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Cooler Strategy/Combo thread

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Cooler Strategy/Combo thread Empty Cooler Strategy/Combo thread

Post by TrollCapAmerica on Sat Aug 27, 2011 6:54 pm

This forum just got 20% Cooler.This is the first character thread ive done in a long time but ive still been playing during this hiatus.Cooler is a mid-tier character stuck with limtied starters but has some pretty huge damage potential and some neat quirks making him fun to play now and then

Pros

Final Form gives a 115% attack boost and tons of reach
Pretty solid starters for his tier position and the classic >P,K,K-
Good negating attacks a solid lv2DM a RTU and an infinite

Cons

Has alot of trouble comboing into his DMs due to funky attack properties
Final Form can be too big to hit small characters cutting down his combo options too much
His RTU can be teleported out of

Primary Starters

>P,K,K-
>K,K,P-*
<K*,P^-,P^-

Heavy Slam-A "Vegeta Kick" style dashing vertical kick.Its got pretty much all the same problems with start-up speed lack of good range etc but its problem is compounded by his large form angling it even higher making it miss on people it shouldnt

Death Moves/Ultimate

Destructive Ray-A very basic 300 damage 2 hit energy based DM.Its does 2 150 damage beams that basically travel together.It has a little bit of start-up where Cooler pulls his arm in front of his face before firing but it recovers pretty fast and the beam travels about as fast as Death Beam.It has a weird property where it doesnt clash with other equally powered beams instead it weakens the damage by 250 points as if that was its actual damage

Sauzer Blade-A level 2 chargable unblockable Physical death move that does 525/655 and 600/749 from the back.This is a pretty slid move especially if you can land a fully charged version from behind in Final Form.Its main problem is that much like DR it has a split second start-up and that combined with Coolers suspect combo platform makes larger combos into harder than it should be

Continuous Ki Blasts-A lv4 Real Time Ultimate doing an even 1500 damage with most of the damage coming from the last hit.This move is exactly the same as Goten/Trunks/Kid Gohans version of the move but Coolers larger hit box doesnt give him as much of a "backblast" effect.Still a great move especially considering Coolers higher baseline Ki damage and ability to use it in base form

Supernova-A lv5 Final Form only Cut-scene Struggle Ultimate doing 1035/1897 on a Loss/Win.This move has the same Launcher as Friezas ultimate with a long crouch into a short ranged headbutt hop making it kinda crappy to try and land.The damage is pretty unspectacular too considering that a struggle win has barely 100 damage on CKB and can only be comboed into in the same situations.Its only other notable feature is it ignores damage buffering and re-sets the combo meter giving you full damage mid-way through the move
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Cooler Strategy/Combo thread Empty Re: Cooler Strategy/Combo thread

Post by TrollCapAmerica on Sat Aug 27, 2011 7:41 pm

Strategy

Coolers not a particularly complicated character.He basically only has 2 primary starters and a pair of secondary starters you can use if you wanna get tricky.His primary starter is >P,K,K- which is the good old Fashioned Son Goku chain that has been around since Budokai 1.................more or less Coolers >P is just a notch slower.Its pedestrian but its fast and fairly effective even if Cooler doesnt as much reach with it as you would expect out of his final form.He has it backed up by >K,K,P*,P-Its a mid-ranged kneelift a slightly longer ranged mid-level kick and ends with a high angled downward punch that is a chargeable stun and can be followed up with a cancelable second overhead charable knockdown attack.Its shorter ranged this his primary starter and bounces up on CH but its a good bit faster and a chargable stun is always something to fear.

There are also some defensive tricks Cooler can pull off thanks to a couple neat starters that can be used now and then.<K* is a hammer kick with surprisingly long range especially in final form that also negates.This is a nice move to use if somebody is going to try and counter you as you come in with >P.It can be used to juggle with <K,P,P with both punches being cancenlable and juggling.I wouldnt depend on it as a starter though because its just that fast even with cancels.Another option is your <P+K a fast negating knee lift that causes an awkward juggle.Speedy Negating and juggling are good enough features but the move also has FAR more than it appears too easily outranging all your other starters.The downsides are the awkward juggle angle[Which can cause shaky camera and drop inputs afterward if used to early] and lack of a way to cancel it for safety.This makes it more of a counter to guys that depend on long range starters to come in from outside their comfortable ranges like Frieza Kid Buu Shenron etc

