DBFZ/Cooler: Difference between revisions

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{{CharaOverview
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|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=j.S|label={{clr|4|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=3H|label=Genocidal Uppercut ({{clr|3|3H}})}} launches him forward with a projectile and air invulnerable charge for about 70% of the screen, and can be cancelled into {{MiniMoveCard|game=DBFZ|chara=Cooler|input=5S|label={{clr|4|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=214M|label={{keyword|DP}}}} and a {{MiniMoveCard|game=DBFZ|chara=Cooler|input=214LM Catch|label=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.  
|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=j.S|label={{clr|S|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=3H|label=Genocidal Uppercut ({{clr|H|3H}})}} launches him forward with a projectile and air invulnerable charge for about 70% of the screen, and can be cancelled into {{MiniMoveCard|game=DBFZ|chara=Cooler|input=5S|label={{clr|S|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 {{MiniMoveCard|game=DBFZ|chara=Cooler|input=214M|label={{keyword|DP}}}} and a {{MiniMoveCard|game=DBFZ|chara=Cooler|input=214LM Catch|label=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.  
|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.
|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.
|quote= I'm not short-sighted like my brother. I will be sure to exterminate every last one of you!
|quote= I'm not short-sighted like my brother. I will be sure to exterminate every last one of you!
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|pros=  
|pros=  
* '''Gigantic Buttons:''' Big range and utility on normals like [[DBFZ/Cooler#3H| Genocidal Uppercut]], an anti air that beats projectiles.
* '''Gigantic Buttons:''' Big range and utility on normals like [[DBFZ/Cooler#3H| Genocidal Uppercut]], an anti air that beats projectiles.
* '''Space Control:''' Commands the screen with [[DBFZ/Cooler#Death Chaser| Death Chaser]], [[DBFZ/Cooler#Death Flash| Flash]], [[DBFZ/Cooler#Death Shaker| Shaker]], and the aforementioned [[DBFZ/Cooler#3H| {{clr|3|3H}}]].
* '''Space Control:''' Commands the screen with [[DBFZ/Cooler#Death Chaser| Death Chaser]], [[DBFZ/Cooler#Death Flash| Flash]], [[DBFZ/Cooler#Death Shaker| Shaker]], and the aforementioned [[DBFZ/Cooler#3H| {{clr|H|3H}}]].
* '''Corner Carry:''' Strong corner carry abilities like [[DBFZ/Cooler#5H| {{clr|3|5H}}]] that will almost always lead to the corner after a combo.
* '''Corner Carry:''' Strong corner carry abilities like [[DBFZ/Cooler#5H| {{clr|H|5H}}]] that will almost always lead to the corner after a combo.
* '''Great Defense:''' [[DBFZ/Cooler#Death Breaker| Death Breaker]] is a huge air-OK reversal, and [[DBFZ/Cooler#Atomic Supernova| Atomic Supernova]] is a counter-based level 3 that can beat safejump set-ups.
* '''Great Defense:''' [[DBFZ/Cooler#Death Breaker| Death Breaker]] is a huge air-OK reversal, and [[DBFZ/Cooler#Atomic Supernova| 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 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.
*'''Solid Assists:''' His A Assist is a large dp, B assist is invulnerable to projectiles, and C assist is a beam.
|cons=  
|cons=  
* '''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 {{clr|4|5S}}.
* '''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 {{clr|S|5S}}.
* '''Side-Switches:''' A lot of Cooler's moves side-switch at inopportune times, likely a price for his vast corner carry.
* '''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.
* '''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.
* '''Mediocre Damage:''' His basic combo structure leads to an arguably average damage output.
* '''Poor Mixups:''' Cooler's {{clr|2|2M}} is a whopping 12 frames, making it nearly impossible for him to high/low opponents. He does not have a command grab, and his only character-specific overhead is slow and {{clr|3|2H}}-able.
* '''Poor Mixups:''' Cooler's {{clr|M|2M}} is a whopping 12 frames, making it nearly impossible for him to high/low opponents. He does not have a command grab, and his only character-specific overhead is slow and {{clr|H|2H}}-able.
|difficulty_rating=3
|difficulty_rating=3
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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* {{clr|1|5L}} is Cooler's fastest normal, good for pressure and confirms.
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* {{clr|L|5L}} is Cooler's fastest normal, good for pressure and confirms.
* 6f jab.
* 6f jab.
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* Combo and blockstring filler.
* Combo and blockstring filler.
* Like most characters, this is Cooler's best starter.
* Like most characters, this is Cooler's best starter.
* Connects after a Vanish with microdash {{clr|1|5L}} whiff.
* Connects after a Vanish with microdash {{clr|L|5L}} whiff.
{{clr|1|5LL}} has 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.
{{clr|L|5LL}} has 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.
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* {{clr|1|5LLL}} switches sides on hit.
* {{clr|L|5LLL}} 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.
* Safe on block.
* Safe on block.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Like most of his mediums, {{clr|2|5M}} is really long range.
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* Like most of his mediums, {{clr|M|5M}} is really long range.
* Moves Cooler forwards slightly, giving it even more range.
* Moves Cooler forwards slightly, giving it even more range.
