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Cell FAQ

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Cell FAQ Empty Cell FAQ

Post by THTB Mon Sep 14, 2009 9:38 pm

By Dizlord

Dragonball Z Infinite World Cell Character Guide

Introduction:

I'm sure everyone who followed the Anime
or owns other DBZ games is familiar with Cell as a character.
He is one of the main Villians throughout the DBZ story
who tries to reach it's perfect form and taking
revenge on Goku for destroying the Red Ribbon Army in Dragonball.
Infinite World is the latest game published
by Dimps and it's only available on the ps2.
It's character section covers DBZ and DBGT with a never
before seen character in any Dragonball Game, GT Vegeta.
Let's get it on with the Cell Character Guide.
_____________________________________________________________________

Version History

v1.0 - 16.January 2009 - finished the Guide, fixed some failures and typos.

v1.1 - 23.January 2009 - added 2 Basic Combos and Matchup Tab,
Updated Legal Info aswell.

v1.2 - 31.January 2009 - fixed all typos (hopefully) updated Legal Info.
_____________________________________________________________________

General Terms used in this Guide:
(Must Read for People who are not familiar with some terms) ++ [~00]

-Death Moves = a move that is done by pressing either > or < + E

-Nullify or Nullifiers = a Move that just overpowers others
making it unstoppable once.

-Starter = a Move with overall good variation
potential to start combos or interupt pressure strings.

-Strings = example PPPPP

-Guard Cancel = by charging the last move of the string and pressing Guard
while doing you recover quicker from that String
and are able to chain another string after.
~example KKPK- = a guard cancel is implemented here at the last K.

-Stun = a Stun leaves you enough time to combo
another string together without canceling.
~example KPPP* = a stun is done at the last P.

-Damage Scaleing = Hits will do less Damage at a certain point of damage given,
however Death Moves are not included to Damage Scaleing.

-Baseline = the Ki that regenerates automatically,
the larger bars in the Ki bar Display.

-TC = Teleport Counter, is done by forward/back + Guard when about to get hit.

-Guard Breaker = a Move that Crushes your opponents guard
making them immobile for a little while.

-Air Reset = a Juggled character is brought back down to the ground.

-RTU = Real Time Ultimates such as Piccolo Speacial Beam Canon.

-Chip Damage = Damage on Block.

-Rushdown = putting pressure on blocking opponents.

Now Here Is the Term Legend for Combos
that I thought suits Infinite World the best:

Basics:

/\ = Up on D-Pad
\/ = Down on D-Pad
< = Back on D-Pad
> = Forward on D-Pad
P = Punch ; default on Square
K = Kick ; default on Triangle
G = Guard ; default on X
E = Energy ; default on Circle
D = Auradash ; default on R1
P+K = Punch + Kick ; default on R2
HM/AB = Hyper Mode / Aura Burn ; default on L2
C = Charge Ki ; default on L1
T = Taunt ; Guard + Downx2
\/E = Transformation
^E//\E = Ultimate

Advanced:

' = Fully Charged.
* = Stun
- = Cancel ; done by chargeing an attack and pressing G while chargeing.
~ = Sidestep Cancel ; same as Cancel just with a \/ or /\ + G while chargeing
HS = P+K+D ; a crushing blow that leaves the opponent immobile for a short time
D~ = auradash sidestep ; same as auradash just adding /\ or \/ to it
^ = Pop up = "Juggle"
FF = Full Fatigue
R = Reset ; can be done after a FF to make used strings available again
R^ = juggle reset ; resets a juggled opponent back to the ground
GB = Guard Breaker

Well let's go to the actual Guide shall we?
_____________________________________________________________________

Table of Contents:

To find the section you're looking for quicker
just press ctrl + F and write in the number

[~00] General Terms
[~01] Advantages of Cell
[~02] Disadvantages of Cell
[~03] Basic Techniques of Cell
[~04] General Strategy with Cell
[~05] Advanced Stategy with Cell
[~06] Matchups
[~07] Valuable Strings explanation
[~08] Combo Section
[~09] Contact Info
[~10] Special Thanks
[~11] Legal Info
_____________________________________________________________________

Advantages of Cell ++ [~01]

-Cell is a very fast character, he can regenerate very quickly from his moves,
which means he is less likley to be punished after his attacks.

-He has a good amount of Damage dealing within a short amount of time.

-His neutral P is amazingly fast and has the best recovery time in the game,
which makes this move the best anti-TC weapon he has.

