DBFZ/Cell: Difference between revisions

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{{#lst:{{PAGENAME}}/Data|5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Important points go here.
* Important points go here.
}}
}}
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{{#lst:{{PAGENAME}}/Data|5LL}}
{{#lst:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Holding {{4}} or {{2}} halves the distance Cell covers.
* Holding {{4}} or {{2}} halves the distance Cell covers.
5LL[4] can be useful for reflect bait and punish with 5LLL. Since most players would double reflect 5L 5LL due to its coverage.
5LL[4] can be useful for reflect bait and punish with 5LLL. Since most players would double reflect 5L 5LL due to its coverage.
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{{#lst:{{PAGENAME}}/Data|5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* 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.
* Can used multiple times per combo.
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{{#lst:{{PAGENAME}}/Data|4MM}}
{{#lst:{{PAGENAME}}/Data|4MM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Can late cancel 5M into 4MM even on whiff.
* Can late cancel 5M into 4MM even on whiff.
* 5M > 4MM will combo on standing/crouching characters.
* 5M > 4MM will combo on standing/crouching characters.
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{{#lst:{{PAGENAME}}/Data|5H}}
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* [] is when fully held.
* [] is when fully held.
}}
}}
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{{#lst:{{PAGENAME}}/Data|5S}}
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Can be repeated up to 5 times.
* Can be repeated up to 5 times.
* Mainly used in blockstrings to reset assist cooldowns.
* Mainly used in blockstrings to reset assist cooldowns.
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{{#lst:{{PAGENAME}}/Data|2L}}
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Excellent stagger tool with remarkable range for a 2L.
* Excellent stagger tool with remarkable range for a 2L.
}}
}}
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{{#lst:{{PAGENAME}}/Data|2M}}
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Great range.
* Great range.
}}
}}
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{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Short horizontal range.
* Short horizontal range.
}}
}}
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{{#lst:{{PAGENAME}}/Data|2S}}
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Lunges forward.
* Lunges forward.
* Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.
* Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.
Line 192: Line 192:
{{#lst:{{PAGENAME}}/Data|6M}}
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Unlike the rest of Cell's buttons, this has low range.
* 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.
* Cell's stubby jab means it's hard to challenge after it's blocked.
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{{#lst:{{PAGENAME}}/Data|6H}}
{{#lst:{{PAGENAME}}/Data|6H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Cell's third low.
* Cell's third low.
* Useful during blockstrings.
* Useful during blockstrings.
Line 224: Line 224:
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Long reaching and fast, a good air-to-air.
* 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.
* Vertical hitbox leaves much to be desired, as it will whiff if used more than once in an air string.
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{{#lst:{{PAGENAME}}/Data|j.M}}
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Good air to air normal.
* Good air to air normal.
* Good hitstun, allows it to combo into j.S and j.2H.
* Good hitstun, allows it to combo into j.S and j.2H.
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{{#lst:{{PAGENAME}}/Data|j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236L.
* Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236L.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.S}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Unique full screen blast.
* Unique full screen blast.
* The swipe has a hitbox. This hit will knock the opponent vertically downward.
* The swipe has a hitbox. This hit will knock the opponent vertically downward.
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{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards.
* 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!
* Combos into j.236L/M in the corner post-Smash!
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{{#lst:{{PAGENAME}}/Data|j.2M}}
{{#lst:{{PAGENAME}}/Data|j.2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Has bad vertical tracking.
* Has bad vertical tracking.
* Can be converted into a combo by using Vanish.
* Can be converted into a combo by using Vanish.
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Last hit hits high.
* Last hit hits high.
* Smash on last hit.
* Smash on last hit.
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{{#lst:{{PAGENAME}}/Data|236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Useful during a blockstring.
* Useful during a blockstring.
}}
}}
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{{#lst:{{PAGENAME}}/Data|236M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Can alter the distance Cell travels by holding forward or backward.
* Can alter the distance Cell travels by holding forward or backward.
}}
}}
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{{#lst:{{PAGENAME}}/Data|236H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Can also alter the distance Cell travels by holding forward or backward.
* Can also alter the distance Cell travels by holding forward or backward.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.236L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Rolls diagonally down.
* Rolls diagonally down.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.236M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Travels further than L version.
* Travels further than L version.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.236H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Rolls straight down.
* Rolls straight down.
}}
}}
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Smash on last hit.
* 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.
* Ground version on block, the second followup will still come out, while the third followup will only come out if the second one hit.
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{{#lst:{{PAGENAME}}/Data|214L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* True blockstring.
* True blockstring.
}}
}}
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{{#lst:{{PAGENAME}}/Data|214M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Switches sides.
* Switches sides.
* True blockstring.
* True blockstring.
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{{#lst:{{PAGENAME}}/Data|214H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Invulnerable to airborne attacks from the 1st frame.
* Invulnerable to airborne attacks from the 1st frame.
* Has enough range to hit an opponent from "round start" position.
* Has enough range to hit an opponent from "round start" position.
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{{#lst:{{PAGENAME}}/Data|j.214M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Switches sides on hit.
* Switches sides on hit.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.214H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Similar teleport properties to the ground version.
* Similar teleport properties to the ground version.
* Last hit teleports to the ground, wallbounce on Smash hit.
* Last hit teleports to the ground, wallbounce on Smash hit.
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{{#lst:{{PAGENAME}}/Data|j.236S}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Ground version can be aimed upwards by holding up or down after the input.
* Ground version can be aimed upwards by holding up or down after the input.
* Air version can only be fired angled downwards.
* Air version can only be fired angled downwards.
Line 448: Line 448:
{{#lst:{{PAGENAME}}/Data|214S}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Full screen command grab.
* 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.
* 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.
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{{#lst:{{PAGENAME}}/Data|Assist A}}
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Fires a Kamehameha downwards.
* 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.
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.
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{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* It's a strike assist.
* It's a strike assist.
}}
}}
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{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Cell teleports to the opponent and performs all three hits of L Perfect Attack.
Cell teleports to the opponent and performs all three hits of L Perfect Attack.
}}
}}
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{{#lst:{{PAGENAME}}/Data|j.236LM}}
{{#lst:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Not a reversal.
* Not a reversal.
* Minimum damage is 135*6 (810)
* Minimum damage is 135*6 (810)
Line 534: Line 534:
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Invulnerable during startup.
* Invulnerable during startup.
* 1672 minimum damage.
* 1672 minimum damage.

