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Cell's Perfect Attack Dragon Ball FighterZ


Perfect Attack
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Gun_Flame posted March 24, 2019

Cell's Perfect Attack moves are all anti-air moves and therefore have upper body invulnerability, save for his Air OK versions.

L Perfect Attack: a three hit move that ends with a slide soft knockdown move, same side. This move is most famously used for Cell's Touch of Death starters, as the scaling on the combo following it is ridiculously good. The animation is fairly slow, and the recovery isn't very good, but landing this move and being able to extend it either using assists, Vanish, or Sparking will net you some very good or high damage following it up. It can be used in blockstrings, but the third attack does not come out. The second hit is an overhead, but keep in mind that there is a tiny gap before it, and can be deflected. The same goes if you decide to Vanish the final hit. However you are still relatively safe, just use assists if you want to keep on the pressure. If you decide to do nothing afterwards, you lose your turn. Air OK version just leads to a soft knockdown on the same side, useful if you want to Okizeme your opponent while keeping the corner.

M Perfect Attack: a three hit move that ends with a side switch, will wallbounce if the opponent makes contact on a corner. Similar to L Perfect Attack in almost every way, save for the last hit which will always side swap unless canceled early either with super or a vanish, etc. The other notable difference is that this move does NOT have a gap on the second hit, it is airtight, and can be used to extend pressure using an assist. If you decide to do nothing afterwards, you lose your turn. Air OK version just leads to a soft knockdown while switching sides, useful if you want to Okizeme your opponent while switching sides, mostly used to swap to corner.

H Perfect Attack: a three hit move that ends with a full screen soft knockdown, not very useful midscreen, but the move comes out relatively quick for an anti-air. On block, Cell only does the first hit, and appears above and behind the opponent, allowing free movement afterwards, this is not a plus move, but can lead to some interesting scenarios involving assist calls, baiting anti-airs, etc... If the opponent is cornered, the move will wallbounce and leads to a free follow up. Damage is insanely high if you follow up with a combo, and in most scenarios it can lead to a kill. Air OK version plays into an animation that will lead to a 3 hit move, that then ends on the ground. The opponent can air tech afterwards, but you can extend the final hit into using an assist, Vanish, Sparking, or any super for extra damage.

Overall: Good moves that have a lot of uses, anti-air starters, ground/air combo extenders, ground/air combo enders, or even ground pressure starters, and are relatively safe to use.





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