DBFZ/Trunks and DBFZ/Cell: Difference between pages

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< DBFZ(Difference between pages)
 
m (→‎Rolling Crush: allocated ground vs. air versions, put the code in a bit weird, please fix if anything is wrong)
 
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Trunks|discord=https://discord.gg/TWtGd6V}}
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Cell|discord=https://discord.gg/T9G7JGF}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
|-
|-
! align="center" colspan="2" | Trunks
! align="center" colspan="2" | Cell
|-
|-
| align="center" colspan="2" | [[File:DBFZ_Trunks_Portrait.png|300x500px|center]]
| align="center" colspan="2" | [[File:DBFZ_Cell_Portrait.png|300x500px|center]]
|-
|-
| '''Play-style''' || Balanced, Pressure, Mix-up
| '''Play-style''' || Balanced, Pressure, Footsies
|-
|-
| '''Team Role''' || Anchor, Middle
| '''Team Role''' || Point
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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==Overview==
==Overview==
{{Bio
{{Bio
| name = Trunks
| name = Cell
| game = DBFZ
| game = DBFZ
| quote = Goku isn't the only Super Saiyan...There's another one right here!
| quote = At last...I can finally test the power of my Perfect Form.
| lore = In the future, a pair of androids created by Dr. Gero ravaged the Earth. Trunks, the son of Vegeta and Bulma, went back in time in the hopes of changing history so that the devastation he grew up with would be averted. Unfortunately his timeline was not fixed, so he would go on to help fight for the timeline he had created, in order to stop the fearsome Cell. Later, his time-travelling shenanigans would come back to bite him, with Goku Black and Zamasu coming to destroy all he had hoped to protect, and punish him for the divine taboo he had broken.
| voice = Japanese: Norio Wakamoto English: Dameon Clarke
| 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. Initially planning to immediately destroy Earth, his curiosity at the increased power of Vegeta and Trunks led him to hosting a tournament called the Cell Games, planning to destroy Earth after getting the most of it's fighters. This tournament would bring him face to face with Son Gohan, who would ultimately break his own limits and destroy Cell before his galactic rampage would begin.
}}
}}