You have quite a few juggle starters and your gonna need them since >P,K,K and >K,K,P are the ONLY comboable chains you have on the ground.You have nothing else to stun or cancel with which is what makes comboing with Cooler such a chore.Simply put with the start-up of your DMs and the inability to properly juggle with your RTU your going to have be very careful to get all your damage in combos.He has several juggles ranging from K,K,K,P to <P,P,P and <P,P,K,K,K,K a >K,P,P,P infinite

1 bar combos

<K* >P,K,K- >K,P,P*P-<P,P,K,K,K,K^ >E [Destructive Ray]
<P+K^ >K,P,P,P^ >K,P,P,P^ P,P,P,>E [Sauzer Blade]

2 bar combos

<K* >P,K,K- DHS >K,K,P*P- ^E
>P,K,K- DHS* hop forward <K >K,P,P*P- <P,P,K,K,K,K^ <E Sauzer Blade

Redizzy combo

DHS' hop forward >K,K,P*,P- <K* >P,K,K- ^E

This combo lets the enemy regenerate a little over a Ki bar whole causing full Fatigue.Doing it twice in a match should seal the deal under tourny standard rules.Remember Cooler cant quite chain fatigue due to his low hit count leading to low Ki regeneration but he should be able to end a match once he gets the opponents Ki low enough or fatigues them at the right time
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Cooler Strategy/Combo thread Empty Re: Cooler Strategy/Combo thread

Post by TrollCapAmerica on Sat Aug 27, 2011 8:09 pm

The coolest tricks

Coolest form?Base vs Final form

Cooler gets some nice perks from Final Form and its totally worth using but even in base form he gets some cool advantages.First he doesnt need FF for any of his moves at all[ Supernova doesnt count] which few characters have going for them.Starting at a 4 Baseline and getting a RTU is also a unique thing and having size better fit for battling smaller character shouldnt be discountered either.Most importantly are your >P+K moves.In base form Cooler gets a dive kick very similar to Ginyu and Kid Trunks awesome HS except Coolers is much faster negates and causes an unrollable sliding knockdown on hit.This one is slight better than your FF version and is completely unique to Cooler.Your still not too shabby in FF either because you basically get Omega Shenron/Gohans Haymaker punch which has a really long negating window and pretty fast start-up time.Mixing these up with you regular starters and anti-approach negating combo starters we talked about earlier and Cooler has a pretty unique complex mid-range game

Put them on Ice ASAP

Cooler has huge damage potential and should always be looking to end the match within the course of a couple seconds.You need to get your ki up high but you dont have the tools to do it by forcing them to block tons of chains.Dont worry about being conservative until you get the opening that ends the match.Remember that while your RTU does hordes of damage that Sauzer blade from behind does too and much quicker.A SB combo from behind to fatigue a taunt then the re-dizzy combo should be enough to finish the match off almost anytime.You only need 300 damage before hitting your full RTU to fatigue in FF so watch all those meters carefully and manage them properly to carry the match

Out of ice related puns.................Heres some random info

Anways you might notice that with the Son chain and a 3 hit >K chain into a chargeable stun that Cooler actually plays very similarly to Budokai 3 Goku.Sure its not exact but neither is the B3 Goku you get from F.Goku.For another note on Coolers playstyle Meta-Cooler is nothing but regular form Cooler with your final forms stats built in.Finally dont be afraid to try for Sauzer Blade shenanigans now and then when you can spare the Ki.You can sometimes dupe into eating the unblockable blades when playing your mid-range game especially near the corners.Let them fall out of a combo and full charge it or cancel a blocked chain straight into it things like that.Just use it like the anti-Approach moves and dont get predictable
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Cooler Strategy/Combo thread Empty Re: Cooler Strategy/Combo thread

Post by lordantonius on Mon Aug 29, 2011 1:37 pm

This is a very nice Cap. Hes one character that I always over look. Some reason I just pick his brother. I'll be sure to pick him up, once I start playing this game again for often.
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Cooler Strategy/Combo thread Empty Re: Cooler Strategy/Combo thread

Post by TrollCapAmerica on Thu Sep 01, 2011 3:41 am

lordantonius wrote:This is a very nice Cap. Hes one character that I always over look. Some reason I just pick his brother. I'll be sure to pick him up, once I start playing this game again for often.

Yeah Frieza lacks the damage advantage Cooler has but having about 5 or 6 viable starters and a comboable chain on every input and then some is a huge difference

Cooler is pretty fun still though because he has the potential to play a very unique game compared to other characters and unlike alot of "Unique" characters in many fighting games he actually gets a very high reward ratio for the effort you put in
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