DBFZ/Cell: Difference between revisions

From Dustloop Wiki
(Changing to current color format)
No edit summary
Line 15: Line 15:
|cons=  
|cons=  
* '''Poor Assists:''' All of his assists are situational; [[DBFZ/Cell#Assist A|A]] is a slow beam assist, [[DBFZ/Cell#Assist B|B]] is a generic lariat assist, and [[DBFZ/Cell#Assist C|C]] becomes only one hit on block.
* '''Poor Assists:''' All of his assists are situational; [[DBFZ/Cell#Assist A|A]] is a slow beam assist, [[DBFZ/Cell#Assist B|B]] is a generic lariat assist, and [[DBFZ/Cell#Assist C|C]] becomes only one hit on block.
* '''Sub-par Neutral:''' At full-screen, all he has to re-assert pressure are beams. Without resources, his best bet is to superjump and pray a {{clr|2|j.M}} connects.
* '''Sub-par Neutral:''' At full-screen, all he has to re-assert pressure are beams. Without resources, his best bet is to superjump and pray a {{clr|M|j.M}} connects.
|difficulty_rating=3
|difficulty_rating=3
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 41: Line 41:
|}
|}
==== ====
==== ====
;{{clr|1|5L}}
<!--Insert text below the =s and above the 2 /divs-->
;{{clr|L|5L}}
* Short jab, especially when compared to the rest of Cell's buttons.
* Short jab, especially when compared to the rest of Cell's buttons.
* 6 frames. Cell privilege.
* 6 frames. Cell privilege.
Only use this when you really need the 6 frames or need access to {{clr|1|5LL}}. Most of the other times you'd want this, it'll whiff.
Only use this when you really need the 6 frames or need access to {{clr|L|5LL}}. Most of the other times you'd want this, it'll whiff.
----
----
* {{clr|1|5LL}} goes over half screen.
* {{clr|L|5LL}} goes over half screen.
* Holding {{Ni|4}} or {{Ni|2}} halves the distance Cell covers.
* Holding {{Ni|4}} or {{Ni|2}} halves the distance Cell covers.
{{clr|1|5L}} > {{clr|1|5LL}} is a "Reflect proof" string. If {{clr|1|5L}} is reflected (anywhere other than when Cell is cornered), {{clr|1|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.
{{clr|L|5L}} > {{clr|L|5LL}} is a "Reflect proof" string. If {{clr|L|5L}} is reflected (anywhere other than when Cell is cornered), {{clr|L|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.


{{clr|1|5L}} > {{clr|1|5LL}}[4] > {{clr|1|5LLL}} is also useful to punish a double reflect.
{{clr|L|5L}} > {{clr|L|5LL}}[4] > {{clr|L|5LLL}} is also useful to punish a double reflect.
----
----
* Cancelling into {{clr|1|5LLL}} from a blocked {{clr|1|5LL}} always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into {{clr|L|5LLL}} from a blocked {{clr|L|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.
* The faster of Cell's command throws.
* 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 {{clr|1|5LLL}} or {{clr|2|2M}} from {{clr|1|5LL}} is a low/throw mixup thats hard to deal with.
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 {{clr|L|5LLL}} or {{clr|M|2M}} from {{clr|L|5LL}} is a low/throw mixup thats hard to deal with.
</div>
</div>
</div>
</div>


===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 77: Line 78:
|}
|}
==== ====
==== ====
* Can late cancel into itself once with {{clr|2|4MM}}, even on whiff.
<!--Insert text below the =s and above the 2 /divs-->
* Value in [ ] is when being used as {{clr|2|4MM}}.
* Can late cancel into itself once with {{clr|M|4MM}}, even on whiff.
* {{clr|2|5M}} > {{clr|2|4MM}} will combo on standing/crouching characters.
* Value in [ ] is when being used as {{clr|M|4MM}}.
Excellent button after doing a left-right mixup. If it connects, you can link combo into {{clr|2|2M}} > {{clr|3|6H}} > {{clr|3|5H}} etc. If the opponent blocks, you can continue your pressure.
* {{clr|M|5M}} > {{clr|M|4MM}} will combo on standing/crouching characters.
Excellent button after doing a left-right mixup. If it connects, you can link combo into {{clr|M|2M}} > {{clr|H|6H}} > {{clr|H|5H}} etc. If the opponent blocks, you can continue your pressure.


