JoJo's Bizarre Adventure: All-Star Battle R/DIO: Difference between revisions

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*'''Life Regeneration''': Part of the damage DIO receives is converted into silver, residual health, which he passively recovers over time.
*'''Life Regeneration''': Part of the damage DIO receives is converted into silver, residual health, which he passively recovers over time.
*'''Time Stop''': DIO is one of three characters in the game (along with his [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|both incarnations]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|of Jotaro Kujo]]) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from ''Guilty Gear -Strive-'', although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop. More details included in the [[JoJo's Bizarre Adventure: All-Star Battle R/DIO#22S|move's section]].
*'''[[JoJo's Bizarre Adventure: All-Star Battle R/DIO#22S|Stop, time!]]''': DIO is one of three characters in the game (along with [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|both incarnations]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|of Jotaro Kujo]]) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from ''Guilty Gear -Strive-'', although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_DIO_Small_Icon.png|50px]] '''DIO''' is a ABC character who utilizes their XYZ
| intro = [[file:JJASBR_DIO_Small_Icon.png|50px]] '''DIO''' is a Stand character whose high damage, massive attacks, and mixups pummel his opponents into submission.
| pros =
| pros =
* '''High Damage:''' DIO is one of the highest damage characters in the game, being able to get more reward for spending meter or assists than most other characters, and even has multiple ToDs(touch of deaths, combos that do 100% of the opponent's HP) that will kill even the characters with the highest HP.
* '''Devastating Damage:''' DIO has some of the highest damage in the game, being able to get more reward for spending meter or assists than most other characters. He also has multiple ToDs that will kill even the tankiest opponents.
* '''Great Normals:''' His normals in Stand-On and Stand-Off are great. Stand-On 2M and 2H are massive, Stand-Off 5M has good range and speed, and his Stand-Off jL and jM are very active and good for crossups
* '''Great Normals:''' DIO's normals are great, both in Stand-On and Stand-Off. Stand-On 2M and 2H are massive, Stand-Off 5M has good range and speed, and his Stand-Off j.L and j.M are very active and good for cross-ups.
* '''Mixups:''' TK Mudas(done by inputting 2369X in Stand-On to get an instant j236H from the ground) are an unreactable instant overhead that can be combod off of, for over 500 damage without spending much meter, which, combined with the threat of a low 2L, makes a 50/50 on every wakeup
* '''Mixups:''' When used as an instant air special, "[[JoJo's Bizarre Adventure: All-Star Battle R/DIO#Stand J236X|My Stand's full power!]]" (or TK Mudas for short) is an unreactable instant overhead that can be combo'd off of for over 500 damage without spending much meter. When combined with the threat of a Low-htting 2L, this grants DIO access to a 50/50 on every wakeup.
  |cons =
  |cons =
* '''Low HP & No Reversal:''' DIO's damage lets him kill most characters after 2 clean combos easily, but due to his low HP, the opponent is often able to do the same. He does recover some damage taken because he's a vampire, but it usually doesn't make much of a difference. On top of that, he has a weaker defense than most characters, due to not having a reversal. These 2 factors make him easy for the opponent to snowball against
* '''Poor Endurance:''' DIO's damage lets him kill most characters after 2 clean combos easily, but due to his rather low HP, the opponent is often able to do the same; while being able to recover some of the received damage, it usually doesn't make much of a difference.
* '''Con 2:''' TBD
* '''Weak Defense:''' On top of his low HP, DIO has a weaker defense than most characters due to not having a reversal, making it easy for the opponent to snowball against him.
| tablewidth = 80
| tablewidth = 80
}}
}}


===Stats===
===Now THIS is the greatest high!===
{{CharacterData-ASBR
This effect activates when DIO hits "[[JoJo's Bizarre Adventure: All-Star Battle R/DIO#63214S|Oh, this suits me well!]]" on one of the following characters:
| style = Stand
| health = 840
| lowhealth = Rumble
| hashtag = [https://twitter.com/hashtag/ASBR_DIO?src=hashtag_click #ASBR_DIO]
}}
}}


===Now THIS is the greatest high!===
This effect activates when DIO hits [[JoJo's Bizarre Adventure: All-Star Battle R/DIO#63214S|"Oh, this suits me well!"]] on one of the following characters:
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar|Jonathan Joestar]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar|Jonathan Joestar]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar|Joseph Joestar]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar|Joseph Joestar]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro Kujo (Part 3)]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro Kujo (Part 3)]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|Jotaro Kujo (Part 4)]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)|Josuke Higashikata (Part 4)]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Josuke Higashikata (Part 4)|Josuke Higashikata (Part 4)]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Giorno Giovanna|Giorno Giovanna]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Giorno Giovanna|Giorno Giovanna]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh|Jolyne Cujoh]]
*[[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh|Jolyne Cujoh]]


Aside from the usual health gained, DIO will also gain extra HHA gauge depending on the amount of hits. Only available once per round.
Aside from the usual health gained, DIO will also gain extra HH Gauge depending on the amount of hits. This effect is only available once per round.