Because of pushback, {{clr|2|5M}} > {{clr|2|2M}} or {{clr|2|2M}} > {{clr|2|5M}} can result in the opponent not having enough range to challenge Cooler, while Cooler still has enough range to hit them.
Because of pushback, {{clr|M|5M}} > {{clr|M|2M}} or {{clr|M|2M}} > {{clr|M|5M}} can result in the opponent not having enough range to challenge Cooler, while Cooler still has enough range to hit them.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.
* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.
* Usable after a low {{clr|3|j.2H}} in the corner for optimal combo setups.
* Usable after a low {{clr|H|j.2H}} in the corner for optimal combo setups.
Best used midscreen when you land a max range {{clr|2|2M}}.
Best used midscreen when you land a max range {{clr|M|2M}}.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Single-hit projectile that travels about half-screen.
* Single-hit projectile that travels about half-screen.
* Integral to Cooler's pressure, but not really useful in neutral.
* Integral to Cooler's pressure, but not really useful in neutral.
* Typically used after {{clr|3|6H}} in both pressure and combos, allowing Cooler to cancel into {{clr|3|5H}}, {{clr|3|2H}}, {{clr|3|3H}} or any specials.
* Typically used after {{clr|H|6H}} in both pressure and combos, allowing Cooler to cancel into {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|3H}} or any specials.
* Very high hitstun, allowing for Sparking loops and even Super Dash in the corner.
* Very high hitstun, allowing for Sparking loops and even Super Dash in the corner.
Cooler's {{clr|4|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.
Cooler's {{clr|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.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Exchanges the low property for huge range.
* Exchanges the low property for huge range.
* Good for staggers due to its fast startup and long range.
* Good for staggers due to its fast startup and long range.
* Outranges {{clr|1|5L}} by a good margin.
* Outranges {{clr|L|5L}} by a good margin.
Because {{clr|1|5L}} has bad range, you'll use this to mash out of pressure and for some blockstrings.
Because {{clr|L|5L}} has bad range, you'll use this to mash out of pressure and for some blockstrings.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Cooler's most ignorant normal.
* Cooler's most ignorant normal.
* Can link into {{clr|3|5H}} or {{clr|3|6H}} at the start of the round for a decent corner carry setup.
* Can link into {{clr|H|5H}} or {{clr|H|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.
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.
* Can connect {{clr|4|5S}} and {{clr|4|214S}} at max range after hit.
* Can connect {{clr|S|5S}} and {{clr|S|214S}} at max range after hit.
Really dumb. {{clr|2|5M}} is able to link into the move at max range now, but can also still be cancelled into {{clr|4|5S}} or {{clr|3|5H}} instead.
Really dumb. {{clr|M|5M}} is able to link into the move at max range now, but can also still be cancelled into {{clr|S|5S}} or {{clr|H|5H}} instead.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Universal anti-air.
* Universal anti-air.
* Decent upwards range.
* Decent upwards range.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Universal overhead.
* Universal overhead.
* Short range for a character with generally large range.
* Short range for a character with generally large range.
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===<big>{{clr|3|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Crushing Stomp'''</span>
<span class="input-badge">'''Crushing Stomp'''</span>
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* Scales like a light (thanks a lot, Cell).
* Scales like a light (thanks a lot, Cell).
* You can perform {{clr|3|5H}} after {{clr|3|6H}} but not vice-versa, so be careful how you structure your pressure.
* You can perform {{clr|H|5H}} after {{clr|H|6H}} but not vice-versa, so be careful how you structure your pressure.
* Confirms from {{clr|2|2M}} on hit but not {{clr|2|5M}}.
* Confirms from {{clr|M|2M}} on hit but not {{clr|M|5M}}.
* Ground bounces on air hit.
* Ground bounces on air hit.
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===<big>{{clr|3|3H}}</big>===
===<big>{{clr|H|3H}}</big>===
<span class="input-badge">'''Genocidal Uppercut'''</span>
<span class="input-badge">'''Genocidal Uppercut'''</span>
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* Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.
* Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.
* Also has anti-air properties.
* Also has anti-air properties.
* Able to combo into Super Dash on hit. Can gatling into {{clr|4|5S}} on block to make it safe.
* Able to combo into Super Dash on hit. Can gatling into {{clr|S|5S}} on block to make it safe.
* If the opponent blocks this high enough, {{clr|4|5S}} will make Cooler +1.
* If the opponent blocks this high enough, {{clr|S|5S}} will make Cooler +1.
This move goes through a lot of stuff. Abuse it.
This move goes through a lot of stuff. Abuse it.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Has a tendency to whiff in air combos if used more than once before a double jump.
* Has a tendency to whiff in air combos if used more than once before a double jump.
* Though it whiffs in certain air combos it's quite decent at stopping super dashes
* Though it whiffs in certain air combos it's quite decent at stopping super dashes
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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* Long range, great air-to-air normal.
* Long range, great air-to-air normal.
Effectively {{clr|2|2M}} in the air, incredibly ignorant and a good anti-Super Dash. You can nearly always confirm into {{clr|3|j.2H}}.
