DBFZ/Cooler/Combos

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< DBFZ‎ | Cooler
Revision as of 02:46, 13 March 2022 by Shtkn (talk | contribs)
 Cooler
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

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.

Video Examples

Navigation

 Cooler

DBFZ/Navigation