Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc > j.MLL2H > SD > j.ML > jc.LLS > j214M~M | 4102 | 1 | All | Easy | Cooler's version of the Saiyan BnB. |
2M > 5M > jc > j.MLL2H > SD > j.LLS > j.236L | 3825 | 1 | All | Easy | Alternate version of Cooler's BnB, preserving your action gives you a super easy safejump off of 236L into IAD. |
2M > 5M > 6H > 5S > 5H > SD > j.MLL > jc > j.LLS > j.214M~M | 4367 | 1 | All | Very Easy | Corner carry combo that takes advantage of Cooler's extensive ground normals. |
2M > 5M > 6H > 5S > 2H > SD > j.MLL > jc > j.LLH | 4130 | 0.95 | All | Very Easy | Combo that leads into better knockdown compared to DP. |
... j.LLH > 214S | ? | ? | All | Easy | OTG extension using 214S, can be followed with super or vanish combo. |
(5LL) > 2M/5M > 5M/2M > 6H > 5S > 3H > SD > j.LLS > j.236L > airdash > j.M | ? | ? | All | Easy | Reduced damage combo that leads into excellent oki due to j.236L leaving you air borne and having one air action left. the airdash into j.M puts the opponent in enough blockstun that you get a relatively free and safe blockstring. |
... Vanish > 5L (whiff) > 5LL > 5LLL > SD > j.ML > jc > j.LLS > j.214M~M | 2883 (From 236S) | -1 | All | Easy | Post-vanish combo that swaps the original side Cooler was facing before Vanishing, does slightly less damage than the other route but easier to preform. |
... Vanish > 66 > 2M > 6H > 5S > 3H > SD > j.ML > jc > j.LLS > j.214M~M | 2974 (From 236S) | -1 | All | Medium | Post-vanish combo that keeps the original side Cooler was facing before Vanishing, doing slightly more damage than the auto-combo route. |
... Vanish > 66 > (2M) > 6H > 5S > 3H > SD > j.LLS > j.236L > airdash > j.M | 2854 (From 236S) | -1 | All | Easy | Post-vanish combo that goes into the bruh reset |
Notes
- Can end with "214M~L" to switch sides.
- If wanting to end with a Level 3 mid-screen, stop combo just before j.214M or use the EX follow-up.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc > j.MLL > j.2H > SD > j.MLL > jc > j.LL > j.2H > j.S > j.214M~M | 4327 | 1.1 | All | Very Easy | A bog standard Corner Bnb. |
2M/5M > 5M/2M > 6H > 5S > 236S > SD > j.2H > 6H > 5H > 5S > 236S > SD > j.MLL > jc > j.LL > j.2H > j.S > j.214M~M | 5483 | 1.7 | All | Medium | Cooler's go-to damage route, using his ability to SD off of his beam and bring the opponent back to the ground with 6H. |
2M > SD > j.2H > DR | 2672 | 0,5 | All | Very Easy | Solo snap. Not good anymore, but cool to have regardless. |
... j.214M~L > Vanish > j.[DR] | ? | -1 | All | Easy | Takes advantage of the L follow up's sideswap for a little extra damage while keeping the corner. |
... j.214M~M > j.236L+M | ? | -1 | All | Easy | Cooler's only non-sideswitch super option, comes at the cost of some damage. |
... j.214M~H > j.214L+M | ? | -3.5 | All | Easy | Cooler's standard way of getting level 3 in a combo, will need an EX ender to use but will swap back into the corner. |
... j.214L > j.214L+M | ? | -3 | All | Hard | Cooler's way of getting his level 3 mid-combo without needing an EX. Has very tight timing so you'll need to lab this. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... 5S > [jc.S > airdash j.M ▷ 5S]*n ... | Anywhere | ? | ? | All | Cooler's got them loops too. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... j.214M~M > Assist > (j.214M~M > Assist) > DR > 214S > Super | Corner | ? | ? | All | Basic assist extension into super. You'll only really use the double assist version when it's going to kill (or in a ToD, but that fulfills the first condition). |
Notes
Combo Theory
Cooler doesn't get slide knockdowns from j.2H, so always try to end your combos in 214M or 236L. They each have their own advantages, but 236L won't work if the combo is too long. In exchange, it gives you a safejump in the corner if you airdash after Cooler lands and pushes them away.
Save an air action in the air to get j.236L which gives you access to the "Bruh reset" by doing IAD j.M after j.236L
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