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 | |||||||
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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4 -
5 -
6 -
7 -
8 -
>P reach:30 speed:4 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
>pppp*(P) | ||||||||||||
>ppkk(K-) | ||||||||||||
>ppkkP | ||||||||||||
>p>p*Ppe | ||||||||||||
>p>p*Pk^k* | ||||||||||||
>pkk |
1 -
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<P reach:30 speed:6 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
<pP*(P) | ||||||||||||
<p>P^P | ||||||||||||
<p<P^ | ||||||||||||
<pk | ||||||||||||
<p>k | ||||||||||||
<p(<K) |
K reach:20 speed:5 | ||||||||||||
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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 | ||||||||||||
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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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2 -
<K reach:15 speed:14 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
(<k*)k | ||||||||||||
(<k*)>k | ||||||||||||
(<k*)<k^ | ||||||||||||
(<k*)pP |
E | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | ||||||||||||
<e | ||||||||||||
eeeee |
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Simultaneous | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
(P+K) | ||||||||||||
>P+K | ||||||||||||
<P+K^ | ||||||||||||
k+g | ||||||||||||
>k+g | ||||||||||||
<k+g | ||||||||||||
p+g^ |
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Dashing | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
>>p! | ||||||||||||
>>k! | ||||||||||||
>>p+k! | ||||||||||||
>>e |
1 -
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3 -
Transformations | ||||||||||||
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String | Name | Attack % | Base Ki | Note | ||||||||
p+k+g! | ||||||||||||
p+k+g! | ||||||||||||
p+k+g! |
1 -
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3 -
Ultimates | ||||||||||||
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String | Name | Hits | Damage | Note | ||||||||
P+K+G+E!! |
1 -
Dragon Rush | ||||||||||||
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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