DBFZ/Cooler: Difference between revisions

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* Switches sides on hit.
* Switches sides on hit.
* Cooler is in the air on hit and grounded on block.
* Cooler is in the air on hit and grounded on block.
* + On Block
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Revision as of 18:21, 31 May 2020

Cooler
DBFZ Cooler Portrait.png
Play-style Rushdown, Defensive, Footsies
Team Role Anywhere

Overview

"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 selfsame Saiyan that defeated his younger brother. (Name trivia: While one may think that the name "Cooler" comes from the Ice theme of the Frieza Race, this is only partially true. It comes from Japanese phrase "Yashi demo Kura" meaning "Let's chow down!")

Playstyle

 Cooler  Cooler is an all-around who dominates the battlefield with oppressive range and pressure, in a barbaric contrast to his brother.

Pros
Cons
  • Long range and plenty utility on his normals, especially 3H which beats projectiles and is an anti-air.
  • Solid pressure options with great stagger and good mixups, although reactable.
  • 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 air-OK DP that has a huge hitbox, 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.
  • Doesn't need meter but can put it to excellent use in neutral, combos and strings.
  • Slow normals and specials, which also means he fights hitstun decay in longer combos.
  • Not much combo potential, somewhat average damage.
  • Cooler's DHC can be difficult to use, since it swaps sides with the opponent and is a cinematic. If you cancel it before the cinematic, Cooler deals reduced albeit still passable damage.
  • Assist A is slower than your average DP assist, and B is slow in general.
  • 3H doesn't stop until it hits, meaning Cooler can easily miss a superdash and get punished.



Normal Moves

5L
5L
DBFZ Cooler 5L.png
Big boi with small boi jab
DBFZ Cooler 5LL.png
Foot from halfscreen away
DBFZ Cooler 5LLL.png
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5L
  • 6f jab.
  • Cooler's fastest normal, good for pressure and confirms.
5LL
  • Combo and blockstring filler.
  • Like most characters, this is Cooler's best starter.
  • Connects after a vanish with microdash 5L whiff.

Huge range and moves Cooler forward a lot. Unsafe on block, but due to Cooler generally having great pressure you might be able to get away with staggering this.

5LLL
  • Switches sides on hit.
  • Cooler is in the air on hit and grounded on block.
  • + On Block
5M
5M
DBFZ Cooler 5M.png
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  • Like most of his mediums, 5M is really long range.
  • Moves Cooler forwards slightly, giving it even more range.

Because of pushback, 5M > 2M or 2M > 5M can result in the opponent not having enough range to challenge Cooler, while Cooler still has enough range to hit them.

5H
5H
DBFZ Cooler 5H.png
Take a ride on the pain train
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  • Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.
  • Usable after a low j.2H in the corner for optimal combo setups.

Best used midscreen when you land a max range 2M.

5S
5S
DBFZ Cooler 5S.png
Pressure right at your fingertips
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  • 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.
  • Has very high hitstun, allowing for sparking loops and even superdash 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
2L
DBFZ Cooler 2L.png
Better range but worse startup, like a true GG character.
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  • Exchanges the low property for huge range.
  • Good for staggers due to it's fast startup and large range.
  • Outranges 5L by a good margin.

Because 5L has bad range, you'll use this to mash out of pressure and for some blockstrings.

2M
2M
DBFZ Cooler 2M.png
*whipcrack*
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  • 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.

Really dumb. At max range, Cooler must cancel into 5H to start a combo.

2H
2H
DBFZ Cooler 2H.png
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  • Universal anti-air.
  • Decent upwards range.
  • Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
  • Short range for a character with generally large range.
6H
6H
Crushing Stomp
DBFZ Cooler 6H.png
Call the Goon Squad cuz I'm stompin' this yard
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  • 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
Was that a beam? It was very cute
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  • Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.
  • Also has Anti-Air properties.
  • Able to combo into Super Dash on hit. Can gatling into 5S on block to make it safe.
  • If the opponent blocks this high enough, 5S will make Cooler +1.

This move goes through a lot of stuff. Abuse it.

j.L
j.L
DBFZ Cooler jL.png
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  • Has a tendency to whiff in air combos if used more than once before a double jump.
j.M
j.M
DBFZ Cooler jM.png
It keeps the skies clean
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  • Long range, great air to air normal.

Effectively 2M in the air, incredibly ignorant and a good anti-superdash. You can nearly always confirm into j.2H.

j.H
j.H
DBFZ Cooler jH.png
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  • Only really used as a jump-in, 214L is a much better combo ender.
  • Gives the most frame advantage out of all Cooler's air normals.
j.S
j.S
DBFZ Cooler jS.png
EATING BEANS, I SEE
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  • Has 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.

