DBFZ/Cooler: Difference between revisions

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* 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.
* 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.
* Any stray hit can easily be comboed into a knockdown or ended in a super.
* He's the better brother, no questions
* He's the cooler brother, no questions
* One of the best intros in the game, never skip it.
* One of the best intros in the game, never skip it.
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Revision as of 14:55, 3 April 2019

Cooler
DBFZ Cooler Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown

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.
  • He's the cooler 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

5L
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...
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5% 1 - - -
DBFZ Cooler 5L.png
  • 6f of startup unlike other big characters.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 20 -7 B - - - 7% 2 - - -
DBFZ Cooler 5LL.png
  • Can be reflected if used in a blockstring.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 500×2 All 16 3 18 -5 B - U3+ - 6% / 6%*2 3 - - -
DBFZ Cooler 5LLL.pngDBFZ Cooler 5LLL Hit.png
  • Can achieve sliding knockdown with j.H. Often useful for vanish extension. Switches sides on explosion.
5M
5M
DBFZ Cooler 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 2 21 -7 B - - - 7% 2 14 - -
DBFZ Cooler 5M.png


  • Like most of his mediums, 5M is really long range and has the benefit of starting his medium autocombo
5H
5H
DBFZ Cooler 5H.png
Take a ride on the pain train
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 400,100,500 All 17 6 22 -1 B - U1 - 12% / 8%,1%,8% 4 - - -
DBFZ Cooler 5H.png


  • 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
5S
DBFZ Cooler 5S.png
"THIS SAIYAN EATING SENZU BEANS"
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 11 - Total 26 -5 P1 - - - 6% 2 - - -
DBFZ Cooler 5S.png


  • 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
2L
DBFZ Cooler 2L.png
I missed the lesson on low lights
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 7 3 9 0 B - - - 5% 1 - - -
DBFZ Cooler 2L.png


  • Important points go here.
2M
2M
DBFZ Cooler 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 13 2 23 -9 F - - - 7% 2 - - -
DBFZ Cooler 2M.png


  • 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
2H
DBFZ Cooler 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 3 28 -11 B 4-16 Head U1+ - 12% 4 - - -
DBFZ Cooler 2H.png


  • Invulnerable to air attacks, like all 2Hs. Decent upwards range.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 - - -
DBFZ Cooler jH.png


  • Universal overhead.
6H
6H
Crushing Stomp
DBFZ Cooler 6H.png
Call the Goon Squad cuz I'm stompin' this yard
Template:AttackDataHeader-DBFZ
6H
Crushing Stomp
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 Low 15 3 18 -5 F - - - 12% 3 - - -
DBFZ Cooler 6H.png


  • 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
3H
Genocidal Uppercut
DBFZ Cooler 3H.png
AVON CALLING
Template:AttackDataHeader-DBFZ
3H
Genocidal Uppercut
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 19~28 3 23 -10 B 4-21~30 Head, 7-21~30 Projectiles - - 12% 4 - - -
DBFZ Cooler 3H.png
Neutral is an abstract term for Cooler


  • 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.
j.L
j.L
DBFZ Cooler jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 7 3 - - H - - - 5% 1 - - -
DBFZ Cooler jL.png


  • Important points go here.
j.M
j.M
DBFZ Cooler jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 12 3 - - H - - - 7% 2 - - -
DBFZ Cooler jM.png


  • Long range, great air to air normal.
j.H
j.H
DBFZ Cooler jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 14 3 - - H - D1+ [D3+] - 12% 3 - - -
DBFZ Cooler jH.png


  • [] is on Smash hit.
j.S
j.S
DBFZ Cooler jS.png
Hey, can you put that on a coaster?
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 15 - Total 27 - P1 - - - 6% 2 - - -
DBFZ Cooler jS.png


  • 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
j.2H
DBFZ Cooler j2H.png
This kick looks really uncomfortable...
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 3 - - H - U1 - 12% 3 - - -
DBFZ Cooler j2H.png


  • Launches the opponent sideways, much like Cell's j.2H.

