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 8 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 - - - -
  • Values in [] are for fully charged version
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*1~5 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 400*3 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 [1000] 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 All*4, High 8 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
236M 100*4, 900 Ground Strike All*4, High 14 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
236H 100*4, 1000 Ground Strike All*4, High 10 2,2,2,2(8)3 15 -2 2*4, 3 15*5 - - - -
j.236L 100*N, 700 Strike All*N, High 10,10 (variable),3 15 -2 - 15* - - - -

Roll active frames last until Cell lands

j.236M 100*N, 700 Strike All*N, High1 19,13 (variable), 3 15 -2 - - - - - -

Roll active frames last until Cell lands

j.236H 100*N, 700 Strike All*N, High 10,14 (variable), 3 15 -2 - - - - - -

Roll active frames last until Cell lands

Perfect Attack
214L 400, 400, 400 Strike All 12 3 30(whiff), 13(block) -2 - - - - - -
214M 400, 400, 600 Strike All 12 3 36(whiff), 14(block) -3 - - - - - -
214H 400, 700, 800 Strike All 12 3 32(whiff), 16(block) -1 - - - - - -
j.214L 500, 500 Strike All 12 3 26 -13 - - - - - -
j.214M 500, 500 Strike All 12 3 32(whiff), 26(block) -13 - - - - - -
j.214H 500, 700, 1200 Strike All 12 3 32(whiff), 16(block) -1 - - - - - -
Kamehameha
236S 262*5 Projectile Lvl 2 All 18 25 21(whiff), 33(block) -16 - - - - - -
j.236S 262*5 Projectile Lvl 2 All 18 25 24(whiff), 36(block) -19 - - - - - -
Psycho Crash
214S 150*8, 800 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 200*5 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
236LM
or 236HS
450*6 Projectile Lv3 All 9+4 3,3,3,3,3,3 43 -28 - - - - 9-30 All -
  • Minimum Damage 30% (810)
j.236LM
or j.236HS
450*6 Projectile Lv3 All 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 Projectile Lvl 3 All 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]

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Navigation[edit]


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System Explanations

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