Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc > j.MLL2H > SD > j.ML > jc.LLS > j214M~M | 4102 | 1 | All | Very Easy | Cooler's version of the Saiyan BnB. |
2M > 5M > jc.MLL2H > SD > j.LLS > j.236L | 3825 | 1 | All | Very Easy | Alternate version of Cooler's BnB, preserving your action gives you a super easy safejump off of 236L into IAD. |
5M > 2M > 6H > 5S > 5H > SD > j.MLL > jc.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.LLH | 4130 | 0.95 | All | Very Easy | Combo that leads into better knockdown compared to DP. |
... Vanish > 665L (whiff) > 5LL > 5LLL > SD > j.ML > jc.LLS > j.214M~M | 2457 | -1 | All | Easy | Basic vanish extension. Cooler gets slide knockdowns off of 214X, so it's not all that bad to go for this. |
236S/214S > 236L+M | 3070/2936 | -1 | All | While you can do this, it's both pretty hard and not all that damaging unless you go into a DHC sequence. |
Notes
Can end with "214M~L" to switch sides.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 3H > SD > j.2H ▷ 2M > 6H > 5S > 5H > SD > j.ML > jc > j.LL2HS > j.214M~M | ? | ? | All | This is your corner BnB. It's harder to extend than most because of how much Cooler suffers from Hitstun Decay. | |
2M > 3H > SD > j.2H ▷ 6H > 5H > 5S > SD > j.ML > jc > j.LL2HS > j.214M~M | 4702 | 1,3 | All | Corner Bnb #2 | |
5M > 2M > 6H > 5S > SD > j.2H ▷ 6H > 5H > 5S > SD > j.ML > jc > j.LL2HS > j.214M~M | 4817 | 1,5 | All | Corner Bnb #3 | |
2M > SD > j.2H > DR | 2672 | 0,5 | All | Solo snap. Not good anymore, but cool to have regardless. | |
... j.214M~L > Vanish > j.[DR] | ? | -1 | All | 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 | Cooler's only non-sideswitch super option, comes at the cost of some damage. | |
... j.214M~L ▷ 236L+M/214L+M | ? | -1/-3 | All | Takes the opponent pretty far out of the corner, but it still returns them to the closer corner. | |
... j.214M~H ▷ 214L+M | ? | -3.5 | All | Super easy combo into level 3 at the cost of some extra bar. |
Notes
Using ... j.214M~M ▷ 236L+M can be good if you're DHC-ing into a character who sideswaps for their super, like SSJ Goku's Level 3.
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... 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 |
---|---|---|---|---|---|---|
... 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.