An overhand. On hit, the opponent will bounce up into the air and Cooler will catch them from behind in midair and drop them before firing an explosion from his finger.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A downward punch.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A charging knee that carries the opponent to the corner of the screen on hit, followed by a downward axe handle that bounces them up into the air.
Input
Damage
Guard
Start-Up
Advantage
500
All
—
—
Fires a downward finger blast.
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
A crouching jab.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A low tail swing.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
An uppercut that causes a vertical smash. Invulnerable to air-attacks
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A straightforward jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A tail swing.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
All
—
—
Fires a finger beam downward.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A high kick. The opponent will be launched horizontally despite the attack's appearance.
Special Moves[]
Crushing Stomp (ブレイクダウン)
Input
Damage
Guard
Start-Up
Advantage
850
Crouch
—
—
A stomping attack with his leading foot.
Genocidal Uppercut (ジェノサイドアッパー)
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A dash followed up an uppercut. Cooler is invincible during the dash, which allows him to pass through beams and ki blasts.
Death Chaser (デスチェイサー)
Performs a jumping divekick. On hit, Cooler drags the opponent across the ground and then jumps back. All versions are weaker when used in the air.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1360 [1200]
Stand
—
—
The kick travels 50% of the screen on the ground.
(air OK)
1520 [1400]
Stand
—
—
Jumps higher before attacking, now traveling nearly 90% of the screen. On hit, there's an additional animation in which Cooler jumps off the opponent that deals an additional hit. This version deals more damage and offers a longer sliding knockdown on hit. It does have more startup, however.
(air OK)
1680 [1560]
Stand
—
—
A divekick that on hit makes Cooler follow-up with another, stronger divekick. Contains much less startup than the variant along with having a much higher damage output. Consumes half a Ki gauge.
Death Breaker (デスブレイカー)
A two-part attack where Cooler knees the opponent and then attacks with a punch. Gains invincible frames throughout the jump.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Contains the least recovery frames out of all three versions. Grants aerial invincibility during the jump.
(air OK)
950
All
—
—
Jumps higher and is fully invulnerable during the jump.
(air OK)
1000
All
—
—
Has the version's speed and the version's invincibility. Consumes half a Ki gauge.
[450] [350]
All
—
—
Switches sides on hit. The damage output depends on which input was used for the knee.
[450] [350]
All
—
—
Does not switch sides on hit. Damage scaling depends on the input for the jumping knee.
[1260] [960] [1410]
All
—
—
A backhand swing followed by a divekick. If the input was used for the first attack, Cooler unleashes multiple divekicks. Switches sides on hit. Consumes half a Ki gauge.
Death Flash (デスフラッシャー)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1134
All
—
—
Fires a yellow beam forward that hits multiple times and has higher damage than other beams, but has a very slow startup.
Death Shaker (デスシェイカー)
Input
Damage
Guard
Start-Up
Advantage
1000
Crouch
—
—
A fullscreen shockwave. This move pops the opponent up into the air.
Z-Assist[]
Death Breaker (デスブレイカー)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
A jumping knee strike.
Super Attacks[]
Death Crasher (デスクラッシャー)
Input
Damage
Guard
Start-Up
Advantage
or
2420
All
—
—
A charging body blow. On hit, Cooler picks the opponent up, turns around and then slams to the ground before doing a grounded punch to make them slide away. After startup, Cooler gains invincibility frames while dashing, which can even beat out oncoming Level 3 Projectiles. Consumes one Ki gauge.
Death Drop (デスフォール)
Input
Damage
Guard
Start-Up
Advantage
or (in air)
2000
All
—
—
Surrounds himself in a purple energy sphere and does a downward double-punch diving attack. This move carries the opponent to the ground on hit and Cooler will rebound backwards upon connection. Consumes one Ki gauge.
Meteor Attack[]
Atomic Supernova (アトミックスーパーノヴァ)
Grabs the opponent, knees them up into the air and punches them twice, with the second blow knocking them down to the ground, and then fires a yellow-orange, sun-like energy sphere at them. Functions differently when performed on either the ground or in the air.
Input
Damage
Guard
Start-Up
Advantage
(On the ground)
4020
—
—
—
Functions as a counterattack where Cooler takes a stance while enveloped in a purple aura. When hit during this tie, Cooler will perform the attack. The counter itself beats any physical attack except for grabs and Tien's "Neo Tri-Beam" (due to Tien being too high for Cooler to catch) and "Farewell, Tien...". Consumes three ki gauges. Can only be used on the ground.
or (in air ok)
4770
—
—
—
Functions as a grab. This version is stronger than counterattack variant. Consumes three ki gauges. To use on the ground, input instead of as this will trigger the counter variant instead.