===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|Trunks}} is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.
| intro = {{Character Label|DBFZ|Cell}} is a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match.
| pros =
| pros =
* '''Advancing Buttons:''' Many normals ([[DBFZ/Trunks#5L|5LL]], [[DBFZ/Trunks#5M|5M]], [[DBFZ/Trunks#2M|2M]]) have good reach and move Trunks forward.
* '''King of All Trades:''' Marvelously well-rounded kit with outstanding buttons that function as good air-to-airs, along with an aggressively-angled aerial beam.  
* '''Massive Mobility:''' [[DBFZ/Trunks#Cyclone Jump|Cyclone Jump]], [[DBFZ/Trunks#Shining Slash|Shining Slash]], and [[DBFZ/Trunks#j.S|Cyclone Buster]] all greatly supplement aerial movement. [[DBFZ/Trunks#Cyclone Jump|214H]] offers a ton of control, allowing for ambiguous cross-ups and side-switches in air combos.
* '''High Damage:''' Excellent corner carry along with rejump routes. Possesses a high variety of corner combo routes and realistic {{Tt|ToD|Touch of Death<hr>A combo that can KO a character from full health.}} routes that don't use Sparking!.
* '''Sparking! Upgrade:''' In Sparking!, [[DBFZ/Trunks#5L|5LLL]] gives Trunks a built-in left/right mix-up on block and is heavily enhanced with jump-cancel, allowing for very unreactable mix-ups.
* '''Relentless Pressure:''' Amazing stagger pressure plus frame-traps, and solid reward off left/right mix-ups as [[DBFZ/Cell#5M| 5M]] reaches far and reliably combos off cross-up overheads.
* '''Space Control:''' [[DBFZ/Trunks#Change the Future|214S]] is huge, safe on block, immune to ki blasts, and can also be used meaty. [[DBFZ/Trunks#5S|5S]] and [[DBFZ/Trunks#j.S|j.S]] are also small beams that blow through most other ki blasts.
* '''[[DBFZ/Cell#Perfect Attack| Perfect Attack]]:''' Infamous {{Tt|anti-air|Anti-air<hr>A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.}} that serves as a blockstring weapon, combo extender, and a ToD starter. It slices, it dices, it julienne.
* '''Assist Variety:''' Trunk's flexibility is superb among team compositions, as both assists fulfill very useful caveats.
| cons =
| cons =
* '''Blockstrings:''' Cannot true-string into safe blockstring enders without gaps or additional resources.
* '''Poor Assists: ''' All of his assists are situational; [[DBFZ/Cell#Assist A|A]] is slow for a neutral assist, [[DBFZ/Cell#Assist B|B]] is the worst of quick lariat-style assists, and [[DBFZ/Cell#Assist C|C]] becomes only one hit on block. Despite this being his only weakness, assists are very integral.
* '''Susceptible Mobility:''' [[DBFZ/Trunks#Cyclone Jump|Cyclone Jumps]], and the startup of [[DBFZ/Trunks#Shining Slash|Shining Slash]], can be beat by superdashes and anti-airs if the opponent does not respect them.
* '''High/Low:''' His only low is [[DBFZ/Trunks#2M|2M]], making his standard high/low mix-up game less than ideal.
* '''Whiffing Ki Blasts:''' Ki blasts are committal and have high recovery. The aerial ones also have narrow angles.
|tablewidth=69
|tablewidth=69
}}
}}
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{{MoveData
{{MoveData
|name=5L
|name=5L
|image=DBFZ_Trunks_5L.png |caption=
|image=DBFZ_Cell_5L.png |caption=
|image2=DBFZ_Trunks_5LL.png |caption2=
|image2=DBFZ_Cell_5LL.png |caption2=
|image3=DBFZ_Trunks_5LLL.png |caption3=
|image3=DBFZ_Cell_5LLL.png |caption3=Gimme a hug
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Mini sword normal but has very limited reach.
* Rather short jab
Mostly used to get to 5LL and 5LLL. 2L is almost always a superior choice in most other situations.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Pushes forward a decent amount, a good option in neutral after a whiffed 5L.
* Goes over half screen.
The forward movement is good for keeping Trunks in close range during blockstrings. 5L (reflected) > 5LL will push Trunks back in their face, but it can whiff.
* 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.
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Dashes about half screen forward.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.
* Can used multiple times per combo.
* On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.
5L (reflected) > 5LL (reflected) > 5LLL will always whiff. Overall this entire string is not so safe against Reflect.
 
As a blockstring, it's rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). 5LLL > jc > 236S (same side) only has a 3f gap in between, while 5LLL > 236S (crossup) has a 4f gap. This means this setup cannot be mashed out, cannot be jumped out, and is a gamble to reflect.
 
If you mess up the input and get 5LLL > jc.S, the gap becomes 6f at minimum (mashable), but it'd either be a trade in favor of Trunks, or he will be airborne and might catch them off guard not preparing to confirm.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5M
|name=5M
|image=DBFZ_Trunks_5M.png |caption=
|image=DBFZ_Cell_5M.png |caption=Did you press a button after my minus frames? '''FOOL.'''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{#lst:{{PAGENAME}}/Data|5M}}
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Slides forward a decent bit.
* Can late cancel into itself once with 4MM, even on whiff.
Good button with fairly fast startup, good range and a high hitbox.
* 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.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5H
|name=5H
|image=DBFZ_Trunks_5H.png |caption=
|image=DBFZ_Cell_5H.png |caption=Give 'em the reverse boot
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* [] is when fully held.
* Charged version has higher damage and pushback on block.
* Smash hit wall splats, combos into SD.
* Smash hit wall splats, combos into SD.
* Non-Smash only combos into SD in the corner.
Fairly standard 5H combo wise, but has abyssmal active frames and lengthy recovery so try to avoid throwing it out carelessly.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5S
|name=5S
|image=DBFZ_Trunks_5S.png |caption=
|image=DBFZ_Cell_5S.png |caption=Begone to your shine!
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ki Blast property, but pierces through Lv1 projectiles.
* Hold or mash S to shoot all 5 Ki Blasts.
One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists.
* Last Ki Blast launches on hit.
 