Used a lot like SS Goku's j.S in neutral, in that you'll primarily use it to snipe opponents trying to stop you. Cooler gets extra mileage off of it due to smarter opponents watching for his divekicks.

j.2H
j.2H
DBFZ Cooler j2H.png
This kick looks really uncomfortable...
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  • Launches the opponent sideways (even though he's clearly kicking upwards), much like Cell's j.2H.
  • If used close to the ground in the corner, it also allows for grounded follow-ups (including Dragon Rush).

If you're close enough to the corner it can combo into 236M or 214M, which is useful for securing knockdowns when you hit the opponent with a raw superdash.

Special Moves

Death Chaser
Death Chaser
236L/M/H (Air OK)
DBFZ Cooler DeathChaser.png
footdive
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  • Damage: Raw / In a combo / Smash
  • L and M versions make Cooler bounces 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 Lv1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super.
Ground L
Air L
  • 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.

Ground M
Air M
  • 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.

Mostly used as a pressure reset, 236L and 236H are better in every way for mixup.

Ground H
Air H
  • 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.

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
Death Breaker
214L/M/H (Air OK)
DBFZ Cooler DeathBreaker.png
"When your planet is in ashes, then you have my permission to die."
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Ground L
Air L
  • Has Anti-Air property.
  • Scales less than the other versions.
  • Can still call assists on block or whiff.
  • Can be used after a blocked j.H for a silly double overhead, often messes with people's muscle memory.

Primarily used to end corner combos at high scaling. Sometimes used as a cheeky, long range anti-air along with assist calls to make it safe.

Ground M
Air M
  • Fully invincible from the 1st frame.

It's 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.

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

Usually used along with the H followup to get as much damage as possible.

All versions are your go-to corner combo enders. There's next to no reason to not go for the followup.

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?"
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L
  • Switches sides.
  • Smash hit causes a short sliding knockdown.
M
  • Ender of choice due to not switching sides.
  • Smash hit causes a short sliding knockdown.
H
214H > H
  • If used after H Death Breaker, gains an extra hit.
  • Switches sides.
  • Smash hit causes a sliding knockdown.
  • Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non Smash hit cannot be extended with Supers.
Death Flash
Death Flash
236S (Air OK)
DBFZ Cooler DeathFlash.png
'yyYYYEAAAAHHHH!!!'
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Ground
Air
  • 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.
  • Second best voice line in the game, only beaten by Nappa.

Slower than average beam but better height, it'll more reliably beat people trying to shoot you from the air.

Death Shaker
Death Shaker
214S
DBFZ Cooler DeathShaker.png
Fullscreen low considered ground breaking discovery
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  • Fullscreen low, can confirm into his level 1 or a vanish.
  • Use with a good assist for some mixup potential.

Mainly used for frametraps in blockstrings.

Z Assists

Assist A
Death Breaker
Assist A
DBFZ Cooler DeathBreaker.png
Faux Psyblade
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  • 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.
  • Takes up a huge portion of the screen and is confirmable on hit with superdash.
Assist B
Genocidal Uppercut
Assist B
DBFZ Cooler 3H.png
No projectiles allowed
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  • His 3H
  • Goes through beams and Ki blasts BUT is vulnerable at the very start of the assist. Really good assist for dealing with very campy-zoning heavy teams.
Assist C
Death Crasher
Assist C
DBFZ Cooler DeathFlash.png
YYYEAAAAHHHHs your neutral
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  • yyyyyYYYEEEEEAaaAAAH

Cooler performs his 236S, and on hit he appears behind the opponent and follows up with a dunk. Easily the best of this kind of assist because of the beam voiceline.

Super Moves

Death Crasher
Death Crasher
236L+M or 236H+S
DBFZ Cooler DeathCrasher1.png
"RRRRAAAAAAAAAHHH!"
DBFZ Cooler DeathCrasher2.png
"Imma plant me a dumbass tree!"
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  • 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
Death Drop
j.236L+M or j.236H+S
DBFZ Cooler DeathDrop.png
THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR
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  • 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.
  • Minimum Damage: 800 (320 + 480)
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
Of course mine is bigger than my brothers
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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:
  • 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 advantage to go for a left-right mixup as well as a meaty 2M. Combined with the rest of Cooler's options and it can be surprisingly scary to block.

Air
  • 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.

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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