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    Cell by MajinSweet4

    Version: 1.04 | Updated: 08/25/08 | Printable Version | Search This Guide

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    "Allow me to show you the terror of perfection!"
    
    Dragon Ball Z: Budokai Tenkaichi 3 PlayStation2
    Character Faq Cell
    
    Version 1.00
    First draft completed.
    
    Version 1.01
    Small update fixing a mistake with Super Perfect Cell's UB.
    
    Version 1.02
    Some spelling mistakes and terms were corrected.
    
    Version 1.03
    Fixed a mistake on Super Perfect Cells over view.
    
    Version 1.04
    Spelling and grammar corrections.
    
    Know something I don't? email me at Majinsweet4@yahoo.com and I might just
    add it to your credit. Also certain parts of DBZ:BT3 are very opinionated
    (Evolution Z) and there isn't exactly a "best option" for those sections
    you can also email me with what you think is also a viable choice.
    
    Need to find something quickly? Use the find function on the edit tab, or
    simply press (Ctrl+F) and copy and paste the codes (#1A) from the table of
    contents into the "Find What" blank.
    
     _______________________________________
    |                                       |
    |           Table of Contents           |
    |_______________________________________|
    |                                       |
    |      #1A    Introduction              |
    |_______________________________________|
    |                                       |
    |      #2A     The Basics               |
    |_______________________________________|
    |                                       |
    |             Cell 1st Form             |
    |      #3A      Over view               |
    |      #3B Skill list break down        |
    |      #3C     Evolution Z              |
    |      #3D      Strategy                |
    |_______________________________________|
    |                                       |
    |             Cell 2nd Form             |
    |      #4A      Over View               |
    |      #4B Skill list break down        |
    |      #4C     Evolution Z              |
    |      #4D      Strategy                |
    |_______________________________________|
    |                                       |
    |          Cell Perfect Form            |
    |      #5A      Over View               |
    |      #5B Skill list break down        |
    |      #5C     Evolution Z              |
    |      #5D      Strategy                |
    |_______________________________________|
    |                                       |
    |       Cell Super Perfect Form         |
    |      #6A     Over View                |
    |      #6B Skill list break down        |
    |      #6C     Evolution Z              |
    |      #6D      Strategy                |
    |_______________________________________|
    |                                       |
    |      #7A  All Forms of Cell           |
    |_______________________________________|
    |                                       |
    |      #8A Red Z-Item Passwords         |
    |_______________________________________|
    |                                       |
    | #9A Character Reference Information   |
    |_______________________________________|
    |                                       |
    |      #0A  Legal Information           |
    |      #0B  Closing statements          |
    |_______________________________________|
    __________________
    |Introduction/#1A/
    -----------------
    First and foremost, here is the legend.
    
    X=X Button
    []=Square Button
    /\=Triangle Button
    O=Circle Button
    
    Left-Left D-pad button or moving the left analog stick left.
    Right-Right D-pad button or moving the left analog stick left.
    Up-Up D-pad button or moving the left analog stick left.
    Down-Down D-pad button or moving the left analog stick left.
    
    L1,L2,R1,R2,L3 and R3 are all there respective button on the controller.
    + Pressing two buttons together
    ... Continue pressing that button until desired effect
    
    FCSH-Fully Charged Smash hit
    UCSH-Uncharged Smash hit
    FCKB-Fully Charged Ki Blast
    UCKB-Uncharged Ki Blast
    
    All the damage numbers were recorded from hitting an opponent in the front
    whenever possible. Attacks from behind do more damage and some combos can have
    a varied amount of hits that will change damage totals. So if you find any
    inconsistencies make sure to check that first. Also some attacks or combos
    tend to add extra damage from landing impacts, and others won't always work
    because charged attacks start-up lag can change depending on the amount of
    melee attacks you have used recently.
    
    This FAQ spans the most basic of maneuvers and strategy's to some of
    the most complex, but most of all its a FAQ about Cell. This FAQ is designed 
    to show you why Cell really is perfect. If played correctly he is an 
    unstoppable force of power! He is one of the best at staying alive in the 
    entire game, (Health management without Z-items)perfect forms are in league
    with some of the strongest in the game, a very versatile array of moves and 
    lets face it. You love him.
    _______________
    The Basics/#2A/
    --------------
    If your new to the Tenkaichi series the first thing you will need to do
    is learn basic movement. 
    
    When "locked on" to an opponent (Lock on explained later) your movement
    will be oriented to your opponent. So moving the left analog stick up will
    make you move towards the enemy. Left and right in a circle around the
    enemy in either direction and down will make you move directly away.
    
    You can jump freely by pressing the R1 button. While in mid-jump press
    R1 again to begin flying. Holding R1 once in flight allows you to ascend.
    To return to the ground press and hold R2 and you will descend. 
    
    The X button is used for more advanced movement. When outside of melee range
    pressing X allows you to dash. Just like normal movement this is oriented 
    towards your opponent. You can dash as long as you want, by simply leading your
    character with the left analog stick. The dash will stop if the left analog
    stick returns to its normal position. You will need to press X again to dash
    once more.
    
    The "Dragon Dash" is a faster dash that consumes Ki energy. (Yellow vertical 
    bars next to your characters icon) This movement is also oriented to your
    opponent. Press L2+X to start Dragon dashing, to stop just press X.
    You can also use Dragon Dash to ascend and descend faster. Press R1 twice
    quickly (Hold R1 the second time you press it) to Dragon Dash upwards and R2 
    twice quickly (Hold R2 the second time you press it) to Dragon Dash downwards.
    
    When in Melee range tap X to use a "step in". Step ins give your character a
    brief moment of invincibility. Certain attacks can be done immediately out of
    a step in. Useful for approaching--this will be explained in more detail in
    Cell's move lists.
    
    You can also Back step and sidestep in melee range. These movements do not give
    you any frames of invincibility but, they can be useful for dodging or setting
    up your attacks. Press down+X to back step. Press left+X to sidestep left or
    right+X to sidestep right.
    
    Press L2+X while Dragon dashing to use the Z-Burst Dash. The "Z Burst Dash"
    is used to quickly get past your opponents defenses and get a clean shot
    at your opponents back. (This can also be used for pursue attacks, the Dragon
    Smash--explained later)
    
    Next is your defensive controls.
    
    Hold O to block basic attacks. This is the most fundamental defensive maneuver.
    Certain powerful attacks will "Guard Crush" this. When this happens you will 
    lose some Ki and be vulnerable for a short time. Special attacks (Blast 1's
    Blast 2's and Ultimate Blast's) will still do damage through block--it will be
    reduced significantly though. You can also use high guard and low guard. Up+O
    is high guard and down+O is low guard. Certain attacks require these special
    guards in order to defend. (More details later) 
    
    The emergency blaster wave is a "when all else fails technique" that you should
    only use when you have no other defensive options. Usually when your low on Ki
    and your opponent is stringing a long combo on your back. Press L1 twice in a
    row to push an opponent away from you at the cost of some of your health. This
    cannot be used when you are near death. 
    
    You can block Ki blast by holding O but, deflecting them is a much better
    option. You will take no damage and your blast stock gage will fill up much
    faster. Hold down guard and then press left, right continuously to swat Ki blast
    away. When someone uses a charged Ki blast, you only need to tap O just as it
    would hit you. If you time it right, it will be reflected back at your opponent
    and they have a chance to reflect it back at you and so on.
    
    When knocked down press O repeatedly to get to your feet. Press up when you
    hit the ground for a more offensive recovery, you will rush at your opponent.
    Press down for a more defensive recovery, you will hop away from your
    opponent. 
    
    To counter throws, press O just as the grab would connect. You can also
    sidestep depending on how quick you are, but usually a O tap is the way to go.
    Pressing O+/\ will put you in a defensive stance, if someone does a rush attack
    ([],[],[]...) you will counter attack. This is called "Auto Counter". You can
    stay in this stance as long as you hold O but, it drains Ki. Powerful attacks
    or energy attacks will trump your Auto counter so use it wisely. If you press
    O+/\ just as a rush attack would hit you, you will activate the sonic sway. A
    counter attack that also drains your opponents Ki, master this technique for
    a solid defense.
    
    Rapid movement dodge (I call it teleport dodge in my guide) is a key technique
    to being a expert at DBZ:BT3. Pressing O just as a special attack, or charged
    attack would hit you to dodge it completely. Pressing a directional with O will
    determine where you will appear after rapid movement. While using rush attacks
    against an opponent you can use rapid movement with O+directional. This cost
    Ki.
    
    The "Z-Counter" is probably the most difficult technique to learn. It requires
    you to press Up+[] at essential the same exact time an attack would hit you.
    If done correctly you will block the attack and counter with a hit from your
    opponents back. The counter attack can be dodged and countered with a well
    timed press of O.
    
    Square ([]) is the basic button to attack, holding it will preform a charged
    attack. (Hold [] until your character begins to flash) There are a huge amount
    of different attacks and combos. They will be discussed in detail in the
    Cell move list sections.
    
    Dragon Homing is the essence of a pursue combo. Press X after sending an
    opponent flying with a Full Charged Smash Hit (FCSH) to chase them down. Press
    [] or []+directional to follow up with a Dragon Smash. You can also press
    L2+X after using the Dragon homing to use the Z-Burst dash technique to pursue.
    This can throw off your opponents teleport dodge timing, use both effectively.
    You can also press /\ or O to use vanishing attacks or lightning attacks as
    a pursue combo. These will also be detailed in Cell's move list.
    
    To throw press X twice quickly.
    
    The "Perfect Smash" is probably the hardest offensive technique to learn. When
    charging a smash attack, if you let go of [] at the exact moment you flash--you
    will teleport and attack all at once. The attack cannot be blocked, will do 
    extra damage and the teleport often covers large distances to strike the
    opponent. Each character has 5 different special attacks.
    Two B1's (Blast ones), two B2's (Blast twos) and a Ultimate blast. (UB)
    These will be discussed in detail in Cell's move list.
    
    To enter Max Power mode, you need at least one blast stock, then you must
    charge your Ki until your 5 Ki gages fill twice over. (The second time
    filling up the Ki gage is much faster) Certain attacks and combos can only
    be used while in Max Power mode. (Like your Ultimate Blast)
    Transformations are controlled with the R3 button. R3+ either left,up and right
    changes you to different transformations for your character. Down+R3 can be
    used to cancel transformation. This is a character specific technique, check 
    your move list accordingly.
    
    In a team battle you can press L3+R3 to switch characters when the switch gage
    is full. When you have a team of more than two, you can move the right analog
    stick up or down to change who you will switch to.
    
    If two special attacks of roughly even power collide, a "Clash of Blast" will
    occur. Rotate the left analog stick as fast as you can to over take your
    opponents energy. If you and your opponent collide with Dragon Dashes you
    will enter a "Exchange of Blows" rotate the left analog stick as fast as you
    can to over take your opponents guard. 
    
    When hit with an Ultimate attack you will lose your "Lock on" when this happens
    your movement is no longer oriented to your opponent and you are likely to
    lose track of them. When preforming no action, your character will search the
    immediate area for the enemy. If your opponent is behind a solid object you
    won't be able to find them.
    ________________
    1st Form Cell  /
    Overview  #3A /
    --------------
    Character Size:Normal
    Destruction Points: 6/10
    2 Color schemes (Don't pick scheme 2, blue? No, just no)
    Starting health: 40,000
    Starting Ki: 1 gage
    Ki baseline: 2 gages (Ki will slowly increase to two gages when below that) 
    Ki charging speed: Below average/slow
    Blast stock max: 4
    
    Blast 1's: 7/10 (Average)
    While 1st Form Cell's blast 1's can be helpful they both cost 2 blast stock
    that could be put to better uses. Such as Max Power Mode to use his great
    Ultimate blast or to use his transformation.
    
    Blast 2's: 7/10 (Average)
    I feel the Special Beam Cannon is a waste of a B2, its just a slightly worse
    version of the Kamehamea in my opinion. The Kamehameha can be quite effective
    but one decent B2, a duo does not make.
    
    Ultimate Blast: 9/10 (Great)
    Doing just over 1 life bar of damage and stealing just under a life bar from
    your opponent, this attack can swiftly change the whole tide of a battle with
    its 2 life bar swing.
    
    Melee Skill 7/10 (Average)
    1st form Cell is some what limited in melee fighting. Charging attacks for him
    can usually leave you open as he does so slowly. The lack of rolling hammer and
    a rush Ki wave can restrict you. 1st Form Cell can preform quite well in melee
    combat like most characters but, don't expect to rack up giant combo's with
    him. Cell's grab is what really saves him in this category, its one of the best
    in the game because of its life stealing.
    
    Overall 7/10 (Average)
    1st Form Cell is far from amazing but, if played patiently and intelligently
    he can really become a nuisance for almost any character. 1st Form Cell has
    a lot of trouble with giant sized characters and androids, especially giants.
    Two of his most effective attacks (Grab and UB) can't be used, not to mention
    the majority of his attacks will not make them flinch. You can still use your
    grab and UB against androids but, the life stealing effect will not occur.
    _____
     #3B \_______________    
    Skill list break down\ 
    ----------------------
    _______________
    Special attacks\
    ----------------
    Solar Flare-L2+O
    Cost 2 Blast stock
    Damage None
    Effects:It has instant activation via cut scene, which is a huge improvement
    from the DBZ:BT2 version. It can't be blocked but, it is far from a 
    automatic hit. You need to be in melee range and your opponent needs to
    be facing you. If done correctly your enemy will lose there lock on and 
    won't be able to regain it for a few seconds. A human opponents screen
    will be blinded by a bright flash.
    
    Applications: This is actually a nice move to get some cheap computer victories.
    Some times you can simply side step after using it and they will completely
    lose track of you. Against a human opponent you will obviously need
    to be a little smarter than that. A quick throw often works because most
    people's initial reaction to the blinding effect is putting up there guard.
    This is especially useful because Cell's grab is so great in his first two
    forms. Experiment with this move if you intend to use it often.
    _____________________________________________________________________________
    Afterimage-L2+Up+O
    Cost 2 Blast stock
    Damage None
    Effects: You will automatically teleport dodge the next attack used against
    you. Seems to work on everything except Ki blast. The effect also stacks. For
    example, if you had 4 blast stock and you activated afterimage twice--you
    will dodge the next two attacks.
    
    Applications: This isn't a technique I would use with 1st from cell. Maybe
    if it only cost 1 blast stock but, Cell simply has better options. Such as
    transforming or a well used solar flare. I would only recommend it if you
    were on the verge of death in a close fight, then it could really give you
    an edge.
    _____________________________________________________________________________
    Kamehameha-L2+/\(Chargeable)
    Cost 3 Ki gages
    Damage 7,020-10,200
    Boost damage 11,280 -You will hear a distinct sound effect when the
    kamehameha starts to glow with even more energy. Let go of /\ at that moment
    for the boost. Its about 3 seconds after activating the attack.
    Effects:A basic energy beam.(Real time attack)
    
    Applications:Since this is a real time attack (no cut scene) it has certain
    advantages and disadvantages. Its harder to get the high end damage because 3
    seconds is usually more than enough time for someone to dodge in Tenkaichi.
    Although the Kamehameha has a very nice and some what hidden special affect.
    If some one is either dashing or dragon dashing towards you, activating the
    attack just as then enter melee range will stun them--similar to the Max
    power mode aura stun effect. It basically gives you a free hit with the
    attack. One of the trickier technique to learn but, extremely valuable.
    _____________________________________________________________________________
    Special Beam Cannon-L2+Up+/\(Chargeable)
    Cost 4 Ki gages
    Damage 7,860-13,430
    Boost Damage 14,780 -Same thing as the Kamehameha, you will hear a sound effect
    after about 3 seconds. Let go of /\ then for the boost.
    Effect-A small energy beam(Real time attack)
    
    Applications:I suggest using the Kamehameha over this. The only advantage the
    Special beam cannon has is high Boost/Max damage, but real time attacks are
    very easy to dodge when powered up for 3 seconds. 4 Ki gages is a very high
    cost as well. The Kamehameha has a slightly larger hit box too. The only
    time I would use this move was if I guard crushed my opponent into a helpless
    state and had ample time to boost this move for the high damage.
    _____________________________________________________________________________
    Drain Life Cell-L2+Down+/\
    Cost 4 Ki gages and requires Max Power mode
    Damage 12220
    Boost Damage 12500
    Effect-A rush with life stealing
    
    Applications-You should try to land this attack as many times as possible. It 
    steals around 9,500 health from your opponent as gives it to you. Make sure to
    setup this attack to force your opponent to teleport dodge or get hit. You
    should never use this if your opponent is able to simply block it. 1st forms
    Cells best special attack, use it well.
    _____________________________________________________________________________
    Transformation
    2nd Form R3
    Cost 2 Blast Stock
    Effect-A Short cinematic plays showing Cell absorb android #17.Changes you to
    2nd Form Cell and regains about 1/2 of a life bar. (5,000 health) Health gain
    cannot bring you over 1st forms Cells max health.
    
    Applications-A great ability, it brings you into a stronger character form and
    replenishes some health. You should almost always use this.
    ______________________________________________________________________________
    __________________
    Rushing Techniques\
    -------------------
    Blaster Wave- [],/\(Chargeable)
    Damage 980-1190
    Effect-Done after the first punch in 1st Form Cell's rush, is his Blaster wave.
    Just tapping /\ will stun the opponent for a short time. Holding /\ leads into
    one of Cell's combo, or a special move setup.
    
    Applications-This leads into a decent damage combo that I'll get to later. The
    fully charged version sets up the Kamehameha nicely as your opponent will 
    not have recovered yet. The uncharged version can be a nice approach strategy
    with a step in. (X,[],/\) I mainly use this against giant characters, it seems
    to stun them easier than all of your other melee attacks.
    ______________________________________________________________________________
    Flying Kick- [],[],/\
    Damage 1,090
    Effect-Done after the second punch in 1st Form Cell's rush, the flying kick are
    blocked by a high guard. Cell's high kicks have 3 hits and start quickly.
    
    Applications-A way to pass someones guard, the high kick are sure to at least
    get some damage. Can be used as a setup attack for something that will get 
    through high guard, like a sweep or smash hit.
    ______________________________________________________________________________
    Heavy Finish- [],[],[],/\ or [],[],[],[],/\(Chargeable)
    Damage 1,380-1790
    Effect-Done after the third or forth punch in 1st Form Cell's rush, the heavy
    finish stuns opponents longer than the blaster wave. Charging it allows it to
    guard crush.
    
    Applications-Can lead into a combo finisher but, I use it to lengthen a combo
    or to setup for Cell's great grab. Even when stunned by the heavy
    finish you can still parry the a throw, but it ensures you will not be
    interrupted.
    ______________________________________________________________________________
    Lift strike-Up+/\ during a rush (Chargeable)
    Damage 610-1210
    Effect-sends your opponent flying upwards and leads into combo finishers. 
    blocked by low guard.
    