The core of Cell's staggers is off this button. Spaced out, {{clr|2|5M}} > {{clr|2|5M}} beats delay mash, {{clr|2|5M}} > {{clr|3|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 {{clr|2|6M}} or DR.
The core of Cell's staggers is off this button. Spaced out, {{clr|M|5M}} > {{clr|M|5M}} beats delay mash, {{clr|M|5M}} > {{clr|H|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 {{clr|M|6M}} or DR.
</div>
</div>
</div>
</div>


===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 104: Line 106:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* [] is when fully held.
* [] is when fully held.
* Charged version has higher damage and pushback on block.
* Charged version has higher damage and pushback on block.
* Smash hit wall splats, combos into SD.
* Smash hit wall splats, combos into SD.
Charged {{clr|3|5H}} allows for shenanigans like pseudo-safe {{clr|4|214S}} in the corner. Otherwise, you're most likely using it as a last-ditch frame trap or for a rejump combo.
Charged {{clr|H|5H}} allows for shenanigans like pseudo-safe {{clr|S|214S}} in the corner. Otherwise, you're most likely using it as a last-ditch frame trap or for a rejump combo.
</div>
</div>
</div>
</div>


===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 130: Line 132:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Hold or mash S to shoot all 5 Ki Blasts.
* Hold or mash S to shoot all 5 Ki Blasts.
* Last Ki Blast launches on hit.
* Last Ki Blast launches on hit.
* On block, M and H normals > {{clr|4|5S}} always leaves at least an 1f gap.
* On block, M and H normals > {{clr|S|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.
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.
</div>
</div>
</div>
</div>


===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 155: Line 158:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Remarkable range for a {{clr|1|2L}}.
* Remarkable range for a {{clr|L|2L}}.
* Excellent stagger tool.
* Excellent stagger tool.
Cell's main low and stagger tool. It's large range allows it to stagger off of a blocked {{clr|3|6H}} when {{clr|1|5L}} wouldn't reach.
Cell's main low and stagger tool. It's large range allows it to stagger off of a blocked {{clr|H|6H}} when {{clr|L|5L}} wouldn't reach.
</div>
</div>
</div>
</div>


===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 180: Line 183:
|}
|}
==== ====
==== ====
* Great range. Always connects after {{clr|2|5M}} and {{clr|2|4MM}}.
<!--Insert text below the =s and above the 2 /divs-->
* Does not reach after {{clr|1|5LL}} anti-reflect. Use Ki Blast instead.
* Great range. Always connects after {{clr|M|5M}} and {{clr|M|4MM}}.
* Frame traps from {{clr|1|5L}} and {{clr|1|2L}} with a 1-frame gap.
* Does not reach after {{clr|L|5LL}} anti-reflect. Use Ki Blast instead.
{{clr|2|2M}} > {{clr|3|6H}} will whiff if Cell hits with the tip of {{clr|2|2M}}, you can get around this by doing {{clr|2|2M}} > delay {{clr|3|6H}} instead.
* Frame traps from {{clr|L|5L}} and {{clr|L|2L}} with a 1-frame gap.
{{clr|M|2M}} > {{clr|H|6H}} will whiff if Cell hits with the tip of {{clr|M|2M}}, you can get around this by doing {{clr|M|2M}} > delay {{clr|H|6H}} instead.
</div>
</div>
</div>
</div>


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 205: Line 209:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Stays completely stationary.
* Stays completely stationary.
* Short horizontal range.
* Short horizontal range.
The other normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard {{clr|3|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.
The other normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard {{clr|H|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.
</div>
</div>
</div>
</div>


===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 230: Line 234:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Lunges forward.
* Lunges forward.
* On hit, launches and carries the opponent with Cell.
* On hit, launches and carries the opponent with Cell.
Line 237: Line 241:
</div>
</div>


===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 255: Line 259:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Easily spaced and made plus.
* Easily spaced and made plus.
* Weird range, hitbox advances but is very horizontally small.
* Weird range, hitbox advances but is very horizontally small.
Line 261: Line 266:
</div>
</div>


