special Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Hell Strike
j.2M
900 Air Strike High 33 3 30 -3 2 15 - - 8-15 All -
  • Teleport+invuln on frames 8-15
  • Frame advantage listed is when opponent standing blocks the attack
Rolling Crush
236L
100*4, 700 Ground Strike Allx4, Highx1 8 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
236M
100*4, 900 Ground Strike Allx4, Highx1 14 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
236H
100*4, 1000 Ground Strike Allx4, Highx1 10 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
j.236L
820 (4 hits) Strike Allx3, Highx1 10,10 (variable),3 15 -2 - 15* - - - -

Roll active frames last until Cell lands

j.236M
820 (4 hits) Strike Allx3, Highx1 19,13 (variable), 3 15 -2 - - - - - -

Roll active frames last until Cell lands

j.236H
820 (4 hits) Strike Allx3, Highx1 10,14 (variable), 3 15 -2 - - - - - -

Roll active frames last until Cell lands

Perfect Attack
214L
1120 (3 hits) Strike All 12 3 30(whiff), 13(block) -2 - - - - - -
214M
1300 (3 hits) Strike All 12 3 36(whiff), 14(block) -3 - - - - - -
214H
1750 (3 hits) Strike All 12 3 32(whiff), 16(block) -1 - - - - - -
j.214L
950 (2 hits) Strike All 12 3 26 -13 - - - - - -
j.214M
950 (2 hits) Strike All 12 3 32(whiff), 26(block) -13 - - - - - -
j.214H
2210 (3 hits) Strike All 12 3 32(whiff), 16(block) -1 - - - - - -
Kamehameha
236S
1098 (5 hits) Projectile Lvl 2 All 18 25 21(whiff), 33(block) -16 - - - - - -
j.236S
1098 (5 hits) Projectile Lvl 2 All 18 25 24(whiff), 36(block) -19 - - - - - -
Psycho Crash
214S
1445 (9 hits) Throw Throw 30 3 25 - - - - - - -

Assist[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Kamehameha
A1/A2
760 (5 hits) Projectile Lvl 2 All 49 25 95 - - - - - - -

Super Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Energy Field
236L+M
or 236H+S
450*6 Projectile Lv3 All 9+4 3,3,3,3,3,3 43 -28 - - - - 9-30 All -
  • Minimum Damage 30% (810)
j.236L+M
or j.236H+S
450*6 Projectile Lv3 All 9+4 3,3,3,3,3,3 41 -26 - - - - 9-30 All -
  • Minimum Damage 30% (810)
Solar Kamehameha
214L+M
or 214H+S
220*19, 360 Projectile Lvl 3 All 9+3 85 51 -34 - - - - 1-19 All -
  • Minimum Damage 33% (1486)
  • Does 40 hits

Sources[edit]


Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc