DBFZ/Cooler

From Dustloop Wiki
Jump to navigation Jump to search
Overview
Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Where Frieza favors a more slender form and a long-ranged approach, his brother Cooler is infamous for his brutish build and memetic abilty to skip neutral. This amarinthine alien has very good midscreen control thanks to his absolutely huge normals, divekicks and j.S, as well as long strings that have plenty stagger and frame trap opportunities. The most notable thing that Cooler can do is counter opponents trying to zone you out, or otherwise rely on "meta" strategies like beam spamming and careless Superdashing. Cooler's Genocidal Uppercut (3H) launches him forward with a projectile and air invulnerable charge for about 70% of the screen, and can be cancelled into 5S on block to make it either safe or plus if the opponent is still in the air. With these tools used properly, Cooler can counter many keepaway strategies and lock down the opponent. If the opponent fails to respect Cooler and his enormousness, they can find themselves being brought straight to the corner by his infamous corner carry combos. Complete with a DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. and a frame 1 counter level 3, Cooler is well-rounded and can go toe to toe with anyone, and their pitiful beam assists too. Unfortunately, Cooler's brawnish body is also his biggest blunder, as his wide normals and slow attacks make him very susceptible to whiff punishing. Failing to accommodate for this can have Cooler be swamped by his opponent as his size is turned against him. If the opponent learns to respect Cooler, he also loses some of his effectiveness, meaning a Cooler player must tread a fine line between punishing his opponents carelessness and bullying them with his huge normals.


"I'm not short-sighted like my brother. I will be sure to exterminate every last one of you!"
Lore: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 same Saiyan that defeated his younger brother.
Playstyle
DBFZ Cooler Icon.png Cooler is an all-arounder who dominates the battlefield with oppressive range, in barbaric contrast to his brother.
Pros Cons
  • Gigantic Buttons: Big range and utility on normals like Genocidal Uppercut, an anti air that beats projectiles.
  • Space Control: Commands the screen with Death Chaser, Flash, Shaker, and the aforementioned 3H.
  • Corner Carry: Strong corner carry abilities like 5H that will almost always lead to the corner after a combo.
  • Great Defense: Death Breaker is a huge air-OK reversal, and Atomic Supernova is a counter-based level 3 that can beat safejump set-ups.
  • Solid Pressure: Multiple pressure options along with a couple of good staggers and frametraps.
  • Solid Assists His a Assist is a large dp, b assist is invulnerable to projectiles, and c assist is a beam.
  • Slow: Slow normals and specials, along with hurtboxes as big as his hitboxes. His normals are somewhat safe thanks to pushback, but can be made safe with 5S.
  • Side-Switches: A lot of Cooler's moves side-switch at inopportune times, likely a price for his vast corner carry.
  • Whiff Punishment: Huge hurtboxes paired with lengthy recovery make Cooler susceptible to whiff punishes.
  • Mediocre Damage: His basic combo structure leads to an arguably average damage output.

Normal Moves

5L

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 All - 13 - Total 26 -5 -

  • Single-hit projectile that travels about half-screen.
  • Integral to Cooler's pressure, but not really useful in neutral.
  • Typically used after 6H in both pressure and combos, allowing Cooler to cancel into 5H, 2H, 3H or any specials.
  • Very high hitstun, allowing for Sparking loops and even Super Dash in the corner.

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.

2L

2M

2H

6M

6H

Crushing Stomp

3H

Genocidal Uppercut

j.L

j.M

j.H

j.S

j.2H


Special Moves

Death Chaser

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 1280 High - 24 5 21 -4 ~ -1 -
Air L 1120 High - 20 Until L 28 -6 ~ -1 -
Ground M 1490 High D1 27 7 26 +1 ~ +5 -
Air M 1330 High D1 27 Until L 23 +1 ~ +5 -
Ground H 1630 High D1 24 5 37 +2 ~ +5 -
Air H 1470 High D1 20 Until L 22 Β±0 ~ +5 -

  • Damage: Raw / Non-Smash / Smash
  • L and M versions make Cooler bounce 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 level 1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super.

236L causes soft knockdown that can still be extended with Supers. The opponent recovers quite fast after this which can be useful for instant overheads, or cheeky lows for when they're anticipating the overhead.


  • 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 the L version.
  • Plus on block.

236M is mostly used as a pressure reset, since 236L and 236H are better in every other way.


  • 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.

236H is useful in both pressure and combos. If you still want 236L's corner carry while not having to deal with a weaker knockdown, use this.

Death Breaker

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 10 8 47 -43 1-13 Head
Air L 900 All - 10 8 46 - 1-13 Head
Ground M 950 All - 18 10 46 -44 1-21 All
Air M 950 All - 14 10 46 - 1-17 All
Ground H 1000 All - 10 10 46 -44 1-13 All
Air H 1000 All - 10 10 36 - 1-13 All

  • Has anti-air property.
  • Scales less than the other versions.
  • Can still call assists on block or whiff.

Primarily used to hit Super Dash or to end corner combos at high scaling.


  • Fully invincible from the 1st frame.

A DP with a great hitbox and lots of range. Some opponents might not be able to punish Cooler on whiff thanks to how far he goes.


  • 214M invul with 214L's speed.
  • Powers up the H followup.

214H is usually used along with the H followup to get as much damage as possible.

Death Breaker Follow-up

Death Breaker > L/M/H on hit

Death Flash

236S (Air OK)

Death Shaker

214S

Z Assists

Assist A

Death Breaker

Assist B

Genocidal Uppercut

Assist C

Death Crasher


Super Moves

Death Crasher

236L+M or 236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2420 All UDV 10+4~9 8 37 -27 10=>17-22 All

  • 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).

Death Drop

j.236L+M or j.236H+S

Atomic Supernova

214L+M or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground Counter 4020 Throw - 1 42 Total 71 - 1-42 Strike, Projectiles Guard
Ground Attack 4770 Throw UDV 13 1 29 - 1-19 All
Air 4770 Throw UDV 10+3 - Until L - 1-23 All

  • 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:
  • 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.

This super is better than how it seems. Cooler loses corner, but has more than enough frame advantage to go for a left-right mix-up, as well as a meaty 2M. Combined with the rest of Cooler's options and it can be surprisingly scary to block.


  • Has frame 1 invulnerability like typical level 3 but is vulnerable to anti-airs.
  • Minimum damage: 1779.
  • Whiffs on crouchers, but will hit anyone in the air.
  • This is also Cooler's DHC.

The same as his grounded level 3, only without the counter. Can be comboed into with j.S -> 236L/H or j.S 214L/M/H + H.

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Cooler/Data.