Specials

Death Chaser
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
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L


236L
L Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
j.L


j.236L
Air L Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
  • 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


236M
M Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
j.M


j.236M
Air M Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
  • Gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist.
H


236H
H Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
j.H


j.236H
Air H Death Chaser
special
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 - - -
DBFZ Cooler DeathChaser.png
  • 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
Death Breaker
214L/M/H (Air OK)
DBFZ Cooler DeathBreaker.png
"When your planet is in ashes, then you have my permission to die."
Template:AttackDataHeader-DBFZ
L


214L
L Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 10 8 47 -43 B 1-13 Head - - 8% 3 - - -
DBFZ Cooler DeathBreaker.png
j.L


j.214L
Air L Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 10 8 46 - H 1-13 Head - - 8% 3 - - -
DBFZ Cooler DeathBreaker.png
  • Has Anti-Air property.
  • Is a better starter than the other versions.
M


214M
M Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
950 All 18 10 46 -44 B 1-21 All - - 8% 3 - - -
DBFZ Cooler DeathBreaker.png
j.M


j.214M
Air M Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
950 All 14 10 46 - H 1-17 All - - 8% 3 - - -
DBFZ Cooler DeathBreaker.png
  • Fully invincible from the 1st frame.
  • Has rather high scaling, so combos out of this move will not deal much damage.
H


214H
H Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 10 10 46 -44 B 1-13 All - - -50% 3 - - -
DBFZ Cooler DeathBreaker.png
j.H


j.214H
Air H Death Breaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 10 10 36 - H 1-13 All - - -50% 3 - - -
DBFZ Cooler DeathBreaker.png
  • Fully invincible from the 1st frame.
  • Has rather high scaling, so combos out of this move will not deal much damage.
Death Breaker Follow-Up
Death Breaker Follow-Up
Death Breaker > L/M/H on hit
DBFZ Cooler DeathBreakerFollow-up.png
"So how does it FEEL?"
Template:AttackDataHeader-DBFZ
L


214X > L
L Death Breaker Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 22 [24] - - - - - D1 - 8% 3 - - -
DBFZ Cooler DeathBreakerFollow-up.png
  • Switches sides.
  • Causes a soft knockdown.
M


214X > M
M Death Breaker Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 22 [24] - - - - - D1 - 8% 3 - - -
DBFZ Cooler DeathBreakerFollow-up.png
  • Ender of choice due to not switching sides.
  • Causes a soft knockdown.
H


214X > H
L/M > H Death Breaker Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 900 All 22 [24] - - - - - D1 - -50% 0 - - -
DBFZ Cooler DeathBreakerFollow-up.png
214H > H


214H > H
H > H Death Breaker Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600, 900, 900 All 22 [24] - - - - - D1 - -50% 0 - - -
DBFZ Cooler DeathBreakerFollow-up.png
  • Switches sides.
  • Causes a sliding knockdown.
  • Leaves Cooler next to the opponent.
  • If used after H Death Breaker, gains an extra hit.
Death Flash
Death Flash
236S (Air OK)
DBFZ Cooler DeathFlash.png
'yyYYYEAAAAHHHH!!!'
Template:AttackDataHeader-DBFZ
Ground


236S
Death Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×5 All 23 25 21 -7 P2 - - - 2.4%*5 3 - - -
DBFZ Cooler DeathFlash.png
yyYYYEAAAAHHHH!!!
Air


j.236S
Air Death Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×5 All 23 25 30 - P2 - - - 2.4%*5 3 - - -
DBFZ Cooler DeathFlash.png
yyYYYEAAAAHHHH!!!
  • 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
Death Shaker
214S
DBFZ Cooler DeathShaker.png
Fullscreen low considered ground breaking discovery
Template:AttackDataHeader-DBFZ
214S
Death Shaker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Low 18 5 31 -14 P - - - 12% 3 - - -
DBFZ Cooler DeathShaker.png


  • Fullscreen low, can confirm into his level 1 or a vanish.

Assist

Death Breaker
A1/A2
DBFZ Cooler DeathBreaker.png
Faux Psyblade
Template:AttackDataHeader-DBFZ
  • 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

Death Crasher
Death Crasher
236L+M or 236H+S
DBFZ Cooler DeathCrasher1.png
"RRRRAAAAAAAAAHHH!"
DBFZ Cooler DeathCrasher2.png
"Imma plant me a dumbass tree!"
Template:AttackDataHeader-DBFZ
  • 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
Death Drop
j.236L+M or j.236H+S
DBFZ Cooler DeathDrop.png
THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR
Template:AttackDataHeader-DBFZ
  • 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
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.
Template:AttackDataHeader-DBFZ
Ground Counter
Ground Attack
  • On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is 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 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.
  • 1779 minimum damage.
  • Whiff on crouching, etc.
  • This is also Cooler's DHC.

Navigation

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.

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