How To Play As Cooler In Dragon Ball: Sparking Zero

How To Play As Cooler In Dragon Ball: Sparking Zero



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.

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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.

Cooler

Dragon Ball Sparking Zero image showing Cooler

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 In Versus And Online Matches

Dragon Ball Sparking Zero image showing Cooler casting Death Ball.

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.

Cooler (Final Form)

Dragon Ball Sparking Zero image showing Cooler in his final form..

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 (Final Form) In Versus And Online Matches

Dragon Ball Sparking Zero image showing Cooler in his final form fighting.

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.

Dragon Ball Sparking Zero image showing Metal Cooler.

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 In Versus And Online Matches

Dragon Ball Sparking Zero image showing a close up of Metal Cooler.

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.

Dragon Ball Sparking Zero image showing Metal Cooler casting Supernova.

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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