Revision as of 15:54, 8 March 2020

Cell
DBFZ Cell Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Rushdown, Footsies
Team Role
Point

Overview

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.




 Cell  Cell is a dangerous, well-rounded fighter with a deadly combination of attacks that can hurt at any range.

Pros
Cons
  • Well rounded kit allows him to tackle most situations.
  • Great neutral with good air buttons and an aerial beam.
  • High average damage, especially in the corner.
  • High reward off of left-right mixups due to his 5M having far reach.
  • Has many anti-air options, with most of them leading to extreme damage or outright TODing the opponent.
  • Excellent corner carry with rejump combos.
  • Amazing stagger pressure and frame-traps, with many normals that are safe on block.
  • Exceptional buttons, all of which are fast and have far reach.
  • Voiced by Norio Wakamoto
  • Somewhat limted high/low mixup without the use of setups.
  • 2H has an ironically short hitbox.
  • All of his assists are situational.


Normal Moves

5L
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Give me a Hug
Template:AttackDataHeader-DBFZ
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.
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
  • [] is when fully held.
5S
5S
DBFZ Cell 5S.png
Begone to your shine!
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • Excellent stagger tool with remarkable range for a 2L.
2M
2M
DBFZ Cell 2M.png
Template:AttackDataHeader-DBFZ
  • Great range.
2H
2H
DBFZ Cell 2H.png
I kicked me height
Template:AttackDataHeader-DBFZ
  • Short horizontal range.
2S
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • Cell's third low.
  • Useful during blockstrings.
  • Scales like a light starter.
j.L
j.L
DBFZ Cell jL.png
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236L.
j.S
j.S
DBFZ Cell jS.png
MILLY ROCK!
Template:AttackDataHeader-DBFZ
  • Unique full screen blast.
  • The swipe has a hitbox. This hit will knock the opponent vertically downward.
j.2H
j.2H
DBFZ Cell j2H.png
H E L L O
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Air M
  • 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
Template:AttackDataHeader-DBFZ
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?
Template:AttackDataHeader-DBFZ
  • 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.
  • Unlike most command grabs, this one can be used infinitely many times per combo.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • It's a strike assist.
Assist C
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
Template:AttackDataHeader-DBFZ

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!
Template:AttackDataHeader-DBFZ
Ground
Air
  • Not a reversal.
  • Minimum damage is 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
Template:AttackDataHeader-DBFZ
  • Invulnerable during startup.
  • 1672 minimum damage.
  • +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.

Template:Navbar-DBFZ