Dragon Ball FighterZ Wiki
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Move List
Frame Data

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
A
Reach
 
S
Technique
 
A
Energy
 
A
Ease of Use
 
S
Cell's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
Cell will perform a downwards elbow strike.
700 All
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.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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