    Applications-Its main and only effective use is for dealing combo damage.
    ______________________________________________________________________________
    Ground Slash-Down+/\ during a rush (Chargeable)
    Damage 570-1,140
    Effect-Trips up a foe, leads into a variety of attacks--blocked by low guard.
    
    Applications-The sweep is useful for extending combos, setting up special
    attacks, combo finishers--experiment with it.
    ______________________________________________________________________________
    Auto-Counter-O during a rush (Can be held down)
    Cost-Ki gage slowly decreases over time
    Damage 1190
    Effect-Cell enters a defensive stance, if your foe strikes you with a rush
    ([],[],[]) attack Cell will automatically counter attack. While in the stance
    you will gradually lose Ki.
    
    Applications-Some times in a fight both you and your opponents rush attacks
    will clash causing no damage to the both of you. Well if you use Auto-counter
    his next attack will be countered.
    ____________________
    Signature Techniques\
    ---------------------
    Cell's first form has 4 different Step in techniques.
    
    Step-In Heavy (X,/\) Chargeable
    Step-In Lift Strike (X,Up+/\) Chargeable
    Step-In Ground Slash (X,Down+/\) Chargeable
    Step-In Auto-Counter (X,O) Chargeable
    
    They use all the same techniques we already covered but, with a nice step 
    in maneuver.
    ______________________________________________________________________________
    The next 3 techniques are follow up attacks to a Fully Charged Smash Hit. A
    FCSH is when you hold [] (Can be with a directional) long enough for your
    character to begin flashing. When you let go your opponent will go sailing on
    impact.
    
    Dragon Smash (Press X to begin chasing an opponent then [] or [] with a
    directional to strike)
    Damage 1110
    Vanishing Attack (/\ or /\ with a directional)
    Damage 1340
    Lightning Attack (O)
    Damage 1110
    
    In Max power mode you can use Dragon Smash and Vanishing attack twice.
    ______________________________________________________________________________
    Sonic Sway-O+/\ right before a rush attack hits you
    Damage-1,190
    Effect-Similar to auto-counter but, faster and drains opponents Ki.
    
    Applications-Master this move, and use it often. It completely stops your
    opponents rush attack and drains Ki at the same time. A human opponent will
    begin to expect your Sonic Sway and try to bait you into using it incorrectly,
    so watch out.
    ______________________________________________________________________________
    Sonic Sway Attack-/\ after a Sonic Sway
    Damage 1110-(2290 total with Sonic Sway damage)
    Effect-a finisher to Sonic Sway
    
    Applications-Simply a way to get some extra damage.
    ______________________________________________________________________________
    Throw-X,X
    Damage-2950
    Effect-Drains some health and Ki. Takes opponent out of Max Power mode!
    
    Applications-Use this often, the life stealing can be very helpful. I estimate
    about 2,000 life taken and given to Cell. If you Guard crush someone into
    a stunned state, always use this unless your fighting an android or giant. The
    Ki stealing will still take effect and lengthen there stun time. 
    This throw is great!
    ______________________________________________________________________________
    Giant Throw-Up+/\
    Damage-0
    Effect-Picks up a downed opponent and throws them in the sky.
    
    Applications-This move can only be down when an opponent is staying on the
    ground and you are at there feet. The only time I ever get to use this is if I
    follow up a guard crush (stunning opponent) with a throw, then have ample
    time to use the giant throw followed by the Kamehameha. It's pretty effective,
    flashy--although rarely happens.
    ______________________________________________________________________________
    High Speed Rush Movement-O or O+Directional during a Rush
    Effect-Teleport around your opponent at the expense of about 3/4 a Ki gage.
    
    Applications-Mainly used to get passed someone guard, don't use it to often or
    your opponent will counter it.
    ______________________________________________________________________________
    Counter-High Speed Rush Movement-O as your opponent uses High Speed Rush
    Movement.
    Effect-You teleport behind a teleporting opponent.
    
    Application-Basically sets you up to combo an opponent. A great defensive
    maneuver.
    ______________________________________________________________________________
    Z Counter-O right before you are hit with a Vanishing attack
    Damage-Depends on how many Z counters you and your opponent have exchange.
    Increases about 1,000-1,500 per teleport.
    Effect-Counters a Vanishing attack with a Vanishing attack
    
    Applications-This technique is all about practice, it will take time before you
    can do it consistently.
    ______________________________________________________________________________
    Z Counter 2-Up+[] right before you are hit with a rush attack
    Effect-Counters a rush attack with a Vanishing attack
    
    Applications-A very hard technique to learn, the timing has to be near perfect 
    for it to work. If you mastered this you would probably be unbeatable though.
    ______________________________________________________________________________
    Burst Smash-[] or []+Directional while in a Z burst dash
    Damage 550
    Effect-A Smash hit that stuns the opponent to lead into combos.
    
    Applications-After Dragon Dashing wait until you get close to your opponent
    to Z Burst Dash then use the Burst Smash. With any luck you will hit your 
    foe from behind and be ready to combo them.
    ______________________________________________________________________________
    Hyper Smash-[] or []+Directional while in Max Power Mode
    Damage-2180
    Effect-A Smash hit with a cut-scene
    
    Applications-It will trigger automatically while in Max power mode, unlike
    DBZ:Budokai Tenkaichi 2.
    ______
    Combos\
    -------
    Rush Finish
    [],[],[],[],[],[],[]
    Damage 2790
    Effect-A combo that bring you and your opponent in the air and sends 
    them flying.
    
    Applications-The damage isn't all that great but, you could try to follow up 
    with a dash attack or Z burst dash hit. The last hit is pretty easy is to
    teleport dodge though. Overall I wouldn't use this too much, once in an
    while for variety is alright though.
    ______________________________________________________________________________
    Rush in Attack
    [],[],[],[],[],X,([] Or []+Up/Down)
    Damage 2,430
    Effect-The basic setup maneuver for your combo's, mix the directional
    choice often to ensure you are not blocked.
    
    Applications-You will be using this a lot.
    ______________________________________________________________________________
    Rush in attack to Blaster Wave
    [],[],[],[],[],X,([] Or []+Up/Down),[],*/\,Down+/\
    Damage 4,930-(5,340 with ground impact)
    Effect-A pretty week combo finish
    
    Applications-I wouldn't use this very often, most of the time it doesn't 
    even combo properly because the blaster wave takes to long for Cell's 1st
    form to charge.
    ______________________________________________________________________________
    Rush in Attack to Rush finish
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],[]
    Damage 4,480
    Effect-Probably the most simple combo finisher
    
    Applications-Very plain and weak.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Delta Storm
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],/\,Up+/\
    Damage 5,480
    Effect-A heavy finish combo finisher
    
    Applications-Damage is alright, not great--hard to escape though.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Dragon Tornado
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],Down+/\,/\,/\,[]
    Damage 5,540
    Effect-Teleport based combo finisher.
    
    Applications-I don't recommend this combo finisher. I find it very easy to
    teleport dodge and the damage isn't great.
    ______________________________________________________________________________
    Rush in Attack to Lift Strike-Air Combo 4
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],Up+/\,x,/\,[],[],[],[],/\
    Damage 6,460 (With landing impact)
    Effect-Air combo that breaks through someones recovery.
    
    Applications-A combo finisher I use quite a bit, hard to escape and 
    does decent damage. Try charging the lift strike in a variety of ways to throw
    your opponent off.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Full Power Smash hit-Dragon Smash-Vanishing
    Attack-Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],/\,[],[](FCSH),X,[],/\,O
    Damage 7,640
    Effect-Pursue based combo finisher
    
    Applications-A very powerful combo finish, delaying the Dragon smash can
    throw off peoples teleport dodge, but don't delay too long or they will simply
    recover from the full powered smash hit. Use this combo effectively, and reap
    the rewards.
    ______________________________________________________________________________
    Flying Kick to Ground Slash-Blaster Wave-Heavy Finish-Grab
    [],[],/\,[],Down+/\,[],/\,[],[],[],/\,X,X
    Damage 6,098
    Effect-A mixed combo with a grab for the finish.
    
    Applications-This combo is used for getting through someones guard with a
    variety of different approaches. This is really just an example, there are
    countless combinations that could work--experimenting is key.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Blaster Wave-Flying Kicks-UCSH-Heavy Finish
    FCSH-Dragon Smash-Vanishing Attack-Lightning Attack.
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],Down+/\,[],/\,[],[],/\
    [],[],[],[],[](UCSH),[],[],[],[],[],/\,[],[],[],[],[],[](FCSH),X,[],/\,O
    Damage 10,610
    Effect-Long combo meant for the sake of high damage.
    
    Applications-This combo is used when you have an open shot at your opponent.
    Attacking them while they are dizzied, or from behind. This is only one example
    there are many different combinations you could use.
    ______________________________________________________________________________
    ______________________
    Max Power Mode Combos/
    ---------------------
    Violent Rush
    [],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]...
    Damage-13,360 to the front (Approximate) 16,190 from behind
    Effect-Your rushes loop until Max power mode ends.
    
    Applications-I put damage from behind on this attack for a specific reason.
    This attack after around 2 loops can be blocked from the front even if its
    still a combo, so using this from behind is ideal. A good combo when used
    properly.
    ______________________________________________________________________________
    Max Power pursue combo to Blast combo 1
    [](FCSH),X,[].X,[],/\,/\,/\
    Damage-9,350
    Effect-A longer, higher damage pursue combo that requires Max Power mode.
    
    Applications-Not much different than a normal Pursue combo, just longer and
    with a flashier ending.
    ______________________________________________________________________________
    Dragon Tornado to Blast combo 2
    X,Down+/\,/\,/\,[],/\
    Damage-5,120
    Effect-A combo finisher to Dragon Tornado that requires Max Power mode.
    
    Applications-Still wouldn't recommend this combo. Damage is still low and the
    Dragon Tornado hits are easy to teleport dodge.
    ______________________________________________________________________________
    Full Charged Blaster Wave Hit to Blast combo 8
    [],*/\,Down+/\,/\
    Damage-5,150
    Effect-Combo finisher to blaster wave that requires Max Power mode.
    
    Applications-I find this combo hard to escape because of the awkward timing of
    the attacks. The damage isn't all that great but, you could link something else
    and use this as a finisher.
    ______________________________________________________________________________
    Dragon Dash to Z Burst Dash Attack to Blast Combo 4
    L2+X,L2+X,[],/\,[],/\
    Damage-4,860
    Effect-A combo finisher to a Z burst dash attack that requires Max Power mode.
    
    Applications-I would only use this if my Z-burst attack hit my opponents front
    or if my Max Power mode was about to run out. If you hit someone from behind
    with a Z Burst attack, the Violent Rush is a better option.
    ______________________________________________________________________________
    Air Combo 2 to Blast Combo 5
    [],[],[],[],Up+/\,X,[],[],[],[],/\,/\
    Damage-6,500
    Effect-A combo finisher to Air Combo 2 that requires Max Power mode.
    
    Applications-Hard to escape and decent damage, set this up with another combo
    to raise that damage.
    ______________________________________________________________________________
    Air Combo 4 to Blast Combo 6
    [],[],[],[],Up+/\,X,/\,[],[],[],[],/\,/\
    Damage-6,910
    Effect-A combo finisher to Air Combo 4 that requires Max Power mode.
    
    Applications-Same thing as Air Combo 2 to Blast Combo 5.
    ______________________________________________________________________________
    Violent Rush to Max Power pursue combo to Blast combo 1 (From behind)
    [],[],[],[],[],[]..(30 hits)../\,[],[](FCSH)X,[],X,[],/\,/\,/\
    Damage-15,250
    Effect-Linking Violent Rush to Blast 1 combo.
    
    Applications-A high damage combo that can be pretty hard to escape. The hard
    part is getting the combo started from behind your opponent while your Max
    power duration is still high. There are plenty of other combos like this you
    could make, this is just one of many.
    ______________________________________________________________________________
    ______________________________
    Miscellaneous attacks and info\
    -------------------------------
    Basic Ki blast attacks
    Ki blast barrage
    /\,/\,/\,/\,/\
    Cost-1/2 Ki gage
    Damage 1,300
    Effect-Fires 5 basic energy blast
    
    Applications-Can be used to stun opponents to work into your approach, can be
    some what effective to sneak in some damage.
    ______________________________________________________________________________
    Charged Ki Blast
    /\ (Chargeable)
    Cost 1/6-1/4 Ki gage
    Damage 590-1,550
    Effect-Fires a energy ball
    
    Applications-Same concept as the Ki blast barrage but, a little more high risk
    high reward based. Only 1 shot but a chance for higher damage.
    ______________________________________________________________________________
    Jumping Ki blast duo
    R1,/\
    Cost 1/4 Ki gage
    Damage 1120
    Effect-Fires two blast at an opponent from above.
    
    Applications-Nothing all to useful here, you can only use it from a jump and
    its not anything special. 
    ______________________________________________________________________________
    Jumping Charged Ki blast
    R1,/\ (Chargeable)
    Cost 1/4-1/2 Ki gage
    Damage 520-1,550
    Effect-Fires an Energy ball at an opponent from above.
    
    Applications-Seems to be a lot like the normal Charged Ki blast but, less
    accurate and more troublesome to pull off.
    ______________________________________________________________________________
    Jumping Smash Hit
    R1,[] (Chargeable)
    Damage 320-880
    Effect-Cell comes down on the opponent with a jump kick.
    
    Applications-I mostly use this to show off. I find a step in, Z burst dash or
    Ki blast distraction to be a better approach. Quickly pressing R1,[] can 
    make cell preform a little short hop kick...neat?
    ______________________________________________________________________________
    Spiral Slash
    R1,[],/\ (Chargeable)
    Damage 890-880+1140(Charging both won't combo correctly)
    Effect-Jumping kick to sweep.
    
    Applications-This can lead into combo's decently, somewhat easy for an opponent
    to react and block the kick though.
    ______________________________________________________________________________
    Spiral Slash to Dragon Tornado
    R1,[],/\,/\,/\,[]
    Damage 2,930 (with landing impact)
    Effect-Jumping Kick to sweep with combo finisher.
    
    Applications-Low damage combo that easy to block and teleport escape, I would
    avoid it.
    ______________________________________________________________________________
    1st Form Cell's taunt
    Last about 2-3 second, sound like he's coughing up a small animal or something
    I give it a 5/10.
    ______
      #3C \___________
    Evolution Z setups\
    -------------------
    First I will list Z-items I recommend before going into specific setups. These
    Z-Items are ones I think work well with 1st Form Cell. If you find some
    Z-Items you think are also effective email me with an explanation and I just 
    might add it with your credit. Majinsweet4@yahoo.com
    ___________________
    Skill Type Z-Items/
    ------------------
    ______________________________________________________________________________
    Master Roshi's Training
    Cost 2 Ability Slots
    Plus Effect-Maximum health increased by 10,000 (1 life bar)
    
    Usage-I prefer this over the King Kai version because of the ability slot
    difference. While max health is good, Cell is one of the few characters that
    can recover large amounts of health. So this is my choice between the two.
    ______________________________________________________________________________
    King Kai's Training
    Cost 4 Ability Slots
    Plus Effect-Maximum health increased by 20,000 (2 Life bars)
    
    Usage-4 ability slots isn't worth it for Cell in my opinion.
    ______________________________________________________________________________
    Quick Charge
    Cost 1 Ability Slot
    Plus Effect-Chargeable attacks charge up more quickly.
    
    Usage-Useful for 1st Form Cell, takes care of one of his melee flaws.
    ______________________________________________________________________________
    Master Throw
    Cost 1 Ability Slot
    Plus Effect-Throw attacks become more powerful.
    Minus Effect-Energy blast lose power, energy blast use more Ki and Rush blast
    produce 3 fewer shots.
    
    Usage- Without a change in your attack or enemy's defense the throws damage
    goes from 2,950 to 5,240 with slightly more health drain. With Attack+3 
    against defense+3 the damage is 4,250, which is a 1,300 damage increase with
    slightly more life drain. I usually don't use many normal Ki blast with 1st
    Form Cell anyway so that minus effect doesn't really bother me.
    ______________________________________________________________________________
    Draconic Aura
    Cost 3 Ability Slots
    Plus Effect-Increase in power to stun opponent.
    
    Usage-Very helpful against giants and other brick wall like characters. Use
    when needed.
    ______________________________________________________________________________
    Emperor's Aura
    Cost 4 ability slots
    Plus Effect-Max Power mode last longer, Increase in power to stun opponent.
    
    Usage-I prefer Draconic Aura over this because its decreased cost. Use which
    ever suits you I guess
    ______________________________________________________________________________
    Power Body
    Cost 4 Ability Slots
    Plus Effect-Cannot be stunned easily by striking attack.
    Minus Effect-Defense Down 1
    
    Usage-Anti-flinch can be very helpful but, I personally don't think its worth
    4 ability slots.
    ______________________________________________________________________________
    Perfect Guard
    Cost 2 Ability Slots
    Plus Effect-Take no damage while guarding.
    
    Usage-Very helpful against rapid fire Ki blast to Blast 2 combo's. Instead of
    trying to deflect all the Ki blast then dodging the B2, you can just block it
    all.
    ______________________________________________________________________________
    Evil Pride
    Cost 1 Ability Slots
    Plus Effect-Damage taken while Guarding is halved.
    
    Usage-A decent Z-item but, I think the extra benefit of Perfect Guard is worth
    the extra Ability slot.
    ______________________________________________________________________________
    Hatred Of Saiyans
    Cost 1 Ability Slot
    Plus Effect-Ki will steadily rise during battle.
    
    Usage-The definition of this Z-item is somewhat misleading, while its true that
    your Ki will rise during battle--that effect is extremely minimal. Although it
    does seem to increase your Ki charging Speed which is very helpful for 1st
    Form Cell.
    ______________________________________________________________________________
    Confidence
    Cost 1 Ability Slot
    Plus Effect-Blast Gage recovers more quickly.
    Minus Effect-Switch Gage recovers more slowly.
    
    Usage-Recovers the blast gage about 25% faster, great for solo fights since
    the switch gage isn't even a factor. Pretty useful for 1st Form Cell and his
    need for blast stock.
    ______________________________________________________________________________
    Evil Ambitions
    Cost 2 Ability Slots
    Plus Effect-Blast Stock Consumption -1. Cannot lower blast stock cost to zero.
    Minus Effect-Ki Power down 1. Damage from Devilman's Devilmite Beam is
    reduced. (Wait...reduced? Why is that a minus effect? I'm assuming that just
    a typo in the Z-item description)
    
    (Glitch or mistranslation?-Evil Ambitions only lowers the Blast Stock cost of
    your B1's, this does not include transformations, despite the description
    saying it lowers any blast stock use unless it only cost 1)
    
    Usage-Very helpful for 1st Form Cell since all his Blast Stock based ability's
    (Besides Max Power of course) cost 2 Blast Stock. The Ki Power down 1 can
    either be put up with or balanced with another Z-item.
    ______________________________________________________________________________
    Dende's Healing Ability
    Cost 2 Ability Slot
    Plus Effect-Health is gradually restored over the course of a battle.
    