* On block, M and H normals > 5S always leaves at least an 1f gap.
A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2L
|name=2L
|image=DBFZ_Trunks_2L.png |caption=The inferior Chadhan 2L
|image=DBFZ_Cell_2L.png |caption=The only move you need
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.
* Excellent stagger tool with remarkable range for a 2L.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2M
|name=2M
|image=DBFZ_Trunks_2M.png |caption=SUTAN DIPPA
|image=DBFZ_Cell_2M.png |caption=M. Bison called.
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Slides forward about half-screen.
* Great range. Always connects after 5M and 4MM.
Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponent's face if they reflect.
2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead.
 
Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than 5M.  
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2H
|name=2H
|image=DBFZ_Trunks_2H.png |caption=
|image=DBFZ_Cell_2H.png |caption=I kicked me height
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Smash hit combos into SD.
* Stays completely stationary. Short horizontal range.
Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.
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.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
|name=2S
|image=DBFZ_Cell_2S.png |caption=This isn't flying! This is falling! with ''style''!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|8|text=
* Lunges forward.
* On hit, launches and carries the opponent with Cell.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=6M
|name=6M
|image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH
|image=DBFZ_Cell_6M.png |caption=The People's Cellbow
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Good range for a 6M.
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.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">6H</font>======
{{MoveData
|name=6H
|input=Low Kick
|image=DBFZ_Cell_6H.png |caption=Scuffin' ya Jordans
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6H}}
{{!}}-
{{Description|8|text=
* Scales like a light.
A third low, useful during blockstrings.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.L
|name=j.L
|image=DBFZ_Trunks_jL.png |caption=
|image=DBFZ_Cell_jL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M > 5M if you don't delay the 5M.
* Long reaching and fast, a good air-to-air.
* Often used after flips so that Trunks can airdash afterwards.  
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.M
|name=j.M
|image=DBFZ_Trunks_jM.png |caption=The Future Android 17 killer Pt. 1.
|image=DBFZ_Cell_jM.png |caption=CREDIT CARD SWIPE
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Good air-to-air normal.
* Good air to air normal.
While j.H has a better hitbox, like other j.M, this is overall a better jump-in because of the faster startup for things like IAD crossup.
* Good hitstun, allows it to combo into j.S and j.2H.
 
In the corner you can do things like IAD j.ML > j.214L > j.ML for 4 overhead hits.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.H
|name=j.H
|image=DBFZ_Trunks_jH.png |caption=Ky, is that you...?!
|image=DBFZ_Cell_jH.png |caption=The People's OTHER Cellbow
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit wall bounces.
* Wall bounces on Smash hit.
}}
}}
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit causes SKD.
* Smash hit causes a sliding knockdown.
* Very long disjointed hitbox.
This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting j.2H with a backdash serves as a great anti-approach tool in neutral with little risk and good reward.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.S
|name=j.S
|image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer Pt. 2.
|image=DBFZ_Cell_jS.png |caption=MILLY ROCK!
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.S}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Stops all air momentum.
* Initial hit is a strike that ground bounces the opponent. The explosions are Ki Blasts that can only hit once, launch on hit.
* Ki Blast property, but pierces through Lv1 projectiles.
* Startup is reduced when canceled from Smash 5LLLLLLL or Smash j.H, compensating for the increased fall speed.
Can be used to snipe 2H attempts. Also a good keep-away when canceled into j.214M. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.
Have high hitstop, so despite being Ki Blasts, the explosions can stack against themselves and jail into SD in the corner.
}}
 
