DBFZ/Cooler: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5L,5LL,5LLL
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_5L.png |No longer small
DBFZ_Cooler_5LL.png |Outclassing Frieza yet again
DBFZ_Cooler_5LLL.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{clr|L|5L}} is Cooler's fastest normal, good for pressure and confirms.
* {{clr|L|5L}} is Cooler's fastest normal, good for pressure and confirms.
* 6f jab. Moves him forward thanks to the buffs.
* 6f jab. Moves him forward thanks to the buffs.
Line 56: Line 38:
* 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.
{{CloseCard}}
}}


===<big>{{clr|M|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_5M.png |When being -7 doesn't matter
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Like most of his mediums, {{clr|M|5M}} is really long range.
* Like most of his mediums, {{clr|M|5M}} is really long range.
* Moves Cooler forwards, giving it even more range and easy spacing.
* Moves Cooler forwards, giving it even more range and easy spacing.
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.
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.
{{CloseCard}}
}}


===<big>{{clr|H|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_5H.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool. The attack itself makes Cooler travel across 90% of the screen.
* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool. The attack itself makes Cooler travel across 90% of the screen.
* Usable after a low {{clr|H|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|M|2M}}. Since it has the same range as {{clr|H|3H}} now, it can be used as a lariat.
Best used midscreen when you land a max range {{clr|M|2M}}. Since it has the same range as {{clr|H|3H}} now, it can be used as a lariat.
{{CloseCard}}
}}


===<big>{{clr|S|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_5S.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Single-hit projectile that travels downward about half-screen.
* Single-hit projectile that travels downward 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.
Line 130: Line 67:
* 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|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.
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.
{{CloseCard}}
}}


===<big>{{clr|L|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_2L.png |Pressure time
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* No longer outranges {{clr|L|5L}}.
* No longer outranges {{clr|L|5L}}.
Pairing this with {{clr|L|5L}} gives obnoxious pressure that can beat mashing ({{clr|L|2L}}{{clr|L|5L}})>({{clr|L|5L}}{{clr|L|2L}}).
Pairing this with {{clr|L|5L}} gives obnoxious pressure that can beat mashing ({{clr|L|2L}}{{clr|L|5L}})>({{clr|L|5L}}{{clr|L|2L}}).
{{CloseCard}}
}}


===<big>{{clr|M|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_2M.png  |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Cooler's most ignorant normal.
* Cooler's most ignorant normal.
* Can link into {{clr|H|5H}}, {{clr|M|5M}}, or {{clr|H|6H}} at the start of the round for a decent corner carry setup.
* Can link into {{clr|H|5H}}, {{clr|M|5M}}, or {{clr|H|6H}} at the start of the round for a decent corner carry setup.
Line 181: Line 88:
* Can connect {{clr|S|5S}} and {{clr|S|214S}} at max range after a hit.
* Can connect {{clr|S|5S}} and {{clr|S|214S}} at max range after a hit.
Really dumb range. {{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.
Really dumb range. {{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.
{{CloseCard}}
}}


===<big>{{clr|H|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_2H.png |Finally starts solo Limit Break TODs
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Universal anti-air that can lead to huge damage.
* Universal anti-air that can lead to huge damage.
* Decent upwards range.
* Decent upwards range.
* Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.
* Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.
{{CloseCard}}
}}


===<big>{{clr|M|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_6M.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Universal overhead.
* Universal overhead.
* Short range for a character with generally large range.
* Short range for a character with generally large range.
{{CloseCard}}
}}


===<big>{{clr|H|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Crushing Stomp'''</span>
<span class="input-badge">'''Crushing Stomp'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_6H.png |Sometimes people forget this hits low, or the fact it's safe!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Scales like a light (thanks a lot, Cell).
* Scales like a light (thanks a lot, Cell).
* You can perform {{clr|H|5H}} after {{clr|H|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|M|2M}} on hit but not {{clr|M|5M}}.
* Confirms from {{clr|M|2M}} on hit but not {{clr|M|5M}}.
* Ground bounces on air hit.
* Ground bounces on air hit.
{{CloseCard}}
}}


===<big>{{clr|H|3H}}</big>===
===<big>{{clr|H|3H}}</big>===
<span class="input-badge">'''Genocidal Uppercut'''</span>
<span class="input-badge">'''Genocidal Uppercut'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=3H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_3H.png |Neutral is an abstract term for Cooler
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="3H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Tracks the opponent relative position, goes through non-Super projectiles. Projectile invul starts at either 6f or 7f.
* Tracks the opponent relative position, goes through non-Super projectiles. Projectile invul starts at either 6f or 7f.
* Also has anti-air properties.
* Also has anti-air properties.
Line 281: Line 128:
* If the opponent blocks this high enough, {{clr|S|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.
{{CloseCard}}
}}


===<big>{{clr|L|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_jL.png |That's a nice superdash you got, would be a shame if someone did something about it...
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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
{{CloseCard}}
}}


===<big>{{clr|M|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_jM.png |It keeps the skies clean
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Long range, great air-to-air normal.
* Long range, great air-to-air normal.
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}}.
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}}.
{{CloseCard}}
}}


