DBFZ/UI Goku and DBFZ/Cell: Difference between pages

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< DBFZ(Difference between pages)
 
 
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=UI Goku|discord=https://discord.gg/mheTsaB}}
{{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" | Goku (Ultra Instinct)
! align="center" colspan="2" | Cell
|-
|-
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]
| align="center" colspan="2" | [[File:DBFZ_Cell_Portrait.png|300x500px|center]]
|-
|-
| '''Play-style''' || Defensive, Zoning, Counter
| '''Play-style''' || Balanced, Pressure, Footsies
|-
|-
| '''Team Role''' || Any
| '''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=UI Goku
| name = Cell
|game=DBFZ
| game = DBFZ
|quote= You don't stand a chance against me.
| quote = At last...I can finally test the power of my Perfect Form.
|voice=Japanese: Masako Nozawa. English: Sean Schemmel
| voice = Japanese: Norio Wakamoto English: Dameon Clarke
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.
| 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.
}}
}}
===Ultra Instinct===
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks. Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. This invulnerability goes away the moment he switches to a different action.


===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro={{Character Label|DBFZ|UI Goku}} plays an entirely different game than everyone, and puts fear into his opponents with all of his unique abilities.  
| 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 =
* '''Autocombo''': [[DBFZ/UI Goku#5L|5L]] has an obscene hitbox and range, and [[DBFZ/UI Goku#5L|5LL]] shares that while also ignoring low-hitting attacks.
* '''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.  
* '''Defense''': Difficult to approach and pressure thanks to [[DBFZ/UI Goku#Rising Heat|22S]], [[DBFZ/UI Goku#Embodied Light|214H]], [[DBFZ/UI Goku#Unrestrained Will|Unrestrained Will]], [[DBFZ/UI Goku#6H|6H]], and his air-OK counter Super that can be used after any of them.
* '''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!.
* '''Powerful Neutral''': Multiple defensive options, counters, and zoning bless him to dominate the screen at will. Autocombo can even snatch aerial opponents.
* '''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.
* '''Solid Pressure''': A total of three lows, two of which can stagger. [[DBFZ/UI Goku#Unencumbered Mind|214X]] heavily encourages conditioning, and can allow UI Goku to continue pressure.
* '''[[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.
* '''Zoning Capabilities''': [[DBFZ/UI Goku#5S|5S]] and [[DBFZ/UI Goku#2S|2S]] cover significant parts of the screen from full distance, and also beat superdashes while clashing with other ki blasts.
| cons =
* '''Negates Zoning''': [[DBFZ/UI Goku#Godly Display|Godly Display]] and [[DBFZ/UI Goku#6H|6H]] instantly close the gap, and [[DBFZ/UI Goku#6H|6H]] can win neutral with the proper read.
* '''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.
|cons=
* '''Unsafe Blockstrings''': No specials true-blockstring from any of his normals, and can only safely end with [[DBFZ/UI Goku#5M|5M]].
* '''Resource Hungry''': Needs assists or meter to make options safe and maximize tools.
* '''Super Moves''': Lackluster damage off Supers along with virtually no Okizeme, and also leave UI Goku full-screen.
|tablewidth=69
|tablewidth=69
}}
}}
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{{MoveData
{{MoveData
|name=5L
|name=5L
|image=DBFZ_UIGoku_5L.png |caption=eSports normal
|image=DBFZ_Cell_5L.png |caption=
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal
|image2=DBFZ_Cell_5LL.png |caption2=
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal
|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=
* Huge range with really good pushback on block, putting Goku out of range of most normals.
* Rather short jab
* 5L (blocked) > 2L (whiff) is actually 2 frames better than letting 5L recovers all the way (being -7 instead of -9).
UI Goku doesn't have a 6f button and has to rely on his counters during clashes.
 
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Ground bounces on hit.
* Goes over half screen.
* Tracks horizontally for about half screen.
* Holding {{4}} or {{2}} halves the distance Cell covers.
* Fastest startup is 26f if done raw.
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.
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties.


