Dragon Ball XenoVerse 2
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Special Moves
Overhead double hammer punch, chargeable for more damage.
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Special Moves
Fires a thin beam of ki from his fingertip. Can be repeated up to two additional times in quick succession.
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Special Moves
Teleports to the opponent (behind if in front, in front if behind) and punches them toward the ground.
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Super Moves
Conjures a massive ki ball above his open palm and flings it.
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Dragon Ball: Sparking! Zero
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Command Moves
Projects a translucent purple dome around him that knocks back enemies and nullifies all incoming attacks. Can be done while being attacked.
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Special Moves
Cooler bulks up into a taller, armored, more swole form. Traditional stats boosts and attack changes apply.
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Special Moves
Cooler rushes forward to connect with a punch that knocks the opponent away. Then, he appears next to them to knee them, doubling them over so he can smash his elbow into the back of their head, knocking them to the ground. He ends with a double foot stomp to their body.
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Special Moves
Fires a thin beam of ki from his fingertip. Can be repeated up to two additional times in quick succession.
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Special Moves
Short-range energy bubbles that momentarily stun the opponent.
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Special Moves
Sweeps the arena from left to right with twin eyebeams.
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Super Moves
Cooler raises his index finger, gathering a large ball of energy, and hurls it at his adversary.
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Super Moves
Cooler blasts at the opponent with a Full-Power Energy Wave, and as they try to guard against it, hits them with a Death Ball
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