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    Cell by Arclestat

    Version: 1 | Updated: 12/17/04 | Printable Version | Search This Guide

    Dragonballz Budokai 3
    In-Depth Character Guide
    Cell
    
    Created by: Alex Smith (User name: Arclestat)
    E-mail: Randomactsofshady@hotmail.com
    
    ------------------
    Table Of Contents
    ------------------
    Section I - Key
    Section II - Transformations And Statistics
          Subsection A - Imperfect Cell
          Subsection B - #17 Absorption
          Subsection C - Perfect Form
          Subsection D - Super Perfect Form
    Section III - Basic Attacks
    Section IV - Special Moves
          Subsection E - Kamehameha
          Subsection F - Energy Field
          Subsection G - Spirit Bomb
    Section V - Dragon Rush Differences
          Subsection H - Imperfect Cell Dragon Rush
          Subsection I - #17 Absorption Dragon Rush
          Subsection J - Perfect Form Dragon Rush
          Subsection K - Super Perfect Form Dragon Rush
    Section VI - Combos
          Subsection L - Useful Combos
          Subsection M - Knockback Combos
          Subsection O - Knock Up Combos
          Subsection P - Cool Looking Combos
    Section VII - The Grandaddy of all Combos
    Section VIII - Closing/Contact
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                                  Section I - Key
    -------------------------------------------------------------------------------
    P=Punch
    K=Kick
    E=Energy
    G=Guard
    >=Foward
    <=Backwards
    ^=Launched Up
    \/=Grounded
    *=Stun
    +=Together
    !=Cancel
    
    Additional Notes: Cancels are done by holding onto the last button that was
    pressed, then pressing guard.
    -------------------------------------------------------------------------------
                     Section II - Transformations And Statistics
    -------------------------------------------------------------------------------
                           (Subsection A - Imperfect Cell)
    
    Baseline Ki - Three Bars
    Attack Power - 100%
    Guard Power - 100%
    
    Move Capabilities -     Kamehameha
                            #17 Absorption
    
    Notes: Starting Appearance, Nothing Special To Note.
    
    Ki Notes: When going below your Baseline Ki, your Guard Power will diminish, as
    shown in the table below.
                Below Three Ki Bars to Two Ki Bars - 98%
                Below Two Ki Bars to One Ki Bar - 96%
                Below One Ki bar - 94%
    
    When going above your Baseline Ki, your Attack Power will increase, as shown in
    the table below.
                Four  Ki bars to below Five Ki Bars - 102%
                Five Ki Bars to below Six Ki Bars - 104%
                Six Ki Bars to below Seven Ki Bars - 106%
                Seven Ki Bars - 110%
    
                           (Subsection B - #17 Absorption)
    
    Baseline Ki - Four Bars
    Attack Power - 110%
    Guard Power - 100%*
    
    Move Capabilities -     Kamehameha
                            Energy Field
                            Perfect Form
    
    Notes: Cell gains the move Energy Field, from absorbing 17.
    
    Ki Notes: When going below your Baseline Ki, your Guard Power will diminish, as
    shown in the table below.
                Below Four Ki Bars to Three Ki Bars -98%
                Below Three Ki Bars to Two Ki Bars - 96%
                Below Two Ki Bars to One Ki Bar - 94%
                Below One Ki bar - 92%
    
    When going above your Baseline Ki, your Attack Power will increase, as shown in
    the table below.
                Five Ki Bars to below Six Ki Bars - 112%
                Six Ki Bars to below Seven Ki Bars - 114%
                Seven Ki Bars - 118%
    
                         (Subsection C - Perfect Form)
    
    Baseline Ki - Four Bars
    Attack Power - 115%
    Guard Power - 100%
    
    Move Capabilities -     Kamehameha
                            Energy Field
                            Spirit Bomb
                            Super Perfect Form
    
    Notes: Cell can now use the Spirit bomb.
    
    When going below your Baseline Ki, your Guard Power will diminish, as shown in
    the table below.
                Below Four Ki Bars to Three Ki Bars - 98%
                Below Three Ki Bars to Two Ki Bars - 96%
                Below Two Ki Bars to One Ki Bar - 94%
                Below One Ki bar - 92%
    
    When going above your Baseline Ki, your Attack Power will increase, as shown in
    the table below.
                Five Ki Bars to below Six Ki Bars - 117%
                Six Ki Bars to below Seven Ki Bars - 119%
                Seven Ki Bars - 123%
    
                         (Subsection D - Super Perfect Form)
    
    Baseline Ki - Five Bars
    Attack Power - 120%
    Guard Power - 100%
    
    Move Capabilities -     Kamehameha
                            Energy Field
                            Spirit Bomb
    
    Notes: Cell's most powerful transformation.
    