===<big>{{clr|H|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_jH.png |OTG TIME!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Only really used as a jump-in or for 2H OTG punishes, {{clr|L|214L}} is a much better combo ender.
* Only really used as a jump-in or for 2H OTG punishes, {{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.
{{CloseCard}}
}}


===<big>{{clr|S|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_jS.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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}}.
* 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}}.
* Does not have enough hitstun on its own to combo into {{clr|M|j.236M}}.
* Does not have enough hitstun on its own to combo into {{clr|M|j.236M}}.
* Can be linked after {{clr|H|j.2H}} in the corner to squeeze a little extra damage out of combos.
* 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.
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.
{{CloseCard}}
}}


===<big>{{clr|H|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_j2H.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Not jump-cancellable.
* Not jump-cancellable.
* Launches the opponent sideways (even though he's clearly kicking upwards), much like Cell's {{clr|H|j.2H}}.
* 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|M|236M}} or {{clr|M|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.
{{CloseCard}}
}}


==Special Moves==
==Special Moves==
===<big>Death Chaser</big>===
===<big>Death Chaser</big>===
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L,236M,236H,j.236L,j.236M,j.236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathChaser.png |Reset or Safejump? Probably reset.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
Line 441: Line 197:
* Also plus on block.
* Also plus on block.
{{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.
{{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.
{{CloseCard}}
}}


===<big>Death Breaker</big>===
===<big>Death Breaker</big>===
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L,214M,214H,j.214L,j.214M,j.214H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathBreaker.png | ''"I'll '''crush''' you!"''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Has anti-air property.
* Has anti-air property.
* Scales less than the other versions.
* Scales less than the other versions.
Line 475: Line 215:
* Powers up the H followup.
* Powers up the H followup.
{{clr|H|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.
{{CloseCard}}
}}


===<big>Death Breaker Follow-up</big>===
===<big>Death Breaker Follow-up</big>===
<span class="input-badge">'''Death Breaker > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span>
<span class="input-badge">'''Death Breaker > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} on hit'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214X > L,214X > M,214X > H,214H > H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathBreakerFollow-up.png |''"So how does it FEEL?"''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214X > L" or input="214X > M" or input="214X > H" or input="214H > H")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* L switches sides.
* L switches sides.
* Smash hit causes a short sliding knockdown.
* Smash hit causes a short sliding knockdown.
Line 508: Line 232:
* Smash hit causes a sliding knockdown.
* 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.
* Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non-Smash hit cannot be extended with Supers.
{{CloseCard}}
}}


===<big>Death Flash</big>===
===<big>Death Flash</big>===
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236S,j.236S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathFlash.png |"yyYYYEAAAAHHHH!!!"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Multi-hitting beam with slow startup, don't use this in blockstrings unless you wanna get stuffed.
* Multi-hitting beam with slow startup, don't use this in blockstrings unless you wanna get stuffed.
* Confirms into Death Crasher from full screen and Superdash in the corner.
* Confirms into Death Crasher from full screen and Superdash in the corner.
Line 536: Line 244:
Slower than average beam but better height, it'll more reliably beat people trying to shoot you from the air.
Slower than average beam but better height, it'll more reliably beat people trying to shoot you from the air.
You'll either use this in neutral or corner combos.
You'll either use this in neutral or corner combos.
{{CloseCard}}
}}


===<big>Death Shaker</big>===
===<big>Death Shaker</big>===
<span class="input-badge">'''{{clr|S|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathShaker.png |Fullscreen low considered ''ground breaking'' discovery, OTG considered '''Earth shaking'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* Now gives OTG (hits opponents that are already in a sliding knockdown).
* Now gives OTG (hits opponents that are already in a sliding knockdown).
Mainly used for OTG after jDR/{{clr|H|jH}} or frame traps in blockstrings.
Mainly used for OTG after jDR/{{clr|H|jH}} or frame traps in blockstrings.
{{CloseCard}}
}}


==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Death Breaker'''</span>
<span class="input-badge">'''Death Breaker'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathBreaker.png |Faux Psyblade
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist A"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
* Takes up a huge portion of the screen and is confirmable on hit with Super Dash or superjump.
* Takes up a huge portion of the screen and is confirmable on hit with Super Dash or superjump.
{{CloseCard}}
}}


===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Genocidal Uppercut'''</span>
<span class="input-badge">'''Genocidal Uppercut'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_3H.png |No projectiles allowed
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist B"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* His {{clr|H|3H}}.
* 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.
{{CloseCard}}
}}


===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Death Crasher'''</span>
<span class="input-badge">'''Death Crasher'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathFlash.png |YYYEAAAAHHHHs your neutral
Cooler performs his {{clr|S|236S}}, and on hit he appears behind the opponent and follows up with {{clr|L|214X~L}}. Easily the best of this kind of assist because of the beam voiceline.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist C"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* yyyyyYYYEEEEEAaaAAAH
Cooler performs his {{clr|S|236S}}, and on hit he appears behind the opponent and follows up with {{clr|L|214X~L}}. Easily the best of this kind of assist because of the beam voiceline.
{{CloseCard}}


