DBFZ/Cooler: Difference between revisions

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|pros=  
|pros=  
* '''Gigantic Buttons:''' Big range and utility on normals like [[DBFZ/Cooler#3H| Genocidal Uppercut]], an anti air that beats projectiles.
* '''Gigantic Buttons:''' Big range and utility on normals like [[DBFZ/Cooler#3H| 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.
* '''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 [[DBFZ/Cooler#Death Chaser| Death Chaser]], [[DBFZ/Cooler#Death Flash| Flash]], [[DBFZ/Cooler#Death Shaker| Shaker]], and the aforementioned [[DBFZ/Cooler#3H| {{clr|H|3H}}]].
* '''Space Control:''' Commands the screen with [[DBFZ/Cooler#Death Chaser| Death Chaser]], [[DBFZ/Cooler#Death Flash| Flash]], [[DBFZ/Cooler#Death Shaker| Shaker]], and the aforementioned [[DBFZ/Cooler#3H| {{clr|H|3H}}]].
* '''Combo Damage & Corner Carry:''' Strong corner carry abilities like [[DBFZ/Cooler#5H| {{clr|H|5H}}]] and [[DBFZ/Cooler#Death Chaser| Death Chaser]] almost always lead to the corner after a combo, where Cooler can dish out plenty of damage thanks to the {{clr|S|236S}} Superdash link buff.
* '''Combo Damage & Corner Carry:''' Strong corner carry abilities like [[DBFZ/Cooler#5H| {{clr|H|5H}}]] and [[DBFZ/Cooler#Death Chaser| Death Chaser]] almost always lead to the corner after a combo, where Cooler can dish out plenty of damage thanks to the {{clr|S|236S}} Superdash link buff.
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*'''Okizeme:''' Cooler's oki is almost unrivaled. He can get a meaty safejump, 2M, or a crossup after his level 3. {{clr|L|236L}} gives him great resets, while {{clr|H|236H}} gives him auto-timed safejumps in the corner.
*'''Okizeme:''' Cooler's oki is almost unrivaled. He can get a meaty safejump, 2M, or a crossup after his level 3. {{clr|L|236L}} gives him great resets, while {{clr|H|236H}} gives him auto-timed safejumps in the corner.
|cons=  
|cons=  
* '''Slow:''' 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 {{clr|S|5S}}.
* '''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 {{clr|S|5S}}.
* '''Whiff Punishment:''' Huge hurtboxes paired with lengthy recovery and somewhat slow start-up make Cooler susceptible to whiff punishes.
* '''Whiff Punishment:''' Huge hurtboxes paired with lengthy recovery and somewhat slow start-up make Cooler susceptible to whiff punishes.
* '''Mix-ups:''' Cooler's {{clr|M|2M}} is a whopping 13 frames, making it nearly impossible for him to high/low opponents. He does not have a command grab, and his only character-specific overhead is slow and {{clr|H|2H}}-able. This limits him to Superdash 50/50s with specific assists.
* '''Mix-ups:''' Cooler's {{clr|M|2M}} is a whopping 13 frames, making it nearly impossible for him to high/low opponents. He does not have a command grab, and his only character-specific overhead is slow and {{clr|H|2H}}-able. This limits him to Superdash 50/50s with specific assists.
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DBFZ_Cooler_5L.png |No longer small
DBFZ_Cooler_5L.png |No longer small
DBFZ_Cooler_5LL.png |Outclassing Frieza yet again....
DBFZ_Cooler_5LL.png |Outclassing Frieza yet again....
DBFZ_Cooler_5LLL.png |You're an embarrassment, to our '''CLAN'''
DBFZ_Cooler_5LLL.png |
</gallery>
</gallery>
</div>
</div>
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<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
* Like most of his mediums, {{clr|M|5M}} is really long range.
* Like most of his mediums, {{clr|M|5M}} is really long range.
* Moves Cooler forwards slightly, giving it even more range.
* Moves Cooler forwards, giving it even more range and easy spacing.
Because of pushback, {{clr|M|5M}} > {{clr|M|2M}} or {{clr|M|2M}} > {{clr|M|5M}} can result in the opponent not having enough range to challenge Cooler, while Cooler still has enough range to hit them.
Because of pushback, {{clr|M|5M}} > {{clr|M|2M}} or {{clr|M|2M}} > {{clr|M|5M}} can result in the opponent not having enough range to challenge Cooler, while Cooler still has enough range to hit them.
{{CloseCard}}
{{CloseCard}}
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_5H.png |Take a ride on the pain train
DBFZ_Cooler_5H.png |
</gallery>
</gallery>
</div>
</div>
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* 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.
* 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 {{clr|H|j.2H}} in the corner for optimal combo setups.
* Usable after a low {{clr|H|j.2H}} in the corner for optimal combo setups.
Best used midscreen when you land a max range {{clr|M|2M}}.  
Best used midscreen when you land a max range {{clr|M|2M}}. Since it has the same range as {{clr|H|3H}} now, it can be used as a lariat.
{{CloseCard}}
{{CloseCard}}


