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3 - Connects in the air, 5 hits! 322 dmg., k* doesn't stun in the air.<br> | 3 - Connects in the air, 5 hits! 322 dmg., k* doesn't stun in the air.<br> | ||
4 - Consumes 2 ki, #17 Absorption or higher.<br> | 4 - Consumes 2 ki, #17 Absorption or higher.<br> | ||
Misc. - >p>p doesn't connect from max range.<br> | Misc. - >p>p* doesn't connect from max range.<br> | ||
<br> | <br> | ||
<table style="width:500px;border:1px solid silver" cellborder="1"> | <table style="width:500px;border:1px solid silver" cellborder="1"> | ||
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</table><br> | </table><br> | ||
1 - Consumes 1 ki.<br> | 1 - Consumes 1 ki.<br> | ||
2 - Energy Field can't be teleported, tracks, and is safe on block. | 2 - Energy Field can't be teleported, tracks, and is safe on block.<br> | ||
3 - Consumes 2 ki, #17 Absorption or higher.<br> | 3 - Consumes 2 ki, #17 Absorption or higher.<br> | ||
<br> | <br> |
Revision as of 21:51, 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) | 5 | 243 | NRR | |||||||||
>ppkk(K-) | 6 | 311 | GR | 1,2 | ||||||||
>ppkkP | 5 | 293 | GR *NRR | |||||||||
>p>p*Ppe | Energy Field | *5 | 740 | GR | 4 | |||||||
>p>p*Pk^k* | *5 | 347 | GR | 3 | ||||||||
>pkk | *3 | 215 | AR |
1 - >ppkk(K-) is an infinite, 1033 dmg.
2 - >ppkk(K-) doesn't stun in the air.
3 - Connects in the air, 5 hits! 322 dmg., k* doesn't stun in the air.
4 - Consumes 2 ki, #17 Absorption or higher.
Misc. - >p>p* doesn't connect from max range.
<P reach:30 speed:6 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<pP*(P) | 3 | 215 | NRR | |||||||||
<p>P^P | 3 | 234 | GR *NRR | |||||||||
<p<P^ | 2 | 135 | ||||||||||
<pk | 2 | 119 | NR | |||||||||
<p>k | 2 | 129 | GR | |||||||||
<p(<K) | *2 | 138 | NR |
K reach:20 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
kkk(K) | *4 | 243 | NR | |||||||||
kk(<K*)(K-) | 5 | 265 | NR | |||||||||
kk(<K*)<k^k | 5 | 326 | NRS | |||||||||
k(P)p(P*) | *4 | 242 | ||||||||||
k(P)(>P)p*(P) | 5 | 268 | AR | 1 | ||||||||
k(P)(>P)p*(K-) | 6 | 286 | NR | |||||||||
k(P)k | 3 | 182 | AR |
1 - Last P changes in the air.
>K reach:15 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>k*kkk^ | 4 | 258 | ||||||||||
>k*kk>k | 4 | 263 | AR | |||||||||
>k*kk<k | *4 | 238 | NR | |||||||||
>k*k(>K-) | 4 | 226 | ||||||||||
>k*pp(P) | 4 | 246 | NRR | |||||||||
>k*pp(>P) | 4 | 241 | AR | 1 | ||||||||
>k*pp<P^e | Kamehameha | 5 | 611 | AR *NR | 2 | |||||||
>k*>Pp(P) | 4 | 252 | NRS |
1 - (>P) changes in the air, *4 hits! 249 dmg.
2 - Consumes 1 ki.
<K reach:15 speed:14 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
(<k*)k | 2 | 146 | AR | |||||||||
(<k*)>k | 3 | 215 | GR | |||||||||
(<k*)<k^ | 2 | 129 | ||||||||||
(<k*)pP | 3 | 187 | NRR |
E | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | Kamehameha | 1 | 375 | NR | 1 | |||||||
<e | Energy Field | 1 | 528 | NRS | 2,3 | |||||||
eeeee | 5 | 250 |
1 - Consumes 1 ki.
2 - Energy Field can't be teleported, tracks, and is safe on block.
3 - Consumes 2 ki, #17 Absorption or higher.
Simultaneous | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
(P+K) | 1 | 81 | AR | 1 | ||||||||
>P+K | 1 | 81 | NRR | |||||||||
<P+K^ | 1 | 98 | ||||||||||
k+g | 2 | 158 | GR | |||||||||
>k+g* | 1 | 127 | 2,3 | |||||||||
<k+g | 1 | 150 | AR | |||||||||
p+g^ | 2 | 200 |
1 - (P+K) changes in the air.
