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* Great range. Always connects after 5M and 4MM. | * Great range. Always connects after 5M and 4MM. | ||
* Does not reach after 5LL anti-reflect. Use Ki Blast instead. | |||
* Frame traps from 5L and 2L with a 1-frame gap. | |||
2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead. | 2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead. | ||
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Revision as of 22:49, 24 April 2021
Normal Moves
5L
- 5L
- Short jab, especially when compared to the rest of Cell's buttons.
- 6 frames. Cell privilege.
Only use this when you really need the 6 frames or need access to 5LL. Most of the other times you'd want this, it'll whiff.
- 5LL goes over half screen.
- Holding or halves the distance Cell covers.
5L > 5LL is a "Reflect proof" string. If 5L is reflected (anywhere other than when Cell is cornered), 5LL is guaranteed to put Cell right back in the opponent's face around 1f to 4f after they've recovered, forcing them to go back to blocking or gamble a second reflect, since mashing something back is most likely gonna be stuffed.
5L > 5LL[4] > 5LLL is also useful to punish a double reflect.
- Cancelling into 5LLL from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
- Can used multiple times per combo.
- The faster of Cell's command throws.
Some characters' assists can set up tick throws with this move. It has to have 25 frames or less of blockstun and takes some timing, but 5LLL or 2M from 5LL is a low/throw mixup thats hard to deal with.
5M
- Can late cancel into itself once with 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 combo into 2M > 6H > 5H etc. If the opponent blocks, you can continue your pressure.
The core of Cell's staggers is off this button. Spaced out, 5M > 5M beats delay mash, 5M > 6H beats mashing reflect, and 5M4M beats any other kind of mashing. You can also run up and re-establish with lights once your opponent is scared of your pressure, or you can go for a mixup with 6M or DR.
5H
- [] is when fully held.
- Charged version has higher damage and pushback on block.
- Smash hit wall splats, combos into SD.
Charged 5H allows for shenanigans like pseudo-safe 214S in the corner. Otherwise, you're most likely using it as a last-ditch frame trap or for a rejump combo.
5S
- Hold or mash S to shoot all 5 Ki Blasts.
- Last Ki Blast launches on hit.
- On block, M and H normals > 5S always leaves at least an 1f gap.
If Cell pointed his finger like Frieza does, this Ki Blast would be broken. Sadly this is not the case. Mostly relegated to frame traps and combo filler before canceling into a special move. Has limited use in pushing opponents away from Cell, as in most cases you want the opposite.
2L
- Remarkable range for a 2L.
- Excellent stagger tool.
Cell's main low and stagger tool. It's large range allows it to stagger off of a blocked 6H when 5L wouldn't reach.
2M
- Great range. Always connects after 5M and 4MM.
- Does not reach after 5LL anti-reflect. Use Ki Blast instead.
- Frame traps from 5L and 2L with a 1-frame gap.
2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead.
2H
- Stays completely stationary.
- Short horizontal range.
The one normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard 2H, but the hitbox is not as lenient as others. You will be cursing this move out at least some point during the time you play this character.
2S
- Lunges forward.
- On hit, launches and carries the opponent with Cell.
Mostly useful as combo filler for Cell's sparking loops, as it can be Reflected on reaction and have it's frame advantage negated.
6M
- DBFZ Cell 6M.png
The People's Cellbow
Short range and Cell's stubby jab mean it's hard to challenge after this is blocked. However, due to the range, it's actually rather common for this to hit meaty in the corner during stagger pressure.
6H
Low Kick
- Scales like a light.
A third low, useful during blockstrings and combos. A core part of what makes Cell's 5M so scary. Dealing 850 damage means you'll want to fit this in combos whenever you possibly can.
j.L
- Long reaching and fast, a good air-to-air.
Vertical hitbox leaves a little to be desired, as such some air combos need to be adjusted.
j.M
- Good air to air normal.
- Good hitstun, allows it to combo into j.S and j.2H.
Great downward hitbox makes this an amazing IAD normal. Also enables Cell's 5H rejumps, making it crucial to Cell's midscreen combos.
j.H
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes a sliding knockdown.
Unlike most characters, Cell's j.H does not necessarily mean the end of his combos. At a height slightly above jump height, it will start to combo into the second hit of j.S, enabling a combo into j.236X or j.2M that can be further extended with meter or assists.
j.S
- Initial hit is a strike that ground bounces the opponent. The explosions are Ki Blasts that can only hit once, launch on hit.
- Startup is reduced when canceled from Smash 5LLLLLLL or Smash j.H, compensating for the increased fall speed.
Have high hitstop, so despite being Ki Blasts, the explosions can stack against themselves and jail into SD in the corner.
The corner combo filler due to having good hitstun and meter gain. In midscreen, it can be combo'd into from j.H at certain heights, or even from j.M against big characters.
j.2H
- Knocks the opponent away horizontally instead of upwards.
- Smash hit wall splats, combos into SD.
Useful as a way to combo into j.236X in the corner. In some cases, it will do more than j.S > j.236X.
Special Moves
Hell Strike
j.2M
- Switches sides, tracks anywhere on screen.
Mostly a combo filler before Vanishing to keep Cell same side for corner carry, e.g. j.S > j.2M > Vanish.
Rolling Crush
236L/M/H (Air OK)
- Smash on the last overhead hit.
- Ground verions' roll launches on hit. Air version keeps them grounded.
- The roll portion ground bounces airborne opponent.
- 236L
- Smash hit causes a short sliding knockdown.
- Ground version goes half screen.
- Air version rolls down at a 45 degree angle.
