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 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