Effectively {{clr|M|2M}} in the air, incredibly ignorant and a good anti-Super Dash. You can nearly always confirm into {{clr|H|j.2H}}.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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* Only really used as a jump-in, {{clr|1|214L}} is a much better combo ender.
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* Only really used as a jump-in, {{clr|L|214L}} is a much better combo ender.
* Gives the most frame advantage out of all Cooler's air normals.
* Gives the most frame advantage out of all Cooler's air normals.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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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 {{clr|1|j.236L}}/{{clr|3|H}}.
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* Does not have enough hitstun on its own to combo into {{clr|2|j.236M}}.
* Has more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and {{clr|L|j.236L}}/{{clr|H|H}}.
* Can be linked after {{clr|3|j.2H}} in the corner to squeeze a little extra damage out of combos.
* Does not have enough hitstun on its own to combo into {{clr|M|j.236M}}.
Used a lot like SS Goku's {{clr|4|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.
* Can be linked after {{clr|H|j.2H}} in the corner to squeeze a little extra damage out of combos.
Used a lot like SS Goku's {{clr|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.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Launches the opponent sideways (even though he's clearly kicking upwards), much like Cell's {{clr|3|j.2H}}.
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* Launches the opponent sideways (even though he's clearly kicking upwards), much like Cell's {{clr|H|j.2H}}.
* If used close to the ground in the corner, it also allows for grounded follow-ups (including Dragon Rush).
* 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 {{clr|2|236M}} or {{clr|2|214M}}, which is useful for securing knockdowns when you hit the opponent with a raw Super Dash.
If you're close enough to the corner it can combo into {{clr|M|236M}} or {{clr|M|214M}}, which is useful for securing knockdowns when you hit the opponent with a raw Super Dash.
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==Special Moves==
==Special Moves==
===<big>Death Chaser</big>===
===<big>Death Chaser</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Damage: Raw / Non-Smash / Smash
* Damage: Raw / Non-Smash / Smash
* L and M versions make Cooler bounce back on hit, while H versions keep him grounded.
* L and M versions make Cooler bounce back on hit, while H versions keep him grounded.
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* 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.
* 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.
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{{clr|1|236L}} causes soft knockdown that can still be extended with Supers.
{{clr|L|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.
The opponent recovers quite fast after this which can be useful for instant overheads, or cheeky lows for when they're anticipating the overhead.
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* Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smash {{clr|3|j.2H}}.
* Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smash {{clr|H|j.2H}}.
* Non Smash only hits twice, soft knockdown like the L version.
* Non Smash only hits twice, soft knockdown like the L version.
* Plus on block.
* Plus on block.
{{clr|2|236M}} is mostly used as a pressure reset, since {{clr|1|236L}} and {{clr|3|236H}} are better in every other way.
{{clr|M|236M}} is mostly used as a pressure reset, since {{clr|L|236L}} and {{clr|H|236H}} are better in every other way.
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----
* 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.
* 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.
* Non Smash only hits twice, soft knockdown like L version.
* Also plus on block.
* Also plus on block.
{{clr|3|236H}} is useful in both pressure and combos. If you still want {{clr|1|236L}}'s corner carry while not having to deal with a weaker knockdown, use this.
{{clr|H|236H}} is useful in both pressure and combos. If you still want {{clr|L|236L}}'s corner carry while not having to deal with a weaker knockdown, use this.
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===<big>Death Breaker</big>===
===<big>Death Breaker</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Has anti-air property.
* Has anti-air property.
* Scales less than the other versions.
* Scales less than the other versions.
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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.
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.
----
----
* {{clr|2|214M}} invul with {{clr|1|214L}}'s speed.
* {{clr|M|214M}} invul with {{clr|L|214L}}'s speed.
* Powers up the H followup.
* Powers up the H followup.
{{clr|3|214H}} is usually used along with the H followup to get as much damage as possible.
{{clr|H|214H}} is usually used along with the H followup to get as much damage as possible.
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===<big>Death Breaker Follow-up</big>===
===<big>Death Breaker Follow-up</big>===
<span class="input-badge">'''Death Breaker > {{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}} on hit'''</span>
<span class="input-badge">'''Death Breaker > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span>
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* L switches sides.
* L switches sides.
* Smash hit causes a short sliding knockdown.
* Smash hit causes a short sliding knockdown.
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===<big>Death Flash</big>===