    When going below your Baseline Ki, your Guard Power will diminish, as shown in
    the table below.
                Below Five Ki Bars to Four Ki Bars - 98%
                Below Four Ki Bars to Three Ki Bars - 96%
                Below Three Ki Bars to Two Ki Bars - 94%
                Below Two Ki Bars to One Ki Bar - 92%
                Below One Ki bar - 90%
    
    When going above your Baseline Ki, your Attack Power will increase, as shown in
    the table below.
                Six Ki Bars to below Seven Ki Bars - 122%
                Seven Ki Bars - 126%
    
    -------------------------------------------------------------------------------
                            Section III - Basic Attacks
    -------------------------------------------------------------------------------
    
    Punch - P - 35 Damage
    Description - A quick, left handed jap to the midsection.
    
    Kick - K -  58 Damage
    Description - A quick, left thrust kick to the head.
    
    Ki Blast - E  - 50 Damage
    Description - Green Ki blast to the midsection.
    
    Guard - G - Blocking move
    Description - Crouches down, brings hands across the forearms to brace for
    impact.
    
    Guard Break - P+K - 81 Damage
    Description - Uppercut with hands clasped together.
    
    Throw - P+G - 2 hits, 200 Damage
    Description: Sweep kick followed by a kick to the stomach, launches opponent.
    
    Transform - P+K+G
    Description: Transforms into higher state.
    
    Hyper Mode - P+K+G+E
    Description: Cell turns red, Ki slowly diminishes. This form allows use of
    Dragon Rush, and when in Perfect or Super perfect form, can use Super Spirit
    Bomb.
    
    Teleport - E after knock away attack - Damage Varies
    Description: Teleports behind opponent, and gives them an extra hit. Direction
    depends upon which way directional button, or analog was held.
    
    Teleport Counter - >G when about to be struck by an attack - Damage Varies
    Descripion: Teleports behind opponent, and gives them an attack. If Guard is
    held after pressed, the attack is countered and cell will be behind the
    opponent.
    -------------------------------------------------------------------------------
                            Section IV - Special Moves
    -------------------------------------------------------------------------------
    
    (Subsection D - Kamehameha)
    
    Initiation - >E
    
    Base Damage - 375
    
    Description - Brings both hands behind him and energy flows strong enough to
    create a ball of energy. He then throws the beam towards the opponent.
    
    (Subsection E - Energy Field)
    
    Initiation - <E
    
    Base Damage - 638
    
    Description - Brings hands to his chest, throws hands back, energy field comes
    up and damages enemy within energy radius.
    
    (Subsection F - Spirit Bomb)
    
    Initiation - P+K+G+E when in hyper mode
                *note that he must have started with 5 Ki Bars when first entering
    hyper mode. He can use the move anytime after, if still in hyper mode, so long
    as he started with 5 Ki Bars.
    
    Base Damage Lose - 1080
    Base Damage Win - 1978
    
    Description: Cell does a backflip to initiate the move, then jumps up to persue
    his target. The camera focus's on his face and it's assumed he punches, then
    knee's the opponent. He then knees them again, this time knocking them up
    higher. Cell flies past the opponent and stops to give them a good elbow in the
    spine. He then watches them fall, only to raise his hands and give the
    trademark saying "Okay planet, give me that stupid energy". After gathering the
    energy he throws it at the opponent, saying "Be gone!". They catch the ball and
    start holding it.
    
    If you lose the struggle: Scene stays near the opponent, them cowering against
    the massive ball of energy. They slowly crouch down into a blocking position,
    and the screen goes to white.
    
    If you win the struggle: Scene switches to cell hovering nearby. He starts to
    speak as he's lowering a bit. "Didn't think you'd be this much fun". The scene
    switches to cell slowly extending his arm as he speaks. "However, this is where
    it ends". It shows his backside once again and he cries out after blasting the
    ball with energy. The explosion then becomes larger and the area turns white.
    [Explosion if on a destroyable area.]
    
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                         Section V - Dragon Rush Differences
    -------------------------------------------------------------------------------
    
    Dragon Rush Breakdown -
    
    Dragon Rush is rather easy to preform. It works just like using a Teleport
    while your in hyper mode. Basically all you need to do is use an attack that
    knocks the opponent away, and press Energy after it. Kamehameha is a good
    example of a knockback attack.
    
    During the sequence you will be asked to put in a button. If you and the
    opponent enter the same button, the Dragon Rush is canceled, or ended there.
    
    It is set up in 3 stages, or turns that you and the opponent get to play around
    with.
    Dragonrush is also used for fatiguing a character.
    
    The first and second exections and failures are always the same, so they won't
    be listed.
    
    (Subsection H - Imperfect Cell Dragon Rush)
    
    3rd successful execution - Extra 2 hits to Dragon Rush - Extra 100 Damage to
    Dragon Rush
    
    Description: Cell flies beneath the knocked away opponent and gives a heavy
    kick to their midsection. He then flips up above them and drops down into them
    with the bottom of his foot.
    