    Usage-In combination of Cell's life stealing attacks and this Z-Item you can
    survive for quite a long time. I tend to use this over Water Blessing because
    its more reliable.
    ______________________________________________________________________________
    Water Blessing
    Cost 1 Ability Slot
    Plus Effect-Health and Ki are substantially restored while in Water.
    
    Stages with water-Planet Namek, Mountain Road, Islands, Glacier, Kame House,
    Mount Paozu.
    
    Stages without water-Kami's Lookout, Hyperbolic Time Chamber,
    Supreme Kai's World, Hell, Dying Namek, Planet, Outer Space, 
    World Tournament Stage, Rocky Area, Wasteland, City Ruins,
    Cell Games Desert, King's Catle, Muscle Tower, Penguin Village.
    
    Usage-The Ki gain isn't all that helpful because 1st Form Cell's Ki charging
    while under water suffers but, the health gain is decent. Its nothing amazing
    but, overtime you gain quite an advantage. Add that to 1st Form Cell's life
    stealing and it can be pretty effective. Also be careful not to let the planet
    be destroyed or this Z-item will be useless.
    ______________________________________________________________________________
    _____________________
    Ability Type Z-Items/
    --------------------
    Super+2 & Ki Power Down 1
    Cost 1 Ability Slot
    
    Usage-Ki power is usually the attribute I worry about the least, and rectify it
    with a Skill type Z-item or put up with it in battle. Super up 2 at the cost
    of one ability slot is pretty nice.
    ______________________________________________________________________________
    Defense+3 & Power Down 1
    Cost 2 Ability Slots
    
    Usage-Same premise as "Super+2 & Ki Power Down 1" except on a higher scale.
    Defense +3 at the cost of 2 ability slots is great.
    ______________________________________________________________________________
    Attack+2 & Defense Down 1
    Cost 1 Ability Slot
    
    Usage-Make sure to balance this out with a good Defense upgrade and its good
    to go.
    ______________________________________________________________________________
    Attack+3 & Defense Down 2
    Cost 1 Ability Slot
    
    Usage-The defense down 2 really hurts but, it only cost 1 Ability slot. Usable
    with a Defense +3 but, it will still leave you vulnerable--use carefully.
    ______________________________________________________________________________
    Super+3 & Attack Down 1
    Cost 2 Ability Slots
    
    Usage-A good Z-Item mixed with 1st Form Cell's UB, mix with a good Attack +
    item to make it work.
    ______________________________________________________________________________
    (Attack +1) (Defense+1) (Ki+1) (Super+1)
    Cost 1 Ability slot
    
    Usage-I use one of these when I have only one Ability slot left and need to
    balance out my stats a little.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
       For Human Characters  /
    -------------------------
    Defense Up+3 & Power Down 1 
    Attack Up+2 & Defense Down 1 
    Super Up+2 & Power Down 1 
    Master Roshi's Training 
    Hatred Of Saiyans 
    
    Total Stats
    Special 3/7
    Attack 2/3
    Defense 2/3
    Ki -2/3
    Blast 2/3
    (Max Health +10,000)
    (Ki Rises on its own)
    
    Breakdown-Well rounded build, Ki charging is slow but you can get around that
    with grabs and good melee combat. Nothing special but, pretty effective.
    ______________________________________________________________________________
    Evil Ambitions 
    Confidence 
    Attack+3 & Defense Down 2 
    Defense+3 & Power Down 1 
    Super+1 
    
    Total Stats
    Special 3/7
    Attack 3/3
    Defense 1/3
    Ki -2/3
    Blast 1/3
    (B1 Consumption -1, Can't go to Zero)
    (Blast Gage Recovers 25% faster)
    (Slower Switch Gage)
    
    Breakdown-A build designed to allow B1 Spam, I prefer using Solar Flare. It
    can really help avoid damage to help with your low defense. Solar Flare can
    also setup your grab which will also help your raise your Ki.
    ______________________________________________________________________________
    Dende's Healing Ability 
    Master Roshi's Training 
    Defense+3 & Power Down 1 
    Attack+1 
    
    Total Stats
    Special 4/7
    Attack 1/3
    Defense 3/3
    Ki -1/3
    Blast 0/3
    (Max Health +10,000)
    (Health gradually increases)
    
    Breakdown-This setup is designed to outlast your opponent with high defense,
    an extra life bar and 1st Form Cell's natural life stealing ability's.
    ______________________________________________________________________________
    Draconic Aura 
    Defense+3 & Power Down 1 
    Attack+2 & Defense Down 1 
    Super+2 & Power Down 1
    
    Total Stats
    Special 3/7
    Attack 2/3
    Defense 2/3
    Ki -2/3
    Blast 2/3
    (Can stun any opponent)
    
    Breakdown-A basic build for fighting giants.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
        For Com Characters   /
    -------------------------
    When choosing a A.I. Z-Item just try to pick one that shares the same
    strength as your custom setup. If you were using Blast+3 and Launches Support
    (Better Ki charging) Broly probably wouldn't be a good A.I. choice.
    I have yet to test if the A.I. acts differently depending on the character
    its mixed with.
    _____
     #3D \_________________
    1st From Cell Strategy/
    ---------------------- 
    A defensive strategy seems to work best with 1st Form Cell. Once you have 
    mastered the uses of the Kamehameha (Anti-Dragon Dash and dash attack) you can
    really limit your opponents approaching option. Always enter Max Power mode if
    given the chance, Drain Life Cell is just too good to pass up. Use Solar Flare
    effectively, such as setting up a Special attack or stalling someones Max
    Power mode and use your throw often.
    _______________
    2nd Form Cell / 
    Overview #4A /
    -------------
    Character Size:Normal
    Destruction Points: 6/10
    2 Color schemes (Don't pick scheme 2, blue? No, just no)
    Starting health: 40,000
    Starting Ki: 2 gages
    Ki baseline: 2 gages (Ki will slowly increase to two gages when below that) 
    Ki charging speed: Above average/fast
    Blast stock max: 5
    
    Blast 1's: 7/10 (Average)
    2nd Form Cell can rely on his B1's a little more than 1st form Cell because
    Max Power mode isn't as helpful for him. Although, his B1's are still rather
    situational and both cost 2 blast stock.
    
    Blast 2's: 9/10 (Great)
    2nd Form Cell has a Rush and an energy ball. Two effective and versatile
    attacks. While the Big Bang Crash is nothing special, it only cost 3 Ki gages
    and it does decent damage. Drain Life Cell may not do as much damage as 1st
    Form Cell's--it doesn't require Max Power mode which means many more chances
    to use it which is much better in my opinion. A very nice rush and a decent
    energy ball equal a good combination of B2's.
    
    Ultimate Blast: 8/10 (Above Average)
    A suicide attack in the form of a rush, ensures that you won't lose all your
    health for nothing. Using this attack when your opponent can't survive can
    prove extremely effective.
    
    Melee Skill 8/10 (Above Average)
    This is what really puts 2nd Form Cell above his 1st Form. His melee attacks
    charge faster and do more damage. He trades flying kick for Rolling hammer,
    which is probably an even trade. Personally I prefer Rolling hammer but, both
    are nice. Sadly 2nd Form Cell loses Violent Rush, but its alright considering
    the main bulk of his other two improvements.
    
    Overall 8/10 (Above Average)
    2nd Form Cell really is a much better version of 1st Form Cell. He has all the
    things that make his 1st form good (The grab, Drain life Cell, available
    transformation) and the weaknesses taken away. His 2nd Form charges energy
    much faster and preforms much better in melee. He even has a brick wall status
    to a few characters. I'm surprised his DP wasn't bumped up to 7 because he's
    really deserving of it. The only downside I could find is that 2nd Form Cell's
    normal Ki blast attacks do less damage, which I find to be negligible
    considering the advantages gained.
    _____
     #4B \_______________    
    Skill list break down\ 
    ----------------------
    _______________
    Special attacks\
    ----------------
    Solar Flare-L2+O
    Cost 2 Blast stock
    Damage-None
    Effects-It has instant activation via cut scene, which is a huge improvement
    from the DBZ:BT2 version. It is unblock-able but, it is far from a automatic
    hit. You need to be in melee range and your opponent needs to be facing you.
    If done correctly your enemy will lose there lock on and won't be able to
    regain it for a few seconds. A human opponents screen will be blinded by a
    bright flash.
    
    Applications-This is actually a nice move to get some cheap computer victories.
    Some times you can simply side step after using it and they will completely
    lose track of you. Against a human opponent you will obviously need
    to be a little smarter than that. A quick throw often works because most
    people's initial reaction to the blinding effect is putting up there guard.
    This is especially useful because Cell's grab is so great in his first two
    forms. Experiment with this move if you intend to use it often.
    ______________________________________________________________________________
    Pump Up-L2+Down+O
    Cost 2 Blast stock
    Damage-None
    Effects-Takes about 2 seconds to activate. Increases melee damage and lowers
    Ki charging speed for 15 seconds.
    
    Applications-The decrease in Ki charging isn't much of a problem with 2nd Form
    Cell and the increased melee damage is good but, 15 seconds just isn't
    worth 2 Blast stock. You could activate it and your opponent could simply
    evade you for a couple seconds and you waste two blast stock.
    ______________________________________________________________________________
    Big Bang Crash-L2+/\
    Cost 3 Ki gages
    Damage-6,840-7,560 with boost(Up+[])
    Effect-A basic energy ball.
    
    Applications-A pretty standard special attack, not too bad not too great.
    ______________________________________________________________________________
    Drain Life Cell-L2+Up+/\
    Cost 3 Ki gages
    Damage-7,220
    Boost damage 7,500
    Effect-A rush that steals a little under half a life bar. Maybe 4,000 health.
    
    Applications-A slightly weaker version of 1st Form Cell's Ultimate Blast, but
    it doesn't require a blast stock to use. Use often.
    ______________________________________________________________________________
    Unforgivable! L2+Down+/\
    Cost 5 Ki gages and requires Max Power mode
    Damage-18,620
    Boost Damage-20,400
    Effect-A suicide attack rush that can only be used once per battle.
    lowers your health to 1.
    
    Applications-This is really a great Ultimate Blast. Since its a rush, you
    don't need to worry about your opponent escaping the damage. Its all or
    nothing so if you use it when your opponents is under 2 life bars its a win,
    win situation. If it is dodged you lose your energy and the fight goes on,
    you don't lose all your health--if it hits you win. Just make sure the move
    will kill your opponent or you could be in trouble.
    ______________________________________________________________________________
    Transformation
    Perfect Form R3
    Cost 2 Blast Stock
    Effect-A Short cinematic plays showing Cell absorb android #18. Changes you to
    Cell's Perfect Form and regains about 1/2 of a life bar. (5,000 health) 
    Health gain cannot bring you over your max health.
    
    Applications-A great ability, it brings you into a stronger character form and
    replenishes some health. You should almost always use this.
    ______________________________________________________________________________
    __________________
    Rushing Techniques\
    -------------------
    Heavy Finish-[],/\ or [],[],/\ (Chargeable)
    Damage-850-1,150
    Effect-Done after the first or second punch in 2nd Form Cell's rush, the heavy
    finish stuns opponents longer than the blaster wave. Charging it allows it to
    guard crush.
    
    Applications-Can lead into a combo finisher but, I use it to lengthen a combo
    or to setup for Cell's great grab. Even when stunned by the heavy
    finish you can still parry the a throw, but it ensures you will not be
    interrupted. I like to use this on approach with a step in. (X,[],/\)
    ______________________________________________________________________________
    Blaster Wave-[],[],[],/\ (Chargeable)
    Damage-1,600
    Effect-Done after the third punch in 2nd Form Cell's rush, is his Blaster wave.
    Just tapping /\ will stun the opponent for a short time. Holding /\ leads into
    one of Cell's combo, or a special move setup.
    
    Applications-This leads into a decent damage combo that I'll get to later. The
    fully charged version sets up the Big Bang Crash nicely as your opponent will 
    not have recovered yet. I mainly use this against giant characters, it seems
    to stun them easier than all of your other melee attacks.
    ______________________________________________________________________________
    Rolling Hammer-[],[],[],[],/\ (Chargeable)
    Damage-1,640
    Effect-Done after the forth punch in 2nd Form Cell's rush, is the rolling
    hammer.
    
    Applications-This is like a heavy finish but, it spins your opponent around--
    facing the opposite way than before. A good technique but, you will want to
    make it unpredictable. Charge it up all the way, a little or none at all. Make
    it hard for your opponent to block or teleport dodge it.
    ______________________________________________________________________________
    Lift strike- Up+/\ during a rush (Chargeable)
    Damage 610-1210
    Effect-sends your opponent flying upwards and leads into combo finishers. 
    blocked by low guard.
    
    Applications-Its main and only effective use is for dealing combo damage.
    ______________________________________________________________________________
    Ground Slash- Down+/\ during a rush (Chargeable)
    Damage 570-1,140
    Effect-Trips up a foe, leads into a variety of attacks--blocked by low guard.
    
    Applications-The sweep is useful for extending combos, setting up special
    attacks, combo finishers--experiment with it.
    ______________________________________________________________________________
    Auto-blaster wave-Counter- O during a rush (Can be held down)
    Cost-Ki gage slowly decreases over time
    Damage 1180
    Effect-Cell enters a defensive stance, if your foe strikes you with a rush
    ([],[],[]) attack Cell will automatically counter attack. While in the stance
    you will gradually lose Ki.
    
    Applications-Some times in a fight both you and your opponents rush attacks
    will clash causing no damage to the both of you. Well if you use Auto-counter 
    his next attack will be countered. This is a little better than 1st Form
    Cell's auto-counter because it can setup a B2 nicely.
    ______________________________________________________________________________
    ____________________
    Signature Techniques\
    ---------------------
    Cell's 2nd form has 4 different Step in techniques.
    
    Step-Blaster Wave (X,/\) Chargeable
    Step-In Lift Strike (X,Up+/\) Chargeable
    Step-In Ground Slash (X,Down+/\) Chargeable
    Step-In Auto-Counter (X,O) Chargeable
    
    They use all the same techniques we already covered but, with a nice step 
    in maneuver and the Auto-counter is the same thing as 1st Form Cell.
    ______________________________________________________________________________
    The next 3 techniques are follow up attacks to a Fully Charged Smash Hit. A
    FCSH is when you hold [] (Can be with a directional) long enough for your
    character to begin flashing. When you let go your opponent will go sailing on
    impact.
    
    Dragon Smash (Press X to begin chasing an opponent then [] or [] with a
    directional to strike)
    Damage 1130
    Vanishing Attack (/\ or /\ with a directional)
    Damage 1360
    Lightning Attack (O)
    Damage 1020
    
    In Max power mode you can use Dragon Smash and Vanishing attack twice.
    ______________________________________________________________________________
    Sonic Sway-O+/\ right before a rush attack hits you
    Damage-1,190
    Effect-Similar to auto-counter but, faster and drains opponents Ki.
    
    Applications-Master this move, and use it often. It completely stops your
    opponents offensive and drains Ki at the same time. A human opponent will begin
    to expect your Sonic Sway and try to bait you into using it incorrectly, so
    watch out.
    ______________________________________________________________________________
    Throw-X,X
    Damage-3020
    Effect-Drains some health and Ki. Takes opponent out of Max Power mode!
    
    Applications-Use this often, the life stealing can be very helpful. I estimate
    about 2,000 life taken and given to Cell. If you Guard crush someone into
    a stunned state, always use this unless your fighting an android or giant. The
    Ki stealing will still take effect and lengthen there stun time. 
    This throw is great!
    ______________________________________________________________________________
    Giant Throw-Up+/\
    Damage-0
    Effect-Picks up a downed opponent and throws them in the sky.
    
    Applications-This move can only be down when an opponent is staying on the
    ground and you are at there feet. The only time I ever get to use this is if I
    follow up a guard crush (stunning opponent) with a throw, then have ample
    time to use the giant throw followed by the Kamehameha. It's pretty effective,
    flashy--although rarely happens.
    ______________________________________________________________________________
    High Speed Rush Movement-O or O+Directional during a Rush
    Effect-Teleport around your opponent at the expense of about 3/4 a Ki gage.
    
    Applications-Mainly used to get passed someone guard, don't use it to often or
    your opponent will counter it.
    ______________________________________________________________________________
    Counter-High Speed Rush Movement-O as your opponent uses High Speed Rush
    Movement.
    Effect-You teleport behind a teleporting opponent.
    
    Applications-Basically sets you up to combo an opponent. A great defensive
    maneuver.
    ______________________________________________________________________________
    Z Counter-O right before you are hit with a Vanishing attack
    Damage-Depends on how many Z counters you and your opponent have exchange.
    Increases about 1,000-1,500 per teleport.
    Effect-Counters a Vanishing attack with a Vanishing attack.
    
    Applications-This technique is all about practice, it will take time before you
    can do it consistently.
    ______________________________________________________________________________
    Z Counter 2-Up+[] right before you are hit with a rush attack
    Effect-Counters a rush attack with a Vanishing attack
    
    Applications-A very hard technique to learn, the timing has to be near perfect 
    for it to work. If you mastered this you would probably be unbeatable though.
    ______________________________________________________________________________
    Burst Smash-[] or []+Directional while in a Z burst dash
    Damage 570
    Effect-A Smash hit that stuns the opponent to lead into combos.
    
    Applications-After Dragon Dashing wait until you get close to your opponent
    to Z Burst Dash then use the Burst Smash. With any luck you will hit your 
    foe from behind and be ready to combo them.
    ______________________________________________________________________________
    Hyper Smash-[] or []+Directional while in Max Power Mode
    Damage-2410
    Effect-A Smash hit with a cut-scene.
    
    Applications-It will trigger automatically while in Max power mode, unlike
    DBZ:Budokai Tenkaichi 2.
    ______________________________________________________________________________
    ______
    Combos\
    -------
    Rush Finish
    [],[],[],[],[],[],[]
    Damage-2,910
    Effect-A combo that bring you and your opponent in the air and sends 
    them flying.
    
    Applications-The damage isn't all that great but, you could try to follow up 
    with a dash attack or Z burst dash hit. The last hit is pretty easy is to
    teleport dodge though. Overall I wouldn't use this too much, once in an
    while for variety is alright though.
    ______________________________________________________________________________
    Rush in Attack
    [],[],[],[],[],X,([] Or []+Up/Down)
    Damage-2,480
    Effect-The basic setup maneuver for your combo's, mix you the directional
    choice often to ensure you are not blocked.
    
    Applications-You will be using this a lot.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Dragon Tornado
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],[],Down+/\,/\,/\,[]
    Damage-6,060 (with landing impact)
    Effect-Teleport based combo finisher.
    