===<big>Death Flash</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* Multi-hitting beam with very slow startup, don't use this in blockstrings unless you wanna get stuffed.
* 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.
* Confirms into Death Crasher from full screen.
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===<big>Death Shaker</big>===
===<big>Death Shaker</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Fullscreen low, can confirm into his level 1 or Vanish.
* Fullscreen low, can confirm into his level 1 or Vanish.
* Use with a good assist for some mix-up potential.
* Use with a good assist for some mix-up potential.
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* Larger hitbox than other DP assists, which can make it a slightly more useful tool for getting out of pressure.
* Larger hitbox than other DP assists, which can make it a slightly more useful tool for getting out of pressure.
* Invincible from frame 10 onwards.
* Invincible from frame 10 onwards.
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* His {{clr|3|3H}}.
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* His {{clr|H|3H}}.
Goes through all non-super projectiles, assists and has anti-air property BUT is vulnerable at the very start. Great for dealing with zoning and has better blockstun than A assist, but not particularly useful otherwise. Can be used to combo from but timing can be tricky.
Goes through all non-super projectiles, assists and has anti-air property BUT is vulnerable at the very start. Great for dealing with zoning and has better blockstun than A assist, but not particularly useful otherwise. Can be used to combo from but timing can be tricky.
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* yyyyyYYYEEEEEAaaAAAH
* yyyyyYYYEEEEEAaaAAAH
Cooler performs his {{clr|4|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.
Cooler performs his {{clr|S|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.
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==Super Moves==
==Super Moves==
===<big>Death Crasher</big>===
===<big>Death Crasher</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}}'''</span>
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* Switches sides, you'll lose corner pressure if used in the corner.
* Switches sides, you'll lose corner pressure if used in the corner.
* Not invincible until after startup.
* Not invincible until after startup.
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* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.
* Minimum Damage: 908 (360 + 150*2 + 248)
* 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 {{clr|4|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 {{clr|S|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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===<big>Death Drop</big>===
===<big>Death Drop</big>===
<span class="input-badge">'''{{clr|1|j.236L}}+{{clr|2|M}} or {{clr|3|j.236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}} or {{clr|H|j.236H}}+{{clr|S|S}}'''</span>
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DBFZ_Cooler_DeathDrop.png |THIS ISN'T FRIEZA'{{clr|4|S}} LEVEL 3 I SWEAR
DBFZ_Cooler_DeathDrop.png |THIS ISN'T FRIEZA'{{clr|S|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.
* 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.
* 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 {{clr|1|2369L}}+{{clr|2|M}}/{{clr|3|H}}+{{clr|4|S}} to use this super after a grounded combo if you want to avoid Death Crasher's side switch.
* Input {{clr|L|2369L}}+{{clr|M|M}}/{{clr|H|H}}+{{clr|S|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.
* Vulnerable to anti-airs similar to Vegito's Omega Finishing Blow.
* Minimum Damage: 800 (320 + 480)
* Minimum Damage: 800 (320 + 480)
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===<big>Atomic Supernova</big>===
===<big>Atomic Supernova</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
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* On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is hit during this stance.
* 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:
* 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.
:*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''.
:*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 {{clr|3|2H}}, Vanish on reaction to the grab.
* All of these combined means a lot of projectile attacks will get away scot-free, e.g. shooting Ki blasts and spamming {{clr|H|2H}}, Vanish on reaction to the grab.
* However, it can do a few things other level 3s cannot, notably countering safejumps.
* 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 {{clr|2|2M}}. Combined with the rest of Cooler's options and it can be surprisingly scary to block.
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 {{clr|M|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.
* Has frame 1 invulnerability like typical level 3 but is vulnerable to anti-airs.
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* Whiffs on crouchers, but will hit anyone in the air.
* Whiffs on crouchers, but will hit anyone in the air.
* This is also Cooler's DHC.
* This is also Cooler's DHC.
The same as his grounded level 3, only without the counter. Can be comboed into with {{clr|4|j.S}} -> {{clr|1|236L}}/{{clr|3|H}} or {{clr|4|j.S}} {{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} + H.
The same as his grounded level 3, only without the counter. Can be comboed into with {{clr|S|j.S}} -> {{clr|L|236L}}/{{clr|H|H}} or {{clr|S|j.S}} {{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} + H.
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Revision as of 22:40, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

