(→Combos) |
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Line 24: | Line 24: | ||
<tr> | <tr> | ||
<td>ppppe</td> | <td>ppppe</td> | ||
<td></td> | <td>Kamehameha</td> | ||
<td></td> | <td>5</td> | ||
<td></td> | <td>555</td> | ||
<td></td> | <td>AR</td> | ||
<td></td> | <td>7</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pppp(P)</td> | <td>pppp(P)</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>5</td> | ||
<td></td> | <td>220</td> | ||
<td></td> | <td>GR</td> | ||
<td></td> | <td></td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pp>p*P*pe</td> | <td>pp>p*P*pe</td> | ||
<td></td> | <td>Energy Field</td> | ||
<td></td> | <td>6</td> | ||
<td></td> | <td>812</td> | ||
<td></td> | <td>NR</td> | ||
<td></td> | <td>3,8</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pp>p*P*p(P)</td> | <td>pp>p*P*p(P)</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>6</td> | ||
<td></td> | <td>333</td> | ||
<td></td> | <td>NRR</td> | ||
<td></td> | <td>1,3</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pp>p*P*p>P^</td> | <td>pp>p*P*p>P^</td> | ||
<td></td> | <td></td> | ||
<td>6</td> | |||
<td>343</td> | |||
<td></td> | <td></td> | ||
<td> | <td>2,3</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pp<p(P)</td> | <td>pp<p(P)</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>4</td> | ||
<td></td> | <td>195</td> | ||
<td></td> | <td>AR</td> | ||
<td></td> | <td>4</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>ppkk</td> | <td>ppkk</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>5</td> | ||
<td></td> | <td>307</td> | ||
<td></td> | <td>GR</td> | ||
<td></td> | <td></td> | ||
</tr> | </tr> | ||
Line 81: | Line 81: | ||
<td>ppk(P)</td> | <td>ppk(P)</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>*4</td> | ||
<td></td> | <td>251</td> | ||
<td></td> | <td>NRR</td> | ||
<td></td> | <td>5</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pp>k</td> | <td>pp>k</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>3</td> | ||
<td></td> | <td>165</td> | ||
<td></td> | <td>AR</td> | ||
<td></td> | <td></td> | ||
</tr> | </tr> | ||
Line 97: | Line 97: | ||
<td>pp<k^k^k*</td> | <td>pp<k^k^k*</td> | ||
<td></td> | <td></td> | ||
<td>5</td> | |||
<td>345</td> | |||
<td></td> | <td></td> | ||
<td> | <td>6</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>pk</td> | <td>pk</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>2</td> | ||
<td></td> | <td>101</td> | ||
<td></td> | <td>NRR</td> | ||
<td></td> | <td></td> | ||
</tr> | </tr> | ||
</table><br> | </table><br> | ||
1 - <br> | 1 - Doesn't combo in the air, *6 hits! 346 dmg.<br> | ||
2 - <br> | 2 - pp>pP*p>P^ is an infinite, 1128 dmg.<br> | ||
3 - <br> | 3 - >p* stuns from behind only.<br> | ||
4 - <br> | 4 - (P) changes in the air.<br> | ||
5 - <br> | 5 - Connects in the air, 4 hits! 243 dmg.<br> | ||
6 - <br> | 6 - pp<k^k^ is an infinite, 1149 dmg.<br> | ||
7 - <br> | 7 - Consumes 1 ki.<br> | ||
8 - <br> | 8 - Consumes 2 ki, #17 Absorption or higher.<br> | ||
<br> | <br> | ||
<table style="width:500px;border:1px solid silver" cellborder="1"> | <table style="width:500px;border:1px solid silver" cellborder="1"> | ||
Line 156: | Line 156: | ||
<tr> | <tr> | ||
<td>>p>p*Ppe</td> | <td>>p>p*Ppe</td> | ||
<td></td> | <td>Energy Field</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td></td> | ||
Line 372: | Line 372: | ||
<tr> | <tr> | ||
<td>>k*pp<P^e</td> | <td>>k*pp<P^e</td> | ||
<td></td> | <td>Kamehameha</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td></td> | ||
Line 446: | Line 446: | ||
<tr> | <tr> | ||
<td>>e</td> | <td>>e</td> | ||
<td></td> | <td>Kamehameha</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td></td> | ||
Line 454: | Line 454: | ||
<tr> | <tr> | ||
<td><e</td> | <td><e</td> | ||
<td></td> | <td>Energy Field</td> | ||
<td></td> | <td></td> | ||
<td></td> | <td></td> |
Revision as of 19:47, 1 May 2007
Introduction
Pros and Cons
Pros |
Cons |
Move List
Move List/FAQ. Copy and paste the link in your browser.
