OK, see, that can't be true, unless I sent you a wrong cell model. I tested it out myself and it worked.
Maybe you tested it out with another model that had the same problem? Test it out with someone more reliable like goku, gohan, vegeta.... otherwise I must have sent u a wrong cell mode, because it DID work... I would prove it, but right now I'm at the animating institute and... I don't have the file with me. =X Not to mention the game lol.
Seriously tho, IT WORKS! I'VE TESTED IT OUT!!! X_x
Does a new throwing anim appear?
EDIT:
Good news:
FINALLY! Turns out I had to do the tail-bone-right-over-the-hand-bone thing >_>
Bad news:
But, the price is a bit high. I had to use a default cell2 skelet to get this working. Why? Because that's the size you used for this perfect cell. And as we all know, cell2 has no wings, meaning rwing and lwing joints are no more. Meaning that if I used Cell 1, the skelet would've been too small for the mesh.
Putting it a bit bluntly, it's a lot easier to delete a joint or simply not assigning one, causing an automatic deletion to it, then to add a joint without deforming the model catastrophically for each anim that doesn't have that specific new joint "by default" (something I have no clue of how to do...).
However, I know a certain someone that can fix that. If you want me to, I can contact him. If you prefer, re-assign the lwing and rwing yourself.
PMing model now...