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.
5L 400 All 6 3 12 -3
5LL 700 All 11 3 20 -7
5LLL 850 / 500×2 All U3+ 16 3 18 -5

  • 5L is Cooler's fastest normal, good for pressure and confirms.
  • 6f jab.

  • Combo and blockstring filler.
  • Like most characters, this is Cooler's best starter.
  • Connects after a Vanish with microdash 5L whiff.

5LL has 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.
  • Safe on block.

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.
500 All 11 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.
236L 1280 High 24 5 21 -4 ~ -1
236M 1490 High D1 25 7 26 +1 ~ +5
236H 1630 High D1 24 5 37 +2 ~ +5
j.236L 1120 High 20 Until L 28 -6 ~ -1
j.236M 1330 High D1 27 Until L 23 +1 ~ +5
j.236H 1470 High D1 20 Until L 22 ±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.
214L 900 All 10 8 47 -43 1-13 Head
214M 950 All 18 10 46 -44 1-21 All
214H 1000 All 10 10 46 -44 1-13 All
j.214L 900 All 10 8 46 1-13 Head
j.214M 950 All 14 10 46 1-17 All
j.214H 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

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.
214X > L 500 All D1 22 [24]
214X > M 500 All D1 22 [24]
214X > H 600, 900 All D1 22 [24]
214H > H 600, 900, 900 All D1 22 [24]

  • L switches sides.
  • Smash hit causes a short sliding knockdown.

  • M is the ender of choice due to not switching sides.
  • Smash hit causes a short sliding knockdown.

  • 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

236S (Air OK)

Death Shaker

214S

Z Assists

Assist A

Death Breaker

Assist B

Genocidal Uppercut

Assist C

Death Flash

Super Moves

Death Crasher

236L+M or 236H+S

No results
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.

  • 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.
Ground Counter

No results

Counterattack

No results

Ground

No results

Air

No results

  • 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation