Introduction
A funny quip about the character if desired
A brief introduction to the character, going over general gameplan, strengths and weaknesses
Pros | Cons |
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Skill Tree
under construction
You have all the time in the world for a mixup after landing the command grab. You actually take control of Cell again while falling from it.
Solar Flare counts as a wall stun.
Movelist
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L has more range than most, allowing Cell to punish more stuff. L is safe and bufferable. It's possible to link L into itself. The first hit of LH is super cancellable. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
The first hit of H is bufferable and has an obnoxious amount of stun on hit or block. HH is also bufferable for easy hit confirms. It is possible to interrupt HHH with a jab. HHH is chargeable. Charging it deals more damage than normal and bounces the opponent off the floor like a dash H. You can cancel HHH by hitting G while it is charging. |
Special Moves
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Hell Needle will still combo if you space it out, giving you time to hitconfirm. Hell Needle is only safe at point blank (i.e. in blockstrings) if you space out the shots to increase the knockback. L fires in a straight line. | |||||||
H | - | - | - | - | - | ||
H version fires in a V formation. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Interrupter punishes projectiles while putting distance between yourself and your opponent. Cell has a tendency to dodge attacks as he starts this move. The L version fires 2 shots and doesn't move as far. | |||||||
H | - | - | - | - | - | ||
The H version fires 4 shots and moves farther. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
The tail is safe on block if far away enough. The tail has no horizontal tracking. Kara cancel from H for extra reach. The L version drains the opponent's action meter on hit. | |||||||
H | - | - | - | - | - | ||
The H version drains the opponent's super meter on hit. | |||||||
L+H | - | - | - | - | - | ||
The L+H version allows Cell to use one of the opponent's special moves -- the special move he gets is the opponent's inheritable battle skill. After landing 623L+H, you can perform the drained special move with 46X. |
Super Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Cell can turn during Judgement. You can mash for more hits. |
Strategy
If an opponent tries to interrupt L xx Hell Needle or HH xx Hell Needle with a normal, they get shot. A reversal Galick Gun will cut right through these blockstrings however. Replacing the Hell Needle with Interrupter will avoid/punish the super as well as normals.
Combos
L xx H Hell Needle (5 hits) xx Solar Flare jump H, launch, homing cancel, unfly H, jump forward L xx dp+H
94 damage with attack up against Vegeta
You end the combo with more meter than you started with. H Hell Needle hits 5 times because Vegeta gets pushed too far back to get hit by both beams of the third shot. This combo also leaves you in a perfect position to go for a crossup and do it again.