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{{MoveData
{{MoveData
|name=2M
|name=2M
|image=DBFZ_Cooler_2M.png |caption=
|image=DBFZ_Cooler_2M.png |caption= *whipcrack*
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|data=
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{{AttackDataHeader-DBFZ}}
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{{MoveData
{{MoveData
|name=j.S
|name=j.S
|image=DBFZ_Cooler_jS.png |caption=
|image=DBFZ_Cooler_jS.png |caption= "Yes officer, this man right here"
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
Revision as of 03:41, 26 February 2020
Cooler
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Defensive
Team Role
Point, Middle
Overview
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
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.
Slow normals and specials, which also means he fights hitstun decay in longer combos.
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.
Single-hit projectile that travels about half-screen.
Slow and not very useful in neutral at all.
Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H.
Cooler's 5S seems like combo filler at first, but it's actually quite a good stagger tool. The opponent will be pushed decently back from Cooler, enabling several possible options to continue pressure and punish the opponent for getting impatient.
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.
Ground L
236LL Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1280
High
24
5
21
-4 ~ -1
H
-
-
-
12% / 12%*2,0%
3
-
-
-
Air L
j.236LAir L Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1120
High
20
Until L
28
-6 ~ -1
H
-
-
-
12% / 12%*2,0%
3
-
-
-
Causes soft knockdown that can still be extended with Supers.
Ground M
236MM Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1490
High
25
7
26
+1 ~ +5
H
-
D1
-
12% / 12%*2,0% / 12%*3
3
-
-
-
Air M
j.236MAir M Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1330
High
27
Until L
23
+1 ~ +5
H
-
D1
-
12% / 12%*2,0% / 12%*3
3
-
-
-
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.
Ground H
236HH Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1630
High
24
5
37
+2 ~ +5
H
-
D1
-
-50%
3
-
-
-
Air H
j.236HAir H Death Chaserspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1470
High
20
Until L
22
±0 ~ +5
H
-
D1
-
-50%
3
-
-
-
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
Death Breaker 214L/M/H (Air OK)
"When your planet is in ashes, then you have my permission to die."
Cooler performs his 236S, and on hit he appears behind the opponent and follows up with a dunk. Easily the best of this kind of assist because of the beam voiceline.
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.
Minimum Damage: 908 (360 + 150*2 + 248)
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).
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
Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.
To edit frame data, edit values in DBFZ/Cooler/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.