Pros and Cons
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* next to the # of hits means that the string does not combo from the front of the opponent
|P reach:20 speed:1|
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|
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|
|K reach:20 speed:5|
1 - Last P changes in the air.
|>K reach:15 speed:5|
1 - (>P) changes in the air, *4 hits! 249 dmg.
2 - Consumes 1 ki.
|<K reach:15 speed:15|
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.
1 - (P+K) changes in the air.
2 - >k+g* doesn't stun in the air.
3 - reach:60 speed:17
1 - >>p! changes in the air, 69 dmg.
2 - >>k! changes in the air, 81 dmg.
3 - >>p+k! changes in the air.
|String||Name||Attack %||Base Ki||Note|
|p+k+g!||Super Perfect Form||+20%||5||3|
1 - Requires 3 ki.
2 - Requires 4 ki.
3 - Requires 5 ki.
1 - Consumes 5 ki, Perfect Form or higher.
|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.
Move List Breakdown
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^. On CH P*, you can link into any starter except <K. From max range, >K won't reach after CH 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. But keep in mid that it won't connect from max range. You can buffer a dashing attack from >P>PP- at least 25 reach points too, where you need to be for >P>P anyway.
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.
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-, but not from point blank range. KP>PP is nice as well. The second hit tracks, 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.
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.
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.
Energy Field with #17 absorption and Perfect form hits at 25, but whiffs at 30 while Super Perfect form hits at 30, but whiffs before 35.
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 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 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- (can't be done from point blank)
Post Guard Break
After a knockdown, you can taunt to lower their Ki or force them to stand with <PPP- or >K if they breakfall, giving you mix-up advantage. Options after <PPP- could be throw or any of Cell's strings that allow some offensive pressure like KP>PPK. If the second attack in <PPP- happens to hit you can combo. You can also use just <PP-. With >K you can use the >KK>K to start some pressure on a blocking opponent and if it hits then combo.
Cell (#17 Absorption)
KK<KK~, PP>PPP>P^, >P>PPPE [Energy Field] 1400
P+G, [PP>PPP>P^]x4, >P>PPPE [Energy Field] 1941
KK<KK~, PP>PPP>P^, PPPPE [Kamehameha] 1191
P+G^, [PP>PPP>P^]x4, PPPPE [Kamehameha] 1699
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
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
Bold textNote: You can Have Breathing Room of the Strongest and Ki Control at the same time, but not in GH