{{AttackVersion|name=Cyclone Buster|subtitle=Cyclone Jump > S}}
''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.
{{#lst:{{PAGENAME}}/Data|214X S}}
{{!}}-
{{Description|9|text=
* Canceling from Cyclone Jump alters this move's frame data slightly. Most notably giving it much higher hitstun, can combo into SD or even j.236M even from midscreen.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.2H
|name=j.2H
|image=DBFZ_Trunks_j2H.png |caption=
|image=DBFZ_Cell_j2H.png |caption=H E L L O
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Stops all air momentum and raises Trunks up and forward slightly.
* Knocks the opponent away horizontally instead of upwards.
* Smash hit wall splats, combos into SD.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Shining Slash</font>======
======<font style="visibility:hidden;font-size:0">Hell Strike</font>======
{{MoveData
|input=j.2M
|image=DBFZ_Cell_HellStrike.png |caption=*Teleports behind you*
|image2=DBFZ_Cell_HellStrike-2.png |caption2=imquiteconfidentinmyspeedyouknow
|name=Hell Strike
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2M}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Rolling Crush</font>======
{{MoveData
{{MoveData
|name=Shining Slash
|name=Rolling Crush
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|image=DBFZ_Trunks_ShiningSlash.png |caption=GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)
|image=DBFZ_Cell_RollingCrush.png |caption=SPIN2WIN
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Stops all momentum and leaps forward.
* Smash on the last overhead hit.
* On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.
* Ground verions' roll launches on hit. Air version keeps them grounded.
* Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner.  
* The roll portion ground bounces airborne opponent.
* Grounded hit pushes Trunks slightly backward unlike air hit. In the corner, raw 236X/j.236X on hit against grounded opponents will require a microdash afterward to combo into Lv3.
}}
}}
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Goes half screen.
* Smash hit causes a short sliding knockdown.
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.
* Ground version goes half screen.
Trunks' most consistent corner combo ender. j.LLL and j.236M are optimal, but they either don't always cause SKD or connect due to hitstun decay.
* 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...


On block, canceling from any button beside 5L and 2L will leave at least an 11f gap.
Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.
}}
}}
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{Description|9|text=
* Smash hit causes a ground bounce sliding knockdown.
* Ground version goes half screen. Can alter the distance Cell travels by holding {{4}} or {{6}}.
Go-to blockstring and combo ender. Mid-blockstring, 236M[4] will keep Cell further away from the opponent compared to 236M while still being -2 on block.
}}
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Longer SKD than L version (stronger oki).
* Smash hit causes a ground bounce sliding knockdown.
* Ground version goes almost fullscreen.
* Ground version goes half screen. Can alter the distance Cell travels by holding {{4}} or {{6}}.
* Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.
* Air version rolls down at a shallower angle than j.236L.
Can't be true string into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their 2H ready.
Ridiculous corner carry and can easily be extended with assists on Smash hit.
 
j.236M tracking makes it a decent safejump after a Smash j.H or j.DR in the corner if Trunks still has air flip. Something like j.LLL > j.214M > delay j.236M will cover all ground tech (beside delayed stand).
}}
}}
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{Description|9|text=
* Smash hit causes a ground bounce sliding knockdown.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Essentially 236M but faster. Can crossover the opponent even in the corner.
In a blockstring, the 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.
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.
}}
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Speed of L versions, range and knockdown of M versions.
* Smash hit causes a ground bounce sliding knockdown.
* Will not overshoot the opponent.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.
* Rolls straight down.
j.S > j.236H gives Trunks a SKD anywhere on screen. Other than that it's not much better than L version.
Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD j.M, 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.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Cyclone Jump</font>======
======<font style="visibility:hidden;font-size:0">Perfect Attack</font>======
{{MoveData
{{MoveData
|name=Cyclone Jump
|name=Perfect Attack
|input=214L/M/H (Air OK)
|input=214L/M/H (Air OK)
|image=DBFZ_Trunks_CycloneJump.png |caption=I have to go now, my future needs me.
|image=DBFZ_Cell_PerfectAttack.png |caption=
|image2=DBFZ_Cell_PerfectAttack2.png |caption2=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Command jump that's independent of air options, can only be done once in the air.
* 214L/M/H and j.214H on hit: First kick launches, second followup ground bounces, Smash on the third followup.
* Air versions have shallower arc.
* j.214L/M on hit: First kick launches, second followup soft knockdowns.
* Can be canceled into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.
* The second followup of 214L/M will come out both on block/hit, while the third followup only comes out if the second one hit.
Due to having startup even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything.
* Followup of j.214L/M only comes out on hit.
* All versions are unscaled starter(!)
}}
}}
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Flips about half screen forward.
* On block/hit, keeps Cell same side.
Mostly a combo tool as it acts like an extra jump cancel.
* Ground version on hit: First hit launches, second hit small ground bounces.
At certain height, midcombo 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.
}}
}}
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Flips about half screen backward.
* Ground version switches sides both on block/hit, but air version only switches sides on hit.
Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), making it a decent frame trap.
* Smash hit corner splats that also affects assists.
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 > 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.
}}
}}
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Flips about 75% of the screen forward. Can be directed with {{8}} {{2}} {{4}} {{6}}.
* Has enough range to hit from round start position.
** {{8}} and {{2}} on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).
* On block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists.
** {{6}} increases the travel distance up to fullscreen, {{4}} moves him backward up to fullscreen.
* On reflect, won't do the teleport followup, unlike L and M version.
 