* next to the # of hits means that the string does not combo from the front of the opponent
P reach:20 speed:1 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
ppppe | Kamehameha | 5 | 555 | AR | 7 | |||||||
pppp(P) | 5 | 220 | GR | |||||||||
pp>p*P*pe | Energy Field | 6 | 812 | NR | 3,8 | |||||||
pp>p*P*p(P) | 6 | 333 | NRR | 1,3 | ||||||||
pp>p*P*p>P^ | 6 | 343 | 2,3 | |||||||||
pp<p(P) | 4 | 195 | AR | 4 | ||||||||
ppkk | 5 | 307 | GR | |||||||||
ppk(P) | *4 | 251 | NRR | 5 | ||||||||
pp>k | 3 | 165 | AR | |||||||||
pp<k^k^k* | 5 | 345 | 6 | |||||||||
pk | 2 | 101 | NRR |
1 - Doesn't combo in the air, *6 hits! 346 dmg.
2 - pp>pP*p>P^ is an infinite, 1128 dmg.
3 - >p* stuns from behind only.
4 - (P) changes in the air.
5 - Connects in the air, 4 hits! 243 dmg.
6 - pp<k^k^ is an infinite, 1149 dmg.
7 - Consumes 1 ki.
8 - Consumes 2 ki, #17 Absorption or higher.
>P reach:30 speed:4 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>pppp*(P) | ||||||||||||
>ppkk(K-) | ||||||||||||
>ppkkP | ||||||||||||
>p>p*Ppe | Energy Field | |||||||||||
>p>p*Pk^k* | ||||||||||||
>pkk |
1 -
2 -
3 -
<P reach:30 speed:6 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<pP*(P) | ||||||||||||
<p>P^P | ||||||||||||
<p<P^ | ||||||||||||
<pk | ||||||||||||
<p>k | ||||||||||||
<p(<K) |
K reach:20 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
kkk(K) | ||||||||||||
kk(<K*)(K-) | ||||||||||||
kk(<K*)<k^k | ||||||||||||
k(P)p(P*) | ||||||||||||
k(P)(>P)p*(P) | ||||||||||||
k(P)(>P)p*(K-) | ||||||||||||
k(P)k |
1 -
>K reach:15 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>k*kkk^ | ||||||||||||
>k*kk>k | ||||||||||||
>k*kk<k | ||||||||||||
>k*k(>K-) | ||||||||||||
>k*pp(P) | ||||||||||||
>k*pp(>P) | ||||||||||||
>k*pp<P^e | Kamehameha | |||||||||||
>k*>Pp(P) |
1 -
2 -
<K reach:15 speed:14 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
(<k*)k | ||||||||||||
(<k*)>k | ||||||||||||
(<k*)<k^ | ||||||||||||
(<k*)pP |
E | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | Kamehameha | |||||||||||
<e | Energy Field | |||||||||||
eeeee |
1 -
2 -
Simultaneous | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
(P+K) | ||||||||||||
>P+K | ||||||||||||
<P+K^ | ||||||||||||
k+g | ||||||||||||
>k+g | ||||||||||||
<k+g | ||||||||||||
p+g^ |
1 -
2 -
3 -
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
>>p! | ||||||||||||
>>k! | ||||||||||||
>>p+k! | ||||||||||||
>>e |
1 -
2 -
3 -
Transformations | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Attack % | Base Ki | Note | ||||||||
p+k+g! | ||||||||||||
p+k+g! | ||||||||||||
p+k+g! |
1 -
2 -
3 -
Ultimates | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Hits | Damage | Note | ||||||||
P+K+G+E!! |
1 -
Dragon Rush | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rush Type | Hits | Damage | Note | |||||||||
Dragon Rush 1 | ||||||||||||
Dragon Rush 2 | ||||||||||||
Dragon Rush 4 |
1 -
2 -
2 -
Strategy
Move List Breakdown
P
Cell's P is the fastest starter in B3 (rank 1) and it has a better than average reach at 20 points. PP>PP* isn't too bad. On block, PP>PP-. On hit, PP>PP*, then whatever ground chain or continue the string to launch with one Cell's infinites, PP>PPP>P^. Cell's other infinite from P is PP<KK^.