-Cell is a juggle master which let's him abuse opponents in fatigue very easy
without them beeing able to escape.

-He has alot of combo potential to punish people when they miss,
alot of variation to it aswell.

-He also posses 3 transformation, the first is already available from the start
and gives him 4 baselines.
At Super Perfect Cell state he does posses 5 baselines which is really nice.

-Energy Field is not Teleport Counter able,
it also destroys alot of other characters Death Moves.

-Juggle Throw

-P and <PPP Air Reset.
_____________________________________________________________________

Disadvantages of Cell ++ [~02]

-Not many nullifiers, to date only p+k is known as a nullifier.

-Harder to stay upclose, P does pushback on
Guard so it's hard to stay inclose with his starter.

-Not really good at long distance fights.

-Not even a handful of Guard Breakers

-Cutscene Ultimate that will be decided with a
mini game risking 5 bars for a minimum of
1000dmg is only worthwhile later in the match.
_____________________________________________________________________

Basic Techniques of Cell [~03]

-Kamehameha:
Available at Start
Ki used: 1 bar
Usefullness 7.5/10

~Kamehameha is a solid move and better than most Death Moves
it's just that Energy Field is alot better,
but if you want to save some Ki then kamehameha does the trick.

-Energy Field:
Available at 2nd form
Ki used: 2 bars
Usefullness 9.0/10

~Energy Field does good damage,
is not TC-able, and eradicates alot of other beam or physical Death Moves,
just has a little slow startup to make it perfect.

-Spirit Bomb:
Available at 3rd form
Ki used: 5 bars
Usefullness 4.0/10

~Spirit Bomb is a cutscene mini game ultimate
so the chances of dealing full damage is
limited it is still very much possible,
but still isn't worth the damage afterall when you can
gain more with an Energy Field Combo.
_____________________________________________________________________

General Strategy with Cell [~04]

-Stick in that P, would ya ?

~P is the best starter Cell can offer,
it's so fast that it combos with itself, the recovery on
that move is just so fast that you can hardly be punished at all.
However it's range is rather limited and has become a more defensive move
due to the push back on Guard, but despite Cells size
he can connect it on some smaller characters aswell.
It's great to poke into between the opponents strings, but be careful
he won't be able to poke inbetween nullifiers, which is the P's main weakness.

-Juggle is your friend.

~Cell has amazing Juggle potential and alot of Strings
that keep the opponent up in the Air, adding the fatigue system to that ability
Cell is a very dangerous Character because he is able to deal alot of damage on
a fatigued opponent.
Ofcourse Damage scaleing will set in at time,
but if you end with Energy Field and hit Energy Field on fatigue it's a sweet
1000dmg on your opponent without him/her beeing able to do anything about it.
_____________________________________________________________________

Advanced Stategy with Cell ++ [~05]

This Section covers some gameplay situations and how to deal with them.
However this is not a perfect Strategy Section, it just has suggestions,
because I can't take into account on how or who your opponent plays.

-I have low Ki, what should I do?

~You could either try to run for it and charge some ki
or wait till the baseline is full again, or you can still try
to lure people into your P and let them waste their Ki
when they are trapped in a juggle of yours,
if you want to play it save however just combo with P,
you gain Ki and might lure a TC which is a waste of 3 Ki bars
for the opponent because he won't be able to connect after that TC.
Why is that?
Well P's recovery just let's you turn around as quick as his Teleport does
and you can follow up instantly with another fast P,
however if you face a character with a large Nullifier
you might want to just guard for now.

-I have high Ki and my opponent is low on Ki,
but i can't seem to start a Combo, help!!!

~Assuming the Opponent Runs you could try and
Dash up with a Guard Break transformation,
there is little he can do about it except Aura Guard,
but yeah Cell isn't as good on pressure as he used to
be in Budokai 3 so you will have to knock him/her down and wait for a mistake.
If he/she decides to start a counter attack
there might be your chance to sway and Stick in that P of yours.

-How do i deal with Nullifying Starters?

~Dealing with Nullifying Starters
might be the most difficult issue Cell has to face,
characters such as Yamcha or Pikkon won't allow you
to stick in that P of yours very frequently,
but where there is a will there is a way right?
No, not exactly, trying to rely on P in this situation
is not good for your health and nervs,
but there is always a down to any strategy.
If you're beeing pressured by Yamchas PPPP- there is no
way to stick in that P of yours, but you can just guard,
dash back and hit that E or a Death Move on him
to deal some damage, it might result in a counter hit
which juggles the poor Yamcha and gives Cell a huge advantage
to burn some Ki of the Yamcha player.
Your defense must be perfect to achive it but am sure with time and training
it's a valuable strategy vs Nullyfing starters.
However DON'T try to counter it with p+k,
one slow nullifier can never beat 2 quick ones.