===<big>{{clr|3|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Low Kick'''</span>
<span class="input-badge">'''Low Kick'''</span>
<div class="attack-container">
<div class="attack-container">
Line 280: Line 285:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Scales like a light.
* Scales like a light.
A third low, useful during blockstrings and combos. A core part of what makes Cell's {{clr|2|5M}} so scary. Dealing 850 damage means you'll want to fit this in combos whenever you possibly can.
A third low, useful during blockstrings and combos. A core part of what makes Cell's {{clr|M|5M}} so scary. Dealing 850 damage means you'll want to fit this in combos whenever you possibly can.
</div>
</div>
</div>
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 304: Line 309:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Long reaching and fast, a good air-to-air.
* 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. The horizontal hitbox more than makes up for it, as this is one of the best horizontal air-to-airs in the game.
Vertical hitbox leaves a little to be desired, as such some air combos need to be adjusted. The horizontal hitbox more than makes up for it, as this is one of the best horizontal air-to-airs in the game.
Line 310: Line 315:
</div>
</div>


===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 328: Line 333:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Good air to air normal.
* Good air to air normal.
* Good hitstun, allows it to combo into {{clr|4|j.S}} and {{clr|3|j.2H}}.
* Good hitstun, allows it to combo into {{clr|S|j.S}} and {{clr|H|j.2H}}.
Great downward hitbox makes this an amazing IAD normal. Also enables Cell's {{clr|3|5H}} rejumps, making it crucial to Cell's midscreen combos.
Great downward hitbox makes this an amazing IAD normal. Also enables Cell's {{clr|H|5H}} rejumps, making it crucial to Cell's midscreen combos.
</div>
</div>
</div>
</div>


===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 344: Line 349:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|3|j.H}} Smash hit causes a sliding knockdown.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
Unlike most characters, Cell's {{clr|3|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 {{clr|4|j.S}}, enabling a combo into j.236X or {{clr|2|j.2M}} that can be further extended with meter or assists.
Unlike most characters, Cell's {{clr|H|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 {{clr|S|j.S}}, enabling a combo into j.236X or {{clr|M|j.2M}} that can be further extended with meter or assists.
</div>
</div>
</div>
</div>


===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 379: Line 383:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Initial hit is a strike that ground bounces the opponent. The explosions are Ki Blasts that can only hit once, launch on hit.
* 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 {{clr|1|5LLLLLLL}} or Smash {{clr|3|j.H}}, compensating for the increased fall speed.
* Startup is reduced when canceled from Smash {{clr|L|5LLLLLLL}} or Smash {{clr|H|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.
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 {{clr|3|j.H}} at certain heights, or even from {{clr|2|j.M}} against big characters.
''The'' corner combo filler due to having good hitstun and meter gain. In midscreen, it can be combo'd into from {{clr|H|j.H}} at certain heights, or even from {{clr|M|j.M}} against big characters.
</div>
</div>
</div>
</div>


===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 406: Line 410:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Knocks the opponent away horizontally instead of upwards.
* Knocks the opponent away horizontally instead of upwards.
* Smash hit wall splats, combos into SD.
* Smash hit wall splats, combos into SD.
Your main combo extender midscreen, as it guarantees a sliding knockdown in the combos you'll use it in. Cell does not struggle to get knockdowns as he can force them with Rolling Crush, therefore the move sending outward is a huge upside for him. Practically guarantees the corner for you.
Your main combo extender midscreen, as it guarantees a sliding knockdown in the combos you'll use it in. Cell does not struggle to get knockdowns as he can force them with Rolling Crush, therefore the move sending outward is a huge upside for him. Practically guarantees the corner for you.


