Table of Contents
|Ki Restore Speed||
|Arts Cards Held|
Where to Obtain
This Cell variant is the self-proclaimed “Super Perfect” form of Cell after he self-destructed during his fight with Gohan. He was able to survive and due to the Zenkai boost, came back more perfect than ever.
SP Perfect Cell YEL brings a hellacious and unforgiving Offensive toolkit with a few tricks up his sleeve that aid his durability. Most notably, he has access to Cover: Rescue, which completely negates any incoming Damage once.
His Main Ability draws his Ultimate Arts card, Solar Kamehameha, which is the move he used in his iconic beam struggle with Gohan. Also akin to the anime, he gets a multitude of Buffs whenever he hops into the battlefield, showcasing the newfound power gained from nearly dying thanks to his Saiyan cells.
All in all, SP Perfect Cell YEL is an incredibly oppressive Fighter that can put almost anyone down and keep them there. Even a year past his initial release, Perfect Cell is still one of the most deadly and flexible Fighters around.
You Look Surprised…
SP Perfect Cell YEL’s Unique Ability is what makes him such a nuisance to play against. His Blast Arts cost is reduced by 5 which cannot be canceled, but much more powerful are the Buffs and Debuffs he can inflict when switched into the battlefield.
When he enters, he receives a 45% Damage inflicted Buff for 15 timer counts, seals an Enemy Card for 10 timer counts, and gradually Restores his own Health for a whopping 60 timer counts.
Whether he’s being switched in for Offensive or Defensive reasons, this Unique Ability provides him with a variety of advantages that can change the momentum of the Match in an instant.
A trick he learned from SP SSJ Goku GRN after assimilating his cells, Cover: Rescue completely negates all Damage – including Rising Rush – when he’s switched into a Combo. This remains one of the most powerful and potentially game-changing Cover variants in the entire game.
When utilizing Cell in combat, it's best to take care not to switch him into a combo pointlessly. That being said, even the threat of Cover: Rescue can bait opponents into expecting it, allowing for Cell's Allies to easily Vanish enemy combos if they try to predict Rescue's usage.
His Main Ability draws his Ultimate Move, Solar Kamehameha.
Solar Kamehameha does massive Damage, increases his Damage inflicted by 25% when activated, and has the game-changing 20% chance of inflicting Faint. This is beyond deadly if it lands and even if the Enemy survives, there’s a chance he will be immobilized for several timer counts.
This Ability can potentially end the match by itself and even negates the majority of Sustained Damage Cut effects. No matter who on the enemy team decides to take the hit, it is sure to leave them reeling.
The Shot Heard Around the World
Cell's incredibly powerful Perfect Shot Special Arts Card allows him to seamlessly begin a combo against his opponents if they misplay against him. He can use the move to catch enemies in the midst of a sidestep, during a mid-range move, or even cancel Rising Rushes with it.
SP Perfect Cell YEL is a versatile Offensive Fighter that boasts useful utility in the form of Debuff spreading and Cover: Rescue, but every aspect of him is ephemeral. His opening gambit Damage Buff wears off after some time, and his charges of Cover: Rescue and his Card Sealing are very limited. All this equates to a Fighter whose value decreases over the course of the match.
Perfect Cell faces an uphill battle in all Crisis situations where his Damage output nosedives. Cell relies on having Allies to piggyback off of, and without them, he runs into some serious issues.
Far From Perfect Bulk
Cell's Offensive might isn't questionable; he's a cornerstone of all of his Tag Teams, but that doesn't mean he's Defensively powerful. Once Cell's Cover: Rescue Charge is consumed, he lacks staying power, even in neutral match-ups. It is best to give Cell Defensive Equipment and Pair him with traditionally Defensive Fighters to alleviate his bulk issues.
SP Perfect Cell YEL is one of the Regeneration Tag's mainstays. His power has only been enhanced as the Tag has grown. Cell makes an excellent partner for the incredible SP Super Baby 2 BLU, who augments Cell's Damage output and self-healing. SP Super Buu UGA GRN maintains his Status as Cell's most steadfast partner, as Cover: Rescue's utility greatly enhances Buu's survivability.