-How can I escape Gokus/GT Gokus <p+k lunge?

~There are surprisingly many ways to do so but all are risky,
starting with Aura Dash + Down or up you can fire an E to his back
and make him juggle or place a P to his back,
the timeing to do so is still very tricky
and you won't have alot of success
if he doesen't decide to cancel that p+k after <p+k.
So a side dash or back dash followed by a solid Guard does do the trick.
IMPORTANT: Don't try to counter it with Energy Blasts,
they will just be reflected except at the start of the <p+k animation,
but you have to be quick to not get busted on that one.
Back dash followed by a solid Kamehameha
is relativley useful for that kind of approach.

-RTUs are destroying me everytime, i need some help?

~It's true that Real Time Ultimate are dangerous,
but most of them are hardly imbalanced or broken,
Consecutive Ki Blast, is block easily and only does chip damage at the last hit
which you could teleport and just start your own combo,
a quick aura guard helps aswell.

However the most dangerous RTU is still Super Kamehameha from Teen Gohan,
even on block you recieve full fatigue, but Cell can counter the most of it.
If T.Gohan tries to Sway Cells P into Super Kamehameha,
just stick in another P and T.Gohan wasted 4 Ki bars just to get damaged.
T.Gohan can't use SK at Regular state,
however he is still dangerous with 4 ki bars,
a Guard Break transformation could very well be it for that round.
You can Aura Guard his transformation Guard Break,
but it comes down to mind games vs these 2 characters.
Be aware that a Counter hit Energy Blast.
It will result in a SK if you're not careful.
_____________________________________________________________________

Matchups ++ [~06]

Now that Cell is still pretty good, but others got a slight advantage over him,
I decided to show you against which characters Cell has an advantage
and versus whom he is at a disadvantage.
Note: This is all based on theory, because i can't possibly make how people
play with characters or how you play with Cell.
This will only Cover the Matchups from Top to Upper Tier, stateing Mid Tiers
in this wouldn't make much sense, since they are already too far below to make
a thread.
You can check the current tierlist under:
http://z11.invisionfree.com/DB_Competitive...638&st=40&#last
or
http://www.gamefaqs.com/boards/genmessage....&topic=46459573

##Starting with lower Upper Tier##

-Kid Trunks:
There is nothing to fear from him other than his size which Cell
doesen't really have a problem with. You have nothing to fear from him
other than his RTU.

-Super Buu:
III Ball Attack can be dangerous, because you can't block it
other than that, Super Buu is fast, but not fast enough to compete with Cell.

-Bardock:
His Heat Phalanx Juggle ability is the most fearsome about him,
KP* nullifies on the last hit, so watch out for that, yet nothing special.

-Vegito[B3Goku]:
Since he's way worse than IW Goku, there is hardly anything
you need to worry about.

-Z Vegeta:
He's too slow, just don't give him time to reach SSJ4, and you won't have
a problem.

-Frieza:
He has his nasty <P+K KK* which nullifies the first hit,
that can be a real pain, other than that Frieza is too slow for Cells P.

-Broly:
He can be a bad matchup if you don't watch it, >PP* has some nice range,
he can hit you out of your String with that from outside.
Brolys P has quick startup speed but a slower recovery than Cells, he is
beaten there, also watch Gigantic Press, guarding is useless.

-Goten:
He can throw you off with his >PKK- it's pretty fast and has a nullifier on
the first K which makes a P in there useless. His size is a advantage,
but he isn't save from Cells juggles or starters. His RTU is tracking,
however it lacks chip damage and can be easily aura guarded.

-Super Baby:
nothing to fear from him, his PPKK- simply isn't good enough to match Cell.

##Advancing to lower High Tier##

-Kid Buu:
This little guy can be a pain with Assault Rain, because you can pressure it
so well, you might not even be able to get in close and start a combo,
other than that he has nothing going his way versus Cell.
Just make sure you interupt Assault Rain and you're fine.

-Gohan:
Gohan is tricky with his late nullifiers on PPPPP* and >PKK-.
Soaring Dragon Strike isn't a joke around either with it's damage,
but overall not good enough.

-GT Vegeta:
his P+K and >P+K P+K- can throw off your game with Cell, just as his PPPP-.
However GT Vegeta can only be threating when played by a Cancel machine.
His Cancels are so hard to perform in real matches. No thread for Cell.

-Vegito[B3 Vegeta]:
Now it's getting interesting, B3 Vegeta has alot going for him, quick starters,
good damage and a good rushown game. The same as Cell, they are about even.
Should be an exciting Matchup, the damage scale goes through the roof
if Vegeta manages to hit the Vegito Ultimate. Chances are 1/4.

-Cell:
Mirror Match, decided by players skill and/or strategies.

-Gohan Cell Saga:
To be honest, Gohan is a good Matchup for Cell, he's way too slow
and his rushdown is not really exciting, if it wasn't for Super Kamehameha
he wouldn't stand a chance, but he has it, so SK is a dangerous tool that
can take away alot of life in no time.

-Janemba:
another Good Matchup from the higher than Cell Tiers, Janembas >PPP*
is just a random thread, since it's range is rather limited, Janemba is slower,
but has his awesome Hellgate DM that throws you off in alot of situations.
However that's it for his Glory, Cell has the upper hand.

-Syn Shenron:
Slightly bad Matchup but I'd go with an even Match, what's only troublesome
for Cell is that Shenrons Damage can be of the scale with 2x Dragon Thunder +
Whirlwind Spin. >P and P will catch you off guard in some situations,
but Cells P will do the same for Shenron.

##Finishing it with Top Tier starting from low to High##

-Pikkon:
He is a really bad Matchup for poor Cell, almost no way to get through.
Pikkons PPPP- has just a little spot where you can attack,
since the rest just gets nullified, you are outmatched here.

-Dabura:
Another bad Matchup, Dabura can stop you from getting inclose for eternity.
There is hardly a way to approach him except for counter Energy blasts.
<PPK- and >PP can make your life a living Hell, without you ever be able
to land a single P of yours.

-Goku/GT Goku:
They can stay out of your P range with <P+K- for way too long.
This is probably the best Matchup for Cell in the Top Tiers, since there are
ways to counter Goku's <P+K, that doesen't mean you have an advantage here,
you certainly don't but you can work with it better than the other Top Tiers.

-Yamcha:
He's by far the Worst Matchup you find yourself in, that doesen't just go for
Cell, anyway, his PPPP- nuillifies at every point, no P sticking in,
which requires Cell to do a range game that he just doesen't have.
Poor Cell has hardly a chance versus Yamcha this time around.
____________________________________________________________________

Valuable Strings explanation ++ [~07]

This will cover all the strings, including cancels,
stuns and juggles, that are worth noteing. Well let's gets this going.

-P

~I've said enough about this move already,
best combo Starter and pokeing tool Cell has to offer,
also Air resets. If that's not enough refer to section [~01]

-PKK^

~One of many juggles Cell has, you could say it's Infinite.

-PKKK^

~Great Juggle Finisher, best follow up with Energy Field.

-PKP^

~Another Juggle of Cell, also an Infinite.

-PPPPP-

~Again another Juggle option, also Infinite but a little difficult.

-<PPPP-

~a Difficult to combo move,
uncanceled it launches into a Juggle, the third P Air resets.

->PPPPP-

~Good Combo filler, also Juggles very well, is an Infinite.

->PKKK-^

~Juggle filler, good to lure a TC

-KKPK-

~Combo filler with a decent rushdown quality.

-KKPPP-

~Combo filler.

-KPPP*

~Combo filler.

-<KKP-

~First hit stuns, the cancel is a bit tricky,
but you can chain it with almost anything.

->K*

~Just another Combo Filler.
_____________________________________________________________________

Combo Section ++ [~08]

I will cover some of Cells combos in this section,
going from basic to advanced over to expert combos.
If you have trouble reading the annotations,
please look up the terms [~00]

Quick Note: If you cancel and connect HS quick enough
you will connect it from behind,
my Combos assume you do so,
so the Damage might be different if you continue the Combo upfront.

Basic Combos:

Contains mostly stuns and no Cancels at all:

- P*, KKPP*, >K*, >PPPP* (Kamehameha) 11 hits, 742dmg, 25% fatigue given.

- P*, KPPP*, >K*, >PPPP*, <PPPP^, PPPP (Energy Field)
19 hits, 1323dmg, 55% fatigue given, requires atleast Cell in 2nd form.

- P*, KPPP*, >K*, >PPPP*, <P+K^,P, PKP, PKP, PPPP (Kamehameha)
23 hits, 1250dmg, 55% fatigue given.

