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Dragon Ball Z: Budokai Tenkaichi 3: Cell(ps2)faq/walkthrough

Dragon Ball Z: Budokai Tenkaichi 3: Cell



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| |
| Table of Contents |
|_______________________________________|
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| #1A Introduction |
|_______________________________________|
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| #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 |
|_______________________________________|



__________________
|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

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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.
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