< DBFZ
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |version=Cinematic | ||
|damage=2520<br>Min: 908 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Switches sides | }} | ||
{{AttackData-DBFZ | |||
|header=no |version=Normal | |||
|damage=1500<br>Min: 750 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Switches sides, you'll lose corner pressure if used in the corner. | |||
* Not invincible until after startup. | * Not invincible until after startup. | ||
* Cinematic super, so other projectiles will whiff when Cooler's is used. | * 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). | 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). | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=800, 1200<br>Min: 320, 480 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* 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. | * 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. | * 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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version = Catch | |version=Catch | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header = no | |header=no | ||
|version = Attack | |version=Attack | ||
|damage=4020 |guard= | |damage=4020 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * On the ground, Cooler uses up 3 Ki gauges and enters a stance, he will only attack if he's hit during this stance. | ||
* Has guard point against everything but grabs. However its downfall comes from the fact that: | |||
**A. It will only stun the opponent on guarding physical attacks. | |||
**B. The actual attack is a throw that will whiff on just simply crouching, low profile attacks, or even characters ''falling down''. | |||
* All of these combined meaning a lot projectiles 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 3 cannot, notably countering safejumps. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header = no | |header=no | ||
|version = Air | |version=Air | ||
|damage=4770 |guard=Throw | |damage=4770 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs. | ||
* | * Whiff on crouching, etc. | ||
* This is | * This is also Cooler's DHC. | ||
}} | }} | ||
}} | }} |
Revision as of 19:28, 25 January 2019
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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6H
6H Crushing Stomp |
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3H
3H Genocidal Uppercut |
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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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Death Breaker Follow-up
Death Breaker Follow-up Death Breaker > L/M/H on hit |
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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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