    Applications-I don't recommend this combo finisher. I find it very easy to
    teleport dodge and the damage isn't great.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Heavy Crush
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],/\,/\,/\,[]
    Damage-4,580
    Effect-A combo finisher to the heavy finish.
    
    Applications-Not to much damage and pretty easy to teleport dodge, I don't
    recommend this combo. (looks pretty cool though huh?)
    ______________________________________________________________________________
    Rush in Attack to Full Charged Blaster Wave-Blaster Wave Combo
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],/\,Down+/\
    Damage-5,730 (With landing impact)
    Effect-Combo finisher to the Blaster Wave.
    
    Applications-Damage isn't very good but, the awkward timing of the attacks can
    make it a little harder to teleport dodge. Nothing great, not too bad.
    ______________________________________________________________________________
    Rush in Attack to Rolling Hammer-Rolling Hurricane
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],/\,/\,[]
    Damage-5,230
    Effect-Combo finisher to the Rolling Hammer.
    
    Applications-The damage isn't anything great but, it can be hard to escape.
    ______________________________________________________________________________
    Dash Smash hit to Sonic Impact
    [](While dashing),/\,[]
    Damage-2330
    Effect-Combo finisher to a Dash Smash hit. Slams opponent to the ground.
    
    Applications-I would recommend following up with a combo instead of using
    this but, it can be very useful for ring outs on the world tournament stage.
    ______________________________________________________________________________
    Dash Smash hit to Raging Impact
    [](While dashing),Down+/\,[]
    Damage-2,080
    Effect-Combo finisher to a Dash Smash hit. Sends opponent into the sky.
    
    Applications-The damage isn't as good as the Sonic Impact but, it can combo
    into a Drain Life Cell nicely.
    ______________________________________________________________________________
    Z Burst Attack to Burst Meteo-(Meteor? In game typo?)
    [](While Z Burst Dashing),/\,[]
    Damage-2,450
    Effect-Combo finisher to Z-burst Smash hit.
    
    Applications-Following up with a combo will probably end up doing a lot more
    damage, especially if your Z-Burst Attack hit your opponent from behind.
    ______________________________________________________________________________
    Rush in Attack to Lift Strike-Air Combo 4
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],Up+/\,x,/\,[],[],[],[],/\
    Damage-6,270 (With landing impact)
    Effect-Air combo that breaks through someones recovery.
    
    Applications-A combo finisher I use quite a bit, hard to escape and 
    does decent damage. Try charging the lift strike in a variety of ways to throw
    your opponent off.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Full Power Smash Hit-Dragon Smash,
    Vanishing Attack, Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],/\,[],[](FCSH),X,[],/\,O
    Damage-7,650
    Effect-Pursue based combo finisher.
    
    Applications-A very powerful combo finish, delaying the Dragon smash can
    throw of peoples teleport dodge, but don't delay too long or they will simply
    recover from the full powered smash hit. Use this combo effectively, and reap
    the rewards.
    ______________________________________________________________________________
    Step in Ground Slash to-Heavy Finish-Rolling Hammer-Blaster wave-Lift Strike
    Air Combo 2
    X,Down+/\,[],/\,[],[],[],[],/\,[],[],[],/\,[],[],[],[],Up+/\,X,[],[],[],[],/\
    Damage-7,910
    Effect-A mixed combo with an air combo to finish.
    
    Applications-This combo is used for getting through someones guard with a
    variety of different approaches. This is really just an example, there are
    countless combinations that could work--experimenting is key.
    ______________________________________________________________________________
    Rush in Attack to Rolling Hammer-Blaster Wave,Ground Slash-Heavy Finish
    Dragon Smash,Vanishing Attack, Lightning Attack.
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],/\,[],[],[],/\,[],[],[],[],
    Down+/\,[],/\,[],[](FCSH),X,[],/\,O
    Damage-10,070
    Effect-Long combo meant for the sake of high damage.
    
    Applications-This combo is used when you have an open shot at your opponent.
    Attacking them while they are dizzied, or from behind. This is only one example
    there are many different combinations you could use.
    ______________________________________________________________________________
    ______________________
    Max Power Mode Combos/
    ---------------------
    Full Charged Smash hit to Dragon Smash-Dragon Smash, Vanishing Attack,
    Vanishing Attack, Blast Combo 1
    [](FCSH),X,[],X,[],/\,/\,/\
    Damage-9,680
    Effect-Pursue finisher that requires Max Power Mode.
    
    Applications-Just a higher damage, longer pursue combo.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Blast Combo 2
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],Down+/\,/\,/\,[],/\
    Damage-7,820
    Effect-Combo finisher to the Dragon Tornado that requires Max Power mode.
    
    Applications-Damage is decent, but its still pretty easy to teleport dodge.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Blast Combo 3
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],/\,/\,/\,[],/\
    Damage-7,100
    Effect-A Combo finisher to the heavy finish that requires Max Power mode.
    
    Applications-I would stay away from this combo, damage isn't great and it
    can be escaped fairly easily.
    ______________________________________________________________________________
    Rush in Attack to Blaster Wave-Blast Combo 8
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],/\,Down+/\,/\
    Damage-7,880
    Effect-A combo finisher to the Blaster wave that requires Max Power mode.
    
    Applications-A decent combo finisher, the awkward timing of the attacks can
    make it hard to teleport escape.
    ______________________________________________________________________________
    Rush in Attack to Rolling Hammer-Blast Combo 7
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],/\,/\,[],/\
    Damage-7,610
    Effect-A combo finisher to the Rolling Hammer that requires Max Power mode.
    
    Applications-Similar to Blast Combo 8 in damage and its difficulty to escape.
    ______________________________________________________________________________
    Dragon Dash to Z Burst Dash Attack to Blast Combo 4
    L2+X,L2+X,[],/\,[],/\
    Damage-4,720
    Effect-A combo finisher to a Z burst dash attack that requires Max Power mode.
    
    Applications-I would only use this if my Z-burst attack hit my opponents front
    or if my Max Power mode was about to run out. If you hit someone from behind
    with a Z Burst attack, a lengthy combo from behind is a better option.
    ______________________________________________________________________________
    Rush in Attack to Lift Strike-Blast Combo 5
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],Up+/\,X,[],[],[],[],/\,/\
    Damage-7,530
    Effect-A combo finisher to Air Combo 2 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 2, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Rush in Attack to Lift Strike-Blast Combo 6
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],Up+/\,X,/\,[],[],[],[],/\,/\
    Damage-7,870
    Effect-A combo finisher to Air Combo 4 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 4, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Rush in Attack to Rolling Hammer-Blaster Wave-Heavy finish-Ground Slash
    Dragon Smash-Dragon Smash-Vanishing Attack-Vanishing Attack-Blast Combo 1
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],/\,[],[],[],/\,[],[],/\,
    [],[],Down+/\,[],[](FCSH)X,[],X,[],/\,/\,/\
    Damage-12,960
    Effect-Long combo meant for the sake of high damage.
    
    Applications-This combo is used when you have an open shot at your opponent.
    Attacking them while they are dizzied, or from behind. This is only one example
    there are many different combinations you could use.
    ______________________________________________________________________________
    ______________________________
    Miscellaneous attacks and info\
    -------------------------------
    Basic Ki blast attacks
    
    Ki blast barrage
    /\,/\,/\,/\,/\,/\
    Cost-A little over 1/2 Ki gage
    Damage 1,200 (Only if all 6 hit, which is rare)
    Effect-Fires 6 basic energy blast.
    
    Applications-Can be used to stun opponents to work into your approach, can be
    some what effective to sneak in some damage.
    ______________________________________________________________________________
    Charged Ki Blast
    /\ (Chargeable)
    Cost 1/6-1/4 Ki gage
    Damage 450-1,180
    Effect-Fires a energy ball
    
    Applications-Same concept as the Ki blast barrage but, a little more high risk
    high reward based. Only 1 shot but a chance for higher damage.
    ______________________________________________________________________________
    Jumping Ki blast trio
    R1,/\
    Cost 1/4 Ki gage
    Damage 840
    Effect-Fires three blast at an opponent from above.
    
    Application-Nothing all to useful here, you can only use it from a jump and
    its not anything special. 
    ______________________________________________________________________________
    Jumping Charged Ki blast
    R1,/\ (Chargeable)
    Cost 1/8-1/4 Ki gage
    Damage 390-1,180
    Effect-Fires an Energy ball at an opponent from above.
    
    Applications-Seems to be a lot like the normal Charged Ki blast but, less
    accurate and more troublesome to pull off.
    ______________________________________________________________________________
    Jumping Smash Hit
    R1,[] (Chargeable)
    Damage 340-960
    Effect-Cell comes down on the opponent with a right hook.
    
    Applications-I mostly use this to show off. I find a step in, Z burst dash or
    Ki blast distraction to be a better approach. Quickly pressing R1,[] can 
    make cell preform a little short hop punch...neat?
    ______________________________________________________________________________
    2nd Form Cell's taunt
    Last about 2-3 second, Cell Bows and says "You pest!" meh 6.5/10
    ______________________________________________________________________________
    ______
      #4C \___________
    Evolution Z setups\
    -------------------
    Since 2nd Form Cell is a buffed up version of his 1st Form, most Z-Item setups
    should work interchangeably. So for now, this section will look pretty much the
    same. If something comes up where I find a major difference between the two
    (Which I doubt) I'll update this accordingly. If you find some Z-Items you
    think are also effective email me with an explanation and I just might add
    it with your credit. Majinsweet4@yahoo.com
    ___________________
    Skill Type Z-Items/
    ------------------
    First I will list Z-items I recommend before going into specific setups. These
    Z-Items are ones I think work well with 2nd Form Cell. If you find some
    Z-Items you think are also effective email me with an explanation and I just 
    might add it with your credit.
    ______________________________________________________________________________
    Master Roshi's Training
    Cost 2 Ability Slots
    Plus Effect-Maximum health increased by 10,000 (1 life bar)
    
    Usage-I prefer this over the King Kai version because of the ability slot
    difference. While max health is good, Cell is one of the few characters that
    can recover large amounts of health. So this is my choice between the two.
    ______________________________________________________________________________
    King Kai's Training
    Cost 4 Ability Slots
    Plus Effect-Maximum health increased by 20,000 (2 Life bars)
    
    Usage-4 ability slots isn't worth it for Cell in my opinion.
    ______________________________________________________________________________
    Master Throw
    Cost 1 Ability Slot
    Plus Effect-Throw attacks become more powerful.
    Minus Effect-Energy blast lose power, energy blast use more Ki and Rush blast
    produce 3 fewer shots.
    
    Usage- Without a change in your attack or enemy's defense the throws damage
    goes from 2,950 to 5,240 with slightly more health drain. With Attack+3 
    against defense+3 the damage is 4,250, which is a 1,300 damage increase with
    slightly more life drain. I usually don't use many normal Ki blast with 2nd
    Form Cell anyway so that minus effect doesn't really bother me.
    ______________________________________________________________________________
    Draconic Aura
    Cost 3 Ability Slots
    Plus Effect-Increase in power to stun opponent.
    
    Usage-Very helpful against giants and other brick wall like characters. Use
    when needed.
    ______________________________________________________________________________
    Emperor's Aura
    Cost 4 ability slots
    Plus Effect-Max Power mode last longer, Increase in power to stun opponent.
    
    Usage-I prefer Draconic Aura over this because its decreased cost. Use which
    ever suits you I guess
    ______________________________________________________________________________
    Power Body
    Cost 4 Ability Slots
    Plus Effect-Cannot be stunned easily by striking attack.
    Minus Effect-Defense Down 1
    Usage-Anti-flinch can be very helpful but, I personally don't think its worth
    4 ability slots.
    ______________________________________________________________________________
    Perfect Guard
    Cost 2 Ability Slots
    Plus Effect-Take no damage while guarding.
    
    Usage-Very helpful against rapid fire Ki blast to Blast 2 combo's. Instead of
    trying to deflect all the Ki blast then dodging the B2, you can just block it
    all.
    ______________________________________________________________________________
    Evil Pride
    Cost 1 Ability Slots
    Plus Effect-Damage taken while Guarding is halved.
    
    Usage-A decent Z-item but, I think the extra benefit of Perfect Guard is worth
    the extra Ability slot.
    ______________________________________________________________________________
    Confidence
    Cost 1 Ability Slot
    Plus Effect-Blast Gage recovers more quickly.
    Minus Effect-Switch Gage recovers more slowly.
    
    Usage-Recovers the blast gage about 25% faster, great for solo fights since
    the switch gage isn't even a factor. Pretty useful for 2nd Form Cell and his
    need for blast stock.
    ______________________________________________________________________________
    Evil Ambitions
    Cost 2 Ability Slots
    Plus Effect-Blast Stock Consumption -1. Cannot lower blast stock cost to zero.
    Minus Effect-Ki Power down 1. Damage from Devilman's Devilmite Beam is
    reduced. (Wait...reduced? Why is that a minus effect? I'm assuming that's just
    a typo in the Z-item description)
    
    (Glitch or mistranslation?-Evil Ambitions only lowers the Blast Stock cost of
    your B1's, this does not include transformations, despite the description
    saying it lowers any blast stock use unless it only cost 1)
    
    Usage-Very helpful for 2nd Form Cell since all his Blast Stock based ability's
    (Besides Max Power of course) cost 2 Blast Stock. The Ki Power down 1 can
    either be put up with or balanced with another Z-item.
    ______________________________________________________________________________
    Dende's Healing Ability
    Cost 2 Ability Slot
    Plus Effect-Health is gradually restored over the course of a battle.
    
    Usage-In combination of Cell's life stealing attacks and this Z-Item you can
    survive for quite a long time. I tend to use this over Water Blessing because
    its more reliable.
    ______________________________________________________________________________
    Water Blessing
    Cost 1 Ability Slot
    Plus Effect-Health and Ki are substantially restored while in Water.
    Stages with water-Planet Namek, Mountain Road, Islands, Glacier, Kame House,
    Mount Paozu.
    
    Stages with water-Kami's Lookout, Hyperbolic Time Chamber, Supreme Kai's World,
    Hell, Dying Namek, Planet, Outer Space, World Tournament Stage, Rocky Area, 
    Wasteland, City Ruins, Cell Games Desert, King's Castle, Muscle Tower, Penguin
    Village.
    
    Usage- Its nothing amazing but, overtime you gain quite an advantage. Add that
    to 2nd Form Cell's life stealing and it can be pretty effective. Also be
    careful  not to let the planet be destroyed or this Z-item will be useless.
    ______________________________________________________________________________
    _____________________
    Ability Type Z-Items/
    --------------------
    Super+2 & Ki Power Down 1
    Cost 1 Ability Slot
    Usage-Ki power is usually the attribute I worry about the least, and rectify it
    with a Skill type Z-item or put up with it in battle. Super up 2 at the cost
    of one ability slot is pretty nice.
    ______________________________________________________________________________
    Defense+3 & Power Down 1
    Cost 2 Ability Slots
    Usage-Same premise as "Super+2 & Ki Power Down 1" except on a higher scale.
    Defense +3 at the cost of 2 ability slots is great.
    ______________________________________________________________________________
    Attack+2 & Defense Down 1
    Cost 1 Ability Slot
    Usage-Make sure to balance this out with a good Defense upgrade and its good
    to good.
    ______________________________________________________________________________
    Attack+3 & Defense Down 2
    Cost 1 Ability Slot
    Usage-The defense down 2 really hurts but, it only cost 1 Ability slot. Usable
    with a Defense +3 but, it will still leave you vulnerable--use carefully.
    ______________________________________________________________________________
    Super+3 & Attack Down 1
    Cost 2 Ability Slots
    Usage-A good Z-Item mixed with 2nd Form Cell's B2's, mix with a good Attack+
    item to make it work.
    ______________________________________________________________________________
    (Attack +1) (Defense+1) (Ki+1) (Super+1)
    Cost 1 Ability slot
    Usage-I use one of these when I have only one Ability slot left and need to
    balance out my stats a little.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
       For Human Characters  /
    -------------------------
    Defense Up+3 & Power Down 1 
    Attack Up+2 & Defense Down 1 
    Super Up+2 & Power Down 1 
    Master Roshi's Training 
    Hatred Of Saiyans
    
    Total Stats
    Special 3/7
    Attack 2/3
    Defense 2/3
    Ki -2/3
    Blast 2/3
    (Max Health +10,000)
    (Ki Rises on its own)
    
    Breakdown-Well rounded build, Ki charging is slow but you can get around that
    with grabs and good melee combat. Nothing special but, pretty effective.
    ______________________________________________________________________________
    Evil Ambitions 
    Confidence 
    Attack+3 & Defense Down 2 
    Defense+3 & Power Down 1 
    Super+1 
    
    Total Stats
    Special 3/7
    Attack 3/3
    Defense 1/3
    Ki -2/3
    Blast 1/3
    (B1 Consumption -1, Can't go to Zero)
    (Blast Gage Recovers 25% faster)
    (Slower Switch Gage)
    
    Breakdown-A build designed to allow B1 Spam, I prefer using Solar Flare. It
    can really help avoid damage to help with your low defense. Solar Flare can
    also setup your grab which will also help your raise your Ki.
    ______________________________________________________________________________
    Dende's Healing Ability 
    Master Roshi's Training 
    Defense+3 & Power Down 1 
    Attack+1
    
    Total Stats
    Special 4/7
    Attack 1/3
    Defense 3/3
    Ki -1/3
    Blast 0/3
    (Max Health +10,000)
    (Health gradually increases)
    
    Breakdown-This setup is designed to outlast your opponent with high defense,
    an extra life bar and 2nd Form Cell's natural life stealing ability's.
    ______________________________________________________________________________
    Draconic Aura 
    Defense+3 & Power Down 1 
    Attack+2 & Defense Down 1 
    Super+2 & Power Down 1 
    
    Total Stats
    Special 3/7
    Attack 2/3
    Defense 2/3
    Ki -2/3
    Blast 2/3
    (Can stun any opponent)
    
    Breakdown-A basic build for fighting giants.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
        For Com Characters   /
    -------------------------
    When choosing a A.I. Z-Item just try to pick one that shares the same
    strength as your custom setup. If you were using Blast+3 and Launches Support
    (Better Ki charging) Brolly probably wouldn't be a good A.I. choice.
    I have yet to test if the A.I. acts differently depending on the character
    its mixed with.
    _____
     #4D \_________________
    2nd From Cell Strategy/
    ----------------------
    Use your throw often and, Drain Life Cell as much as possible. If its a close
    match go for "unforgivable" as it can be a real life saver. 2nd Form Cell
    can be pretty versatile in his overall style. Defensive can work just fine,
    thanks to his wide array of special attacks and life stealing. And offense
    can be effective thanks to his decent melee abilities. A well rounded
    character with plenty of options.
    ________________
    Perfect Cell   /
    Overview  #5A /
    --------------
    Character Size:Normal
    Destruction Points: 7/10
    2 Color schemes (Don't pick scheme 2, blue? No, just no)
    Starting health: 40,000
    Starting Ki: 2 gages
    Ki baseline: 2 gages (Ki will slowly increase to two gages when below that) 
    Ki charging speed: Fast
    Blast stock max: 5
    
    Blast 1's: 7.5/10 (Slightly Above Average)
    This 7.5 score is due simply because Explosive Wave is cheap and has a 
    variety of effective uses. Afterimage can be helpful in the right situations
    but, 2 blast stock isn't worth it in my opinion.
    
    Blast 2's: 8.5/10 (Good)
    Two beams, the Kamehameha being real time and the Barrage Death Beam being a
    cut-scene. Both serve effective uses, the Kamehameha with its defensive
    strategy's an anti-approach attack and the Barrage Death Beam is fast and 
    very cheap. The overall damage is pretty low, but there effectiveness more
    than makes up for it.
    
    Ultimate Blast: 8/10 (Above Average)
    The Perfect Barrier is a little on the low side for damage when compared to
    other UB's but, it can be pretty hard to evade when used correctly. 
    
    Melee Skill 8.5/10 (Good)
    From 2nd Form Cell to Perfect Cell, we once again switch flying kicks and
    rolling hammer, which again I would say is an even trade. Perfect Cell loses
    the life draining grab for a mediocre one which hurts. The speed and damage
    of his attacks increase though and he gets the Violent rush back.
    
    Overall 8.5/10 (Good)
    Perfect Cell's strength lies in his ability to exploit any weakness his
    opponent might have. He can spam B1's and B2's on par with almost anyone. He
    charges Ki very fast and both his B2's are cheap. (Especially the Barrage Death
    Beam) Explosive wave, along with the Super Kamehameha can be used to bolster
    his defense. His melee is fast and has decent power. A very versatile character
    with no glaring weaknesses.
    _____
     #5B \_______________    
    Skill list break down\
    ----------------------
    _______________
    Special attacks\
    ----------------
    Explosive Wave-L2+O
    Cost 1 Blast Stock
    Effect-A small outward explosion is made around Cell.
    Damage-500-750 (Depending on how close you are to your opponent, it can
    do 1-2 hits)
    
    Applications-This is a defensive move that will protect you from many
    different attacks like Rushes, Ki Blast, Grabs. Energy beams or balls will
    break right through though, so use accordingly. It can be useful against
    rushes when your low on energy (Prevents the guard crush that would happen
    from blocking) Can be used during an opponents combo so you don't need to use
    the Emergency Blaster Wave, which will save some of your health. A good
    B1 with plenty of use, always have it in mind.
    ______________________________________________________________________________
    Afterimage-L2+Up+O
    Cost 2 Blast stock
    Damage None
    Effects-You will automatically teleport dodge the next attack used against
    you. Seems to work on everything except Ki blast. The effect also stacks. For
    example, if you had 4 blast stock and you activated afterimage twice--you
    will dodge the next two attacks.
    
    Applications-This isn't a technique I would use often. Maybe if it only cost
    1 blast stock. Explosive Wave is more useful and cheaper.
    _____________________________________________________________________________
    Super Kamehameha-L2+/\
    Cost 3 Ki gages
    Damage-7,800-11,280
    Boost Damage-12,420 -You will hear a distinct sound effect when the
    Kamehameha starts to glow with even more energy. Let go of /\ at that moment
    for the boost. Its about 3 seconds after activating the attack.
    Effects-A basic energy beam.(Real time attack)
    
    Applications-Since this is a real time attack (no cut scene) it has certain
    advantages and disadvantages. Its harder to get the high end damage because 3
    seconds is usually more than enough time for someone to dodge in Tenkaichi.
    Although the Kamehameha has a very nice and some what hidden special affect.
    If some one is either dashing or dragon dashing towards you, activating the
    attack just as then enter melee range will stun them--similar to the Max
    power mode aura stun effect. It basically gives you a free hit with the
    attack. One of the trickier technique to learn but, extremely valuable.
    ______________________________________________________________________________
    Barrage Death Beam-L2+Up+/\
    Cost 2 Ki gages
    Damage-6,400-7,100 (boost)
    Effect-10 small energy beams fired at your opponent.
    
    Applications-The damage is on the low side, but you can't really complain when
    the attack only cost 2 Ki gages. Cell changes his aim with each shot, so even
    if your opponent dodges the first shot--it doesn't mean he's safe. You can
    really spam the heck out of this move, Perfect Cell charges Ki quickly and
    this attack is very cheap, got to love it.
    ______________________________________________________________________________
    Perfect Barrier-L2+Down+/\
    Cost 4 Ki gages and requires Max Power mode
    Damage-13,680-15,060
    Effect-A large outward explosion is made around Cell.
    
    Applications-This move has great range and is hard to dodge so you that to
    your advantage. This attack can be blocked though, so you need to use it when
    your opponent is off guard. Catching your opponent in a dash or any whiffed
    attack is almost a guaranteed hit. A very good UB, just make sure to use it
    at the right time. This attack can be teleport dodge though, it just takes
    very good timing.
    ______________________________________________________________________________
    Transformation
    Perfect Body-R3
    Cost 2 Blast Stock
    Effect-A Short cinematic plays showing Cell go to his final form. Regains 
    about 1/2 of a life bar. (5,000 health) Health gain cannot bring you over
    Cells max health.
    
    Applications-A great ability, it brings you into a stronger character form and
    replenishes some health. You should almost always use this.
    ______________________________________________________________________________
    __________________
    Rushing Techniques\
    -------------------
    Flying Kicks-[],/\
    Damage-870
    Effect-Done after the second punch in Perfect Cell's rush, the flying kick are
    blocked by a high guard. Cell's high kicks have 4 hits and start quickly.
    
    Applications-A way to pass someones guard, the high kick are sure to at least
    get some damage. Can be used as a setup attack for something that will get 
    through high guard, like a sweep or smash hit.
    ______________________________________________________________________________
    Blaster Wave-[],[],/\ (Chargeable)
    Damage-1,350-1,870
    Effect-Done after the second punch in Perfect Cell's rush, is his Blaster wave.
    Just tapping /\ will stun the opponent for a short time. Holding /\ leads into
    one of Cell's combo, or a special move setup.
    
    Applications-This leads into a decent damage combo that I'll get to later. The
    fully charged version sets up the Kamehameha nicely as your opponent will 
    not have recovered yet. It seems to stun giants easier than all of your
    other melee attacks.
    ______________________________________________________________________________
    Heavy Finish-[],[],[],/\ or [],[],[],[],/\ (Chargeable)
    Damage-1,470-2,760
    Effect-Done after the third or forth punch in Perfect Cell's rush, the heavy
    finish stuns opponents longer than the blaster wave. Charging it allows it to
    guard crush.
    
    Applications-Can lead into a combo finisher but, I use it to lengthen a combo.
    ______________________________________________________________________________
    Lift strike-Up+/\ during a rush (Chargeable)
    Damage 640-1,270
    Effect-sends your opponent flying upwards and leads into combo finishers. 
    blocked by low guard.
    
    Applications-It main and only effective use is for dealing combo damage.
    ______________________________________________________________________________
    Ground Slash-Down+/\ during a rush (Chargeable)
    Damage 600-1,200
    Effect-Trips up a foe, leads into a variety of attacks--blocked by low guard.
    
    Applications-The sweep is useful for extending combos, setting up special
    attacks, combo finishers--experiment with it.
    ______________________________________________________________________________
    Auto-Counter-O during a rush (Can be held down)
    Cost-Ki gage slowly decreases over time
    Damage 1,250
    Effect-Cell enters a defensive stance, if your foe strikes you with a rush
    ([],[],[]) attack Cell will automatically counter attack. While in the stance
    you will gradually lose Ki.
    
    Applications-Some times in a fight both you and your opponents rush attacks 
    will clash causing no damage to the both of you. Well if you use this his 
    next attack will be countered.
    ______________________________________________________________________________
    ____________________
    Signature Techniques\
    ---------------------
    Cell's Perfect form has 4 different Step in techniques.
    
    Step-In Flying Kicks (X,/\)
    Step-In Lift Strike (X,Up+/\) Chargeable
    Step-In Ground Slash (X,Down+/\) Chargeable
    Step-In Auto-Counter (X,O) Chargeable
    
    They use all the same techniques we already covered but, with a nice step 
    in maneuver.
    ______________________________________________________________________________
    The next 3 techniques are follow up attacks to a Fully Charged Smash Hit. A
    FCSH is when you hold [] (Can be with a directional) long enough for your
    character to begin flashing. When you let go your opponent will go sailing on
    impact.
    
    Dragon Smash (Press X to begin chasing an opponent then [] or [] with a
    directional to strike)
    Damage 1,250
    Vanishing Attack (/\ or /\ with a directional)
    Damage 1,500
    Lightning Attack (O)
    Damage 1,070
    
    In Max power mode you can use Dragon Smash and Vanishing attack twice.
    ______________________________________________________________________________
    Sonic Sway-O+/\ right before a rush attack hits you
    Damage-1,250
    Effect-Similar to auto-counter but, faster and drains opponents Ki.
    
    Applications-Master this move, and use it often. It completely stops your
    opponents offensive and drains Ki at the same time. A human opponent will begin
    to expect your Sonic Sway and try to bait you into using it incorrectly, so
    watch out.
    ______________________________________________________________________________
    Sonic Sway Attack-/\ after a Sonic Sway
    Damage-2,890 (With landing impact)
    Effect-a finisher to Sonic Sway
    
    Application-Simply a way to get some extra damage.
    ______________________________________________________________________________
    Throw-X,X
    Damage-2,300
    Effect-Your basic throw
    
    Application-A decent throw, but no where near as useful as 1st form or 2nd
    form Cell's life stealing throws.
    ______________________________________________________________________________
    Giant Throw-Up+/\
    Damage-0
    Effect-Picks up a downed opponent and throws them in the sky.
    
    Applications-This move can only be down when an opponent is staying on the
    ground and you are at there feet. This is even more rare to see without
    an energy stealing throw.
    ______________________________________________________________________________
    High Speed Rush Movement-O or O+Directional during a Rush
    Effect-Teleport around your opponent at the expense of about 3/4 a Ki gage.
    
    Applications-Mainly used to get passed someone guard, don't use it to often or
    your opponent will counter it.
    ______________________________________________________________________________
    Counter-High Speed Rush Movement-O as your opponent uses High Speed Rush
    Movement.
    Effect-You teleport behind a teleporting opponent.
    
    Application-Basically sets you up to combo an opponent. A great defensive
    maneuver.
    ______________________________________________________________________________
    Z Counter-O right before you are hit with a Vanishing attack
    Damage-Depends on how many Z counters you and your opponent have exchange.
    Increases about 1,000-1,500 per teleport.
    Effect-Counters a Vanishing attack with a Vanishing attack.
    
    Applications-This technique is all about practice, it will take time before you
    can do it consistently.
    ______________________________________________________________________________
    Z Counter 2-Up+[] right before you are hit with a rush attack
    Effect-Counters a rush attack with a Vanishing attack
    
    Applications-A very hard technique to learn, the timing has to be near perfect 
    for it to work. If you mastered this you would probably be unbeatable though.
    ______________________________________________________________________________
    Burst Smash-[] or []+Directional while in a Z burst dash
    Damage 620
    Effect-A Smash hit that stuns the opponent to lead into combos.
    
    Applications-After Dragon Dashing wait until you get close to your opponent
    to Z Burst Dash then use the Burst Smash. With any luck you will hit your 
    foe from behind and be ready to combo them.
    ______________________________________________________________________________
    Super Movement-O+any directional-Requires Max Power mode
    Effect-Teleport dodge at will
    
    Applications-This technique is just to good. When used continuously your speed
    is just ridicules. You can use this to dodge, get behind your opponent,
    setup your UB, experiment with this.
    ______________________________________________________________________________
    Hyper Smash-[] or []+Directional while in Max Power Mode
    Damage-2330
    Effect-A Smash hit with a cut-scene
    
    Applications-It will trigger automatically while in Max power mode, unlike
    DBZ:Budokai Tenkaichi 2.
    ______
    Combos\
    -------
    Rush finish
    [],[],[],[],[],[],[]
    Damage-2,940
    Effect-A combo that bring you and your opponent in the air and sends 
    them flying.
    
    Application-The damage isn't all that great but, you could try to follow up 
    with a dash attack or Z burst dash hit. The last hit is pretty easy is to
    teleport dodge though. Overall I wouldn't use this too much, once in an
    while for variety is alright though.
    ______________________________________________________________________________
    Rush in Attack
    [],[],[],[],[],X,([] Or []+Up/Down)
    Damage-2,560
    Effect-The basic setup maneuver for your combo's, mix you the directional
    choice often to ensure you are not blocked.
    
    Applications-You will be using this a lot.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Dragon Tornado
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],[],Down+/\,/\,/\,[]
    Damage-6,200 (With landing impact)
    Effect-Teleport based combo finisher.
    
    Applications-I don't recommend this combo finisher. I find it very easy to
    teleport dodge and the damage isn't great.
    ______________________________________________________________________________
    Rush in Attack to Heavy finish-Heavy Crush
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],/\,/\,/\,[]
    Damage-5,300
    Effect-A combo finisher to the heavy finish.
    
    Applications-Not to much damage and pretty easy to teleport dodge, I don't
    recommend this combo. (looks pretty cool though huh?)
    ______________________________________________________________________________
    Rush in Attack to Heavy finish-Delta Storm
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],/\,Up+/\
    Damage-6,100
    Effect-A combo finisher to the heavy finish.
    
    Applications-Damage is alright, not great--hard to escape though.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Aerial Barrage
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],[],Down+/\,Up+/\,[]
    Damage-5,710
    Effect-A combo finisher to the ground slash
    
    Applications-Sets up pursue combo's and is pretty hard to escape. Use this
    over the Dragon Tornado.
    _____________________________________________________________________________
    Rush in Attack to Blaster Wave-Blaster Wave combo
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],/\,Down+/\
    Damage-5,780 (With landing impact)
    Effect-Combo finisher to the Blaster Wave
    
    Applications-Damage isn't very good but, the awkward timing of the attacks can
    make it a little harder to teleport dodge. Nothing great, not too bad.
    ______________________________________________________________________________
    Dash Smash hit to Sonic Impact
    [](While dashing),/\,[]
    Damage-2340
    Effect-Combo finisher to a Dash Smash hit. Slams opponent to the ground.
    
    Applications-I would recommend following up with a combo instead of using
    this but, it can be very useful for ring outs on the world tournament stage.
    ______________________________________________________________________________
    Dash Smash hit to Raging Impact
    [](While dashing),Down+/\,[]
    Damage-2,080
    Effect-Combo finisher to a Dash Smash hit. Sends opponent into the sky.
    
    Applications-The damage isn't as good as the Sonic Impact but, you can follow
    up with a Dragon Smash or Z-Burst Dash attack
    ______________________________________________________________________________
    Auto-Counter Hit to Auto-Smash Counter
    [],O,/\
    Damage-2,890 (With landing impact)
    Effect-A combo finisher to the auto counter.
    
    Applications-A way to get a little more damage with the auto-counter.
    ______________________________________________________________________________
    Z Burst Attack to Burst Meteo-(Meteor? In game typo?)
    [](While Z Burst Dashing),/\,[]
    Damage-2,970 (With landing impact)
    Effect-Combo finisher to Z-burst Smash hit.
    
    Applications-Following up with a combo will probably end up doing a lot more
    damage, especially if your Z-Burst Attack hit your opponent from behind.
    ______________________________________________________________________________
    Rush in Attack to Lift Strike-Air Combo 4
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],Up+/\,x,/\,[],[],[],[],/\
    Damage 6,850 (With landing impact)
    Effect-Air combo that breaks through someones recovery.
    
    Applications-A combo finisher I use quite a bit, hard to escape and 
    does decent damage. Try charging the lift strike in a variety of ways to throw
    your opponent off.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Full Power Smash hit-Dragon Smash-Vanishing
    Attack-Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],/\,[],[](FCSH),X,[],/\,O
    Damage-8,290
    Effect-Pursue based combo finisher.
    
    Applications-A very powerful combo finish, delaying the Dragon smash can
    throw of peoples teleport dodge, but don't delay too long or they will simply
    recover from the full powered smash hit. Use this combo effectively, and reap
    the rewards.
    ______________________________________________________________________________
    Blaster Wave to Ground Slash-Flying Kicks-Heavy Finish-Grab
    [],[],/\,[],Down+/\,[],/\,[],[],[],/\,[],X,X
    Damage-5,340
    Effect-A mixed combo with a grab for the finish.
    
    Applications-This combo is used for getting through someones guard with a
    variety of different approaches. This is really just an example, there are
    countless combinations that could work--experimenting is key.
    ______________________________________________________________________________
    Rush in Attack to Blaster Wave-Ground Slash-Flying Kick-Heavy Finish-FCSH-
    Dragon Smash,Vanishing Attack, Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],/\,[],[],[],[],Down+/\,[],/\,[],[]
    [],[],/\,[],[](FCSH),X,[],/\,O
    Damage-10,070
    Effect-Long combo meant for the sake of high damage.
    
    Applications-This combo is used when you have an open shot at your opponent.
    Attacking them while they are dizzied, or from behind. This is only one example
    there are many different combinations you could use.
    ______________________________________________________________________________
    ______________________
    Max Power Mode Combos/
    ---------------------
    Violent Rush
    [],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]...
    Damage-16,000 to the front (Approximate) 20,120 from behind
    Effect-Your rushes loop until Max power mode ends.
    
    Applications-I put damage from behind on this attack for a specific reason.
    This attack after around 2 loops can be blocked from the front even if its
    still a combo, so using this from behind is ideal. A good combo when used
    properly.
    ______________________________________________________________________________
    Max Power pursue combo to Blast combo 1
    [](FCSH),x,[].x,[],/\,/\,/\
    Damage-10,340
    Effect-A longer, higher damage pursue combo that requires Max Power mode.
    
    Applications-Not much different than a normal Pursue combo, just longer and
    with a flashier ending.
    ______________________________________________________________________________
    Violent Rush to Ground Slash-Blast Combo 2
    [],[],[],[],[],[],[],[],[],Down+/\,/\,/\,[],/\
    Damage-8,160
    Effect-Combo finisher to the Dragon Tornado that requires Max Power mode.
    
    Applications-Damage is decent, but its still pretty easy to teleport dodge.
    ______________________________________________________________________________
    Heavy Finish to Blast Combo 3
    [],[],[],[],/\,/\,/\,[],/\
    Damage-5,490
    Effect-A Combo finisher to the heavy finish that requires Max Power mode.
    
    Applications-I would stay away from this combo, damage isn't great and it
    can be escaped fairly easily.
    ______________________________________________________________________________
    Blaster Wave-Blast Combo 8
    [],[],/\,Down+/\,/\
    Damage-5,950
    Effect-A combo finisher to the Blaster wave that requires Max Power mode.
    
