DBFZ/Cooler

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Overview
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This section is still being written. It may be wildly inaccurate or missing significant data.
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Overview

Where Frieza favors a more slender form and a long-ranged approach, his brother Cooler is infamous for his brutish build and memetic abilty to skip neutral. This amarinthine alien has very good midscreen control thanks to his absolutely huge normals, divekicks and j.SDBFZ Cooler jS.pngGuard:
All
Startup:
15
Recovery:
Total 27
Advantage:
-
, as well as long strings that have plenty stagger and frame trap opportunities. The most notable thing that Cooler can do is counter opponents trying to zone you out, or otherwise rely on "meta" strategies like beam spamming and careless Superdashing. Cooler's Genocidal Uppercut (3H)DBFZ Cooler 3H.pngGuard:
All
Startup:
19~28
Recovery:
23
Advantage:
-10
launches him forward with a projectile and air invulnerable charge for about 70% of the screen, and can be cancelled into 5SDBFZ Cooler 5S.pngGuard:
All
Startup:
11
Recovery:
Total 26
Advantage:
-5
on block to make it either safe or plus if the opponent is still in the air. Cooler also has access to 5HDBFZ Cooler 5H.pngGuard:
All
Startup:
17
Recovery:
22
Advantage:
-7
which thanks to recent buffs lets him go 90% of the screen fast with relatively low recovery. With these tools used properly, Cooler can counter many keepaway strategies and lock down the opponent. If the opponent fails to respect Cooler and his enormousness, they can find themselves being brought straight to the corner by his infamous corner carry combos. Complete with a DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.DBFZ Cooler DeathBreaker.pngGuard:
All
Startup:
18
Recovery:
46
Advantage:
-44
and a frame 1 counter level 3DBFZ Cooler AtomicSupernova1.pngGuard:
-
Startup:
-
Recovery:
Total 71
Advantage:
-
, Cooler is well-rounded and can go toe to toe with anyone, and their pitiful beam assists too. Unfortunately, Cooler's brawnish body is also his biggest blunder, as his wide normals and slow attacks make him very susceptible to whiff punishing. Failing to accommodate for this can have Cooler be swamped by his opponent as his size is turned against him. If the opponent learns to respect Cooler, he also loses some of his effectiveness, meaning a Cooler player must tread a fine line between punishing his opponents carelessness and bullying them with his huge normals.
Playstyle
Cooler is an all-arounder who dominates the battlefield with oppressive range, in barbaric contrast to his brother.
Pros Cons
  • Gigantic Buttons: Big range and utility on normals like Genocidal Uppercut, an anti air that beats projectiles.
  • Great Pressure: Thanks to recent buffs, Cooler's pressure is even scarier than it used to be. Huge (some reflect proof) normals and frametraps give him a lot of options, discouraging disrespect from opponents.
  • Space Control: Commands the screen with Death Chaser, Flash, Shaker, and the aforementioned 3H.
  • Combo Damage & Corner Carry: Strong corner carry abilities like 5H and Death Chaser almost always lead to the corner after a combo, where Cooler can dish out plenty of damage thanks to the 236S Superdash link buff.
  • Great Defense: Death Breaker is a huge air-OK reversal, and Atomic Supernova is a counter-based level 3 that can completely negate safejump set-ups.
  • Solid Assists: His A Assist is a large DP, B assist is invulnerable to projectiles, and C assist is a beam.
  • Okizeme: Cooler's oki is almost unrivaled. He can get a meaty safejump, 2M, or a crossup after his level 3. 236L gives him great resets, while 236H gives him auto-timed safejumps in the corner.
  • Slow: Somewhat slow normals and specials, along with hurtboxes as big as his hitboxes. His normals are somewhat safe thanks to pushback, but can be made safe with 5S.
  • Whiff Punishment: Huge hurtboxes paired with lengthy recovery and somewhat slow start-up make Cooler susceptible to whiff punishes.

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 -7
  • 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, 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, 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

Sideways air launcher that wall splats on Smash hit, useful for air-to-air confirms. Beside comboing into Super Dash, a low-to-ground Smash hit can be linked into grounded combos. In midscreen, he can convert with dash 5M. Becomes much more flexible in the corner with a variety of usable follow-ups like 2M, 6H and so on.

From any grounded blockstring, instant j.2H is a fast, ambiguous cross-up that works on exactly half the cast. Cooler lunges over the opponent if they're crouching and will hit cross-up thanks to hitbox that extends downward. If they react by standing up, they will body block him from moving forward and j.2H will hit same side instead. On block, he's -1.

Below is a list of crouching characters that can be crossed up, tested with this string: 66 2L, 9 j.2H.

Characters j.2H Hits While Crouching
Cross-up Same side Whiff

A16
A21
L21
BRS
CEL
FRZ
GTA
GT4
YGH
GUI
BLK
GTK
HIT
RSH
SB2
TEN
TNK
VGN
VGT
BVG
VTO
ZAM

BDK
BRO
SBR
GNY
CLR
AGH
GKN
GKU
BGK
MBU
NAP
PIC
YAM

A17
A18
GTG
JNB
JRN
KEF
KBU
KRL
VDL

Only hit if they're holding 1 and trigger proximity block. Whiff against 2 and 3.

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 27 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 SD in the corner (can cancel into SD).

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 22 5 31 -14
  • Fullscreen low, can confirm into his level 1 or Vanish.
  • Use with a good assist for some mix-up potential.
  • 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. This assist beats some characters neutral all by itself. Use this assist if one of your characters has terrible neutral and can't deal with zoning.

Assist C

Death Crasher

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5, 400 All 35 [22] 25 +30-32

Cooler performs his 236S, and on hit he appears behind the opponent and follows up with 214X~L.

Super Moves

Death Crasher

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
2420 All UDV 10+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

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Cooler
Ambox notice.png To edit frame data, edit values in DBFZ/Cooler/Data.

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