DBFZ/Cooler

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Cooler
DBFZ Cooler Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown

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 better brother, no questions
  • One of the best intros in the game, never skip it.
  • Slow normals and specials.
  • 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
DBFZ Cooler 5LL.png
DBFZ Cooler 5LLL.png
Have this back, it's come down with a terrible case... of explosions...
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 12 -3
  • Big boi with small boi jab.
5LL 700 All 13 3 21 18
  • Can be reflected if used in a blockstring.
5LLL 500 + 500 All 12 3 18 -5
  • Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.


5M[edit]
5M
DBFZ Cooler 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 12 2 21 -7
  • Important points go here.


5H[edit]
5H
DBFZ Cooler 5H.png
Take a ride on the pain train
Damage Guard Startup Active Recovery Frame Adv.
400 + 100 + 400 All 17 6 22 -7
  • Carries the opponent to the current wall on hit, making it a powerful corner carry tool.
  • Usable after a low j.2H in the corner for optimal combo setups.
  • Only causes one hit and no capture state if smash has been used.


5S[edit]
5S
DBFZ Cooler 5S.png
"THIS SAIYAN EATING SENZU BEANS"
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - 30 -5f *
  • 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 Startup Active Recovery Frame Adv.
400 All 7 3 12 -3
  • Important points go here.


2M[edit]
2M
DBFZ Cooler 2M.png
Damage Guard 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 Startup Active Recovery Frame Adv.
850 All 14 3 28 -11
  • Invulnerable to air attacks, like all 2Hs. Decent upwards range.


6M[edit]
6M
DBFZ Cooler 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - 0
  • Universal overhead.


j.L[edit]
j.L
DBFZ Cooler jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 7 3 - -
  • Important points go here.


j.M[edit]
j.M
DBFZ Cooler jM.png
Damage Guard 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 Startup Active Recovery Frame Adv.
850 [1000] High 14 3 - -
  • [] is on Smash hit.


j.S[edit]
j.S
DBFZ Cooler jS.png
Hey, can you put that on a coaster?
Damage Guard Startup Active Recovery Frame Adv.
500 All 15 - - -
  • Will see much 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 Startup Active Recovery Frame Adv.
850 All 15 3 - -
  • Launches the opponent sideways, much like Cell's j.2H.


Specials[edit]

Crushing Stomp[edit]
Crushing Stomp
6H
DBFZ Cooler 6H.png
Call the Goon Squad cuz I'm stompin' this yard
Damage Guard Startup Active Recovery Frame Adv.
850 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.


Genocidal Uppercut[edit]
Genocidal Uppercut
3H
DBFZ Cooler 3H.png
AVON CALLING
Damage Guard Startup Active Recovery Frame Adv.
850 All 29 3 32 -10
  • Goes through beam and ki attacks, including beam and ki assists. Projectile guard point starts at either 6f or 7f.
  • Able to combo into Super Dash at the corner. Must use vanish for follow ups mid-screen.
  • Has anti-air properties.


Death Chaser[edit]
Death Chaser
236L/M/H (Air OK)
DBFZ Cooler DeathChaser.png
You've heard of Red Hot Kick, now get ready for Cooler Purple Kick
Version Damage Guard Startup Active Recovery Frame Adv.
L 400 + 960 High 24 5 21 -5
j.L 400 + 800 High 20 until lands 28 -
  • Does not knock down, but gives good corner carry
  • You can perform actions after Cooler kicks off of the opponent but before he hits the ground, allowing for easy safejump setups in the corner
  • You can airdash after this move if you've saved your aerial action, which allows you to tech chase or go for mixups
M 400 + 600 + 400 High 27 8 26 -7
j.M 400 + 600 + 400 High 24 until lands 23 -
  • Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.
H 400 + 720 + 560 High 24 5 37 -5
j.H 400 + 600 + 560 High 20 until lands 22 -
  • 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


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 Startup Active Recovery Frame Adv.
L 900 All 10 8 40 -36
j.L 900 All 10 8 - -
  • Invulnerable to head property attacks only from the 1st frame.
  • The air version is invincible against air attacks.
  • Is a better starter than the other versions.
M 950 All 18 10 55 -45
j.M 950 All 15 10 - -
  • Fully invincible from the 1st frame.
  • Has rather high scaling, so combos out of this move will not deal much damage.
H 950 All 10 10 57 -44
j.H 950 All 10 10 - -
  • Fully invincible from the 1st frame.
  • Has rather high scaling, so combos out of this move will not deal much damage.

One hit, does a single rising knee kick.


Follow-up[edit]
Follow-up
L/M/H during Death Breaker (Air OK)
DBFZ Cooler DeathBreakerFollow-up.png
"So how does it FEEL?"
Version Damage Guard Startup Active Recovery Frame Adv.
L 500 All - - - -
  • Switches sides.
  • Causes a sliding knockdown.
M 500 All - - - -
  • Ender of choice due to not switching sides.
  • Causes a sliding knockdown.
H 600 + 800 All - - - -
  • Switches sides.
  • Causes a sliding knockdown.
  • Leaves Cooler next to the opponent.
  • If used after M Death Breaker, Cooler follows up with M Death Chaser
  • If used after H Death Breaker, Cooler follows up with H Death Chaser.


Death Flash[edit]
Death Flash
236S (Air OK)
DBFZ Cooler DeathFlash.png
'yyYYYEAAAAHHHH!!!'
Damage Guard Startup Active Recovery Frame Adv.
270 + 4x 216 All 26 25 29 -7
  • Multi-hitting beam with very slow startup.
  • Don't use this in blockstrings unless you wanna get stuffed.
  • Confirms into Death Crasher from full screen.


Death Shaker[edit]
Death Shaker
214S
DBFZ Cooler DeathShaker.png
Fullscreen low considered ground breaking discovery
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 22 5 32 -10
  • Fullscreen low, can confirm into his level 1 or a vanish.


Assist[edit]

Death Breaker
A1/A2
DBFZ Cooler DeathBreaker.png
Faux Psyblade
Damage Guard 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.


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 Startup Active Recovery Frame Adv.
2420 All - - - -
  • Switches sides (IE you 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.

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 Startup Active Recovery Frame Adv.
2000 High - - - -
  • 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.


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 Startup Active Recovery Frame Adv.
Catch - - - - - -
  • Cooler's counter beats everything but grabs. Beams, ki blasts, buttons, even if you vanish in the middle of a move, there is no escape. Cooler will grab you anyway, and you are going to eat shit for it. This can work on Sparking as well, but the timing is very tight. Some specific things can beat it out, like doing rapid ki blasts into a DP, but it is still very strong for what it is. Has a lot of mindgame possibilities as well, as your opponent might force themselves to respect your wakeup if you have bar just so they don't get level 3'd.
  • Timed correctly, it will beat safejump setups as well.
Attack 4020 - - - - -
  • Your opponent will still be able to recover blue health after the counter.
Air 4770 Throw - - - -
  • Will hit standing opponents.
  • Whiffs on crouching opponents.
  • This is the DHC version of his level 3, as well.



Dragon Ball FighterZe
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