==Super Moves==
==Super Moves==
===<big>Death Crasher</big>===
===<big>Death Crasher</big>===
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathCrasher1.png |
DBFZ_Cooler_DeathCrasher2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
Line 666: Line 297:
* 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|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).
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).
{{CloseCard}}
}}


===<big>Death Drop</big>===
===<big>Death Drop</big>===
<span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span>
<span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_DeathDrop.png |v1.31 killed Frieza's other '''OTHER''' Level 3 too...
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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.
Line 693: Line 309:
* 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)
{{CloseCard}}
}}


===<big>Atomic Supernova</big>===
===<big>Atomic Supernova</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L+M Catch,214L+M Attack,214H+S,j.214L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_Cooler_AtomicSupernova1.png |''"Thought you could just press buttons, didn't you?"''
DBFZ_Cooler_AtomicSupernova2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=Ground Counter}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214L+M Catch"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Counterattack}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214L+M Attack"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Ground}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214H+S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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:
Line 751: Line 329:
* 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|S|j.S}} -> {{clr|L|236L}}/{{clr|H|H}} or {{clr|S|j.S}} {{clr|L|214L}}/{{clr|M|M}}/{{clr|H|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.
{{CloseCard}}
}}


==Colors==
==Colors==

Revision as of 20:53, 26 July 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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. Moves him forward thanks to the buffs.

  • Combo and blockstring filler.
  • Huge range makes it reflect-proof.
  • 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 and frametraps.
  • Cooler is in the air on hit and grounded on block.
  • Safe on block.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 2 21 -7
  • Like most of his mediums, 5M is really long range.
  • Moves Cooler forwards, giving it even more range and easy spacing.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 400,100,500 All U1 17 6 22 -1
  • Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool. The attack itself makes Cooler travel across 90% of the screen.
  • Usable after a low j.2H in the corner for optimal combo setups.

Best used midscreen when you land a max range 2M. Since it has the same range as 3H now, it can be used as a lariat.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 11 Total 26 -5
  • Single-hit projectile that travels downward 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 7 3 9 0
  • Exchanges the low property for huge range.
  • Good for staggers due to its fast startup and long range.
  • No longer outranges 5L.

Pairing this with 5L gives obnoxious pressure that can beat mashing (2L5L)>(5L2L).

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 2 23 -9
  • Cooler's most ignorant normal.
  • Can link into 5H, 5M, 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 a hit.

Really dumb range. 5M is able to link into the move at max range now, but can also still be cancelled into 5S or 5H instead.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 14 3 28 -11 4-16 Head
  • Universal anti-air that can lead to huge damage.
  • Decent upwards range.
  • Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.
  • Short range for a character with generally large range.

6H

Crushing Stomp

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 Low 15 3 18 -5
  • Scales like a light (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

Genocidal Uppercut

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 All 19~28 3 23 -10 4-21~30 Head, 7-21~30 Projectiles
  • Tracks the opponent relative position, goes through non-Super projectiles. Projectile invul 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 7 3
  • 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

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 12 3
  • Long range, great air-to-air normal.

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

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 14 3
  • Only really used as a jump-in or for 2H OTG punishes, 214L is a much better combo ender.
  • Gives the most frame advantage out of all Cooler's air normals.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 15 Total 27
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 15 3
  • Not jump-cancellable.
  • 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 Super Dash.

Special Moves

Death Chaser

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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. You can get an auto-timed safejump jH from this SKD.
  • 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 Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 270×5 All 23 25 21 -7
j.236S 270×5 All 23 25 30
  • Multi-hitting beam with slow startup, don't use this in blockstrings unless you wanna get stuffed.
  • Confirms into Death Crasher from full screen and Superdash in the corner.
  • 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. You'll either use this in neutral or corner combos.

Death Shaker

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 Low 18 5 31 -14
  • Fullscreen low, can confirm into his level 1 or Vanish.
  • Use with a good assist for some mix-up potential.
  • Now gives OTG (hits opponents that are already in a sliding knockdown).

Mainly used for OTG after jDR/jH or frame traps in blockstrings.

Z Assists

Assist A

Death Breaker

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 10 +26 starting frame 10
  • 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.
  • Takes up a huge portion of the screen and is confirmable on hit with Super Dash or superjump.

Assist B

Genocidal Uppercut

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 35 6 +29 Head/Projectile starting frame 17
  • His 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.

Assist C

Death Crasher

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5, 400 All 35 [22] 25 +30

Cooler performs his 236S, and on hit he appears behind the opponent and follows up with 214X~L. Easily the best of this kind of assist because of the beam voiceline.

Super Moves

Death Crasher

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
2420 All UDV 5+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

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 1200 High UDV 9+4 Until L -26 ~ -21 9-? All
  • 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

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M Catch Total 71 1-42 Strike, Projectiles Guard
214L+M Attack 4020 Throw UDV 13 1 29 1-19 All
214H+S 4770 Throw UDV 10+3 1-23 All
j.214L+M 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 (+56) 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