< DBFZ
Cell | |
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Play-style | Balanced, Pressure, Footsies |
Team Role | Point |
Overview
"At last...I can finally test the power of my Perfect Form." | |
Lore: | 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. |
Voice: | Japanese: Norio Wakamoto English: Dameon Clarke |
Playstyle
Cell Cell is a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match.
Pros
Cons
- Marvelously well-rounded kit allows him to tackle almost all situations.
- Outstanding buttons, all of which are fast and far reaching like 5LL and 2M.
- Excellent corner carry along with rejump routes that lead to high damage.
- J.S enables his bomb routes at the corner for even higher damage.
- Perfect Attack is one of the most infamous moves in the game, and also the game's undisputed best anti-air move. A blockstring weapon, a combo extender, a pressure set-up, and most importantly, the TOD starter.
- Great neutral with good air-to-air options, and an aggressively-angled aerial beam.
- Amazing stagger pressure and frame-traps, with many normals that are safe on block.
- Solid pressure off of left-right mixups due to his 5M having far reach.
- Psycho Crash is a near-untelegraphed full-screen command grab.
- Possesses the highest amount of corner combo routes, along with having multiple variations for different characters and starters, and with assists, has access to a multitude of realistic TOD routes that don't use Sparking!.
- All of his assists are situational.
- 2H has an ironically short vertical and horizontal hitbox.
- Hell Strike can be 2H'd when anticipated, furthering it's similarities with Vanish.
- The further Cell is optimized, the higher the execution barrier.
- May have the most problems with hitstun decay, due to how long his optimized combos can be.
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 |
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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.