2 - >k+g* doesn't stun in the air.
3 - reach:60 speed:17
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
>>p! | 1 | 75 | NRR | 1 | ||||||||
>>k! | 1 | 75 | AR | 2 | ||||||||
>>p+k! | 1 | 69 | GR | 3 | ||||||||
>>e | 1 | 50 |
1 - >>p! changes in the air, 69 dmg.
2 - >>k! changes in the air, 81 dmg.
3 - >>p+k! changes in the air.
Transformations | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Attack % | Base Ki | Note | ||||||||
p+k+g! | #17 Absorption | +10% | 4 | 1 | ||||||||
p+k+g! | Perfect Form | +15% | 4 | 2 | ||||||||
p+k+g! | Super Perfect Form | +20% | 5 | 3 |
1 - Requires 3 ki.
2 - Requires 4 ki.
3 - Requires 5 ki.
Ultimates | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Name | Hits | Damage | Note | ||||||||
P+K+G+E!! | Spirit Bomb | 1 | 1896 | 1 |
1 - Consumes 5 ki, Perfect Form or higher.
Dragon Rush | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rush Type | Hits | Damage | Note | |||||||||
Dragon Rush 1 | 15 | 640 | 1 | |||||||||
Dragon Rush 2 | 15 | 803 | 2 | |||||||||
Dragon Rush 4 | 50 | 903 | 3 |
1 - Base.
2 - #17 Absorption.
3 - Perfect Form, Super Perfect Form.
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^]x4, >P>PPPE [Energy Field] 1941
Cell (Base)
KK<KK~, PP>PPP>P^, PPPPE [Kamehameha] 1191
P+G^, [PP>PPP>P^]x4, PPPPE [Kamehameha] 1699
-- df_345
Max Damage: 2123, enemy builds 2.3 ki bars
>K+G, >KK>K~, KK<KK-, <P+K, <P+K, <P+K, [PP>PPP>P^]x3, >KK>K-, <E [Energy Field]
2.5 ki bar
KP>PPK~, >KK>K-, <P+K, <P+K, <P+K, [PP>PPP>P^]x3, >P>PPPE [Energy Field] 1995
KP>PPK~, >KK>K-, <P+K, <P+K, <P+K, [PP>PPP>P^]x3, PPPPE [Kamehameha] 1745
PP>PP, >KK>K~, KK<KK-, <P+K, <P+K, [PP>PPP>P^]x3, >P>PPPE [Energy Field] 1903
PP>PP, >KK>K~, KK<KK-, <P+K, <P+K, [PP>PPP>P^]x3, PPPPE [Kamehameha] 1664
>PPPP, >KK>K~, KK<KK-, <P+K, <P+K, [PP>PPP>P^]x3, >P>PPPE [Energy Field] 1885
>PPPP, >KK>K~, KK<KK-, <P+K, <P+K, [PP>PPP>P^]x3, PPPPE [Kamehameha] 1645
2 ki bar
KP>PPK~, >KK>K-, <P+K, <P+K, [PP>PPP>P^]x2, >P>PPPE [Energy Field] 1872
KP>PPK~, >KK>K-, <P+K, <P+K, [PP>PPP>P^]x2, PPPPE [Kamehameha] 1635
PP>PP, >KK>K~, KK<KK-, <P+K, [PP>PPP>P^]x2, >P>PPPE [Energy Field] 1820
PP>PP, >KK>K~, KK<KK-, <P+K, [PP>PPP>P^]x2, PPPPE [Kamehameha] 1584
>PPPP, >KK>K~, KK<KK-, <P+K, [PP>PPP>P^]x2, >P>PPPE [Energy Field] 1804
>PPPP, >KK>K~, KK<KK-, <P+K, [PP>PPP>P^]x2, PPPPE [Kamehameha] 1566
2.5 ki bar
P+G, [PP>PPP>P^]x5, >P>PPPE [Energy Field] 1978
P+G, [PP>PPP>P^]x5, PPPPE [Kamehameha] 1738
2 ki bar
P+G, [PP>PPP>P^]x4, >P>PPPE [Energy Field] 1941 damage
P+G, [PP>PPP>P^]x4, PPPPE [Kamehameha] 1699 damage
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