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 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
>P reach:30 speed:4 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
3 -
<P reach:30 speed:6 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
K reach:20 speed:5 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
>K reach:15 speed:5 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
<K reach:15 speed:14 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
E | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
Simultaneous | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
1 -
2 -
3 -
Dashing | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
1 -
2 -
3 -
Transformations | ||||||||||||
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String | Name | Attack % | Base Ki | Note | ||||||||
1 -
2 -
3 -
Ultimates | ||||||||||||
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String | Name | Hits | Damage | Note | ||||||||
1 -
Dragon Rush | ||||||||||||
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Rush Type | Hits | Damage | Note | |||||||||
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 max range 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
Post Guard Break
Post Knockdown
Match-Ups
Combos
Reset Combos
Capsules
Capsule Set-Ups