5L > 5LL also auto-confirms most of the time due to how high both of these moves hit.
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=
* Sides switch on hit.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties.
* Can used multiple times per combo.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5M
|name=5M
|image=DBFZ_UIGoku_5M.png |caption=
|image=DBFZ_Cell_5M.png |caption=Did you press a button after my minus frames? '''FOOL.'''
|image2=DBFZ_UIGoku_5M2.png |caption2=almost never seen
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{#lst:{{PAGENAME}}/Data|5M}}
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|9|text=
* Both hits can be jump canceled.
* Can late cancel into itself once with 4MM, even on whiff.  
* Second hit counts toward scaling mid-combo.
* 5M > 4MM will combo on standing/crouching characters.
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.
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_UIGoku_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=
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.
* [] is when fully held.
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.
* Charged version has higher damage and pushback on block.
* Smash hit wall splats, combos into SD.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=5S
|name=5S
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners
|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=
* Beam properties.
* Hold or mash S to shoot all 5 Ki Blasts.
* On hit, automatically shoots 3 extra blasts and causes a wall splat. Goku can only cancel the first or the last hit.
* Last Ki Blast launches on hit.
Chains from M/H normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.
* On block, M and H normals > 5S always leaves at least an 1f gap.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2L
|name=2L
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal
|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=
* 2L slides forward a bit, 2LL stays in place.
* Excellent stagger tool with remarkable range for a 2L.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2M
|name=2M
|image=DBFZ_UIGoku_2M.png |caption=
|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=
* Launches on hit.
* 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.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2H
|name=2H
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall
|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 on the second hit if both hits connect.
* Stays completely stationary. Short horizontal range.
* Second hit always whiffs on crouchers.
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.
* Non-Smash can still combo into SD in the corner.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2S
|name=2S
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"
|image=DBFZ_Cell_2S.png |caption=This isn't flying! This is falling! with ''style''!
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Beam properties.
* Lunges forward.
* Wall bounces on hit.
* On hit, launches and carries the opponent with Cell.
Near the corner, can combo into SD.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=6M
|name=6M
|image=DBFZ_UIGoku_6M.png |caption=
|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=
* Universal overhead
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.
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable.  
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=6H
|name=6H
|input=Secret Sensation
|input=Low Kick
|image=DBFZ_UIGoku_6H.png |caption=
|image=DBFZ_Cell_6H.png |caption=Scuffin' ya Jordans
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Catch}}
{{#lst:{{PAGENAME}}/Data|6H Catch}}
{{!}}-
{{AttackVersion|name=Counter}}
{{#lst:{{PAGENAME}}/Data|6H Counter}}
{{!}}-
{{Description|9|text=
* Command dodge for everything but throws and Supers.
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne.
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.
Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">6S</font>======
{{MoveData
|name=6S
|input=Shining Soul
|image=DBFZ_UIGoku_6S.png |caption="When the world needed him most, he vanished."
|image2=DBFZ_UIGoku_6S2.png |caption2=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6S}}
{{#lst:{{PAGENAME}}/Data|6H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.
* Scales like a light.
* The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit.
A third low, useful during blockstrings.
* Shot Ki Blasts wall splats on hit.
Mostly used in corner combos. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.L
|name=j.L
|image=DBFZ_UIGoku_jL.png |caption=*generic punch*
|image=DBFZ_Cell_jL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Has an alternate animation if used twice in a string, though this is purely cosmetic.
* Long reaching and fast, a good air-to-air.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.M
|name=j.M
|image=DBFZ_UIGoku_jM.png |caption=*generic kick*
|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=
Really good range and hitbox for IAD crossups.
* Good air to air normal.
* Good hitstun, allows it to combo into j.S and j.2H.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.H
|name=j.H
|image=DBFZ_UIGoku_jH.png |caption=
|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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{{MoveData
{{MoveData
|name=j.S
|name=j.S
|image=DBFZ_UIGoku_jS.png |caption= DISRUPTAH
|image=DBFZ_Cell_jS.png |caption=MILLY ROCK!
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 5S but in the air, which allows for a ton of horizontal airspace control.
* 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.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=j.2H
|name=j.2H
|image=DBFZ_UIGoku_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=
* Pushes Goku up and forward.
* Knocks the opponent away horizontally instead of upwards.
* Smash hit has more hitstun and combos into SD.
* Smash hit wall splats, combos into SD.
j.2H > jc.L works even on Smash hit. Smash j.2H > delay SD also allows for a sideswitch even in the corner.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Godly Display</font>======
======<font style="visibility:hidden;font-size:0">Hell Strike</font>======
{{MoveData
{{MoveData
|name=Godly Display
|input=j.2M
|input=236L/M/H
|image=DBFZ_Cell_HellStrike.png |caption=*Teleports behind you*
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=zoom
|image2=DBFZ_Cell_HellStrike-2.png |caption2=imquiteconfidentinmyspeedyouknow
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=
|name=Hell Strike
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|j.2M}}
* Hitgrab that sides switches on hit or block.
* No version true strings from any normals except Ki Blasts (which by themselves can't true string).
}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|236L}}
* 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.
{{Description|9|text=
* Goes half screen.
* Smash hit wall splats.
In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M.
 
