Cell (HD): Difference between revisions

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== Normal Moves ==
== Normal Moves ==
'''Close st.Y''' -  
'''Close st.Y''' - Average looking punch to the ribs. Slow startup and lots of pushback on hit, so you wont be using this for combos very often. Does have very good active frames though, so can be used as a close range anti-hop poke.


'''Close st.B''' -  
'''Close st.B''' - Quick knee to the face. One of the fastest close st.Bs in the game, used mostly for hitconfirms into launcher.


'''Far st.Y''' -  
'''Far st.Y''' - Cell throws a nice right hook punch. Fairly useless, far st.B is the better poke in most circumstances, although because Cell is so tall this can occasionally stuff hops.


'''Far st.B''' -  
'''Far st.B''' - A straight, outstretched forward kick. Cell's best midrange ground poke, this has very long range and is relatively fast for what it is. Cancel it into B+Y on block to significantly reduce its recovery time.


'''cr.Y''' -  
'''cr.Y''' - Cell kinda flicks upwards. Can't be special cancelled. This move is unique in that it can actually hit behind Cell, so if you manage to dash under a jumping opponent and hit them with cr.Y without turning around, you can convert it into an easy stun combo. Not much good for anything else though, since you have the all-powerful cr.B.


'''cr.B''' -  
'''cr.B''' - Low shin kick. Hits low. Can be special cancelled but not normal cancelled. Amazingly fast low and +3 on block, Cell's cr.B is actually so fast that it has magical powers. For starters, this move is faster than the time it takes to switch from blocking high to blocking low, so if the opponent blocks one of your jumping normals and you then land and chain directly into this, they can't block it. From there you can cancel this straight into Rushing Suki Combo for over a hundred unblockable damage. Not only that, but the startup frames of this move also last exactly the same amount of time as wake-up invincibility, so assuming you time it correctly, cr.B on wakeup will always trade with perfect grounded meaties. Very important tool for Cell. All hail the cr.B.


'''j.Y''' -  
'''j.Y''' - Jumping hammer fist attack. Slower startup than most jumping normals, and the hitbox is kinda awkward to utilize properly. In most cases, stick to j.B.


'''j.B''' -  
'''j.B''' - Cell wins "Most Awkward Jumping Kick of the Year, 1996". Cell's go-to jumping normal. Decent, all-purpose hitbox, gets the job done. It is 2 frames slower than the fastest jumping normals in the game, but it is the best Cell has.
 
== Special Moves ==


== Special Moves ==
== Special Moves ==

Revision as of 00:33, 16 November 2014

Cell

Cell.png

In a nutshell

Cell is an oddball character who possesses some very peculiar strengths. He can be considered a slow but powerful zoning type. All of his specials do a lot of damage, he has the most projectile attacks in the game, and he has a unique 1 frame command grab that reaches full-screen, with a catch. Cell also has the fastest ground normal in the game in the form of his low-hitting cr.B, which by itself can create unblockable situations from any blocked jump-in, among other things. Tools like these give Cell the ability to force the opponent into action, at the expense of being quite vulnerable himself when cornered. Good choice for players who enjoy themselves some zoning mixed in with bizarre shenanigans.


Moves List

Normal Moves

Close st.Y - Average looking punch to the ribs. Slow startup and lots of pushback on hit, so you wont be using this for combos very often. Does have very good active frames though, so can be used as a close range anti-hop poke.

Close st.B - Quick knee to the face. One of the fastest close st.Bs in the game, used mostly for hitconfirms into launcher.

Far st.Y - Cell throws a nice right hook punch. Fairly useless, far st.B is the better poke in most circumstances, although because Cell is so tall this can occasionally stuff hops.

Far st.B - A straight, outstretched forward kick. Cell's best midrange ground poke, this has very long range and is relatively fast for what it is. Cancel it into B+Y on block to significantly reduce its recovery time.

cr.Y - Cell kinda flicks upwards. Can't be special cancelled. This move is unique in that it can actually hit behind Cell, so if you manage to dash under a jumping opponent and hit them with cr.Y without turning around, you can convert it into an easy stun combo. Not much good for anything else though, since you have the all-powerful cr.B.

cr.B - Low shin kick. Hits low. Can be special cancelled but not normal cancelled. Amazingly fast low and +3 on block, Cell's cr.B is actually so fast that it has magical powers. For starters, this move is faster than the time it takes to switch from blocking high to blocking low, so if the opponent blocks one of your jumping normals and you then land and chain directly into this, they can't block it. From there you can cancel this straight into Rushing Suki Combo for over a hundred unblockable damage. Not only that, but the startup frames of this move also last exactly the same amount of time as wake-up invincibility, so assuming you time it correctly, cr.B on wakeup will always trade with perfect grounded meaties. Very important tool for Cell. All hail the cr.B.

j.Y - Jumping hammer fist attack. Slower startup than most jumping normals, and the hitbox is kinda awkward to utilize properly. In most cases, stick to j.B.

j.B - Cell wins "Most Awkward Jumping Kick of the Year, 1996". Cell's go-to jumping normal. Decent, all-purpose hitbox, gets the job done. It is 2 frames slower than the fastest jumping normals in the game, but it is the best Cell has.

Special Moves

Special Moves