- P*, KKPP*, >K*, >PPPP*, <P+K^, PKK, P, PKP, PPPP (Energy Field)
23 hits, 1500dmg, 70% fatigue given, requires atleast Cell in 2nd form.

Advanced Combos:

Contains easy Guard Cancels:

- P*, KKPK-, HS, >K*, >PPPPP-, <P+K^, P, PKP, <PPPR^P^, >PKKK-, PPPP (KH)
29 hits, 1527dmg, 65% fatigue given.

- P*, KKPK-, HS, >K*, >PPPPP-, <P+K^, P, PKP, >PKKK-, P, PKKK (Energy Field)
26hits, 1859dmg, 95% fatigue given, requires atleast Cell in 2nd form.

- P*, KKPK-, HS, >K*, >PPPPP-, <P+K^, >PKKK-\/E, P, PKP, >PKKK, P, PKKK (EF)
31hits, 1822dmg, 95% fatigue given.

Expert Combos:

Require fast Cancels and perfect timeing:

- P*, <PPPP-, KKPK-, <KKP-, >PPPPP-, <P+K^,
P, PKP, PPPPP-, PKP, >PPPPP-, P, PPPP (Kamehameha)
36hits, 1331dmg, 60%fatigue given.

- P*, KKPK-, <KKP-\/E, HS, >PPPPP-, <P+K^,
P, PKP, <PPPR^P^, P, PKP, >PKKK-\/E, PPPP (Energy Field)
36hits, 1848dmg, 95% fatigue given

- P*, KKPK-, <KKP-, <PPPP-, >PPPPP-\/E, HS,
<P+K^, P, PKP,>PKKK-, P, PPPP (Energy Field)
31 hits, 1744dmg, 90%fatigue given.

- KKPK-E, P, E, >PPPPP-, <KKP-\/E, HS,
<P+K^, P, PKP, <PPPR^P^, E, PKP, >PKKK- PPPP (Energy Field)
37 hits, 1968dmg, 99% fatigue given.

Quick Note: on \/E HS Combos press >> after twice to step behind the opponent.
_____________________________________________________________________

Contact Info [~09]

If you have any questions/comments/suggestions regarding this Guide?
Feel free to e-mail me at Dizlord@web.de
_____________________________________________________________________

Special Thanks [~10]

Goes to Aneila, Evil Cap America, Azuro,
Gogetassj4666,Sayanjin2, DrunkenPilot72, Zejitox, Nnamz.
Everyone on the GFaqs and DBC Boards who support the community.
_____________________________________________________________________

Legal Info [~11]

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

This FAQ may only be be shown on these Websites:

- http://z11.invisionfree.com/DB_Competitive/index.php?act=idx
- http://www.gamefaqs.com
- http://gamesradar.com
- http://cheatplanet.com
- http://neoseeker.com
Copyright 2009 Oliver Melzer 16.January 2009
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Cell FAQ Empty Re: Cell FAQ

Post by Overlordtico Mon Sep 14, 2009 11:49 pm

Stuns:

fK*
bK*
KPPP* [in ground only]
KKPP*
fPPPP*

Cancels:

bPPP-
bPPPP- [ground resets]
bKKP- [ground resets]
KKP-
KKPK-
fPKKK-
PPPPP-
PPKP-
PKP-
fPKP- [air cancel]
fPPPPP-
fPPKP-
fPKKK-
KPPP-
KKPPP-
KKKPP- [fast cancel]
fKPPP-
fKKPPP- [very fast air cancel, only connects with P right after]

Juggles/Infinites:

P [ground resets]
bPPPP [ground only]
fPKKK- [infinite]
PKP [infinite]
PKP- [infinite]
PKK [infinite]
PPKP- [semi infinite]
fPPKP- [infinite]
fPPPK
fPPPKP
PPPPP- [infinite]
fPPPPP-
fPKKP
bKKP [ground juggle starter]

Small updates on Cell
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Cell FAQ Empty Re: Cell FAQ

Post by Overlordtico Thu Mar 25, 2010 3:09 pm

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Cell FAQ Empty Re: Cell FAQ

Post by KingDiamond Thu Mar 25, 2010 9:03 pm

Thanks man Cell is pretty awesome in this game.
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Cell FAQ Empty Re: Cell FAQ

Post by lordantonius Thu Mar 03, 2011 3:54 pm

I find that doing his kkpk- fast enough, it can anti-TC.
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Cell FAQ Empty Re: Cell FAQ

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