You can use it in the corner too, but corner {{clr|3|j.2H}} combos are mostly for style points. Also useful as a way to combo into j.236X as in some cases it will do more than {{clr|4|j.S}} > j.236X.
You can use it in the corner too, but corner {{clr|H|j.2H}} combos are mostly for style points. Also useful as a way to combo into j.236X as in some cases it will do more than {{clr|S|j.S}} > j.236X.
</div>
</div>
</div>
</div>
Line 416: Line 421:
==Special Moves==
==Special Moves==
===<big>Hell Strike</big>===
===<big>Hell Strike</big>===
<span class="input-badge">'''{{clr|2|j.2M}}'''</span>
<span class="input-badge">'''{{clr|M|j.2M}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 435: Line 440:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Switches sides, tracks anywhere on screen.
* Switches sides, tracks anywhere on screen.
Mostly combo filler before Vanishing to keep Cell same side for corner carry, e.g. {{clr|4|j.S}} > {{clr|2|j.2M}} > Vanish. Too slow to be used for anything else without a solid read.
Mostly combo filler before Vanishing to keep Cell same side for corner carry, e.g. {{clr|S|j.S}} > {{clr|M|j.2M}} > Vanish. Too slow to be used for anything else without a solid read.
</div>
</div>
</div>
</div>


===<big>Rolling Crush</big>===
===<big>Rolling Crush</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 460: Line 466:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
;All Versions
;All Versions
* Smash on the last overhead hit.
* Smash on the last overhead hit.
Line 466: Line 473:
Cell's main combo ender, or combo extender with assists. The preceeding hits will telegraph the final overhead and theboverhead itself does not scale well. You'll only hit someone who's asleep and you won't hit very hard.
Cell's main combo ender, or combo extender with assists. The preceeding hits will telegraph the final overhead and theboverhead itself does not scale well. You'll only hit someone who's asleep and you won't hit very hard.
----
----
;{{clr|1|236L}}
;{{clr|L|236L}}
* Smash hit causes a short sliding knockdown.
* Smash hit causes a short sliding knockdown.
* Ground version goes half screen.
* Ground version goes half screen.
* Air version rolls down at a 45 degree angle.
* Air version rolls down at a 45 degree angle.
Borderline useless, especially air version. It's supposedly more consistent as a combo ender than {{clr|2|j.236M}}, but there are always {{clr|2|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.
Borderline useless, especially air version. It's supposedly more consistent as a combo ender than {{clr|M|j.236M}}, but there are always {{clr|M|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 {{clr|1|j.236L}} when you're really really unsure if {{clr|2|j.236M}} would work, e.g. on air-to-air confirms.
Only use {{clr|L|j.236L}} when you're really really unsure if {{clr|M|j.236M}} would work, e.g. on air-to-air confirms.
----
----
;{{clr|2|236M}}
;{{clr|M|236M}}
* Smash hit causes a ground bounce sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown.
* Ground version goes half screen. Can alter the distance Cell travels by holding {{Ni|4}} or {{Ni|6}}.
* Ground version goes half screen. Can alter the distance Cell travels by holding {{Ni|4}} or {{Ni|6}}.
* Air version rolls down at a shallower angle than {{clr|1|j.236L}}.
* Air version rolls down at a shallower angle than {{clr|L|j.236L}}.
Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit.
Go-to blockstring and combo ender. Air version has ridiculous corner carry and can easily be extended with assists on Smash hit.


Mid-blockstring, {{clr|2|236M}}[4] will keep Cell further away from the opponent compared to {{clr|2|236M}} while still being -2 on block.
Mid-blockstring, {{clr|M|236M}}[4] will keep Cell further away from the opponent compared to {{clr|M|236M}} while still being -2 on block.
----
----
;{{clr|3|236H}}
;{{clr|H|236H}}
* Smash hit causes a ground bounce sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Ground version is essentially {{clr|2|236M}} but faster. Can crossover the opponent even in the corner.
* Ground version is essentially {{clr|M|236M}} but faster. Can crossover the opponent even in the corner.
* Air version rolls straight down.
* Air version rolls straight down.
On block or hit, inputting {{clr|3|236H}}[4] can prevent him from crossing over due to the reduced travel distance. {{clr|3|236H}}[4] also prevents him from crossing over at all in the corner.
On block or hit, inputting {{clr|H|236H}}[4] can prevent him from crossing over due to the reduced travel distance. {{clr|H|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 {{clr|3|236H}}[4] vs {{clr|3|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.
In a blockstring, this sideswitch is meaningless due to crossup protection. However, after a corner Lv3 knockdown, you can time {{clr|H|236H}}[4] vs {{clr|H|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 {{clr|2|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.
Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD {{clr|M|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.
</div>
</div>
</div>
</div>


