< DBFZ
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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{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| | {{Description|8|text= | ||
* [] is when fully held. | * [] is when fully held. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{Description|8|text= | ||
* Great range. | * Great range. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Short horizontal range. | * Short horizontal range. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{Description|8|text= | ||
* Cell's third low. | * Cell's third low. | ||
* Useful during blockstrings. | * Useful during blockstrings. | ||
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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{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| | {{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| | {{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| | {{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| | {{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| | {{Description|9|text= | ||
* Useful during a blockstring. | * Useful during a blockstring. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236M}} | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{Description|9|text= | ||
* Rolls diagonally down. | * Rolls diagonally down. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{Description|9|text= | ||
* Rolls straight down. | * Rolls straight down. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{Description|9|text= | ||
* True blockstring. | * True blockstring. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Switches sides. | * Switches sides. | ||
* True blockstring. | * True blockstring. | ||
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{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{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| | {{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. | ||
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{{#lst:{{PAGENAME}}/Data|214S}} | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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| | {{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| | {{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| | {{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| | {{Description|9|text= | ||
* Not a reversal. | * Not a reversal. | ||
* Minimum damage is 135*6 (810) | * Minimum damage is 135*6 (810) | ||
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{{#lst:{{PAGENAME}}/Data|214LM}} | {{#lst:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invulnerable during startup. | * Invulnerable during startup. | ||
* 1672 minimum damage. | * 1672 minimum damage. |
Revision as of 15:54, 8 March 2020
Cell |
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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 | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6H
6H Low Kick |
Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Hell Strike
Hell Strike j.2M |
Template:AttackDataHeader-DBFZ |
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Rolling Crush
Rolling Crush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Perfect Attack
Perfect Attack 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Psycho Crash
Psycho Crash 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Shoulder Tackle Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Perfect Attack Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Energy Field
Energy Field 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Solar Kamehameha
Solar Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.