DBFZ/Cooler

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Cooler
DBFZ Cooler Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Defensive
Team Role
Point, Middle

Overview[edit]

Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother.

Cooler forces his way into Dragon Ball FighterZ as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.
  • Long ranged attacks, some can even reach the entire stage
  • Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.
  • Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.
  • Any stray hit can easily be comboed into a knockdown or ended in a super.
  • He's the cooler brother, no questions
  • One of the best intros in the game, never skip it.
  • Was surpassing Fourth Form BEFORE it was cool (or piss yellow, for that matter)
  • Cooler than Frieza
  • Slow normals and specials, which also means he fights hitstun decay in longer combos.
  • Can get fuzzied (Obviously for being a big boy).
  • Few true blockstrings.
  • Needs a lot of meter to perform his strongest combos on top of slow meter gain.
  • Most of his specials and supers swap the opponent, which can take an opponent out of a corner.
  • His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.
  • The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.
  • He's a prick.




Normals[edit]

5L[edit]
5L
DBFZ Cooler 5L.png
Big boi with small boi jab.
DBFZ Cooler 5LL.png
DBFZ Cooler 5LLL.png
Have this back, it's come down with a terrible case... of explosions...
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • 6f jab.
  • Cooler's fastest normal, good for pressure and confirms.
5LL 700 All - 11 3 21 -7
  • Combo and blockstring filler.
  • 5L > 5LL is a true blockstring.
  • Like most characters, this is Cooler's best starter.
  • Connects after a vanish with microdash 5L whiff.
5LLL 850 / 500*2 All U3+ 16 3 18 -5
  • Switches sides on hit.
  • Cooler is in the air on hit and grounded on block.


5M[edit]
5M
DBFZ Cooler 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 11 2 21 -7
  • Like most of his mediums, 5M is really long range.
  • Moves Cooler forwards slightly, giving it even more range.


5H[edit]
5H
DBFZ Cooler 5H.png
Take a ride on the pain train
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 400,100,400 All U1 17 6 22 -7
  • Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.
  • Usable after a low j.2H in the corner for optimal combo setups.


5S[edit]
5S
DBFZ Cooler 5S.png
EATING BEANS, I SEE!
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - 13 - 30 -5*
  • Single-hit projectile that travels about half-screen.
  • Very slow and easy to reflect/super dash on reaction, so don't throw this out too often.
  • Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H.


2L[edit]
2L
DBFZ Cooler 2L.png
I missed the lesson on low lights
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 7 3 12 -3
  • Exchanges the low property for huge range.
  • Good for staggers due to it's fast startup and large range.
  • Outranges 5L by a good margin.


2M[edit]
2M
DBFZ Cooler 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 12 3 23 -9
  • Cooler's most ignorant normal.
  • Can link into 5H or 6H at the start of the round for a decent corner carry setup.
  • Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.
  • Can connect 5S and 214S at max range after hit.


2H[edit]
2H
DBFZ Cooler 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 3 28 -11
  • Universal anti-air.
  • Decent upwards range.
  • Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.


6M[edit]
6M
DBFZ Cooler 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.
  • Short range for a character with generally large range.


6H[edit]
6H
Crushing Stomp
DBFZ Cooler 6H.png
Call the Goon Squad cuz I'm stompin' this yard
Damage Guard Smash Startup Active Recovery Frame Adv.
750 Low - 15 3 18 -5
  • Scales like an 'L' normal (Thanks a lot, Cell).
  • You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.
  • Confirms from 2M on hit but not 5M.
  • Ground bounces on air hit.


3H[edit]
3H
Genocidal Uppercut
DBFZ Cooler 3H.png
AVON CALLING
Damage Guard Smash Startup Active Recovery Frame Adv.
750 All - 19-28 3 32 -10
  • Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.
  • Also has Anti-Air properties.
  • Able to combo into Super Dash on hit. Can gatling into 5S on block to make it safe.

This move goes through a lot of stuff. Abuse it.


j.L[edit]
j.L
DBFZ Cooler jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 3 - -
  • Has a tendency to whiff in air combos if used more than once before a double jump.


j.M[edit]
j.M
DBFZ Cooler jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 12 3 - -
  • Long range, great air to air normal.


j.H[edit]
j.H
DBFZ Cooler jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 14 3 - -
  • Only really used as a jump-in, 214L is a much better combo ender.
  • Gives the most frame advantage out of all Cooler's air normals.


j.S[edit]
j.S
DBFZ Cooler jS.png
Hey, can you put that on a coaster?
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - 15 - - -
  • Has more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.
  • Does not have enough hitstun on its own to combo into j.236M.
  • Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.


j.2H[edit]
j.2H
DBFZ Cooler j2H.png
This kick looks really uncomfortable...
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 15 3 - -
  • Launches the opponent sideways(even though he's Clearly kicking upwards), much like Cell's j.2H.
  • Follow-up with a midair death flash, or death chaser if you're in the corner.
  • If used close to the ground in the corner, it also allows for grounded follow-ups (including Dragon Rush).