    (Subsection I - #17 Absorption Dragon Rush)
    
    3rd successful execution - Extra 2 hits to Dragon Rush - Extra 209 Damage to
    Dragon Rush
    
    Description: Cell flies towards the opponent and knocks them away with a heavy
    punch. He continues to move around and charges a ball of energy, throwing it at
    the enemy.
    
    (Subsection J - Perfect Form Dragon Rush)
    
    3rd successful execution - Extra 37 hits to Dragon Rush - Extra 285 Damage to
    Dragon Rush
    
    Description: Cell teleports infront of the opponent and elbows them in the back
    as they fly by him. He then twists his body and kicks them off into the
    distance. Cell promptly extends a finger and bombards the enemy with 34 lasers.
    He then points his finger up and charges some energy into the last shot, only
    to extend his finger and blast one last laser at the enemy.
    
    (Subsection K - Super Perfect Form Dragon Rush)
    
    3rd successful execution - Extra 37 hits to Dragon Rush - Extra 294 Damage to
    Dragon Rush
    
    Description: Same as previous, just more damage.
    
    -------------------------------------------------------------------------------
                                Section VI - Combos
    -------------------------------------------------------------------------------
    
                           (Subsection L - Useful Combos)
    
    P,P,P,P,E         -Kamehameha Combo
    >K,P,P,<P,E       -Kamehameha Combo
    P,P,>P,P,P,E      -Energy Field Combo
    >P,>P,P,P,E       -Energy Field Combo
    
                          (Subsection M - Knockback Combos)
    
    P,P,P,P,P         -Flurry of punches followed by a backhand
    >P,P,P,P,P        -Chop attack followed by punches and a hard knockback
    P,P,>K            -Two punches followed by a jumping kick
    P,K               -Punch, knock away kick
    >P,K,K            -Chop followed by a kick and a jumping kick
    <P,P,P            -Sweep, elbow, knockback
    <P,>K             -Sweep punch, rib shot
    K,K,<K,<K,K       -Two kicks, wheel kick, launching kick, knocckback kick
    
                          (Subsection O - Knock Up Combos)
    
    P,P,<K            -Two punches and a launching kick
    >P,>P,P,P         -Three punches and an uppercut
    <P,<P             -Spinning sweep, uppercut
    >K,K,K,K          -Three kicks, launching kick
    K,K,<K,<K         -Two kicks, wheel kick, launching kick
    
                         (Subsection P - Cool Looking Combos)
    
    P,P,K,K	-Two punches, a jumping kick, then follows it with a knockdown kick
    P,P,<K,K	-Two punches, launching kick, foward jumping kick
    >P,P,K,K,K	-Two punches, two gut kicks, and a leg extension
    
    -------------------------------------------------------------------------------
                      Section VII - The Grandaddy of all Combos
    -------------------------------------------------------------------------------
    This is by far one of the biggest combos I believe you can get. It's stronger
    then the fabled "goku warp kamehameha combo" in Budokai 2. Based on fiddling
    around with the various moves and techniques I came across a combo system that
    worked and fused them all into one giant combo. I'm giving credit where credit
    is deserved and yes, I created this. I don't know if anyone else has done it,
    but I am going to be the first to write it off as my own. Well this is Cell's
    almighty "ATP" Combo.
    
    >P,P,P,P*,K,K,<K,K!,>K,K,>K!,P,P,>P,P,P,>P,>P,>P,P,P,E
    
    Now that is a 22 hit combo by itself.
    Damage is about 1414+, depending on where you hit the opponent with the Energy
    Field.
    Thats just in the #17 Absorption stage.
    Now if you were to start this in hyper mode, it's possible to continue it even
    further with the Dragon Rush.
    
    #17 Absorption Cell's damage with the Dragon Rush's ability varies, because the
    Energy Field tends to wipe him out, so you'd need about Five Ki bars which
    makes it 2217+ damage, with a total of 37 hits.
    It's great, but it could be better.
    
    Super Perfect Cell's damage with the Dragon Rush is about 2463 or so, with a
    whopping 72 hits. Nice blow to the damage and pride of the opponent. It varies
    based on kamehameha and where it was hit.
    
    Last four hits can be substituted for a Kamehameha combo which would use less
    ki, and do a little less damage, not that noticeable though.
    For a risky move try using the spirit bomb. It's not 100% guaranteed to hit
    though. A good time to go for it is right when they are popping up off the
    ground so you can smack them when they stand up.
    
    
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                               Section VIII - Closing/Contact
    -------------------------------------------------------------------------------
    
    This is my first In depth character guide. If you would like to contact me with
    a question I have provided my e-mail at the top.
    
    Any skills can be bought through the skill shop. Cell's breakthrough can be
    bought once all characters have been unlocked, all the ultimate attacks are
    acquired, and the baba's cystal balls have been unlocked as well.
    
    Thanks for Reading, might make more in the future if demanded.