DBFZ/Cooler/Combos: Difference between revisions

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[[Category:Dragon Ball FighterZ]]
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[[Category:Cooler]]

Revision as of 20:56, 17 July 2020

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Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.MLL2H > SD > j.ML > jc.LLS > j214M~M ? ? All Cooler's version of the Saiyan BnB.
2M > 5M > jc.M2H > SD > j.LLS > j.236L ? ? All Alternate version of Cooler's BnB, preserving your action gives you a super easy safejump off of 236L.
5M > 2M > 6H > 5S > 5H > SD > j.MLL > jc.LLS > j.214M~M ? ? All Corner carry combo that takes advantage of Cooler's extensive ground normals.
... Vanish > 665L (whiff) > 5LL > 5LLL > SD > j.ML > jc.LLS > j.214M~M ? -1 All Basic vanish extension. Cooler gets slide knockdowns off of 214X, so it's not all that bad to go for this.
236S/214S > 236L+M ? -1 All While you can do this, it's both pretty hard and not all that damaging unless you go into a DHC sequence.

Notes

Can end with "214M~L" to switch sides.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 3H > SD > j.2H ▷ 2M > 6H > 5S > 5H > SD > j.ML > jc > j.LL2HS > j.214M~M ? ? All This is your corner BnB. It's harder to extend than most because of how much Cooler suffers from Hitstun Decay.
2M > SD > j.2H > DR ? ? All Solo snap. Not good anymore, but cool to have regardless.
... j.214M~L > Vanish > j.[DR] ? -1 All Takes advantage of the L follow up's sideswap for a little extra damage while keeping the corner.
... j.214M~M > j.236L+M ? -1 All Cooler's only non-sideswitch super option, comes at the cost of some damage.
... j.214M~L ▷ 236L+M/214L+M ? -1/-3 All Takes the opponent pretty far out of the corner, but it still returns them to the closer corner.
... j.214M~H ▷ 214L+M ? -3.5 All Super easy combo into level 3 at the cost of some extra bar.

Notes

Using ... j.214M~M ▷ 236L+M can be good if you're DHC-ing into a character who sideswaps for their super, like SSJ Goku's Level 3.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... 5S > [jc.S > airdash j.M ▷ 5S]*n ... Anywhere ? ? All Cooler's got them loops too.

Notes

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.214M~M > Assist > (j.214M~M > Assist) > DR > 214S > Super Corner ? ? All Basic assist extension into super. You'll only really use the double assist version when it's going to kill (or in a ToD, but that fulfills the first condition).

Notes

Combo Theory

Cooler doesn't get slide knockdowns from j.2H, so always try to end your combos in 214M or 236L. They each have their own advantages, but 236L won't work if the combo is too long. In exchange, it gives you a safejump in the corner if you airdash after Cooler lands and pushes them away.

Video Examples

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