===<big>Perfect Attack</big>===
===<big>Perfect Attack</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 516: Line 523:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* On hit: First kick launches, followup ground bounces, Smash on the second followup.
* On hit: First kick launches, followup ground bounces, Smash on the second followup.
* On block: {{clr|1|214L}}/{{clr|2|M}} will still do their first followup, while {{clr|3|214H}} will teleport behind the opponent.
* On block: {{clr|L|214L}}/{{clr|M|M}} will still do their first followup, while {{clr|H|214H}} will teleport behind the opponent.
* All versions are unscaled starter(!)
* All versions are unscaled starter(!)
----
----
;{{clr|1|214L}}
;{{clr|L|214L}}
Alternative blockstring ender to {{clr|1|236L}}/{{clr|2|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 > {{clr|1|214L}}(2) > Super).
Alternative blockstring ender to {{clr|L|236L}}/{{clr|M|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 > {{clr|L|214L}}(2) > Super).
----
----
;{{clr|2|214M}}
;{{clr|M|214M}}
* Switches sides both on block/hit.
* Switches sides both on block/hit.
* Smash hit corner splats.
* Smash hit corner splats.
{{clr|1|214L}} and {{clr|2|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 {{clr|1|214L}}/{{clr|2|M}} will leave a gap, "breaking" crossup protection and allowing for a left-right 50/50.
{{clr|L|214L}} and {{clr|M|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 {{clr|L|214L}}/{{clr|M|M}} will leave a gap, "breaking" crossup protection and allowing for a left-right 50/50.


{{clr|2|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 {{clr|2|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.
{{clr|M|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 {{clr|M|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.
----
----
;{{clr|3|214H}}
;{{clr|H|214H}}
* Has enough range to hit all characters from round start position.
* 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 block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists.
Line 541: Line 548:


===<big>Air Perfect Attack</big>===
===<big>Air Perfect Attack</big>===
<span class="input-badge">'''{{clr|1|j.214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|j.214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 560: Line 567:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* All versions restore Cell's air options on hit.  
* All versions restore Cell's air options on hit.  
* All versions have head-invul, giving Cell a good option to respond to superdashes while in the air.
* All versions have head-invul, giving Cell a good option to respond to superdashes while in the air.
They're also unscaled starters like ground Perfect Attack.
They're also unscaled starters like ground Perfect Attack.
----
----
;{{clr|1|j.214L}}
;{{clr|L|j.214L}}
* Launches on hit, adds a follow-up that knocks down.
* Launches on hit, adds a follow-up that knocks down.
* Stays same-side.
* Stays same-side.
"Combo filler," typically used to keep Cell airborne by whiffing it. At certain height, {{clr|4|j.S}}(2) > {{clr|1|j.214L}} (whiff) recovers faster than {{clr|4|j.S}}(2) on its own, letting Cell link into {{clr|1|j.L}} in the corner. This is the meat of his corner loops.
"Combo filler," typically used to keep Cell airborne by whiffing it. At certain height, {{clr|S|j.S}}(2) > {{clr|L|j.214L}} (whiff) recovers faster than {{clr|S|j.S}}(2) on its own, letting Cell link into {{clr|L|j.L}} in the corner. This is the meat of his corner loops.
----
----
;{{clr|2|j.214M}}
;{{clr|M|j.214M}}
* Launches on hit, adds a follow-up that knocks down.
* Launches on hit, adds a follow-up that knocks down.
* Switches sides on hit.  
* Switches sides on hit.  
Extremely fast, being able to combo from non-Smash {{clr|3|j.H}} at some angles, and the sideswitch allowing Cell to Vanish to stay same side.
Extremely fast, being able to combo from non-Smash {{clr|H|j.H}} at some angles, and the sideswitch allowing Cell to Vanish to stay same side.
----
----
;{{clr|3|j.214H}}
;{{clr|H|j.214H}}
* Stays same-side.
* Stays same-side.
* Adds two extra follow-ups, Smash on the last hit.
* Adds two extra follow-ups, Smash on the last hit.
* Smash hit wallbounces for a combo.
* Smash hit wallbounces for a combo.
* Teleports behind the opponent on block.
* Teleports behind the opponent on block.
Air {{clr|3|214H}} is mostly useful as a combo extender. It will always take you back to the ground on hit, which gives consistent conversions when you don't have your superdash available.
Air {{clr|H|214H}} is mostly useful as a combo extender. It will always take you back to the ground on hit, which gives consistent conversions when you don't have your superdash available.
</div>
</div>
</div>
</div>