Borderline useless, especially air version. It's supposedly more consistent as a combo ender than j.236M, but there are always j.236M routes that work on every character. The only time you'll really want to use the ground version is during clashes. Oddly enough, it can also be a decent round-start option if you think your opponent is going to do a lariat-type move.
Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.
- 236M
- Smash hit causes a ground bounce sliding knockdown.
- Ground version goes half screen. Can alter the distance Cell travels by holding or .
- Air version rolls down at a shallower angle than j.236L.
Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit.
Mid-blockstring, 236M[4] will keep Cell further away from the opponent compared to 236M while still being -2 on block.
- 236H
- Smash hit causes a ground bounce sliding knockdown.
- Roll portion hits from both sides of Cell, autocorrect on the last hit.
- Ground version is essentially 236M but faster. Can crossover the opponent even in the corner.
- Air version rolls straight down.
On block or hit, inputting 236H[4] can prevent him from crossing over due to the reduced travel distance. 236H[4] also prevents him from crossing over at all in the corner.
In a blockstring, this sideswitch is meaningless due to crossup protection. However, after a corner Lv3 knockdown, you can time 236H[4] vs 236H and meaty them with a left-right 50/50 as they get up. This has rather low reward if Cell only hits with the overhead, but hitting with the rolling portion will scale the followup combo much less, reaching up to 4.5k with a Vanish extension.
Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD j.M, an extra overhead during a jump-in (23f at lowest height), and a good combo ender at high hitstun decay even if you don't have D Smash, as canceling it early will give you a ground bounce that combos into Supers.
Perfect Attack
214L/M/H
- On hit: First kick launches, followup ground bounces, Smash on the second followup.
- On block: 214L/M will still do their first followup, while 214H will teleport behind the opponent.
- All versions are unscaled starter(!)
- 214L
Alternative blockstring ender to 236L/M. Also midscreen TOD starter since it doesn't consume Smash and you can Spark after the last hit, or used as extra damage at the end of combos (e.g. DR > 214L(2) > Super).
- 214M
- Switches sides both on block/hit.
- Smash hit corner splats.
214L and 214M look identical and are both true blockstrings. Though if you have an assist with relatively low blockstun (like Trunks A), getting it to hit in between the 2 hits of 214L/M will leave a gap, "breaking" crossup protection and allowing for a left-right 50/50.
214M is especially dangerous when Cell has his back against the corner as it's a gigantic anti-air that can be solo, meterlessly converted into a 5k combo. Not only that, since Smash 214M(3) > Spark activation whiffs against all characters, on top of being one of the few moves that can wall bounce assists, this is THE Touch of Death king and you WILL pray that Cell doesn't hit you with it.
- 214H
- Has enough range to hit all characters from round start position.
- On block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists.
- On reflect, won't do the teleport followup, unlike L and M version.
- On hit, ends with a grab that only hits once per combo.
Air Perfect Attack
j.214L/M/H
- All versions restore Cell's air options on hit. They're also unscaled starters like ground Perfect Attack.
- j.214L/M on hit: First kick launches, followup soft knockdowns. On block: only does the first kick.
- j.214H on hit: First kick launches, followup ground bounces, Smash on the second followup. On block: teleports behind the opponent.
- j.214L
"Combo filler," typically used to keep Cell airborne by whiffing it. At certain height, j.S(2) > j.214L (whiff) recovers faster than j.S(2) on its own, letting Cell link into j.L in the corner. This is the meat of his corner loops.
- j.214M
- Switches sides on hit.
Extremely fast, being able to combo from non-Smash j.H at some angles, and the sideswitch allowing Cell to Vanish to stay same side.
- j.214H
- Ground 214H with shorter range but better effect on hit: Teleports to the ground and ends with a kick that wall bounces on Smash hit, allowing for air-to-ground conversion with half a bar.
Kamehameha
236S (Air OK)
- Jails into Vanish.
- Ground version can be aimed upwards by holding or after the input. Air version can only be fired angled downwards.
- Straight Kame wall splats on hit.
- Values in [] are aimed up version.
Its ability to be used both on the ground and in the air gives Cell a respectable presence at range. Cell's air Kame in particular has a mean angle against grounded opponents, and his 5LL almost ensures that he'll stay in once it connects.
Psycho Crash
214S
- Hits from over halfscreen to fullscreen. Doesn't overshoot the corner.
Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner. Can be used after 5LLL to add some extra damage in corner combos.
Z Assists
Assist A
Kamehameha
- Fires a Kamehameha downwards.
Slow startup makes this a pretty lackluster neutral tool, and the angle 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
- Bardock A assist, but bad.
Short range makes this lackluster compared to other, similar style assists. Pick his A assist instead if your team provides it or not.
Assist C
Perfect Attack
- Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
- On block, only does the first hit.
Bad blockstun for a C assist. Do yourself a favor and use A Assist instead.
Super Moves
Energy Field
236L+M or 236H+S (Air OK)
- Minimum damage: 135*6 (810).
Combo ender, pure and simple. Among the higher damage level 1 supers.
Solar Kamehameha
214L+M or 214H+S
- Minimum damage: 1672.
- +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.
An overall average level 3. Despite being very easy to combo into, it deals below average damage and provides very limited oki outside of the corner.
Midscreen, the best he can do is run up and meaty with 2L or attempt a delayed 214S as a gimmick.
In the corner, you can either go for a j.H safejump, SJ IAD mixup, or 236H crossup. 236H requires meter, assists, or sparking to convert off of, but it is a true 50/50. It's also unscaled. And you can use 214M to throw them back into the corner. Have fun!