< DBFZ
(→3H) |
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==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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|startup=6 |active= |recovery= |frameAdv= | |startup=6 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Important points go here. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
*Can be reflected if used in a blockstring | * Can be reflected if used in a blockstring. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Carries the opponent to the | * 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 | * Usable after a low j.2H in the corner for optimal combo setups. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Single-hit projectile that travels about half-screen | * 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. | * Very slow and easy to reflect/super dash on reaction, so don't throw this out too often. | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage= |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Cooler's most ignorant normal | * Cooler's most ignorant normal. | ||
* Can link into 5H or 6H at the start of the round for a decent corner carry setup | * 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 | * 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 | * Can connect 5S and 214S at max range after hit. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Invulnerable to air attacks, like all 2Hs. Decent upwards range. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage= |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Universal overhead. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage= |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage= |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage= |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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 | * 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 | * 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 | * Can be linked after j.2H in the corner to squeeze a little extra damage out of combos. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Launches the opponent sideways, much like Cell's j.2H | * Launches the opponent sideways, much like Cell's j.2H. | ||
}} | }} | ||
}} | }} |
Revision as of 10:52, 4 December 2018
Cooler |
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Prejump: Assist Cooldown:
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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 |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Death Chaser
Death Chaser 236L/M/H (Air OK) |
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Death Breaker
Death Breaker 214L/M/H (Air OK) |
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Follow-up
Follow-up L/M/H during Death Breaker (Air OK) |
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Death Flash
Death Flash 236S (Air OK) |
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Death Shaker
Death Shaker 214S |
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Assist
Death Breaker A1/A2 |
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Supers
Death Crasher
Death Crasher 236L+M or 236H+S |
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Death Drop
Death Drop j.236L+M or j.236H+S |
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Atomic Supernova
Atomic Supernova 214L+M or 214H+S (Air OK) |
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