Cell will dash forward, tackling the foe with a shoulder.
1000
—
—
—
Cell will grab the foe and squeeze their spine in an excruciating bear hug. This move will not hit if was blocked.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Cell will perform a downward angled sweeping kick. This attack can be used twice in succession when inputting afterwards.
Input
Damage
Guard
Start-Up
Advantage
850 [1150]
All
—
—
Cell will spin into a reverse forward roundhouse kick launching the opponent. The input can be held to increase range and power. It is also useful to delay in order to bait foes into different actions.
Input
Damage
Guard
Start-Up
Advantage
300 [1080]
All
—
—
Cell will point an index finger towards the ground, and can fire up to five blasts in succession. These blasts have quite the random spread.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
Cell will perform a low palm strike.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Sticks one leg forward and performs a sliding attack. Let's be honest. It's the M. Bison slide. As such, it has a great range.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Cell will perform a quite impressive high kick that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
1000
All
—
—
Cell will glide forward, firing three ki blasts with his index finger forward as he flies.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Cell will perform a short jump and execute his jumping heavy attack, an overhead elbow.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
Cell will perform a backhanded aerial punch
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
Cell will perform an open palm aerial swipe forward at a slight downwards angle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
Cell's jumping heavy attack is an overhead elbow, with quite the respectably sized hitbox.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Cell will hover in the air, and swipe his hand across his body. This will unleash a series of large explosions: They will travel from where Cell starts the attack all the way to the opposite end of the screen.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Cell will perform an aerial roundhouse kick. This attack will launch the opponent away from Cell, unlike many j2H attacks which launch the foe upwards.
Special Moves[]
Low Kick (ステップインローキック)
Input
Damage
Guard
Start-Up
Advantage
850
Crouch
—
—
Cell will perform a low hitting stomp. Can be followed up into 5H.
Perfect Attack (パーフェクトアタック)
Performs a combination of attacks. Different inputs unleashes different combos.
Input
Damage
Guard
Start-Up
Advantage
1120
All
—
—
Cell will leap forward with a kick, then follow up with an elbow strike, and a sliding kick.
1300
All
—
—
Cell will leap forward a slightly farther distance. His elbow strike will switch sides. He then finishes his assault with a high kick that knocks the foe upwards.
1750
All
—
—
Cell's starting kick will travel a considerable distance forward. He will knock the foe to the ground with an open backhand, then give them a spine-breaking bear hug. This consumes half a Ki gauge.
(in air)
950
All
—
—
This version removes the sliding kick.
(in air)
950
All
—
—
This version removes the high kick.
(in air)
2210
All
—
—
Cell will perform a rising flip kick that will follow into a side switching elbow strike and then kick the opponent away. This consumes half a ki gauge.
Rolling Crush (ローリングクラッシュ)
Performs a rolling attack.
Input
Damage
Guard
Start-Up
Advantage
1000
All, Stand
—
—
Cell will roll along the ground and end in a 12-6 elbow that must be blocked standing.
1180
All, Stand
—
—
This version has a greater damage output and potential range, but has a slower startup. You can control the distance Cell travels by holding or .
1270
All, Stand
—
—
The roll will travel much farther. This version does the most damage. It starts up faster than the medium variant, but slower than the light variant. You can control the distance Cell travels by holding or . Consumes half a Ki gauge.
(in air)
820
All, Stand
—
—
Cell will roll continuously until he reaches the ground, where he will perform his elbow strike.
(in air)
820
All, Stand
—
—
This version will roll farther and do more damage. It starts up slower.
(in air)
820
All, Stand
—
—
This version has the fastest rolling spped, and does the most damage. It's startup is equal to the light variant. The elbow strike will occur faster than the medium variant. Consumes half a Ki gauge.
Hell Strike (ヘルストライク)
Input
Damage
Guard
Start-Up
Advantage
(in air)
900
All
—
—
Cell will teleport the opponent and perform an open palm swipe. It should also be noted that Cell is, in fact, quite confident in his speed.
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1098
All
—
—
Cell will fire a blue energy beam forward across the screen. While on the ground it can be angled up at a 45 degree angle if / is held. The airborne version cannot be altered and fires the beam at a downward angle that is a much more shallow angle than the sharp 45 degree angle of Goku's Kamehameha that allows it to cover much more of the screen.
Psycho Crash (サイコキネシスクラッシュ)
Input
Damage
Guard
Start-Up
Advantage
1445
—
—
—
Cell will grab the foe will telekinesis and hoist them into the air. He will proceed to slash at them with claw-like energy strikes. This move cannot be blocked and has a fixed ranged. Therefore, it can only hit foes while they are pinned in the corner or at the edge of the screen.
Z-Assist[]
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
/
760
All
—
—
Cell will perform the aerial variant of his Kamehameha.
Super Attack[]
Energy Field (エネルギーフィールド)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
2250
All
—
—
Cell will curl up and unleash a massive, green, electric, crackling energy barrier. This consumes 1 Ki gauge.
Meteor Attack[]
Solar Kamehameha (太陽系破壊かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or
4108
All
—
—
Cell will plant his feet firmly on the ground and charge his Ki. His aura will grow to colossal size. He then unleashes a Kamehameha Wave powerful enough to destroy the entire Solar System across the screen. This move consumes 3 Ki gauges.