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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_5S.png |IT WAS THEM, OFFICER
DBFZ_Cooler_5S.png |
</gallery>
</gallery>
</div>
</div>
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
* Single-hit projectile that travels about half-screen.
* Single-hit projectile that travels downward about half-screen.
* Integral to Cooler's pressure, but not really useful in neutral.
* Integral to Cooler's pressure, but not really useful in neutral.
* Typically used after {{clr|H|6H}} in both pressure and combos, allowing Cooler to cancel into {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|3H}} or any specials.
* Typically used after {{clr|H|6H}} in both pressure and combos, allowing Cooler to cancel into {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|3H}} or any specials.
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_2M.png |<nowiki>*whipcrack*</nowiki>
DBFZ_Cooler_2M.png |
</gallery>
</gallery>
</div>
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<!--Insert text below the =s and above the {{CloseCard}}-->
* Cooler's most ignorant normal.
* Cooler's most ignorant normal.
* Can link into {{clr|H|5H}}, {{clr|M|5M}} or {{clr|H|6H}} at the start of the round for a decent corner carry setup.
* Can link into {{clr|H|5H}}, {{clr|M|5M}}, or {{clr|H|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.
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.
* Can connect {{clr|S|5S}} and {{clr|S|214S}} at max range after hit.
* Can connect {{clr|S|5S}} and {{clr|S|214S}} at max range after a hit.
Really dumb range. {{clr|M|5M}} is able to link into the move at max range now, but can also still be cancelled into {{clr|S|5S}} or {{clr|H|5H}} instead.
Really dumb range. {{clr|M|5M}} is able to link into the move at max range now, but can also still be cancelled into {{clr|S|5S}} or {{clr|H|5H}} instead.
{{CloseCard}}
{{CloseCard}}
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_jS.png |ACTUALLY IT WAS THEM, OFFICER
DBFZ_Cooler_jS.png |
</gallery>
</gallery>
</div>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_j2H.png |This kick looks really uncomfortable...
DBFZ_Cooler_j2H.png |
</gallery>
</gallery>
</div>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_DeathBreaker.png |''"I'll '''crush''' you!"''
DBFZ_Cooler_DeathBreaker.png | ''"I'll '''crush''' you!"''
</gallery>
</gallery>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_DeathBreakerFollow-up.png |''"So how does it '''FEEL'''?"''
DBFZ_Cooler_DeathBreakerFollow-up.png |''"So how does it FEEL?"''
</gallery>
</gallery>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_DeathFlash.png |'''"yyYYYEAAAAHHHH!!!"'''
DBFZ_Cooler_DeathFlash.png |"yyYYYEAAAAHHHH!!!"
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</div>
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* Fullscreen low, can confirm into his level 1 or Vanish.
* Fullscreen low, can confirm into his level 1 or Vanish.
* Use with a good assist for some mix-up potential.
* Use with a good assist for some mix-up potential.
* Now gives OTG (hits opponents that are already in a sliding knockdown.
* Now gives OTG (hits opponents that are already in a sliding knockdown).
Mainly used for OTG after jDR/{{clr|H|jH}} or frame traps in blockstrings.
Mainly used for OTG after jDR/{{clr|H|jH}} or frame traps in blockstrings.
{{CloseCard}}
{{CloseCard}}
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_DeathCrasher1.png |'''''"RRRRAAAAAAAAAHHH!"'''''
DBFZ_Cooler_DeathCrasher1.png |
DBFZ_Cooler_DeathCrasher2.png |''"Imma plant me a dumbass tree!"''
DBFZ_Cooler_DeathCrasher2.png |
</gallery>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Cooler_AtomicSupernova1.png |''"Thought you could just press buttons, didn't you?"''
DBFZ_Cooler_AtomicSupernova1.png |''"Thought you could just press buttons, didn't you?"''
DBFZ_Cooler_AtomicSupernova2.png |''"Of course mine is bigger than my brother's."''
DBFZ_Cooler_AtomicSupernova2.png |
</gallery>
</gallery>
</div>
</div>

Revision as of 23:01, 2 July 2022

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. 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

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 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

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. 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 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 Crasher

Super Moves

Death Crasher

236L+M or 236H+S

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.
2420 All UDV 5+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

Atomic Supernova

214L+M (Air OK) 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 Total 71 1-42 Strike, Projectiles Guard
Counterattack 4020 Throw UDV 13 1 29 1-19 All
Ground 4770 Throw UDV 10+3 1-23 All
Air 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

Navigation

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

DBFZ/Navigation