>P
Cell's >P is of the fast variety at rank 4 speed and has an amazing 30 reach points for a >P. This allows Cell to dominate a lot of character's outside of normal P reach. >PPPPP- isn't too bad for starting combos or filler. >PPK is safe on block but overall not very attractive. >PPKKK- is another of Cell's infinites. The last hit in >PPKKK is chargeable, nullifies, stuns and tracks, making it a nice pressure tool. But your main offense will >P>PP-. Safe and hit confirmable for combos. You can buffer a dashing attack from >P>PP- at least 25 reach points too.
<P
30 reach points and rank 6 speed. <PPP- and <P>PP- are all purpose. Safe and you can start combos with them with <PPP- for ground combos and <P>PP- to start juggles.
K
Decent reach (20) and speed (5) but with nice options to hard to pass up. You can switch to K strings from P or >P cancels if you want. KK<KK is alright, with the last two hits being chargeable and nullifying, the third stuns and the fourth tracks. You can buffer a dashing attack from KK<K- even at point blank range. KP>PP is nice as well. The second and third hits both are chargeable and nullifying attacks while the fourth hit stuns. You can also take your choice of an added P or K after KP>PP (KP>PPP or KP>PPK). The last P would be a chargeable nullifier, while the last K would be your basic axe kick. KP>PPK- is great in combos too.
>K
Cell's >K is pretty generic. It causes a low juggle on CH but Cell can still use >K as a starter as he can still take advantage of it on CH. >KK>K is the string of choice here. It contains a nice pressure tool that is chargeable, nullifies, stuns and tracks (last hit or >KK>K). If you get a CH, simply proceed to juggle with PP>PPP>P^ or >PPKKK infinites.
<K
Basic defensive starter. Use <KPP- to remain safe. If you can confirm it, <KP^ is all you need on hit to start your juggle combo.
Other
P+K is a basic nullifier and there's nothing special about >P+K.
<P+K^ is just a standard juggle starter that everyone has. Use it if you want to launch quickly.
K+G and <K+G = worthless.
>K+G* is a hop stun that has 60 reach points. It's slow at rank 17 speed but it's safe on block.
P+G^ is Cell's throw that launches opponents for juggle combos. Having this throw combined with his mix-ups and offensive pressure makes Cell very dangerous.
Cell's dashing attacks all break guard except >>E, but I recommend >>P and >>K over >>P+K. After a >>P+K guard break you can't start a combo and it's not safe on block while after >>P or >>K you can use any starter for combos. Also, >>P+K allows ground recovery on hit while >>P does not.
Dash Buffering
Dash Buffering is inputing the command for a forward or backward dash while in a non-neutral state. You can buffer dashing attacks for guardbreak as long as you are at least 20-25 reach points from your opponent. Here are some strings in which Cell can buffer a dashing attack.
>P>PP- (can be done from at least 25)
KK<K- (point blank)
Post Guard Break
Post Knockdown
Match-Ups
Combos
Cell (#17 Absorption)
KK<KK~, PP>PPP>P^, >P>PPPE [Energy Field] 1400
P+G, PP>PPP>P, PP>PPP>P, PP>PPP>P, PP>PPP>P, >P>PPPE [Energy Field] 1941
Cell (Base)
KK<KK~, PP>PPP>P^, PPPPE [Kamehameha] 1191
P+G^ PP>PPP>P^ PP>PPP>P^ PP>PPP>P^ PP>PPP>P^ PPPPE [Kamehameha] 1699
Reset Combos
Capsules
Warrior Genetics - +10% attack, 1 slot
Life Extract for 10 - +10% guard, 1 slot
Life Extract for 100 - +20% guard, 2 slots
Life Extract for 1000 - +30% guard, 3 slots
Life Extract for 10000 - +40% guard, 4 slots
Moon Light - +20% attack, attack is raised 5% every 10 seconds, 1 slot
Potential - +24% attack, attack is raised 6% every 10 seconds, 2 slots
Piccolo's Regeneration - Reduces damage of blast type deathmoves by using a small amount of Ki, 1 slot
Ki Control - Reduces amount of Ki used, 2 slots
Breathing Room of the Strongest - Reduces amount of Ki used, 2 slots
Yakon - Eliminates Baseline Ki when someone transforms, 1 slot
Turtle Shell - Doubles Ki cost for dodging and teleporting, 1 slot
Chicken-fried 7-Seasoned Toad - +30% attack, -25% guard, 1 slot item capsule
Capsule Set-Ups