* On hit, stays same side. Ground version ends with a grab that only hits once per combo. Air version teleports back to the ground and ends with a kick that wall bounces on Smash hit, allowing for air-to-ground conversion with half a bar.
Massive application and Trunk's best ability. Amazing in combos, blockstrings, and neutral.
 
 
COMBO: Heavy Cyclone Jump allows him to side-switch anywhere on the screen without burning a jump or Vanish, and also opens the door for further complex corner routes.  
 
 
BLOCK: Trunks has the ability to create crazy left/right mixups with the ridiculous amount of control it gives. Athough this can be challenged when solo, proper supporting assists make it true and supplement its capability. Notably, in conjunction with Sparking!, Trunk's mix-ups are elevated into an entirely new level. Combined with 5LLL being jump-cancellable, Trunks can choose which side to be on and also choose again to continue pressure using 214H. Not to mention during all of this, he still retains access to all other air options such as airdash, superdash, Cyclone Buster, Shining Slash, Empty Vanish, as well as all the other traditional options like high/low, tick throw, or also simply choosing to reset the blockstring again; his freedom with this type of movement is unparalleled. Taking all these factors into account, it is almost impossible to anticipate every scenario Trunks can decide to do, making his Sparking! blockstring pressure ultimately unpredictable and truly terrifying.
 
 
NEUTRAL: Because of how fast it is, it can be used to zoom over moves such as beams and assists and escape the corner on pressure gaps. Subsequently it can  also be used to whiff punish even from afar. Lastly, it can also be used to bait 2H or another anti-air, then dive down to punish.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Masenko</font>======
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======
{{MoveData
{{MoveData
|name=Masenko
|name=Kamehameha
|input=236S
|input=236S (Air OK)
|image=DBFZ_Trunks_Masenko.png |caption=It's like the Kamehameha... but ''yellow''.
|image=DBFZ_Cell_Kamehameha.png |caption=
|image2=DBFZ_Cell_Kamehameha-2.png |caption2=
|image3=DBFZ_Cell_Kamehameha-3.png |caption3=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Air}}
* Wall splats on hit.
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{Description|9|text=
* Jails into Vanish.
* Jails into Vanish.
A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.
* 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.  
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Change the Future</font>======
======<font style="visibility:hidden;font-size:0">Psycho Crash</font>======
{{MoveData
{{MoveData
|name=Change the Future
|name=Psycho Crash
|input=214S
|input=214S
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer.
|image=DBFZ_Cell_PsychoCrash.png |caption=''"AND THAT ONE'S STILL GREEN!"''
|image2=DBFZ_Cell_PsychoCrash2.png |caption2=Why is he humming to himself?
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{AttackVersion|name=214S}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Dashes half screen forward, the blast covers the rest 45% of the screen.
* Hits from over halfscreen to fullscreen. Doesn't overshoot the corner.
* First part is a strike with very tiny hitbox, second part has beam-property.
Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner.
* Smash on the first part. Smash hit corner splats. Smash 5MMM corner bounces.
Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.
 
Change the Future can notably work as a meaty since it's very active, especially after his level 3 super. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.
}}
{{AttackVersion|name=214[S]}}
{{#lst:{{PAGENAME}}/Data|214[S]}}
{{!}}-
{{Description|9|text=
* Feint, dashes forward without attacking.
Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as 236H, since it can get closer to the opponent faster than a normal dash can.
}}
}}
}}<nowiki/>
}}<nowiki/>
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======<font style="visibility:hidden;font-size:0">Assist A</font>======
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|name=Change the Future
|name=Kamehameha
|input=Assist A
|input=Assist A
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=DI Gunflame whenever you want it!
|image=DBFZ_Cell_AirKamehameha.png |caption=''"Fine, how's this?"''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Unlike point Trunks, only the projectile has hitboxes.
* Fires a Kamehameha downwards.
An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.
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.
 
The giant blast can be pretty good at masking what your point character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.
 
Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly.
}}
}}
}}<nowiki/>
}}<nowiki/>
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======<font style="visibility:hidden;font-size:0">Assist B</font>======
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|name=Masenko
|name=Shoulder Tackle
|input=Assist B
|input=Assist B
|image=DBFZ_Trunks_Masenko.png |caption=Beam assist, but yellow
|image=DBFZ_Cell_5LL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Wall splats on hit.
* Bardock A assist, but bad.
It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. However, choosing this over Assist A is not as easy as it seems, though it is still a better option in most cases. In some matchups, such as versus DBZ Broly, you may want to stick with Change the Future as it's ability to reflect ki blasts and it's closer, slightly faster usage might be more useful. Even still, it simply comes down to playstyle preference, as you may prefer what CTF brings over Masenko. However, for most characters, Masenko is the way to go, as it gives your team a great neutral option off of Trunks, and helps to extend combos.
}}
}}
}}<nowiki/>
}}<nowiki/>
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======<font style="visibility:hidden;font-size:0">Assist C</font>======
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
{{MoveData
|name=Flurry Slash
|name=Perfect Attack
|input=Assist C
|input=Assist C
|image=DBFZ_Trunks_5H.png |caption=Viable or not
|image=DBFZ_Cell_PerfectAttack.png |caption=
|image2=DBFZ_Trunks_2H.png |caption2=This is really cool looking
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Tracks the opponent on the ground.
* Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
* On block, only does the first hit.
* Values in [ ] is when the opponent is in hitstun/untech.
Bad blockstun for a C assist.
A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Burning Attack</font>======
======<font style="visibility:hidden;font-size:0">Energy Field</font>======
{{MoveData
{{MoveData
|name=Burning Attack
|name=Energy Field
|input=236L+M or 236H+S
|input=236L+M or 236H+S (Air OK)
|image=DBFZ_Trunks_BurningAttack.png |caption=''""Time to end this!"''
|image=DBFZ_Cell_EnergyField.png |caption=MUDADA! HAAAHAHAHA!
|image2=DBFZ_Trunks_BurningAttack-2.png |caption2=''"This is the power of humanity!"''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{AttackVersion|name=Air}}
* Minimum damage: 814.
{{#lst:{{PAGENAME}}/Data|j.236LM}}
* As standard as a Super can get.
{{!}}-
*Buffer window is notably more lenient compared to other supers.
{{Description|9|text=
 
* Minimum damage: 135*6 (810).
The Burning Attack hitbox has a travel time, and although negligent, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Heat Dome Attack</font>======
======<font style="visibility:hidden;font-size:0">Solar Kamehameha</font>======
{{MoveData
{{MoveData
|name=Heat Dome Attack
|name=Solar Kamehameha
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!'''''
|image=DBFZ_Cell_SolarKamehameha.png |caption=''"You and the earth shall be '''DESTROYED'''!"''
|image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2='''''The nightmare is OVER!'''''
|image2=DBFZ_Cell_SolarKamehameha-2.png |caption2='''''"SAYONARA!"'''''
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Minimum damage: 1715.
* Minimum damage: 1672.
* Cannot combo into this midscreen without using some resources.
* +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.
* Range is only slightly longer than 2L, and moves him forward a tiny bit.
Cell's level 3 is below Average. It does below average damage has poor 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.
* Raw damage: 4863, which ranks 3rd in the game on that category.
* Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.
 
Trunks has ways to combo mid-screen into his level 3, but require resources like an assist or meter (can be half a bar or a full one), and also side switches as a result. Doing j.S > j.214H > j.M > j.H as an air combo ender does this for half a bar, and a well-timed vanish onto the ground after a sliding knockdown also does this using a full bar.
 
 
On hit, leaves him at +28 right next to the opponent. Other than the typical IAD j.H safejump or some wacky Heavy Cyclone Jumps, Trunks can buffer Change the Future and it'll hit super meaty. Leaves him +4 on block, +9 on reflect and he'd still be right in their face, +14 on hit so it's enough for him to link into a j.L at the corner. Keep in mind this still loses to reversals with less than 12 frame start-ups. Another route would be buffering 6M in the corner which is +5 on block, +8 on hit, meaning solo extendable. It's as safe as Change the Future as both moves have 39 frames of total animation. Trunks can use Heavy Cyclone Jump to cause a left-right mix-up by holding 2 and picking a side. The fast fall makes it safe as a safejump, and it can be very tricky to tell which side Trunks is going to be on.
 