===<big>Kamehameha</big>===
===<big>Kamehameha</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 605: Line 613:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Jails into Vanish.
* Jails into Vanish.
* Ground version can be aimed upwards by holding {{Ni|2}} or {{Ni|8}} after the input. Air version can only be fired angled downwards.
* Ground version can be aimed upwards by holding {{Ni|2}} or {{Ni|8}} after the input. Air version can only be fired angled downwards.
* Straight Kame wall splats on hit.
* Straight Kame wall splats on hit.
* Values in [] are aimed up version.
* 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 {{clr|1|5LL}} almost ensures that he'll stay in once it connects.
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 {{clr|L|5LL}} almost ensures that he'll stay in once it connects.
</div>
</div>
</div>
</div>


===<big>Psycho Crash</big>===
===<big>Psycho Crash</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 634: Line 642:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Hits from over halfscreen to fullscreen.
* Hits from over halfscreen to fullscreen.
* Will whiff on opponents at close range in the midscreen, doesn't overshoot the corner.
* Will whiff on opponents at close range in the midscreen, doesn't overshoot the corner.
Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner. The startup animation can be hard to see in neutral and in a string, but this move isn't nearly as good for neutral checking as SSB Gogeta's own grab. Can be used after {{clr|1|5LLL}} to add some extra damage in corner combos, and is generally seen there.
Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner. The startup animation can be hard to see in neutral and in a string, but this move isn't nearly as good for neutral checking as SSB Gogeta's own grab. Can be used after {{clr|L|5LLL}} to add some extra damage in corner combos, and is generally seen there.
</div>
</div>
</div>
</div>
Line 661: Line 669:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Fires a Kamehameha downwards.
* 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.
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.
Line 686: Line 694:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Solid albeit generic strike assist
* Solid albeit generic strike assist
Has fast start-up and covers half of the screen quickly, anyone hit by the assist then gets put into an easy to combo from wallbounce. Will also trade with most lights and mediums.
Has fast start-up and covers half of the screen quickly, anyone hit by the assist then gets put into an easy to combo from wallbounce. Will also trade with most lights and mediums.
Line 711: Line 719:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
* Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
* On block, only does the first hit.
* On block, only does the first hit.
Line 721: Line 729:
==Super Moves==
==Super Moves==
===<big>Energy Field</big>===
===<big>Energy Field</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 740: Line 748:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Minimum damage: 135*6 (810).
* Minimum damage: 135*6 (810).
Combo ender and frame 1 reversal, also Cell's only frame 1 reversal besides level 3. Among the higher damage level 1 supers.
Combo ender and frame 1 reversal, also Cell's only frame 1 reversal besides level 3. Among the higher damage level 1 supers.
Line 747: Line 755:


===<big>Solar Kamehameha</big>===
===<big>Solar Kamehameha</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 766: Line 774:
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Minimum damage: 1672.
* Minimum damage: 1672.
* +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.
* +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.
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 {{clr|1|2L}} or attempt a delayed {{clr|4|214S}} as a gimmick.
Midscreen, the best he can do is run up and meaty with {{clr|L|2L}} or attempt a delayed {{clr|S|214S}} as a gimmick.