As a combo ender, DR > 236L > Super will put the opponent back into the corner.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{Description|9|text=
* Goes full screen.
* Smash hit wall splats.
If used preemptively, the full invul during active and the gigantic range allow this to beat things like beams... Though if it's really a beam then you can just react with 6H and get a full combo punish instead.
 
On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|9|text=
* Goes 80% of the screen.
* Smash hit wall bounces.
Plus enough on hit to whiff Sparking activation and still combo with 2M.
}}
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======
======<font style="visibility:hidden;font-size:0">Rolling Crush</font>======
{{MoveData
{{MoveData
|name=Autonomous Fist
|name=Rolling Crush
|input=j.236L/M/H
|input=236L/M/H (Air OK)
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora
|image=DBFZ_Cell_RollingCrush.png |caption=SPIN2WIN
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Halts all momentum and moves slightly forward.
* Smash on the last overhead hit.
* If any of the hits landed, will automatically followup with a few extra hits.
* Ground verions' roll launches on hit. Air version keeps them grounded.
* All hits can be cancelled. Smash on the last hit only.
* The roll portion ground bounces airborne opponent.
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames.
}}
}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Soft knockdown.
* Smash hit causes a short sliding knockdown.
Used for assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost.
* Ground version goes half screen.
 
* Air version rolls down at a 45 degree angle.
If you don't have an assist that allows j.LLL > j.214L + Assist, DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist, DR instead and it'll deal the same damage.
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...


2H(1) > j.236L is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do 2H(1) > j.214S.
Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit causes a sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown.
j.M > j.236M is Goku's anywhere sliding knockdown at low hitstun decay. Though if possible, it's almost always better to use j.H > j.214L instead.
* 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.
}}
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
Very potent post level 3 mix-up tool, adding an instant left/right mix-up on top of all the other options Cell can choose.
{{!}}-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Sides switches on the last hit.
* Smash hit causes a ground bounce sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.
* 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, 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.
 
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">Unencumbered Mind</font>======
======<font style="visibility:hidden;font-size:0">Perfect Attack</font>======
{{MoveData
{{MoveData
|name=Unencumbered Mind
|name=Perfect Attack
|input=214[L/M/H]
|input=214L/M/H (Air OK)
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"
|image=DBFZ_Cell_PerfectAttack.png |caption=
|image2=DBFZ_Cell_PerfectAttack2.png |caption2=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=[L]}}
{{#lst:{{PAGENAME}}/Data|214[L]}}
{{!}}-
{{AttackVersion|name=[M]}}
{{#lst:{{PAGENAME}}/Data|214[M]}}
{{!}}-
{{AttackVersion|name=[H]}}
{{#lst:{{PAGENAME}}/Data|214[H]}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Goku front flips around before ending with a dash toward the opponent. L flips once, M flips 3 times, H disappears for a bit before flipping twice.
* 214L/M/H and j.214H on hit: First kick launches, second followup ground bounces, Smash on the third followup.
* Pressing L/M/H/S will do a corresponding follow-up. While Goku's airborne, L/M/S followups will be "queued" until he's on the ground again.
* j.214L/M on hit: First kick launches, second followup soft knockdowns.
* All versions can autocorrect every time he touches the ground, but only M and H versions can crossup and steal the corner.
* 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.
Is invulnerable to all projectiles during flips, including Supers.
* Followup of j.214L/M only comes out on hit.
* All versions are unscaled starter(!)
}}
}}
}}<nowiki/>
{{AttackVersion|name=Ground L}}
 
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======
{{MoveData
|name=Godly Strike
|input=214L (Air OK) or<br/>Unencumbered Mind > L
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{AttackVersion|name=Unencumbered Mind > L}}
{{#lst:{{PAGENAME}}/Data|214XL}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Doesn't overshoot the opponent.
* On block/hit, keeps Cell same side.
* Ground version can autocorrect during startup, air version can't.
* Ground version on hit: First hit launches, second hit small ground bounces.
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.
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.
* Smash hit causes a sliding knockdown.
At around 2H height and up, non-Smash j.H > j.214L is a guaranteed combo into SKD with a lot of corner carry. Smash j.H > j.214L only works at higher up (due to increased falling speed) and is used for easy assist extensions.
 
