DBFZ/Cell/Frame Data

From Dustloop Wiki
< DBFZ‎ | Cell
Jump to: navigation, search

System Data[edit]

Health: 10,000

Prejump: 4F

Assist Cooldown:



Normal Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
5L 400 5 - B1 All - 6 3 12 -3 - 11 - - -
5LL 700 7 - B2 All - 9 9 20 -5 - 15 - - -
  • Cell enters 20F recovery animation on hit/block
5LLL 1000 12*2 - T Throw U3+ 9 1 18 - - - - - -
5M 700 7 - B2 All - 9 3 18 -5 - 15 - - -
  • Can cancel into 4MM from 21-25F, this can only be done once per string.
4MM 550 7 - B2 All - 9 3 18 -5 - - - - -
5H 850 [1105] 12 - B4 All U1 14 [30] 3 21 -8 - 15 - - -
  • Values in [] are for fully charged version
5S 300*5 6*5 - P1 All - 16 - 24 -4 - 21 - - -
  • Hold button for more shots (max 5)
  • Shots appear in 9F intervals
  • Cell enters 24F recovery after he stops shoooting
2L 400 5 - F1 Low - 7 3 12 -3 - - - - -
2M 700 7 - F2 Low - 12 6 18 -8 - 15 - - -
2H 850 12 - B4 All U1+ 13 3 31 -18 - 15 - - 4-15 Head
2S 400*3 6*3 - P1 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
6M 850 12 - B3 High - 24 6 10 0 - 15 - - -
  • On hit, frame adv +3
6H 850 12 - F3 Low - 13 3 18 -5 - 15 - - -
j.L 400 5 - H1 High - 6 3 17 - - - - - -
j.M 700 7 - H2 High - 11 3 17 - - - - - -
j.H 850 / 1000 12 - H3 High D1+ 13 8 22 - - - - - -
j.S 500, 500 12, 6 - H6, P1 All - 17 2 45 - - - - - -
  • Ground projectile starts on frame 19 and has active frames 3(2)3(2)3(2)3(2)3
j.2H 850 12 - H3 All U1 15 3 19 - - - - - -

Special Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Hell Strike
j.2M 900 7 - H 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, 900 - - B All*4, High D1 8 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - -
236M 100*4, 1000 - - B All*4, High D1 14 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - -
236H 100*4, 1200 -100 - B All*4, High D1 10 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - -
j.236L 100*N, 700 - - H All*N, High D1 10,10 (variable),3 15 -2 - 15*N - - -

Roll active frames last until Cell lands

j.236M 100*N, 700 - - H All*N, High D1 19,13 (variable),3 15 -2 - - - - -

Roll active frames last until Cell lands

j.236H 100*N, 1000 -100 - H All*N, High D1 10,14 (variable),3 15 -2 - - - - -

Roll active frames last until Cell lands

Perfect Attack
214L 400, 400, 400 - - B All - 12 3 30(whiff), 13(block) -2 - - - - -
214M 400, 400, 600 - - B All U1 12 3 36(whiff), 14(block) -3 - - - - -
214H 400, 400, 1000 -100 - B All U1 12 3 32(whiff), 16(block) -1 - - - - -
j.214L 500, 500 - - H All - 12 3 26 -13 - - - - -
j.214M 500, 500 - - H All - 12 3 32(whiff), 26(block) -13 - - - - -
j.214H 500, 500, 500 -100 - H All U1 12 3 32(whiff), 16(block) -1 - - - - -
Kamehameha
236S 262*5 - - P2 All - 18 25 21(whiff), 33(block) -16 - - - - -
j.236S 262*5 - - P2 All - 18 25 24(whiff), 36(block) -19 - - - - -
Psycho Crash
214S 150*8, 800 - - T Throw U3 30 3 25 - - - - - -

Assist[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Kamehameha
A1/A2 200*5 0 - P2 All - 49 25 95 - - - - - -

Super Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Energy Field
236LM
or 236HS
450*6 -100 - P3 All UDV 9+4 3,3,3,3,3,3 43 -28 - - - - 9-30 All
  • Minimum Damage 30% (810)
j.236LM
or j.236HS
450*6 -100 - P3 All UDV 9+4 3,3,3,3,3,3 41 -26 - - - - 9-30 All
  • Minimum Damage 30% (810)
Solar Kamehameha
214LM
or 214HS
220*19, 360 -300 - P3 All UDV 9+3 85 51 -34 - - - - 1-19 All
  • Minimum Damage 33% (1486)
  • Does 40 hits

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
5M - 4MM[+], 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
4MM - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 6H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
6H - - 5H, 2H 5S, 2S Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

Placeholder

Navigation[edit]


Ambox notice.png 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.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


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