Cell/Millirado PeaceCraft's version

Despite using Dragon Ball Z: Super Butouden'' sprites, it plays differently from said game. It may have a decent sized movelist, but this character's lack of comboability, unoptimised hitboxes, overpowered Hypers, and choppy gameplay manage to capture Cell's imperfect nature. In addition, unless modified, Cell doesn't even seem able to work properly outside of DOS M.U.G.E.N, as its sprites tend to flicker brownish-red.''

Gameplay


Cell uses four buttons, with and  being its Normals, while  is used in a Special, and  is used in both of its Hypers. It uses sprites from Dragon Ball Z: Super Butouden, but the character plays differently from said game. However, the gameplay, outside of the wide range of Specials, is rather limited.

Using two Basic Attack buttons, Cell doesn't seem to be able to combo together. The Specials and Hypers also don't seem to be able to combo together with the Normals either. When it preforms its airborne, it stands still in the air to preform the move, and instantly reappears down on the ground.

Cell's two Hypers only cost 1000 Power, yet they are overpowered, as they take out huge portions of an opponent's lifebar. However, only Makankousappou would need to be used, as its startup time is as long as its other Hyper, and it also does more damage. The hitboxes are often rather poor, as they can be too big (as seen in Energy Ball), too small (Cell itself), or are misaligned (The hitboxes of its Basics are slightly above the sprites).

Cell has no custom A.I, so it uses the engine's default A.I. This causes it to jump around and attack at random intervals. This can be unpredictable at the most, but overall, isn't hard at all.