In the corner, you can either go for a {{clr|3|j.H}} safejump, SJ IAD mixup, or {{clr|3|236H}} crossup. {{clr|3|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 {{clr|2|214M}} to throw them back into the corner. Have fun!
In the corner, you can either go for a {{clr|H|j.H}} safejump, SJ IAD mixup, or {{clr|H|236H}} crossup. {{clr|H|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 {{clr|M|214M}} to throw them back into the corner. Have fun!
</div>
</div>
</div>
</div>

Revision as of 22:38, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 12 -3
5LL 700 All 9 9 20 -5
5LLL 1000 Throw U3+ 9 1 18

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 4 or 2 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 [550] All 9 3 18 -5

  • Can late cancel into itself once with 4MM, even on whiff.
  • Value in [ ] is when being used as 4MM.
  • 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

5S

2L

2M

2H

2S

6M

6H

Low Kick

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
500, 500 All 17 [15] 2(1)P 45

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 All U1 15 3 19

  • Knocks the opponent away horizontally instead of upwards.
  • Smash hit wall splats, combos into SD.

Your main combo extender midscreen, as it guarantees a sliding knockdown in the combos you'll use it in. Cell does not struggle to get knockdowns as he can force them with Rolling Crush, therefore the move sending outward is a huge upside for him. Practically guarantees the corner for you.

You can use it in the corner too, but corner j.2H combos are mostly for style points. Also useful as a way to combo into j.236X as in some cases it will do more than j.S > j.236X.

Special Moves

Hell Strike

j.2M

Rolling Crush

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 100×4, 900 All×4, High D1 8 2,2,2,2(8)3 15 -2
236M 100×4, 1000 All×4, High D1 10 2,2,2,2(8)3 15 -2
236H 100×4, 1200 All×4, High D1 8 2,2,2,2(8)3 15 -2
j.236L 100×N, 700 All×N, High D1 19 2×N(??)3 15 -2
j.236M 100×N, 700 All×N, High D1 19 2×N(??)3 15 -2
j.236H 100×N, 1000 All×N, High D1 8 2×N(??)3 15 -2

All Versions
  • Smash on the last overhead hit.
  • Ground verions' roll launches on hit. Air version keeps them grounded.
  • The roll portion ground bounces airborne opponent.

Cell's main combo ender, or combo extender with assists. The preceeding hits will telegraph the final overhead and theboverhead itself does not scale well. You'll only hit someone who's asleep and you won't hit very hard.


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 4 or 6.
  • 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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 400, 400, 400 All 12 3 30 -3 ~ -1 4-14 Head
214M 400, 400, 600 All U1+ 12 3 36 -3 ~ -2 3-14 Head
214H 400, 400, 1000 All U2+ 12 3 32 -1 1-3 Head, 4-14 All

  • 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.

The ground and air versions of this move have very different uses. The ground version is Cell's main mixup tool, as it leaves him airborne, -1, and with his air action. Any assist with 30 frames of blockstun will give a gapless high/low/crossup mixup, but it's still quite good even if you can't make it gapless. It's also useful as a wakeup tool, as it's frame 1 head invul and will teleport you out the corner.

Air Perfect Attack

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
j.214L 500, 500 All 12 3 26 4-15 Head
j.214M 500, 500 All 8 3 32 4-10 Head
j.214H 500, 500, 500 All U1+ 8 3 32 -1 4-10 All

  • All versions restore Cell's air options on hit.
  • All versions have head-invul, giving Cell a good option to respond to superdashes while in the air.

They're also unscaled starters like ground Perfect Attack.


j.214L
  • Launches on hit, adds a follow-up that knocks down.
  • Stays same-side.

"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
  • Launches on hit, adds a follow-up that knocks down.
  • 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
  • Stays same-side.
  • Adds two extra follow-ups, Smash on the last hit.
  • Smash hit wallbounces for a combo.
  • Teleports behind the opponent on block.

Air 214H is mostly useful as a combo extender. It will always take you back to the ground on hit, which gives consistent conversions when you don't have your superdash available.

Kamehameha

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236S 262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10]
j.236S 262×5 All 18 25 24

  • Jails into Vanish.
  • Ground version can be aimed upwards by holding 2 or 8 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

Z Assists

Assist A

Kamehameha

Assist B

Shoulder Tackle

Assist C

Perfect Attack

Super Moves

Energy Field

236L+M or 236H+S (Air OK)

Solar Kamehameha

214L+M or 214H+S

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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!

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Cell
To edit frame data, edit values in DBFZ/Cell/Data.

DBFZ/Navigation