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Many movie villains from Dragon Ball’s history made it into Dragon Ball: Sparking Zero, with few being as iconic as Frieza’s older brother, Cooler. The might of this alien fighter is not only enough to rival his sibling, but he even has an additional final form as well as a metallic version.
Since the movesets of each Cooler variant are so similar, we’ve piled them all together in a single guide. Keep in mind that Metal Cooler is a distinct character with its own mechanics and nuances, so you should learn the different Cooler options before deciding who to main.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Psychokinesis | R2/RT Up on the D-Pad | 2 Skill Count | Paralyzes the target for 3 seconds. |
Afterimage | R2/RT Left on the D-Pad | 2 Skill Count | Automatically dodge the next attack. |
Full-Power Energy Wave | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
Darkness Eye Beam | R2/RT Triangle/Y | 2 Ki Bars | Deals little more than half a bar of damage in a horizontal line targeting the enemy. |
Death Ball | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Projectile Super that does nearly two bars of damage. |
Cooler’s overall moveset is similar to Frieza’s, mostly due to their body structure being the same. However, his Psychokinesis can be chained together, making for a nice potential combo loop once you catch your enemy off-guard; although with his Skill Count going up to four, you can do this only twice.
Darkness Eye Beam is a great harassing tool to deal with opponents that tend to dodge your special moves rather than block them, but it isn’t any kind of projectile, so you can get easily countered. For causing beam struggles, you are better off with the Full-Power Energy Wave.
The Death Ball is the staple Ultimate move of the Frieza race, sharing the main weakness of the move: the way it is performed. Since you start with the Death Ball on top of you, many beams or even quick Rush Supers can interrupt it, making you waste your Sparking Mode.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Psychokinesis | R2/RT Up on the D-Pad | 2 Skill Count | Paralyzes the target for 3 seconds. |
Psycho Barrier | R2/RT Left on the D-Pad | 3 Skill Count | Sends out an explosive wave that knocks enemies back. |
Death Beam | R2/RT Square/X | 2 Ki Bars | Fires a quick Beam Super that does nearly a bar of damage. |
Death Chaser | R2/RT Triangle/Y | 3 Ki Bars | Triggers a Rush Super that does a bar of damage. |
Supernova | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Fires a Beam Super that does nearly two bars of damage. |
Cooler in his final form is a far superior version of the character, with all the strengths the previous form had and covering nearly all weaknesses. The main point of choosing Cooler’s base form is to save on DP, since the base form is six points while the final form is seven.
Transforming into Cooler’s final form costs 2 Skill Count, and you gain half a health bar extra.
You can still chain one Psychokinesis after another, but you also have the Psycho Barrier skill that breaks combos and can save you when in a pinch. It isn’t as good as the Explosive Wave skill found in most Vegeta characters, but it is useful nonetheless.
As far as Supers, he now has a healthy mix of Rush and Beam Supers, with Death Beam being his best one. It only costs two Ki Bars and is one of the quickest beams in the game, able to interrupt most castings as they happen.
His Ultimate move, Supernova, starts fast as a regular Beam Super, making it easier to connect than with most Frieza race characters. Once it connects, Cooler still fires a big ball of energy at his opponent, but does so during a cutscene.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Instant Transmission | R2/RT Up on the D-Pad | 2 Skill Count | Teleport behind the target. |
Regeneration | R2/RT Left on the D-Pad | 4 Skill Count | Recover a bar and a half of health. |
Lock-On Buster | R2/RT Square/X | 4 Ki Bars | Fires an unblockable Beam Super that does nearly one bar of damage. |
Finger Blitz Barrage | R2/RT Triangle/Y | 2 Ki Bars | Fires a series of quick Beam Super that can do one bar of damage if all of them connect. |
Supernova | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Fires a Projectile Super that does nearly two bars of damage. |
Metal Cooler has many of the moves that Cooler has, but he functions far differently. For starters, he counts as an android character, meaning that he can’t charge Ki (except to enter Sparking Mode), but it gets charged passively as the match progresses.
He’s also a character that can be chosen multiple times, making him a good character to master if you need to do a team battle. In DP battles, however, you would only be able to take two Metal Coolers (since they cost seven DP each), so keep that in mind.
His skills are a complete departure from all other members of the Frieza race since he has Instant Transmission and Regeneration. Since Metal Cooler can’t transform, you are better off saving the Skill Count for Regeneration, using Instant Transmission only when you need to close out the game.
Finger Blitz Barrage is your harassing tool, best used to interrupt whatever your opponent is trying to do or to spend their Afterimage charges. Lock-On Buster is a bit expensive for the damage it does, but since it is unblockable, it is yet another tool to close out games with surprising speed.
Metal Cooler’s Ultimate Move is Supernova, and while it shares the same name as the Ultimate Move for Cooler’s final form, it works exactly like the base form’s Death Ball. This makes it an overall average Ultimate, but with all the other tools at Metal Cooler’s disposal, he is likely the best form of the character to master.
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