Cell (DBZ:B3)

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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
pppp(P)
pp>p*P*pe
pp>p*P*p(P)
pp>p*P*p>P^
pp<p(P)
ppkk
ppk(P)
pp>k
pp<k^k^k*
pk


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>P reach:30 speed:4
String Death Move Hits Damage Recovery Note
>pppp*(P)
>ppkk(K-)
>ppkkP
>p>p*Ppe
>p>p*Pk^k*
>pkk


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<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


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>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
>k*>Pp(P)


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<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
<e
eeeee


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Simultaneous
String Hits Damage Recovery Note
(P+K)
>P+K
<P+K^
k+g
>k+g
<k+g
p+g^


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Dashing
String Hits Damage Recovery Note
>>p!
>>k!
>>p+k!
>>e


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Transformations
String Name Attack % Base Ki Note
p+k+g!
p+k+g!
p+k+g!


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Ultimates
String Name Hits Damage Note
P+K+G+E!!


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Dragon Rush
Rush Type Hits Damage Note
Dragon Rush 1
Dragon Rush 2
Dragon Rush 4


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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

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