 
Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by jumping on reaction to the super flash, but at least it doesn't have a lot of recovery like most level 3s do. It's a bad reversal in general with the range of a jab, and again, almost always whiffs on airborne opponents completely. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.
 
 
}}
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Trunks]]
[[Category:Cell]]

Revision as of 22:52, 7 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Cell
DBFZ Cell Portrait.png
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. Initially planning to immediately destroy Earth, his curiosity at the increased power of Vegeta and Trunks led him to hosting a tournament called the Cell Games, planning to destroy Earth after getting the most of it's fighters. This tournament would bring him face to face with Son Gohan, who would ultimately break his own limits and destroy Cell before his galactic rampage would begin.
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
  • King of All Trades: Marvelously well-rounded kit with outstanding buttons that function as good air-to-airs, along with an aggressively-angled aerial beam.
  • High Damage: Excellent corner carry along with rejump routes. Possesses a high variety of corner combo routes and realistic ToDTouch of Death
    A combo that can KO a character from full health.
    routes that don't use Sparking!.
  • Relentless Pressure: Amazing stagger pressure plus frame-traps, and solid reward off left/right mix-ups as 5M reaches far and reliably combos off cross-up overheads.
  • Perfect Attack: Infamous anti-airAnti-air
    A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.
    that serves as a blockstring weapon, combo extender, and a ToD starter. It slices, it dices, it julienne.
  • Poor Assists: All of his assists are situational; A is slow for a neutral assist, B is the worst of quick lariat-style assists, and C becomes only one hit on block. Despite this being his only weakness, assists are very integral.

Normal Moves

5L
5L
DBFZ Cell 5L.png
DBFZ Cell 5LL.png
DBFZ Cell 5LLL.png
Gimme a hug
Template:AttackDataHeader-DBFZ
5L
  • Rather short jab
5LL

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.

5LLL
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Can used multiple times per combo.
5M
5M
DBFZ Cell 5M.png
Did you press a button after my minus frames? FOOL.
Template:AttackDataHeader-DBFZ
  • 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.

5H
5H
DBFZ Cell 5H.png
Give 'em the reverse boot
Template:AttackDataHeader-DBFZ
  • [] is when fully held.
  • Charged version has higher damage and pushback on block.
  • Smash hit wall splats, combos into SD.
5S
5S
DBFZ Cell 5S.png
Begone to your shine!
Template:AttackDataHeader-DBFZ
  • 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.
2L
2L
DBFZ Cell 2L.png
The only move you need
Template:AttackDataHeader-DBFZ
  • Excellent stagger tool with remarkable range for a 2L.
2M
2M
DBFZ Cell 2M.png
M. Bison called.
Template:AttackDataHeader-DBFZ
  • Great range. Always connects after 5M and 4MM.

2M > 6H will whiff if Cell hits with the tip of 2M, you can get around this by doing 2M > delay 6H instead.

2H
2H
DBFZ Cell 2H.png
I kicked me height
Template:AttackDataHeader-DBFZ
  • 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.

2S
2S
DBFZ Cell 2S.png
This isn't flying! This is falling! with style!
Template:AttackDataHeader-DBFZ
  • Lunges forward.
  • On hit, launches and carries the opponent with Cell.
6M
6M The People's Cellbow Template:AttackDataHeader-DBFZ

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
6H
Low Kick
DBFZ Cell 6H.png
Scuffin' ya Jordans
Template:AttackDataHeader-DBFZ
  • Scales like a light.

A third low, useful during blockstrings.

j.L
j.L
DBFZ Cell jL.png
Template:AttackDataHeader-DBFZ
  • Long reaching and fast, a good air-to-air.
j.M
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
Template:AttackDataHeader-DBFZ
  • Good air to air normal.
  • Good hitstun, allows it to combo into j.S and j.2H.
j.H
j.H
DBFZ Cell jH.png
The People's OTHER Cellbow
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Wall bounces on Smash hit.
j.H
  • Smash hit causes a sliding knockdown.
j.S
j.S
DBFZ Cell jS.png
MILLY ROCK!
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  • 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
j.2H
DBFZ Cell j2H.png
H E L L O
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  • Knocks the opponent away horizontally instead of upwards.
  • Smash hit wall splats, combos into SD.