Every Regeneration Fighter appreciates SP Perfect Cell YEL's presence on the Team. Even off the Team, Cell assists the Team with his Z-Ability's massive boost to Strike Damage.
All Cell variants are classified as Future Fighters, which does give him a place on this Team. Unfortunately, Cell's Z-Ability only Buffs the now outclassed SP Zamasu RED, leaving him somewhat wanting. If this lack of synergy can be overlooked, Cell functions well on this Team. He greatly appreciates the Ki acceleration from SP Mai GRN, and the additional Damage provided by the mere presence of SP Super Saiyan Rose Goku Black RED.
The Android Tag Team is where SP Perfect Cell YEL can truly feel unencumbered by his poor defenses. He can form a truly sinister trifecta with SP Super #17 GRN and SP Fusion #13 RED, the three of them equating to a perfect Color Wheel with every type of unique Cover Change Ability. SP Android #13 BLU is always an option, as he protects the ultimate android from his inherent Color weakness.
|Equip Condition||Regeneration, Melee Type|
|Base Blast Defense UP||6% - 15%|
|Special Move Damage UP||5% - 12.5%|
|Ultimate Damage UP||5% - 12.5%|
|Base Strike Attack UP||6% - 21.5%|
SP Perfect Cell YEL’s Ultimate Move does enough Damage as it is, this Equip not only bolsters that but gives him a significant Strike Attack Boost to go along with it.
|Base Strike Defense UP||6% - 15%|
|Special Move Damage UP||5% - 12.5%|
|Ultimate Damage UP||5% - 12.5%|
|Base Blast Attack UP||6% - 18%|
This pairs amazingly with the above Equipment. SP Perfect Cell YEL is primarily used in Android Teams and will have to utilize Blast Attack quite often. Even more Ultimate Damage is also very much appreciated.
Awakened ...It seems we miscalculated. No. １
|Equip Condition||Android, Defense Type|
|Base Strike Defense UP||10% - 15%|
|To own Blast Attack for each Tag: Android battle member. Up||2% - 6%|
|Base Health UP||8% - 12.5%|
This buff to both Cell's Offenses and his Bulk is greatly appreciated.
Draw the Ultimate Arts Card "Solar Kamehameha" next. Applies Attribute Upgrade "-80% to enemy's 'Sustained Damage CUT' effects activated when changing cover" to self for 30 timer counts. Requirements: 25 timer counts must elapse.Character(s) Affected
|You look surprised...|
-5 to own Blast Arts cost (cannot be cancelled). The following effects occur when this character enters the battlefield: Seals 1 enemy card slot randomly. The sealed card slot cannot be used for 10 timer counts (activates 3 times). +45% to damage inflicted for 15 timer counts. Gradually restores own health for 60 timer counts.
Receive zero damage when changing cover for the first time (Available during assists). +5 to own substitution count when activated.
|Hope Medal (Bronze) +1|
+1 to Hope Medals (Bronze) dropped during the Legends Road - Trunks (Youth) - Event. Active Period:<conv-datetime="2019/10/16 15:00"> - <conv-datetime="2019/10/30 15:00">"
+24% to "Tag: Android" base Strike Attack during battle.
+26% to "Tag: Android" base Strike Attack during battle.
+33% to "Tag: Android" or "Tag: Regeneration" base Strike Attack during battle.
+35% to "Tag: Android" or "Tag: Regeneration" base Strike Attack during battle.
Deals major Impact damage. +20% to damage inflicted for 15 timer counts upon activation.
+25% to Strike damage inflicted for 25 timer counts upon activation. Inflicts enemy with Attribute Downgrade "+20 to Strike Arts cost" for 10 timer counts on hit. [Arts with Pursuit] Strike Arts Blast Arts Special Arts Special Move Arts Ultimate Arts
Deals massive Impact damage. +25% to damage inflicted for 15 timer counts upon activation. 20% chance to inflict Faint on hit.
Soul Boost Stats
|Strike Art Level||2||3||4||5||5||5||5|
|Blast Art Level||2||3||4||5||5||5||5|
|Special Art Level||1||1||2||2||2||2||2|
|Extra Art Level||1||1||2||2||2||2||2|
|Ultimate Art Level||1||1||2||2||2||2||2|