While being +3 on block, 7f 5L/2L means it's equal to +2 with most other characters (they can backdash away from midscreen).
}}
}}
}}<nowiki/>
{{AttackVersion|name=Ground M}}
 
======<font style="visibility:hidden;font-size:0">Transcendence</font>======
{{MoveData
|name=Transcendence
|input=214M (Air OK) or<br/>Unencumbered Mind > M
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab
|image2=DBFZ_UIGoku_Transcendence2.png |caption2=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{AttackVersion|name=Unencumbered Mind > M}}
{{#lst:{{PAGENAME}}/Data|214XM}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Autocorrects if he overshoots the opponent.
* Ground version switches sides both on block/hit, but air version only switches sides on hit.
* Air version teleports to the ground.
* Smash hit corner splats that also affects assists.
* Smash hit switches sides, wall 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.
* Cannot hit airborne opponents, not even mid-combo.
* Can combo without meter in the corner.
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death.


Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Using against a corner opponent will most likely attack from behind them, so if it lands Goku will go back to facing the corner for a meterless combo.
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.
}}
}}
}}<nowiki/>
{{AttackVersion|name=Ground H}}
 
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======
{{MoveData
|name=Embodied Light
|input=214H (Air OK) or<br/>Unencumbered Mind > H
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{AttackVersion|name=Unencumbered Mind > H}}
{{#lst:{{PAGENAME}}/Data|214XH}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Hits directly in front of Goku.
* Has enough range to hit from round start position.
* Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward.
* On block, Cell recovers in midair behind the opponent, even in the corner. Can be used for mixups with assists.
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. Can be used as a psudeo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F.
* 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.
10f of landing recovery sounds pretty risky... until you realized that Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, using another j.214H. Fun fact: since this move is a hitgrab, despite j.214H version having Head attribute, if it were to trade with a 2H, it'll win.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=Kamehameha
|name=Kamehameha
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S
|input=236S (Air OK)
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam
|image=DBFZ_Cell_Kamehameha.png |caption=
|image2=DBFZ_Cell_Kamehameha-2.png |caption2=
|image3=DBFZ_Cell_Kamehameha-3.png |caption3=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{AttackVersion|name=Unencumbered Mind > S}}
{{#lst:{{PAGENAME}}/Data|214XS}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* 236S flips forward, 214S flips backwards.
* Jails into Vanish.
* 214X~S version can cross up, even in the corner.
* Ground version can be aimed upwards by holding {{2}} or {{8}} after the input. Air version can only be fired angled downwards.
* Projectile invulnerability lends this to be a good beam counterpoke.
* Straight Kame wall splats on hit.
214X~S is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam.
* 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">Rising Heat</font>======
======<font style="visibility:hidden;font-size:0">Psycho Crash</font>======
{{MoveData
{{MoveData
|name=Rising Heat
|name=Psycho Crash
|input=22S
|input=214S
|image=DBFZ_UIGoku_RisingHeat.png |caption=
|image=DBFZ_Cell_PsychoCrash.png |caption=''"AND THAT ONE'S STILL GREEN!"''
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION
|image2=DBFZ_Cell_PsychoCrash2.png |caption2=Why is he humming to himself?
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|22S}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* An "autocorrect" reversal that stays grounded. Say no more to blocking left-right.
* Hits from over halfscreen to fullscreen. Doesn't overshoot the corner.
As a combo ender, DR > 22S > Lv1 is really good for DHC purposes because of its high damage.
Gimmicky in midscreen since it can't hit close to Cell, but somewhat usable in the corner.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======
{{MoveData
|name=Unrestrained Will
|input=[L+M] after recovery
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right? RIGHT?
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}
{{!}}-
{{Description|8|text=
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.
* Smash hit causes a sliding knockdown.
* Works on any ground wakeup, air tech and DR tech. Doesn't work with grounded hitstun and snapback.
Insane tracking, but is super negative on block, cannot call assists, can be anti-air'd on reaction, and can also be safely meatied with lights. So 22S is better to use on the ground if possible.
}}
}}
}}<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=Rising Heat
|name=Kamehameha
|input=Assist A
|input=Assist A
|image=DBFZ_UIGoku_RisingHeat.png |caption=
|image=DBFZ_Cell_AirKamehameha.png |caption=''"Fine, how's this?"''
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=CAPTAIN CORRIDOR
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
Line 597: Line 477:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Hits all the way to the top of the screen.
* Fires a Kamehameha downwards.
* Huge amount of hitstun, low amount of blockstun.
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.
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.
}}
}}
}}<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=Kamehameha
|name=Shoulder Tackle
|input=Assist B
|input=Assist B
|image=DBFZ_UIGoku_Kamehameha.png |caption=
|image=DBFZ_Cell_5LL.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
Line 614: Line 493:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Goes fullscreen.
* Bardock A assist, but bad.
* Launches at a very combo-friendly angle.
* Slower than the average beam assist, comparable to Cell's.
This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.
}}
}}
}}<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=Unrestrained Will
|name=Perfect Attack
|input=Assist C
|input=Assist C
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=The power of trust is a tracking shoulder tackle?
|image=DBFZ_Cell_PerfectAttack.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
Line 632: Line 508:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Tracking C Assist.
* Cell teleports to the opponent and performs all three hits of L Perfect Attack on hit.
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.
* On block, only does the first hit.
Bad blockstun for a C assist.
}}
}}
}}<nowiki/>
}}<nowiki/>


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======
======<font style="visibility:hidden;font-size:0">Energy Field</font>======
{{MoveData
{{MoveData
|name=Accelerating Battle Spirit
|name=Energy Field
|input=236L+M (Air OK)
|input=236L+M or 236H+S (Air OK)
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*
|image=DBFZ_Cell_EnergyField.png |caption=MUDADA! HAAAHAHAHA!
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2='''''"FALCON..."'''''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
Line 654: Line 530:
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Minimum Damage: 750.
* Minimum damage: 135*6 (810).
* Teleports behind the opponent.
* Startup reduced if the opponent is in any hitstun.
}}
}}
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}
{{#lst:{{PAGENAME}}/Data|236[LM]}}
{{!}}-
{{Description|9|text=
* Minimum Damage: 506 (1256 total).
* Switches sides back.
}}
}}<nowiki/>
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======
======<font style="visibility:hidden;font-size:0">Solar Kamehameha</font>======
{{MoveData
{{MoveData
|name=Guiding Impulse
|name=Solar Kamehameha
|input=236H+S (Air OK)
|input=214L+M or 214H+S
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?
|image=DBFZ_Cell_SolarKamehameha.png |caption=''"You and the earth shall be '''DESTROYED'''!"''
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP
|image2=DBFZ_Cell_SolarKamehameha-2.png |caption2='''''"SAYONARA!"'''''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{Description|9|text=
* Parry super similar to Cooler's Lv3:
:* On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping.
:* On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him.
Don't think of this as much as a reversal as it is a tool to keep other things safe. Cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).
}}
}}<nowiki/>
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======
{{MoveData
|name=Silver Dragon Flash
|input=214L+M or 214H+S (Air OK)
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..."
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''"
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.214LM}}
* Minimum damage: 1672.
{{!}}-
* +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.
{{Description|9|text=
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.
* Minimum Damage: 1758.
* Charges full screen forward. Ground version tracks vertically during startup.
* Switches sides on hit.
+38 on hit and leaves you almost fullscreen, limiting okizeme.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Goku]]
[[Category:Cell]]

Revision as of 22:43, 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.
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  • 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
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  • [] 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!
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  • 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
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  • Excellent stagger tool with remarkable range for a 2L.
2M
2M
DBFZ Cell 2M.png
M. Bison called.
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  • 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
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  • 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!
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  • 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
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  • Scales like a light.

A third low, useful during blockstrings.

j.L
j.L
DBFZ Cell jL.png
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  • Long reaching and fast, a good air-to-air.
j.M
j.M
DBFZ Cell jM.png
CREDIT CARD SWIPE
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  • 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
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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
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.

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.

Ground H

Very potent post level 3 mix-up tool, adding an instant left/right mix-up on top of all the other options Cell can choose.

Air H
  • 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, 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.

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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