    Application-A decent combo finisher, the awkward timing of the attacks can
    make it hard to teleport escape.
    ______________________________________________________________________________
    Dragon Dash to Z Burst Dash Attack to Blast Combo 4
    L2+X,L2+X,[],/\,[],/\
    Damage-4,980
    Effect-A combo finisher to a Z burst dash attack that requires Max Power mode.
    
    Applications-I would only use this if my Z-burst attack hit my opponents front
    or if my Max Power mode was about to run out. If you hit someone from behind
    with a Z Burst attack, a Violent Rush is a better option.
    ______________________________________________________________________________
    Lift Strike-Blast Combo 5
    [],[],[],[],Up+/\,X,[],[],[],[],/\,/\
    Damage-6,620
    Effect-A combo finisher to Air Combo 2 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 2, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Lift Strike-Blast Combo 6
    [],[],[],[],Up+/\,X,/\,[],[],[],[],/\,/\
    Damage-7,060
    Effect-A combo finisher to Air Combo 4 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 4, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Violent Rush to Max Power pursue combo to Blast combo 1 (From behind)
    [],[],[],[],[],[]..(31 hits)../\,[],[](FCSH)X,[],X,[],/\,/\,/\
    Damage-17,170
    Effect-Linking Violent Rush to Blast 1 combo.
    
    Applications-A high damage combo that's can be pretty hard to escape. The hard
    part is getting the combo started from behind your opponent while your Max
    power duration is still high. There are plenty of other combos like this you
    could make, this is just one of many.
    _____________________________________________________________________________
    ______________________________
    Miscellaneous attacks and info\
    -------------------------------
    Basic Ki blast attacks
    
    Ki blast barrage
    /\,/\,/\,/\,/\,/\,/\
    Cost-1 Ki gage
    Damage 2,210 (Only if all 7 hit, which is rare)
    Effect-Fires 7 basic energy blast.
    
    Applications-Can be used to stun opponents to work into your approach, can be
    some what effective to sneak in some damage.
    ______________________________________________________________________________
    Charged Ki Blast
    /\ (Chargeable)
    Cost 1/4-1/2 Ki gage
    Damage 740-1,930
    Effect-Fires a energy ball.
    
    Applications-Same concept as the Ki blast barrage but, a little more high risk
    high reward based. Only 1 shot but a chance for higher damage.
    ______________________________________________________________________________
    Jumping Ki blasts6
    R1,/\
    Cost 1/4 Ki gage
    Damage 1,380
    Effect-Fires six blast at an opponent from above.
    
    Applications-Nothing all to useful here, you can only use it from a jump and
    most of the blast will miss unless done from a perfect distance
    ______________________________________________________________________________
    Jumping Charged Ki blast
    R1,/\ (Chargeable)
    Cost 1/8-1/4 Ki gage
    Damage 640-1,930
    Effect-Fires an Energy ball at an opponent from above.
    
    Applications-Seems to be a lot like the normal Charged Ki blast but,very
    inaccurate. Sometimes it will curve away from your target at the last second
    and miss.
    ______________________________________________________________________________
    Jumping Smash Hit
    R1,[] (Chargeable)
    Damage 330-930
    Effect-Cell comes down on the opponent with a two footed stomp, then retreats
    with a back flip.
    
    Applications-I mostly use this to show off. I find a step in, Z burst dash or
    Ki blast distraction to be a better approach. Quickly pressing R1,[] can 
    make cell preform a little short hop stomp...neat?
    ______________________________________________________________________________
    Jump Smash Hit to Spiral Slash
    R1,[],/\ (Chargeable)
    Damage 930-1,280
    Effect-Cell comes down on the opponent with a two footed stomp, then takes
    out with a sweep.
    
    Applications-Not to bad, can lead into combos or a combo finisher.
    ______________________________________________________________________________
    Jump Smash hit to Spiral Slash-Dragon Tornado
    R1,[],/\,/\,/\,[]
    Damage 3,020 (with landing impact)
    Effect-A combo finisher to Spiral Slash.
    
    Applications-Low damage and easily teleport dodged, just looks flashy.
    ______________________________________________________________________________
    Charged Jump Smash hit to rush in attack
    R1,[](Charged),[],[],[],[],[],(Up/Down+[])
    Damage-3,460
    Effect-Using Cell's jump attack as a approach method.
    
    Applications-The neat thing about Cell's jump attack is that the back flip
    animation can be canceled by a rush attack, allowing you to play some mind
    games with your opponent. Also, by charging the Jump Smash, you can follow
    up with a any other combo--a very nice approach method.
    ______________________________________________________________________________
    Perfect Cell's taunt
    Last about 2-3 second, Cell Bows and says "This is hardly even a warm up".
    Nice 8.5/10
    ______________________________________________________________________________
    ______
      #5C \___________
    Evolution Z setups\
    -------------------
    Perfect Cell is pretty fun to work with when making a custom setup. He is
    versatile enough where, you can build him into whatever you want. Special
    Attacks, melee skill, speed--he can do it all.
    ___________________
    Skill Type Z-Items/
    ------------------
    First I will list Z-items I recommend before going into specific setups. These
    Z-Items are ones I think work well with Perfect Form Cell. If you find some
    Z-Items you think are also effective email me with an explanation and I just 
    might add it with your credit. Majinsweet4@yahoo.com
    ______________________________________________________________________________
    Master Roshi's Training
    Cost 2 Ability Slots
    Plus Effect-Maximum health increased by 10,000 (1 life bar)
    
    Usage-I prefer this over the King Kai version because of the ability slot
    difference. While max health is good, Cell is one of the few characters that
    can recover large amounts of health. So this is my choice between the two.
    ______________________________________________________________________________
    King Kai's Training
    Cost 4 Ability Slots
    Plus Effect-Maximum health increased by 20,000 (2 Life bars)
    
    Usage-4 ability slots isn't worth it for Cell in my opinion.
    ______________________________________________________________________________
    Draconic Aura
    Cost 3 Ability Slots
    Plus Effect-Increase in power to stun opponent.
    
    Usage-Very helpful against giants and other brick wall like characters. Use
    when needed.
    ______________________________________________________________________________
    Emperor's Aura
    Cost 4 ability slots
    Plus Effect-Max Power mode last longer, Increase in power to stun opponent.
    
    Usage-I prefer Draconic Aura over this because its decreased cost. Use which
    ever suits you I guess
    ______________________________________________________________________________
    Power Body
    Cost 4 Ability Slots
    Plus Effect-Cannot be stunned easily by striking attack.
    Minus Effect-Defense Down 1
    
    Usage-Anti-flinch can be very helpful but, I personally don't think its worth
    4 ability slots.
    ______________________________________________________________________________
    Perfect Guard
    Cost 2 Ability Slots
    Plus Effect-Take no damage while guarding.
    
    Usage-Very helpful against rapid fire Ki blast to Blast 2 combo's. Instead of
    trying to deflect all the Ki blast then dodging the B2, you can just block it
    all.
    ______________________________________________________________________________
    Evil Pride
    Cost 1 Ability Slots
    Plus Effect-Damage taken while Guarding is halved.
    
    Usage-A decent Z-item but, I think the extra benefit of Perfect Guard is worth
    the extra Ability slot.
    ______________________________________________________________________________
    Confidence
    Cost 1 Ability Slot
    Plus Effect-Blast Gage recovers more quickly.
    Minus Effect-Switch Gage recovers more slowly.
    
    Usage-Recovers the blast gage about 25% faster, great for solo fights since
    the switch gage isn't even a factor. Not nearly as useful compared to 1st 
    Form and 2nd Form Cell, but for only one ability slot--its still great.
    ______________________________________________________________________________
    Dende's Healing Ability
    Cost 2 Ability Slots
    Plus Effect-Health is gradually restored over the course of a battle.
    
    Usage-Helpful with any character, even if they don't have natural life
    stealing.
    ______________________________________________________________________________
    Eternal Life
    Cost 4 Ability slots
    Plus Effect-Health is steadily restored over the course of a battle.
    
    Usage-The more costly, effective version of Dende's Healing Ability. Use
    whichever suits you.
    ______________________________________________________________________________
    Quick Fast Attack
    Cost 1 Ability Slot
    Plus Effect-Rush Attacks become more powerful.
    Minus Effect-Smash Attacks lose power.
    
    Usage-I find this best when making a "Hit and Run" Cell. Using lots of
    Dragon Dash-Z Burst Dash to catch the opponent off guard, then trying to
    string a long combo. To give you an idea of how much the damage increases
    the basic Rush finish will do 3,170 instead of the normal 2,940 on base
    attack against base defense.
    ______________________________________________________________________________
    Charged Attack
    Cost 1 Ability Slot
    Plus Effect-Smash attacks become more powerful.
    Minus Effect-Rush attacks lose power.
    
    Usage-Helpful when you plan to use a lot of pursue combos. A FCSH will do
    1,470 compared to the normal 1,330 of base attack and defense.
    ______________________________________________________________________________
    Master Strike
    Cost 1 Ability Slot
    Plus Effect-Attack Power of Rush Attacks increased.
    Attack Power of Smash Attacks increased.
    Minus Effect-Super-2
    Attack power of throw attacks decreased.
    
    Usage-A great Z-item for an all physical build. To give you an idea of how 
    much the damage increases the basic Rush finish will do 3,170 instead of the
    normal 2,940 on base attack against base defense. A FCSH will do 1,470 
    compared to the normal 1,330 of base attack and defense.
    ______________________________________________________________________________
    Serious!
    Cost 1 Ability Slot
    Plus Effect-Attack rises as your Health Decreases.
    
    Usage-A cheap extra attack buff, use for your offensive builds.
    ______________________________________________________________________________
    Indignation
    Cost 1 Ability Slot
    Plus Effect-Super rises as your Health Decreases.
    
    Usage-Very helpful for builds that rely on special attacks.
    ______________________________________________________________________________
    Latent Energy!
    Cost 1 Ability Slot
    Plus Effect-Defense rises as your Health Decreases.
    
    Usage-Great for a defensive build.
    ______________________________________________________________________________
    _____________________
    Ability Type Z-Items/
    --------------------
    Super+2 & Ki Power Down 1
    Cost 1 Ability Slot
    
    Usage-Ki power is usually the attribute I worry about the least, and rectify it
    with a Skill type Z-item or put up with it in battle. Super up 2 at the cost
    of one ability slot is pretty nice.
    ______________________________________________________________________________
    Defense+3 & Power Down 1
    Cost 2 Ability Slots
    
    Usage-Same premise as "Super+2 & Ki Power Down 1" except on a higher scale.
    Defense +3 at the cost of 2 ability slots is great.
    ______________________________________________________________________________
    Attack+2 & Defense Down 1
    Cost 1 Ability Slot
    
    Usage-Make sure to balance this out with a good Defense upgrade and its good
    to good.
    ______________________________________________________________________________
    Attack+3 & Defense Down 2
    Cost 1 Ability Slot
    
    Usage-The defense down 2 really hurts but, it only cost 1 Ability slot. Usable
    with a Defense +3 but, it will still leave you vulnerable--use carefully.
    ______________________________________________________________________________
    Super+3 & Attack Down 1
    Cost 2 Ability Slots
    
    Usage-A good Z-Item mixed with 1st Form Cell's UB, mix with a good Attack +
    item to make it work.
    ______________________________________________________________________________
    (Attack +1) (Defense+1) (Ki+1) (Super+1)
    Cost 1 Ability Slot
    
    Usage-I use one of these when I have only one Ability slot left and need to
    balance out my stats a little.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
       For Human Characters  /
    -------------------------
    Latent Energy!
    Eternal Life
    Defense+3 and Power Down 1
    Total Stats
    
    Special (5/7)
    Attack (0/3)
    Defense (3/3)
    Ki (-1/3)
    Blast (0/0)
    (Health rises over the course of battle)
    (Defense rises as health goes down)
    
    Breakdown-An all out defensive build designed to outlast your opponent.
    Requires a thought out game plan in order to win, and most of all--patients.
    ______________________________________________________________________________
    Serious!
    Master Strike
    Attack+3
    Defense+3 and Power Down 1
    
    Total Stats
    Special (2/7)
    Attack (3/3)
    Defense (3/3)
    Ki (-1/3)
    Blast (-2/3)
    (Attack rises as health goes down)
    (Rush attacks and Smash attacks do more damage)
    (Throws do less damage)
    
    Breakdown-A setup designed to use overwhelming melee attacks to take down
    the opposition quickly.
    ______________________________________________________________________________
    Master Roshi's Training
    Attack+2 and Defense down 1
    Defense+3 and Power down 1
    Super+2
    
    Total Stats
    Special (2/7)
    Attack (2/3)
    Defense (2/3)
    Ki (-1/3)
    Blast (2/3)
    (Extra Health Bar)
    
    Breakdown-A well balanced build with no huge strengths or weaknesses.
    ______________________________________________________________________________
    Demon Seal
    Satisfying Blow
    Super+3 and Attack down 1
    
    Total Stats
    Special (5/7)
    Attack (-2/3)
    Defense (0/3)
    Ki (0/3)
    Blast (3/3)
    (B2's and UB's use half Ki)
    (B2's and UB's ignore defense)
    (One less health Bar)
    (Ki charging speed decreased)
    
    Breakdown-To put it simply, this build is setup to spam. The Barrage Beam only
    requires 1 Ki gage to use, and only 1 & 1/2 Ki gages for the Kamehameha. The
    slower Ki charging doesn't really hurt Perfect Cell too much. Normally he
    charges very fast, so it only puts him around an average speed. The damage
    of your special attacks will be high no matter what thanks to Satisfying Blow
    and Super+3. You must avoid melee fighting at all cost though. The -2 attack
    and one less health bar doesn't give you much room for error.
    ______________________________________________________________________________
    Master Blast
    Rush Blast 3
    Master Roshi's Training
    Power+3 and Super Down 2
    
    Total Stats
    Special (6/7)
    Attack (0/0)
    Defense (0/0)
    Ki (3/3)
    Blast (-2/3)
    (Rush Blast have increases speed and power)
    (Rush blast use 1/4 Ki)
    (Rush attacks and Smash attacks lose power)
    (Extra Health Bar)
    
    Breakdown-A custom build focused solely on basic energy blast. The damage they
    do might surprise you.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
        For Com Characters   /
    -------------------------
    When choosing a A.I. Z-Item just try to pick one that shares the same
    strength as your custom setup. If you were using Blast+3 and Launches Support
    (Better Ki charging) Brolly probably wouldn't be a good A.I. choice.
    I have yet to test if the A.I. acts differently depending on the character
    its mixed with.
    _____
     #5D \________________
    Perfect Cell Strategy/
    ---------------------
    This is really all up to the player. Perfect Cell can do it all. His melee
    attacks are powerful and charge quickly. His special attacks are effective
    and cheap. He charges Ki fast and he is a pretty speedy character. Use him
    anyway you want.
    ______________________________________________________________________________
    ___________________
    Super Perfect Cell/
    Overview  #6A    /  
    -----------------
    Character Size:Normal
    Destruction Points: 8/10
    2 Color schemes (Don't pick scheme 2, blue? No, just no)
    Starting health: 40,000
    Starting Ki: 3 gages
    Ki baseline: 1 gage (Ki will slowly increase to one gage when below that) 
    Ki charging speed: Fast
    Blast stock max: 6
    
    Blast 1's: 7/10 (Average)
    Instantaneous Transmission can be very effective when used correctly but,
    3 Blast Stock is pretty costly. And Wild Sense isn't to far behind with a
    cost of 2. To make the best of these you will need to wait for a crucial
    moment and act accordingly.
    
    Blast 2's: 9/10 (Great)
    Super Perfect Cell's B2's are top notch. A very cheap beam and a rush give
    you great versatility. Use both whenever possible.
    
    Ultimate Blast: 8/10 (Above Average)
    The Solar Kamehameha is basically a high end damage beam. Nothing spectacular
    but, it can be very useful. 
    
    Melee Skill 9/10 (Great)
    We finally have rolling hammer and flying kicks! Not to mention a slight
    increase in damage from your previous forms. You can stand toe to toe with
    almost any character now, stunning almost any brick wall like character.
    
    Overall 9/10 (Great)
    Super Perfect Cell is a powerhouse. Cheap effective B2's, great melee options
    and some costly yet, effective B1's. Even his Ki blast do suprisingly high
    damage, use him however you want him. A great all around character. 
    ____
     #6B \_______________ 
    Skill list break down\ 
    ----------------------
    _______________
    Special attacks\
    ----------------
    Instantaneous Transmission-L2+O
    Cost 3 Blast Stock
    Effect-You appear behind your opponent and they lose there lock on. Maybe a
    half a second of activation time.
    
    Applications-This is a really nice B1 but, the cost is really a pain. If your
    going to use this, make sure to save it for a really important moment. 
    ______________________________________________________________________________
    Wild Sense-L2+Up+O
    Cost 2 Blast Stock
    Damage-2,620 (With landing Impact)
    Effect-You automatically dodge the next attack against you and counter attack
    melee.Seems to work on everything except Ki blast. The effect also stacks. For
    example, if you had 4 blast stock and you activated Wild Sense twice--you
    will dodge the next two attacks.
    
    Applications-This is basically an upgraded version of afterimage, since Super
    Perfect Cell doesn't have many options for Blast stock compared to his other
    forms, this can be used much more. I would still opt for Max Power mode if
    I had the choice.
    ______________________________________________________________________________
    Full Power Death Beam-L2+/\
    Cost 2 Ki gages
    Damage-6,760-7,440 (Boost damage)
    Effect-A small beam attack.
    
    Application-Very similar to Perfect Cell's Barrage Death Beam. Slightly
    higher damage, same cost--a tiny bit easier to dodge. Overall a very good
    attack, thanks to its very low cost and decent damage.
    ______________________________________________________________________________
    Perfect Combination-L2+Up+/\
    Cost 3 Ki gages
    Damage-8,100-8,880 (Boost Damage) (With landing impact)
    Effect-A rush attack.
    
    Application-All in all the attack itself is pretty average. Normal cost,
    the damage is slightly above average for a rush but, doesn't it look so cool?
    Use this as mush as possible just for the sake of Perfection!
    ______________________________________________________________________________
    Solar Kamehameha-L2+Down+/\
    Cost 5 Ki gages and requires Max Power mode
    Damage-14,580-16,080 (Boost Damage)
    Effect-Large Beam attack.
    
    Applications-The damage this does is pretty impressive. More than Perfect
    Cell's Perfect barrier but, not quite as much as 2nd Form Cell's
    "Unforgivable". This is of course the Kamehameha that he used against
    Gohan right before his end.
    ______________________________________________________________________________
    __________________
    Rushing Techniques\
    -------------------
    Flying Kicks-[],/\
    Damage-880
    Effect-Done after the second punch in Super Perfect Cell's rush, the flying
    kicks are blocked by a high guard. Cell's high kicks have 5 hits and
    start quickly.
    
