DBFZ/Cooler

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< DBFZ
Revision as of 22:40, 13 May 2022 by Kaiokek (talk | contribs)
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