DBFZ/Cell: Difference between revisions

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m (→‎Rolling Crush: " * Can alter the distance Cell travels by holding {{4}} or {{6}}" also is this a ground-exclusive, or can it also be influenced in the air?)
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{{Description|9|text=
{{Description|9|text=
* Smash on the last overhead hit.
* Smash on the last overhead hit.
* Ground verions' roll launches on hit. Air version keeps them grounded.
* Ground versions' roll launches on hit.
* Air version keeps them grounded.
* The roll portion ground bounces airborne opponent.
* The roll portion ground bounces airborne opponent.
}}
}}
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{{#lst:{{PAGENAME}}/Data|236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{Description|9|text=
* Ground version goes half screen.
Faster start-up by 2 frames, although this is mostly negligible. The medium version is better in almost every way, at least grounded.
}}
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
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{{Description|9|text=
{{Description|9|text=
* Smash hit causes a short sliding knockdown.
* Smash hit causes a short sliding knockdown.
* Ground version goes half screen.
* Air version rolls down at a 45 degree angle.
* Air version rolls down at a 45 degree angle.
Borderline useless, especially air version. It's supposedly more consistent as a combo ender than j.236M, but there are always j.236M routes that work on every character...
Borderline useless. 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.
Only use j.236L when you're really really unsure if j.236M would work, e.g. on air-to-air confirms.
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{{#lst:{{PAGENAME}}/Data|236M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{Description|9|text=
* Smash hit causes a ground bounce sliding knockdown.
* 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}}
Line 343: Line 352:
{{Description|9|text=
{{Description|9|text=
* Smash hit causes a ground bounce sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown.
* Ground version goes half screen. Can alter the distance Cell travels by holding {{4}} or {{6}}.
* Can alter the distance Cell travels by holding {{4}} or {{6}}
* Air version rolls down at a shallower angle than j.236L.
* 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.
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=Ground H}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{#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.
{{!}}-
{{!}}-
{{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 side-switch is meaningless due to cross-up 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}}
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* Smash hit causes a ground bounce sliding knockdown.
* Smash hit causes a ground bounce sliding knockdown.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Roll portion hits from both sides of Cell, autocorrect on the last hit.
* Ground version is essentially 236M but faster. Can crossover the opponent even in the corner.
* Rolls straight down.
* Air version 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 Smash, as canceling it early will give you a ground bounce that combos into Supers.
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/>

Revision as of 22:59, 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!
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • Smash on the last overhead hit.
  • Ground versions' roll launches on hit.
  • Air version keeps them grounded.
  • The roll portion ground bounces airborne opponent.
Ground L
  • Ground version goes half screen.

Faster start-up by 2 frames, although this is mostly negligible. The medium version is better in almost every way, at least grounded.

Air L
  • Smash hit causes a short sliding knockdown.
  • Air version rolls down at a 45 degree angle.

Borderline useless. 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.
  • 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.
  • 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 side-switch is meaningless due to cross-up 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 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
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?
Template:AttackDataHeader-DBFZ
  • 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?"
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • Bardock A assist, but bad.
Assist C
Perfect Attack
Assist C
DBFZ Cell PerfectAttack.png
Template:AttackDataHeader-DBFZ
  • 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!
Template:AttackDataHeader-DBFZ
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!"
Template:AttackDataHeader-DBFZ
  • 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.

Template:Navbar-DBFZ