Specials[edit]

Death Chaser[edit]
Death Chaser
236L/M/H (Air OK)
DBFZ Cooler DeathChaser.png
footdive
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Damage: Raw / In a combo / Smash
  • L and M versions make Cooler bounces back on hit, while H versions keep him grounded.
  • During the bounce back, Cooler can perform actions before he hits the ground. If you've saved air actions during the combo, this allows for an easy airdash safejump in the corner, or tech chase, mixups, etc.
  • H versions' lack of bounce back has a slight advantage: Since his ground Lv1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super.
L 850 / 400,1100 / 400,1100 High D1 24 5 21 -4
j.L 850 / 400,900 / 400,900 High D1 20 Until landing 28 -
  • Causes soft knockdown that can still be extended with Supers.
M 850 / 400,1100 / 400,1100,300 High D1 27 8 26 +2
j.M 850 / 400,900 / 400,900,300 High D1 24 Until landing 23 -
  • Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smash j.2H.
  • Non Smash only hits twice, soft knockdown like L version.
  • Plus on block.
H 850 / 400,1100 / 400,1100,500 High D1 24 5 37 +2
j.H 850 / 400,900 / 400,900,500 High D1 20 Until landing 22 -
  • Smash hit gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage.
  • Non Smash only hits twice, soft knockdown like L version.
  • Also plus on block.


Death Breaker[edit]
Death Breaker
214L/M/H (Air OK)
DBFZ Cooler DeathBreaker.png
"When your planet is in ashes, then you have my permission to die."
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground L 900 All - 10 8 40 -36
Air L 900 All - 10 8 - -
  • Has Anti-Air property.
  • Scales less than the other versions.
Ground M 950 All - 18 10 55 -45
Air M 950 All - 15 10 - -
  • Fully invincible from the 1st frame.
Ground H 1000 All - 10 10 57 -44
Air H 1000 All - 10 10 - -
  • 214M invul with 214L's speed.


Death Breaker Follow-Up[edit]
Death Breaker Follow-Up
Death Breaker > L/M/H on hit
DBFZ Cooler DeathBreakerFollow-up.png
"So how does it FEEL?"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 500 - D1 - - - -
  • Switches sides.
  • Smash hit causes a short sliding knockdown.
M 500 - D1 - - - -
  • Ender of choice due to not switching sides.
  • Smash hit causes a short sliding knockdown.
H 600, 900 - D1 - - - -
214H > H 600, 900, 900 - D1 - - - -
  • If used after H Death Breaker, gains an extra hit.
  • Switches sides.
  • Smash hit causes a sliding knockdown.
  • Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non Smash hit cannot be extended with Supers.


Death Flash[edit]
Death Flash
236S (Air OK)
DBFZ Cooler DeathFlash.png
'yyYYYEAAAAHHHH!!!'
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 270*5 All - 26 25 29 -7
Air 270*5 All - 26 25 - -
  • Multi-hitting beam with very slow startup.
  • Don't use this in blockstrings unless you wanna get stuffed.
  • Best used as a wakeup option immediately after a death breaker follow-up.
  • Confirms into Death Crasher from full screen.
  • Second best voice line in the game, only beaten by Nappa.


Death Shaker[edit]
Death Shaker
214S
DBFZ Cooler DeathShaker.png
Fullscreen low considered ground breaking discovery
Damage Guard Smash Startup Active Recovery Frame Adv.
1000 All - 22 5 32 -10
  • Fullscreen low, can confirm into his level 1 or a vanish.
  • Jails into vanish on block.
  • Use with a good assist for some mixup potential.


Assist[edit]

Death Breaker
A1/A2
DBFZ Cooler DeathBreaker.png
Faux Psyblade
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 27 10 61 26
  • Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.
  • Invincible from frame 10 onwards.
  • Takes up a huge portion of the screen and is confirmable on hit with superdash.


Supers[edit]

Death Crasher[edit]
Death Crasher
236L+M or 236H+S
DBFZ Cooler DeathCrasher1.png
"RRRRAAAAAAAAAHHH!"
DBFZ Cooler DeathCrasher2.png
"Imma plant me a dumbass tree!"
Damage Guard Smash Startup Active Recovery Frame Adv.
1700 / 2420 All UDV - - - -
  • Switches sides, you'll lose corner pressure if used in the corner.
  • Not invincible until after startup.
  • Cinematic super, so other projectiles will whiff when Cooler's is used.
  • DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.

Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).


Death Drop[edit]
Death Drop
j.236L+M or j.236H+S
DBFZ Cooler DeathDrop.png
THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR
Damage Guard Smash Startup Active Recovery Frame Adv.
1500 / 800,1200 High UDV - - - -
  • Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.
  • The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.
  • Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.
  • Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.


Atomic Supernova[edit]
Atomic Supernova
214L+M or 214H+S (Air OK)
DBFZ Cooler AtomicSupernova1.png
Thought you could just press buttons, did you?
DBFZ Cooler AtomicSupernova2.png
Like Frieza's, but bigger.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground Counter - - - - - - -
Ground Attack 4020 Throw UDV - - - -
  • On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is hit during this stance.
  • Doesn't trigger Ki cooldown if the actual attack doesn't come out.
  • Has guard point against everything but grabs. However its downfall comes from the fact that:
  • It will only stun the opponent on guarding physical attacks.
  • The actual attack is a throw that will whiff on crouching, low profile attacks, or even characters falling down.
  • All of these combined means a lot of projectile attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.
  • However, it can do a few things other Level 3s cannot, notably countering safejumps.
Air 4770 Throw UDV - - - -
  • Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.
  • 1779 minimum damage.
  • Whiff on crouching, etc.
  • This is also Cooler's DHC.


Navigation[edit]


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