Special Moves

Hell Strike
Hell Strike
j.2M
DBFZ Cell HellStrike.png
*Teleports behind you*
DBFZ Cell HellStrike-2.png
imquiteconfidentinmyspeedyouknow
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  • 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
Rolling Crush
236L/M/H (Air OK)
DBFZ Cell RollingCrush.png
SPIN2WIN
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  • Smash on the last overhead hit.
  • Ground verions' roll launches on hit. Air version keeps them grounded.
  • The roll portion ground bounces airborne opponent.
Ground L
Air L
  • 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...

Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.

Ground M
  • Smash hit causes a ground bounce sliding knockdown.
  • Ground version goes half screen. Can alter the distance Cell travels by holding Template:4 or Template:6.

Go-to blockstring and combo ender. Mid-blockstring, 236M[4] will keep Cell further away from the opponent compared to 236M while still being -2 on block.

Air M
  • Smash hit causes a ground bounce sliding knockdown.
  • Ground version goes half screen. Can alter the distance Cell travels by holding Template:4 or Template:6.
  • Air version rolls down at a shallower angle than j.236L.

Ridiculous corner carry and can easily be extended with assists on Smash hit.

Ground H
  • Smash hit causes a ground bounce sliding knockdown.
  • Roll portion hits from both sides of Cell, autocorrect on the last hit.
  • Essentially 236M but faster. Can crossover the opponent even in the corner.

In a blockstring, the 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.

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.

Air H
  • Smash hit causes a ground bounce sliding knockdown.
  • Roll portion hits from both sides of Cell, autocorrect on the last hit.
  • Rolls straight down.

Air version can be used to instantly attack anything below Cell. The speed also makes it a good crossup fakeout vs IAD j.M, 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
Perfect Attack
214L/M/H (Air OK)
DBFZ Cell PerfectAttack.png
DBFZ Cell PerfectAttack2.png
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  • 214L/M/H and j.214H on hit: First kick launches, second followup ground bounces, Smash on the third followup.
  • j.214L/M on hit: First kick launches, second followup soft knockdowns.
  • The second followup of 214L/M will come out both on block/hit, while the third followup only comes out if the second one hit.
  • Followup of j.214L/M only comes out on hit.
  • All versions are unscaled starter(!)
Ground L
Air L
  • On block/hit, keeps Cell same side.
  • Ground version on hit: First hit launches, second hit small ground bounces.

At certain height, midcombo 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.

Ground M
Air M
  • Ground version switches sides both on block/hit, but air version only switches sides on hit.
  • Smash hit corner splats that also affects assists.

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 > 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.

Ground H
Air H
  • Has enough range to hit 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, stays same side. Ground version ends with a grab that only hits once per combo. Air version teleports back 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
Kamehameha
236S (Air OK)
DBFZ Cell Kamehameha.png
DBFZ Cell Kamehameha-2.png
DBFZ Cell Kamehameha-3.png
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Ground
Air
  • Jails into Vanish.
  • Ground version can be aimed upwards by holding Template:2 or Template: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.

Psycho Crash
Psycho Crash
214S
DBFZ Cell PsychoCrash.png
"AND THAT ONE'S STILL GREEN!"
DBFZ Cell PsychoCrash2.png
Why is he humming to himself?
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  • 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.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ Cell AirKamehameha.png
"Fine, how's this?"
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  • 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
Assist B
DBFZ Cell 5LL.png
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  • Bardock A assist, but bad.
Assist C
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
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  • 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.

Super Moves

Energy Field
Energy Field
236L+M or 236H+S (Air OK)
DBFZ Cell EnergyField.png
MUDADA! HAAAHAHAHA!
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Ground
Air
  • Minimum damage: 135*6 (810).
Solar Kamehameha
Solar Kamehameha
214L+M or 214H+S
DBFZ Cell SolarKamehameha.png
"You and the earth shall be DESTROYED!"
DBFZ Cell SolarKamehameha-2.png
"SAYONARA!"
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  • Minimum damage: 1672.
  • +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.

Cell's level 3 is below Average. It does below average damage has poor 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.

Navigation

To edit frame data, edit values in DBFZ/Cell/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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