    Applications-A way to pass someones guard, the high kick are sure to at least
    get some damage. Can be used as a setup attack for something that will get 
    through high guard, like a sweep or smash hit.
    ______________________________________________________________________________
    Heavy Finish-[],[],/\ (Chargeable)
    Damage-1,200-2,110
    Effect-Done after the second punch in Super Perfect Cell's rush, is the
    heavy Finish. The heavy finish stuns opponents longer than the blaster wave.
    Charging it allows it to guard crush.
    
    Applications-Can lead into a combo finisher but, I use it to lengthen a combo.
    ______________________________________________________________________________
    Blaster Wave-[],[],[],/\ (Chargeable)
    Damage-1,730-2,290
    Effect-Done after the third [] in Perfect Cell's rush, is his Blaster Wave.
    Just tapping /\ will stun the opponent for a short time. Holding /\ leads
    into one of Cell's combo, or a special move setup.
    
    Applications-This leads into a decent damage combo that I'll get to later. The
    fully charged version sets up either of your B2's nicely as your opponent
    will not have recovered yet. 
    ______________________________________________________________________________
    Rolling Hammer-[],[],[],[],/\ (Chargeable)
    Damage-1,740-1,960
    Effect-Done after the forth [] in Super Perfect Cell's rush, is the rolling
    hammer.
    
    Applications-This is like a heavy finish but, it spins your opponent around--
    facing the opposite way than before. A good technique but, you will want to
    make it unpredictable. Charge it up all the way, a little or none at all. Make
    it hard for your opponent to block or teleport dodge it.
    ______________________________________________________________________________
    Lift strike-Up+/\ during a rush (Chargeable)
    Damage 670-1,330
    Effect-sends your opponent flying upwards and leads into combo finishers. 
    blocked by low guard.
    
    Applications-Its main and only effective use is for dealing combo damage.
    ______________________________________________________________________________
    Ground Slash-Down+/\ during a rush (Chargeable)
    Damage 620-1,260
    Effect-Trips up a foe, leads into a variety of attacks--blocked by low guard.
    
    Applications-The sweep is useful for extending combos, setting up special
    attacks, combo finishers--experiment with it.
    ______________________________________________________________________________
    Auto-Flying Kicks-O during a rush (Can be held down)
    Cost-Ki gage slowly decreases over time
    Damage 720
    Effect-Cell enters a defensive stance, if your foe strikes you with a rush
    ([],[],[]) attack Cell will automatically counter attack. While in the stance
    you will gradually lose Ki.
    .
    Applications-Some times in a fight both you and your opponents rush attacks 
    will clash causing no damage to the both of you. Well if you use this his 
    next attack will be countered. I find this to be Cell's best counter attack.
    It can lead into a combo rather than simply stopping your opponents attack.
    ______________________________________________________________________________
    ____________________
    Signature Techniques\
    ---------------------
    Cell's Super Perfect form has 4 different Sway techniques.
    
    Sway Heavy (X,/\) Chargeable
    Sway Lift Strike (X,Up+/\) Chargeable
    Sway Ground Slash (X,Down+/\) Chargeable
    Step-In Sway
    
    The Sway technique is a upgraded step-in with additional invincibility frames.
    The Sway Heavy, Lift Strike and Ground Slash are the same attacks as listed
    above but, with a Step-In Sway approach. 
    ______________________________________________________________________________
    The next 3 techniques are follow up attacks to a Fully Charged Smash Hit. A
    FCSH is when you hold [] (Can be with a directional) long enough for your
    character to begin flashing. When you let go your opponent will go sailing on
    impact.
    
    Dragon Smash (Press X to begin chasing an opponent then [] or [] with a
    directional to strike)
    Damage 1,300
    Vanishing Attack (/\ or /\ with a directional)
    Damage 1,560
    Lightning Attack (O)
    Damage 1,100
    
    In Max power mode you can use Dragon Smash 3 times and Vanishing attack twice.
    ______________________________________________________________________________
    Sonic Sway-O+/\ right before a rush attack hits you
    Damage-1,330
    Effect-Similar to an auto-counter but, faster and drains opponents Ki.
    
    Applications-Master this move, and use it often. It completely stops your
    opponents offensive and drains Ki at the same time. A human opponent will begin
    to expect your Sonic Sway and try to bait you into using it incorrectly, so
    watch out.
    ______________________________________________________________________________
    Throw-X,X
    Damage-1,470
    Effect-Your basic throw.
    
    Applications-This throw is pretty poor, damage is minimal.
    ______________________________________________________________________________
    Giant Throw-Up+/\
    Damage-0
    Effect-Picks up a downed opponent and throws them in the sky.
    
    Applications-This move can only be down when an opponent is staying on the
    ground and you are at there feet. This is even more rare to see without
    an energy stealing throw.
    ______________________________________________________________________________
    High Speed Rush Movement-O or O+Directional during a Rush
    Effect-Teleport around your opponent at the expense of about 3/4 a Ki gage.
    
    Applications-Mainly used to get passed someone guard, don't use it to often or
    your opponent will counter it.
    ______________________________________________________________________________
    Counter-High Speed Rush Movement-O as your opponent uses High Speed Rush
    Movement.
    Effect-You teleport behind a teleporting opponent.
    
    Applications-Basically sets you up to combo an opponent. A great defensive
    maneuver.
    ______________________________________________________________________________
    Z Counter-O right before you are hit with a Vanishing attack
    Damage-Depends on how many Z counters you and your opponent have exchange.
    Increases about 1,000-1,500 per teleport.
    Effect-Counters a Vanishing attack with a Vanishing attack.
    
    Applications-This technique is all about practice, it will take time before you
    can do it consistently.
    ______________________________________________________________________________
    Z Counter 2-Up+[] right before you are hit with a rush attack
    Effect-Counters a rush attack with a Vanishing attack.
    
    Applications-A very hard technique to learn, the timing has to be near perfect 
    for it to work. If you mastered this you would probably be unbeatable though.
    ______________________________________________________________________________
    Burst Smash-[] or []+Directional while in a Z burst dash
    Damage 620
    Effect-A Smash hit that stuns the opponent to lead into combos.
    
    Applications-After Dragon Dashing wait until you get close to your opponent
    to Z Burst Dash then use the Burst Smash. With any luck you will hit your 
    foe from behind and be ready to combo them.
    ______________________________________________________________________________
    Super Movement-O+any directional-Requires Max Power mode
    Effect-Teleport dodge at will, drains Max Power mode faster while used.
    
    Applications-This technique is just too good. When used continuously your speed
    is just ridicules. You can use this to dodge, get behind your opponent,
    setup your UB, experiment with this.
    ______________________________________________________________________________
    Hyper Smash-[] or []+Directional while in Max Power Mode
    Damage-2330
    Effect-A Smash hit with a cut-scene.
    
    Applications-It will trigger automatically while in Max power mode, unlike
    DBZ:Budokai Tenkaichi 2.
    ______
    Combos\
    -------
    Rush finish
    [],[],[],[],[],[],[]
    Damage-3,020
    Effect-A combo that bring you and your opponent in the air and sends 
    them flying.
    
    Applications-The damage isn't all that great but, you could try to follow up 
    with a dash attack or Z burst dash hit. The last hit is pretty easy is to
    teleport dodge though. Overall I wouldn't use this too much, once in an
    while for variety is alright though.
    ______________________________________________________________________________
    Rush in Attack
    [],[],[],[],[],X,([] Or []+Up/Down)
    Damage-2,640
    Effect-The basic setup maneuver for your combo's, mix the directional choice
    often to ensure you are not blocked.
    
    Applications-You will be using this a lot.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Dragon Tornado
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],[],Down+/\,/\,/\,[]
    Damage-6,210 (With landing impact)
    Effect-Teleport based combo finisher.
    
    Applications-I don't recommend this combo finisher. I find it very easy to
    teleport dodge and the damage isn't great.
    ______________________________________________________________________________
    Rush in Attack to Heavy finish-Heavy Crush
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],/\,/\,/\,[]
    Damage-4,740
    Effect-A combo finisher to the heavy finish.
    
    Applications-Not to much damage and pretty easy to teleport dodge, I don't
    recommend this combo. (looks pretty cool though huh?)
    ______________________________________________________________________________
    Rush in Attack to Heavy finish-Delta Storm
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],/\,Up+/\
    Damage-5,230
    Effect-A combo finisher to the heavy finish.
    
    Applications-Damage is alright, not great--hard to escape though.
    ______________________________________________________________________________
    Rush in Attack to Ground Slash-Aerial Barrage
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],[],Down+/\,Up+/\,[]
    Damage-5,710
    Effect-A combo finisher to the ground slash.
    
    Applications-Sets up pursue combo's and is pretty hard to escape. Use this
    over the Dragon Tornado.
    _____________________________________________________________________________
    Rush in Attack to Blaster Wave-Blaster Wave combo
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],/\,Down+/\
    Damage-6,010 (With landing impact)
    Effect-Combo finisher to the Blaster Wave.
    
    Applications-Damage isn't very good but, the awkward timing of the attacks can
    make it a little harder to teleport dodge. Nothing great, not too bad.
    ______________________________________________________________________________
    Rush in Attack to Rolling Hammer-Rolling Hurricane
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],[],/\,/\,[]
    Damage-5,230
    Effect-Combo finisher to the Rolling Hammer.
    
    Applications-This finisher is fast, which can make the teleport escape hard
    to time. Could also setup a special attack or a Z-Burst Dash approach.
    ______________________________________________________________________________
    Dash Smash hit to Sonic Impact
    [](While dashing),/\,[]
    Damage-2500
    Effect-Combo finisher to a Dash Smash hit. Slams opponent to the ground.
    
    Applications-I would recommend following up with a combo instead of using
    this but, it can be very useful for ring outs on the world tournament stage.
    ______________________________________________________________________________
    Dash Smash hit to Raging Impact
    [](While dashing),Down+/\,[]
    Damage-2,250
    Effect-Combo finisher to a Dash Smash hit. Sends opponent into the sky.
    
    Applications-The damage isn't as good as the Sonic Impact but, you can follow
    up with a Dragon Smash or Z-Burst Dash attack
    ______________________________________________________________________________
    Z Burst Attack to Burst Meteo-(Meteor? In game typo?)
    [](While Z Burst Dashing),/\,[]
    Damage-2,580 (With landing impact)
    Effect-Combo finisher to Z-burst Smash hit.
    
    Applications-Following up with a combo will probably end up doing a lot more
    damage, especially if your Z-Burst Attack hit your opponent from behind.
    ______________________________________________________________________________
    Rush in Attack to Lift Strike-Air Combo 4
    [],[],[],[],[],X,([] Or []+Up/Down),[],[],[],[],[],Up+/\,x,/\,[],[],[],[],/\
    Damage 6,750 (With landing impact)
    Effect-Air combo that breaks through someones recovery.
    
    Applications-A combo finisher I use quite a bit, hard to escape and 
    does decent damage. Try charging the lift strike in a variety of ways to throw
    your opponent off.
    ______________________________________________________________________________
    Rush in Attack to Heavy Finish-Full Power Smash hit-Dragon Smash-Vanishing
    Attack-Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],/\,[],[](FCSH),X,[],/\,O
    Damage-7,800
    Effect-Pursue based combo finisher
    
    Applications-A very powerful combo finish, delaying the Dragon smash can
    throw of peoples teleport dodge, but don't delay too long or they will simply
    recover from the full powered smash hit. Use this combo effectively, and reap
    the rewards.
    ______________________________________________________________________________
    Sway Ground Slash to Flying Kicks-Blaster Wave-Heavy Finish-Rolling Hammer
    Rolling Hurricane
    X,Down+/\,[],/\,[],[],[],/\,[],[],/\,[],[],[],[],/\,/\,[]
    Damage-6,120
    Effect-A mixed combo with a Rolling Hurricane for the finish.
    
    Applications-This combo is used for getting through someones guard with a
    variety of different approaches. This is really just an example, there are
    countless combinations that could work--experimenting is key.
    ______________________________________________________________________________
    Rush in Attack to Blaster Wave-Rolling Hammer-Flying Kicks-Heavy Finish-FCSH
    Dragon Smash-Vanishing Attack-Lightning Attack
    [],[],[],[],[],X,([] Or []+Up/Down)[],[],[],/\,[],[],[],[],[],/\,[],/\,
    [],[],/\,[](FCSH)X,[],/\,O
    Damage-10,200
    Effect-Long combo meant for the sake of high damage
    
    Applications-This combo is used when you have an open shot at your opponent.
    Attacking them while they are dizzied, or from behind. This is only one example
    there are many different combinations you could use.
    ______________________________________________________________________________
    ______________________
    Max Power Mode Combos/
    ---------------------
    Violent Rush
    [],[],[],[],[],[],[],[],[],[],[],[],[],[],[],[]...
    Damage-16,260 to the front (Approximate) 21,830 from behind
    Effect-Your rushes loop until Max power mode ends.
    
    Applications-I put damage from behind on this attack for a specific reason.
    This attack after around 2 loops can be blocked from the front even if its
    still a combo, so using this from behind is ideal. A good combo when used
    properly.
    ______________________________________________________________________________
    Max Power pursue combo to Blast combo 1
    [](FCSH),X,[],X,[],X,[],/\,/\,/\
    Damage-11,650
    Effect-A longer, higher damage pursue combo that requires Max Power mode.
    
    Applications-Not much different than a normal Pursue combo, just longer and
    with a flashier ending.
    ______________________________________________________________________________
    Violent Rush to Ground Slash-Blast Combo 2
    [],[],[],[],[],[],[],[],[],Down+/\,/\,/\,[],/\
    Damage-8,980
    Effect-Combo finisher to the Dragon Tornado that requires Max Power mode.
    
    Applications-Damage is decent, but its still pretty easy to teleport dodge.
    ______________________________________________________________________________
    Heavy Finish to Blast Combo 3
    [],[],/\,/\,/\,[],/\
    Damage-5,000
    Effect-A Combo finisher to the heavy finish that requires Max Power mode.
    
    Applications-I would stay away from this combo, damage isn't great and it
    can be escaped fairly easily.
    ______________________________________________________________________________
    Blaster Wave-Blast Combo 8
    [],[],[],/\,Down+/\,/\
    Damage-4,690
    Effect-A combo finisher to the Blaster wave that requires Max Power mode.
    
    Applications-A decent combo finisher, the awkward timing of the attacks can
    make it hard to teleport escape.
    ______________________________________________________________________________
    Rolling Hammer Hit to Blast Combo 7
    [],[],[],[],/\,/\,[],/\
    Damage-5,740
    Effect-A combo finisher to the Rolling Hammer that requires Max Power mode.
    
    Applications-A pretty good combo finisher. Quick and hard to escape.
    ______________________________________________________________________________
    Dragon Dash to Z Burst Dash Attack to Blast Combo 4
    L2+X,L2+X,[],/\,[],/\
    Damage-4,190
    Effect-A combo finisher to a Z burst dash attack that requires Max Power mode.
    
    Applications-I would only use this if my Z-burst attack hit my opponents front
    or if my Max Power mode was about to run out. If you hit someone from behind
    with a Z Burst attack, a Violent Rush is a better option.
    ______________________________________________________________________________
    Lift Strike-Blast Combo 5
    [],[],[],[],Up+/\,X,[],[],[],[],/\,/\
    Damage-6,780
    Effect-A combo finisher to Air Combo 2 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 2, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Lift Strike-Blast Combo 6
    [],[],[],[],Up+/\,X,/\,[],[],[],[],/\,/\
    Damage-7,450
    Effect-A combo finisher to Air Combo 4 that requires Max Power mode.
    
    Applications-A nice bit of extra damage to air combo 4, no reason not to use
    it if you have committed to the air combo.
    _____________________________________________________________________________
    Violent Rush to Max Power pursue combo to Blast combo 1 (From behind)
    [],[],[],[],[],[]..(32 hits)../\,[],[](FCSH)X,[],X,[],X,[],/\,/\,/\
    Damage-16,400
    Effect-Linking Violent Rush to Blast 1 combo.
    
    Applications-A high damage combo that can be pretty hard to escape. The hard
    part is getting the combo started from behind your opponent while your Max
    power duration is still high. There are plenty of other combos like this you
    could make, this is just one of many.
    _____________________________________________________________________________
    _____________________________
    Miscellaneous attacks and info\
    ------------------------------
    Basic Ki blast attacks
    
    Ki blast barrage
    /\,/\,/\,/\,/\,/\,/\,/\
    Cost-1 Ki gage
    Damage 2,510 (Only if all 8 hit, which is rare)
    Effect-Fires 7 basic energy blast
    
    Applications-Can be used to stun opponents to work into your approach, can be
    some what effective to sneak in some damage.
    ______________________________________________________________________________
    Charged Ki Blast
    /\ (Chargeable)
    Cost 1/8-1/4 Ki gage
    Damage 740-1,930
    Effect-Fires a energy ball.
    
    Applications-Same concept as the Ki blast barrage but, a little more high risk
    high reward based. Only 1 shot but a chance for higher damage.
    ______________________________________________________________________________
    Jumping Ki blasts8
    R1,/\
    Cost 1/4 Ki gage
    Damage 1,400
    Effect-Fires six blast at an opponent from above.
    
    Applications-Nothing all to useful here, you can only use it from a jump and
    most of the blast will miss unless done from a perfect distance
    ______________________________________________________________________________
    Jumping Charged Ki blast
    R1,/\ (Chargeable)
    Cost 1/8-1/4 Ki gage
    Damage 640-1,930
    Effect-Fires an Energy ball at an opponent from above.
    
    Applications-Seems to be a lot like the normal Charged Ki blast but,very
    inaccurate. Sometimes it will curve away from your target at the last second
    and miss.
    ______________________________________________________________________________
    Jumping Smash Hit
    R1,[] (Chargeable)
    Damage 360-980
    Effect-Cell comes down on the opponent with a two footed stomp, then follows
    up with a back flip headbutt.
    
    Applications-Out of all Cell's jumping Smash Hits this can really be useful.
    Since its two separate hits you can often get through someones guard by
    charging the first strike then, going right into a rush combo.
    ______________________________________________________________________________
    Jump Smash Hit to Spiral Slash
    R1,[],/\ (Chargeable)
    Damage 980-1,620
    Effect-Cell comes down on the opponent with a two footed stomp, uses his 
    headbutt and then finishes with a sweep.
    
    Applications-Not too bad, can lead into combos or a combo finisher.
    ______________________________________________________________________________
    Jump Smash hit to Spiral Slash-Aerial Barrage-Dragon Smash-Vanishing Attack
    Lightning Attack
    R1,[],/\,Up+/\,[],X,[],/\,O
    Damage 6,200
    Effect-A combo finisher to Spiral Slash.
    
