Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
A
Reach
 
S
Technique
 
B
Energy
 
B
Ease of Use
 
S
Cooler's stats from Dragon Ball FighterZ's official website.


Normal Attacks

Input Damage Guard Start-Up Advantage
Input L.png 400 All
Cooler 5L.png A 12-6 elbow.
Input L.pngInput L.png 700 All
Cooler 5LL.png An upward kick.
Input L.pngInput L.pngInput L.png 1000 All
Cooler 5LLL.jpg 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
Input M.png 700 All
Cooler 5M.jpg A downward punch.
Input Damage Guard Start-Up Advantage
Input H.png 850 All
Cooler 5H.png 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
Input S.png 500 All
Cooler 5S.png Fires a downward finger blast.
Input Damage Guard Start-Up Advantage
Input 2.pngInput L.png 400 All
Cooler 2L.png A crouching jab.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 700 Crouch
Cooler 2M.jpg A low tail swing.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
Cooler 2H.jpg An uppercut that causes a vertical smash. Invulnerable to air-attacks
Input Damage Guard Start-Up Advantage
Input 6.pngInput M.png 850 Stand
Cooler 6M.jpg A jumping double axe handle.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 400 Stand
Cooler jL.jpg A straightforward jab.
Input Damage Guard Start-Up Advantage
Input M.png (in air) 700 Stand
Cooler jM.jpg A tail swing.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 850 Stand
Cooler jH.jpg A double axe handle.
Input Damage Guard Start-Up Advantage
Input S.png (in air) 500 All
Cooler jS.jpg Fires a finger beam downward.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
Cooler j2H.jpg 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
Input 6.pngInput H.png 850 Crouch
Cooler Crushing Stomp.png 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
Input 3.pngInput H.png 850 All
Cooler Genocidal Uppercut.jpg 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)
Cooler Death ChaserOOPS.jpg 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
Input 236.pngInput L.png (air OK) 1360 [1200] Stand
The kick travels 50% of the screen on the ground.
Input 236.pngInput M.png (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.
Input 236.pngInput H.png (air OK) 1680 [1560] Stand
A divekick that on hit makes Cooler follow-up with another, stronger divekick. Contains much less startup than the Input M.png variant along with having a much higher damage output. Consumes half a Ki gauge.
Death Breaker (デスブレイカー)
Cooler Death Breaker.jpg 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
Input 236.pngInput L.png (air OK) 900 All
Contains the least recovery frames out of all three versions. Grants aerial invincibility during the jump.
Input 236.pngInput M.png (air OK) 950 All
Jumps higher and is fully invulnerable during the jump.
Input 236.pngInput H.png (air OK) 1000 All
Has the Input L.png version's speed and the Input M.png version's invincibility. Consumes half a Ki gauge.
Follow-up icon.pngInput L.png [450] [350] All
Switches sides on hit. The damage output depends on which input was used for the knee.
Follow-up icon.pngInput M.png [450] [350] All
Does not switch sides on hit. Damage scaling depends on the input for the jumping knee.
Follow-up icon.pngInput H.png [1260] [960] [1410] All
A backhand swing followed by a divekick. If the Input H.png 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
Input 236.pngInput S.png (air OK) 1134 All
Cooler Death Flash.jpg 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
Input 214.pngInput S.png 1000 Crouch
Cooler Death Shaker.jpg 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
Input A1.png/Input A2.png 800 All
Cooler Death Breaker.jpg A jumping knee strike.


Super Attacks

Death Crasher (デスクラッシャー)
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.pngInput M.png or Input H.pngInput S.png 2420 All
Cooler Death Crasher.jpg 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
Input 236.pngInput L.pngInput M.png or Input H.pngInput S.png
(in air)
2000 All
Cooler Death Drop.jpg 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)
Cooler Atomic Supernova.jpg 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
Input 214.pngInput L.pngInput M.png or Input H.pngInput S.png 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.
Input 214.pngInput L.pngInput M.png or Input H.pngInput S.png
(in air)
4770
Functions as a grab. This version is stronger than counterattack variant. Consumes three ki gauges.


Navigation

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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