    Applications-Flashy, effective and good damage. Perfect!
    ______________________________________________________________________________
    Charged Jump Smash hit to rush in attack
    R1,[](Charged),[],[],[],[],[],(Up/Down+[])
    Damage-3,520
    Effect-Using Cell's jump attack as a approach method.
    
    Applications-The neat thing about Cell's jump attack is that the back flip
    animation can be canceled by a rush attack, allowing you to play some mind
    games with your opponent. Also, by charging the Jump Smash, you can follow
    up with a any other combo--a very nice approach method.
    ______________________________________________________________________________
    Super Perfect Cell's taunt
    Last about 2-3 second, Cell Bows and says "This is hardly even a warm up".
    Nice 8.5/10
    ______________________________________________________________________________
    ______
      #6C \___________
    Evolution Z setups\
    -------------------
    Much like 2nd Form Cell compared to 1st Form Cell, Super Perfect Cell is
    basically a improved version of Perfect Cell. So again this section will
    look similar to his.
    ___________________
    Skill Type Z-Items/
    ------------------
    First I will list Z-items I recommend before going into specific setups. These
    Z-Items are ones I think work well with Super Perfect Form Cell. If you find
    some Z-Items you think are also effective email me with an explanation and I
    just might add it with your credit. Majinsweet4@yahoo.com
    ______________________________________________________________________________
    Master Roshi's Training
    Cost 2 Ability Slots
    Plus Effect-Maximum health increased by 10,000 (1 life bar)
    
    Usage-I prefer this over the King Kai version because of the ability slot
    difference. While max health is good, Cell is one of the few characters that
    can recover large amounts of health. So this is my choice between the two.
    ______________________________________________________________________________
    King Kai's Training
    Cost 4 Ability Slots
    Plus Effect-Maximum health increased by 20,000 (2 Life bars)
    
    Usage-4 ability slots isn't worth it for Cell in my opinion.
    ______________________________________________________________________________
    Cost 4 Ability Slots
    Plus Effect-Cannot be stunned easily by striking attack.
    Minus Effect-Defense Down 1
    
    Usage-Anti-flinch can be very helpful but, I personally don't think its worth
    4 ability slots.
    ______________________________________________________________________________
    Perfect Guard
    Cost 2 Ability Slots
    Plus Effect-Take no damage while guarding.
    
    Usage-Very helpful against rapid fire Ki blast to Blast 2 combo's. Instead of
    trying to deflect all the Ki blast then dodging the B2, you can just block it
    all.
    ______________________________________________________________________________
    Evil Pride
    Cost 1 Ability Slots
    Plus Effect-Damage taken while Guarding is halved.
    
    Usage-A decent Z-item but, I think the extra benefit of Perfect Guard is worth
    the extra Ability slot.
    ______________________________________________________________________________
    Confidence
    Cost 1 Ability Slot
    Plus Effect-Blast Gage recovers more quickly.
    Minus Effect-Switch Gage recovers more slowly.
    
    Usage-Recovers the blast gage about 25% faster, great for solo fights since
    the switch gage isn't even a factor. Not nearly as useful compared to 1st 
    Form and 2nd Form Cell, but for only one ability slot--its still great.
    ______________________________________________________________________________
    Dende's Healing Ability
    Cost 2 Ability Slots
    Plus Effect-Health is gradually restored over the course of a battle.
    
    Usage-Helpful with any character, even if they don't have natural life
    stealing.
    ______________________________________________________________________________
    Eternal Life
    Cost 4 Ability slots
    Plus Effect-Health is steadily restored over the course of a battle.
    
    Usage-The more costly, effective version of Dende's Healing Ability. Use
    whichever suits you.
    ______________________________________________________________________________
    Quick Fast Attack
    Cost 1 Ability Slot
    Plus Effect-Rush Attacks become more powerful.
    Minus Effect-Smash Attacks lose power.
    
    Usage-I find this best when making a "Hit and Run" Cell. Using lots of
    Dragon Dash-Z Burst Dash to catch the opponent off guard, then trying to
    string a long combo. To give you an idea of how much the damage increases
    the basic Rush finish will do 3,170 instead of the normal 2,940 on base
    attack against base defense.
    ______________________________________________________________________________
    Charged Attack
    Cost 1 Ability Slot
    Plus Effect-Smash attacks become more powerful.
    Minus Effect-Rush attacks lose power.
    
    Usage-Helpful when you plan to use a lot of pursue combos. A FCSH will do
    1,470 compared to the normal 1,330 of base attack and defense.
    ______________________________________________________________________________
    Master Strike
    Cost 1 Ability Slot
    Plus Effect-Attack Power of Rush Attacks increased.
    Attack Power of Smash Attacks increased.
    Minus Effect-Super-2
    Attack power of throw attacks decreased.
    
    Usage-A great Z-item for an all physical build. To give you an idea of how 
    much the damage increases the basic Rush finish will do 3,170 instead of the
    normal 2,940 on base attack against base defense. A FCSH will do 1,470 
    compared to the normal 1,330 of base attack and defense.
    ______________________________________________________________________________
    Serious!
    Cost 1 Ability Slot
    Plus Effect-Attack rises as your Health Decreases.
    
    Usage-A cheap extra attack buff, use for your offensive builds.
    ______________________________________________________________________________
    Indignation
    Cost 1 Ability Slot
    Plus Effect-Super rises as your Health Decreases.
    
    Usage-Very helpful for builds that rely on special attacks.
    ______________________________________________________________________________
    Latent Energy!
    Cost 1 Ability Slot
    Plus Effect-Defense rises as your Health Decreases.
    
    Usage-Great for a defensive build.
    ______________________________________________________________________________
    _____________________
    Ability Type Z-Items/
    --------------------
    Super+2 & Ki Power Down 1
    Cost 1 Ability Slot
    
    Usage-Ki power is usually the attribute I worry about the least, and rectify
    it with a Skill type Z-item or put up with it in battle. Super up 2 at
    the cost of one ability slot is pretty nice.
    ______________________________________________________________________________
    Defense+3 & Power Down 1
    Cost 2 Ability Slots
    
    Usage-Same premise as "Super+2 & Ki Power Down 1" except on a higher scale.
    Defense +3 at the cost of 2 ability slots is great.
    ______________________________________________________________________________
    Attack+2 & Defense Down 1
    Cost 1 Ability Slot
    
    Usage-Make sure to balance this out with a good Defense upgrade and its good
    to good.
    ______________________________________________________________________________
    Attack+3 & Defense Down 2
    Cost 1 Ability Slot
    
    Usage-The defense down 2 really hurts but, it only cost 1 Ability slot. Usable
    with a Defense +3 but, it will still leave you vulnerable--use carefully.
    ______________________________________________________________________________
    Super+3 & Attack Down 1
    Cost 2 Ability Slots
    
    Usage-A good Z-Item mixed with 1st Form Cell's UB, mix with a good Attack+
    item to make it work.
    ______________________________________________________________________________
    (Attack +1) (Defense+1) (Ki+1) (Super+1)
    Cost 1 Ability slot
    
    Usage-I use one of these when I have only one Ability slot left and need to
    balance out my stats a little.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
       For Human Characters  /
    -------------------------
    Latent Energy!
    Eternal Life
    Defense+3 and Power Down 1
    
    Total Stats
    Special (5/7)
    Attack (0/3)
    Defense (3/3)
    Ki (-1/3)
    Blast (0/0)
    (Health rises over the course of battle)
    (Defense rises as health goes down)
    
    Breakdown-An all out defensive build designed to outlast your opponent.
    Requires a thought out game plan in order to win, and most of all--patients.
    ______________________________________________________________________________
    Serious!
    Master Strike
    Attack+3
    Defense+3 and Power Down 1
    
    Total Stats
    Special (2/7)
    Attack (3/3)
    Defense (3/3)
    Ki (-1/3)
    Blast (-2/3)
    (Attack rises as health goes down)
    (Rush attacks and Smash attacks do more damage)
    (Throws do less damage)
    
    Breakdown-A setup designed to use overwhelming melee attacks to take down
    the opposition quickly.
    ______________________________________________________________________________
    Master Roshi's Training
    Attack+2 and Defense down 1
    Defense+3 and Power down 1
    Super+2
    
    Total Stats
    Special (2/7)
    Attack (2/3)
    Defense (2/3)
    Ki (-1/3)
    Blast (2/3)
    (Extra Health Bar)
    
    Breakdown-A well balanced build with no huge strengths or weaknesses.
    ______________________________________________________________________________
    Demon Seal
    Satisfying Blow
    Super+3 and Attack down 1
    
    Total Stats
    Special (5/7)
    Attack (-2/3)
    Defense (0/3)
    Ki (0/3)
    Blast (3/3)
    (B2's and UB's use half Ki)
    (B2's and UB's ignore defense)
    (One less health Bar)
    (Ki charging speed decreased)
    
    Breakdown-To put it simply, this build is setup to spam. The Full Power Beam
    only requires 1 Ki gage to use, and only 1 & 1/2 Ki gages for the Perfect
    Combination. The slower Ki charging doesn't really hurt Perfect Cell too much. 
    Normally he charges very fast, so it only puts him around an average speed. The
    damage of your special attacks will be high no matter what thanks to Satisfying
    Blow and Super+3. You must avoid melee fighting at all cost though. The -2 
    attack and one less health bar doesn't give you much room for error.
    _______________________________________________________________________________
    Master Blast
    Rush Blast 3
    Master Roshi's Training
    Power+3 and Super Down 2
    
    Total Stats
    Special (6/7)
    Attack (0/0)
    Defense (0/0)
    Ki (3/3)
    Blast (-2/3)
    (Rush Blast have increases speed and power)
    (Rush blast use 1/4 Ki)
    (Rush attacks and Smash attacks lose power)
    (Extra Health Bar)
    
    Breakdown: A custom build focused solely on basic energy blast. The damage they
    do might surprise you.
    ______________________________________________________________________________
    ___________________________
    Z-Item Custom Combinations/
        For Com Characters   /
    -------------------------
    When choosing a A.I. Z-Item just try to pick one that shares the same
    strength as your custom setup. If you were using Blast+3 and Launches Support
    (Better Ki charging) Brolly probably wouldn't be a good A.I. choice.
    I have yet to test if the A.I. acts differently depending on the character
    its mixed with.
    _____
     #6D \______________________
    Super Perfect Cell Strategy/
    ---------------------------
    Super Perfect Cell has everything necessary to control the flow of battle. He
    has good speed, cheap Special attacks, good melee ability and a costly--yet
    very effective B1. (Instant Transmission) Use this to your advantage. Keep
    your opponent guessing, be aggressive when you have the edge--be defensive when
    you need to. Be versatile!
    ______________________________________________________________________________
    ______________________
    All Forms of Cell/#7A/
    ---------------------
    Cell really shines when using all his forms together in a battle. For starters
    you gain 1/2 a life bar each time you transform. So going through all your
    forms will gain you 1 and 1/2 life bars at the cost of 6 blast stock. Your
    first two forms both have great life stealing that can be used to keep your
    health high, while waiting for your blast stock to rise. Your final two
    forms have the power necessary to beat down any foe. All these forms used
    together are almost unstoppable. When using your 1st Form, playing defensive
    is your best bet. You want to transform to the 2nd Form Cell as soon as you
    can. When using your 2nd form, I suggest being a little more aggressive. Try
    to connect with "Drain Life Cell" as many times as you can. If your health
    gets low, and its too risky to try and life steal--then you will need to
    transform. When you reach your Perfect Form's you just need to finish your
    opponent off. Which is usually pretty easy if you have made it to this point.
    Cell is one of the few characters that I can beat 5 computers consistently
    with. His main weakness is against giants, his 1st form is at a huge
    disadvantage, and you will want to transform to Super Perfect Cell to take
    them out. All in all, Cell is one of the very best characters in DBZ:BT3.
    And most of all, he is Perfect.
    _________________________
    Red Z-Item Passwords/#8A/
    ------------------------
    Before I get into the passwords and there effects let me make something clear.
    People seem to think that the Red Z-Items can only be used with a cheating
    device like Code Breaker or Action replay. This is NOT true. They can be
    obtained legitimately and I'll explain how.
    
    You must have DBZ:BT2 for the PS2, and you need to make a Password character.
    (Or use someone Elses password) Once you make one, write down the password--
    load up DBZ:BT3. Input the password and you may get that character with a
    Red Z-Item. The BT3 Password character seems to be based off the level of the
    BT2 password character. I don't think the logic has any effect. A specific 
    combination of Z-Items from BT2 might be the key to getting good Red Z-Items.
    I'll need to test more.
    
    DBZ:BT2 setup
    Cell
    Equipment+3
    Kiss of 18
    Kiss of 18
    Kiss of 18
    Kiss of 18
    Kiss of 18
    Kiss of 18
    
    DBZ:BT2 Password
    @AI& RmwK nPJE pFte
    C?VO M?Z? RMqE LnHg
    
    DBZ:BT3 setup
    Cell
    Ultimate Warrior 3 (Red)-Increases Attack, Defense, Ki, and Blast.
    Cost 1 ability slot, Evil only.
    
    Dragon Crush-Dragon Homing +2
    Cost 4 ability slots
    
    Master Roshi's Training-Maximum health increased by 10,000
    Cost 2 ability slots
    
    Total stats
    Special (6/7)
    Attack (3/3)
    Defense (3/3)
    Ki (1/3)
    Blast (3/3)
    
    I've tried countless combinations of BT2 setups (I have a 100% save) and this
    has been the best result I have gotten so far.(With Cell) Its pretty good, I
    just wish I could find a way to get the Fierce God Z-Item. If you can make an
    end result better than mine, email me and I'll credit you for it. (Legit
    passwords) In the email list the BT2 setup and the password. 
    Majinsweet4@yahoo.com
    
    This was taken from the official DBZ:BT3 website
    http://dbzs.jp/meteor/p_features/10.html
    
    QVGmD !ZyCL fft$( )M
    NDs3k *K9BK H7Wsy v%
    
    Limit Breaker (Red)-Gain ability to surpass limits
    Cost 1 Ability slot, Evil only (Maxes all stats except Special)
    
    Complete Ki Control (Red) Various moves use less Ki
    Cost 1 Ability slot, Evil only.
    
    Dragon Heart-You'll regain a blast stock each time you use rapid movement to
    dodge B2/UB. Blast Gage does not fill up as quickly as usual.
    
    Miracle Master-Do an Afterimage Attack after you are knocked down.
    
    Mirage-If you dodge a barrage type energy blast with rapid movement, you'll
    automatically dodge the rest.
    
    Cell Type A.I.
    Total Stats
    Special (5/7)
    Attack (3/3)
    Defense (3/3)
    Ki (3/3)
    Blast (3/3)
    
    Wow, that's pretty deadly--now to figure out how to make some of these myself.
    ____________________________________
    Character Reference Information/#9A/
    -----------------------------------
    Cell 1st Form
    Voice Actor Dartanian Nickleback
    
    Character Introduction
    Cell is an artificial life form created by Dr. Gero. Cell was created in Dr.
    Gero's underground laboratory, formed by fusing cell samples taken from the
    Z-fighters. He can achieve his perfect form only by absorbing Android #17 and
    #18. In order to absorb Android #17 and #18 and become complete, Cell killed
    Trunks in the future, stole his time machine, and traveled to the present. In
    addition to his energy absorbing abilities, Cell also inherited a key Namekian
    trait: the ability to regenerate.
    
    Voice Playback
    "You've come here to die."
    "I'll absorb you next."
    
    Chi-Chi's commentary
    "He's the android called Cell that Gohan beat to a pulp..."
    ______________________________________________________________________________
    Cell 2nd Form
    Voice Actor Dartanian Nickleback
    
    Character Introduction
    This is Cell's second form. After narrowly escaping Android #16's attacks, Cell
    manages to absorb Android #17, and transforming into his second state. In this
    form, Cell's size and strength rise dramatically, and he is able to brush aside
    Android #16 with a minimum of effort. Even with the most forgiving eyes, it
    would be difficult to see Cell as handsome or even remotely attractive in any
    way. Nonetheless, in his new form, he seems to feel that he is the most
    beautiful living specimen on the planet. This narcissistic attitude may have
    been influenced by Vegeta's genes...
    
    Voice Playback
    "You think you can stand in my way? Its hopeless!"
    "Hmph, another fool rushing to die."
    
    Chi-Chi's commentary
    "This is the form he changed into when he ate 17."
    ______________________________________________________________________________
    Cell Perfect Form
    Voice Actor Dartanian Nickleback
    
    Character Introduction
    This is Cell's Perfect Form, achieved after he overcame the Z-fighters'
    resistance and absorbed Android #18. His form becomes much more defined, and
    with his dramatic increase in power, he can indeed be called the Ultimate
    Android. Wishing to test the limits of his new powers, he organized an event
    similar to the World Martial Arts Tournament, dubbed the "Cell Games". Despite
    his dignified manner, Cell is still a ruthless villain, capable of utterly
    destroying his opponent without a second thought. As soon as he finds himself
    at a disadvantage, however, Cell loses all composure and will resort to even
    the most desperate tactics to defeat his attacker. After the battle with the
    Z-fighters, Cell was sent into the depths of Other World. There, he teamed up
    with Frieza, and it fell to Goku and Pikkon to stop their evil rampage.
    
    Voice Playback
    "At last, some quality entertainment."
    "Whats the matter? Don't tell me your scared."
    
    Chi-Chi's commentary
    "And this is Cell when he ate 18."
    ______________________________________________________________________________
    Cell Perfect
    Voice Actor Dartanian Nickleback
    
    Character Introduction
    This is Cell in his Perfect Form, powered to his maximum levels. Though it was
    thought that Cell was destroyed when he was self-destructed on King Kai's
    planet, the nucleus in his head survived the blast, and he was able to
    regenerate. Thanks to his saiyan genes, Cell's recovery from this near-death
    state has the added effect of increasing his power on a massive scale.
    Furthermore, Cell has acquired the use of Instant Transmission. He uses this
    skill to return to Earth, where he will face Gohan in the final confrontation.
    
    Voice Playback
    "I'm through playing games! Prepare yourself."
    "Hmhmhm, allow me to show you the terror of perfection!"
    
    Chi-Chi's commentary
    "I don't know what he means by perfect,
    but it looks like he's gotten stronger."
    ______________________________________________________________________________
    ______________________
    Legal Information\#0A/
    ---------------------
    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. All trademarks and copyrights contained in this 
    document are owned by their respective trademark and copyright holders.
    Copyright 2007 Nick Sweet
    ______________________________________________________________________________
    ______________________
    Closing statements\#0B/
    ---------------------
    I hope you have found this guide useful, and I would like to thank
    Akira Toriyama, Spike--anyone else that helped make what I believe to be the
    best Dragon Ball Z video game ever made. I can only hope even better games
    are made in the future, dare I say a "Perfect" one?
    ______________________________________________________________________________