===Stats===
{{CharacterData-ASBR
| style = Stand
| health = 840
| lowhealth = Rumble
| hashtag = [https://twitter.com/hashtag/ASBR_DIO?src=hashtag_click #ASBR_DIO]
}}
}}
==Move List==
==Move List==
<div class="movelist-toggles">
<div class="movelist-toggles">
Line 62: Line 63:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a jab as he turns his head away
  |description=
*A standard jab, good for stopping dash jumps
DIO performs a jab as he turns his head away.
*A standard jab, good for stopping dash jumps.
  }}
  }}
}}
}}
Line 82: Line 84:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs an advancing swipe
  |description=
*Great range for pokes or counter-pokes
DIO performs an advancing swipe.
*Great range for pokes or counter-pokes.
  }}
  }}
}}
}}
Line 102: Line 105:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a high kick
  |description=
*Moves DIO forward
DIO performs a high kick.
*Good range for pokes
*Moves DIO forward.
*Good range for pokes.
  }}
  }}
}}
}}
Line 123: Line 127:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a crouching chop
  |description=
*Stubby jab
DIO performs a crouching chop.
*Can chain into itself 3 times
*Stubby jab.
*Can chain into itself 3 times.
  }}
  }}
}}
}}
Line 144: Line 149:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs an advancing swipe at the opponent's feet
  |description=
*Good range for pokes and counter-pokes
DIO performs an advancing swipe at the opponent's feet.
*Good range for pokes and counter-pokes.
  }}
  }}
}}
}}
Line 164: Line 170:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a sweeping punch at the opponent's feet
  |description=
*Provides hard knockdown
DIO summons The World, who performs a sweeping punch at the opponent's feet.
*Good range for pokes and counter-pokes
*Provides hard knockdown.
*Good range for pokes and counter-pokes.
  }}
  }}
}}
}}
Line 185: Line 192:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO slams a road sign down on the opponent
  |description=DIO slams a road sign down on the opponent.
*Can't be cancelled with PC or SG, and leaves a large gap when used in a blockstring, so you are extremely unsafe if the opponent SGs this
*Cannot be cancelled with Flash Cancel or Stylish Guard, and leaves a large gap when used in a blockstring, leaving DIO extremely unsafe if the opponent SGs this.
*Launches on hit. 3H>236L>PC is a common launcher string for Stand-Off combos, and 3H can also be used to combo directly into GHA
*Launches on hit. 3H>236L>PC is a common launcher string for Stand-Off combos, and 3H can also be used to combo directly into GHA.
*Can hit OTG.
*Can hit OTG.
*Has such long recovery that it should be cancelled into 46L after being used as an OTG, to let you move out of it quicker.
*Has such long recovery that it should be cancelled into 46L after being used as an OTG, to let DIO move out of it quicker.
  }}
  }}
}}
}}
Line 208: Line 215:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a kick downwards
  |description=
*Good for jump-ins
DIO performs a kick downwards.
*Good for jump-ins.
  }}
  }}
}}
}}
Line 228: Line 236:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a jumping knee attack
  |description=
*Deceptively good at crossups
DIO performs a jumping knee attack.
*Good for air-to-airs
*Deceptively good at crossups.
*Good for air-to-airs.
  }}
  }}
}}
}}
Line 249: Line 258:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a sweeping chop that reaches behind him
  |description=DIO summons The World, who performs a sweeping chop that reaches behind.
*Very good crossup, as it reaches far behind DIO and can hit late
*Very good crossup, as it reaches far behind DIO and can hit late.
*One of DIO's best jump-in normals
*One of DIO's best jump-in normals.
  }}
  }}
}}
}}
Line 259: Line 268:
{{MoveData
{{MoveData
|image=JJASBR_DIO_236L.png
|image=JJASBR_DIO_236L.png
|caption=Light
|image2=JJASBR_DIO_236M.png
|image2=JJASBR_DIO_236M.png
|caption2=Medium
|image3=JJASBR_DIO_236H.png
|image3=JJASBR_DIO_236H.png
|caption=
|caption3=Heavy
|name=Right in front of me!?
|name=Right in front of me!?
|input=236L/M/H
|input=236L/M/H
Line 274: Line 285:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World appears and punches the opponent in the gut
  |description=
*Launches the opponent on hit. Great for combos, combined with a PC or an assist.
The World appears and punches the opponent in the gut.
*Can be combo'd off of with a PC
*Launches the opponent on hit. Great for combos, combined with a Flash Cancel or an assist.
*Can be combo'd off of with a Flash Cancel.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 288: Line 300:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World appears and performs an overhead punch that hits twice
  |description=The World appears and performs an overhead punch that hits twice.
*Hits overhead
*Hits overhead.
*Can not be combo'd off of, even with PC
*Cannot be combo'd out of, even with Flash Cancels.
*Can not confirm into HHA
*Cannot confirm into HHA.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 303: Line 315:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World appears an punches at the opponent's feet
  |description=The World appears and punches at the opponent's feet.
*Hits low
*Hits low.
*Can be combo'd off of with a PC if you are close, but the move is both unsafe and outclassed by other lows at that distance.
*Can be combo'd off of with a Flash Cancel if close, but the move is both unsafe and outclassed by other lows at that distance.
  }}
  }}
}}
}}
Line 331: Line 343:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO walks forward, automatically activating "He's... gone!" when hit by a non-HHA or GHA attack. The counter works on projectiles too, but it is often unsafe even when you succesfully counter a projectile, because the opponent block, Stylish Guard, dodge, or just hit you out of it. The same thing often happens even when you counter a non-projectile attack. Due to that, this is a pretty bad move generally.
  |description=
*DIO walks the furthest in this variant
DIO walks forward, automatically activating "He's... gone!" when hit by a non-HHA or GHA attack. The counter works on projectiles too, but it is often unsafe even when an attack (or projectile) is succesfully countered, because the opponent can block, Stylish Guard, dodge, or just hit DIO out of it. Due to that, this is a pretty bad move generally.
*DIO walks the furthest in this variant.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 345: Line 358:
  |hitadv=
  |hitadv=
  |description=
  |description=
*DIO walks less in this variant
*DIO walks less in this variant.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 358: Line 371:
  |hitadv=
  |hitadv=
  |description=
  |description=
*DIO walks the least in this variant
*DIO walks the least in this variant.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">63214X</font> ======
====== <font style="visibility:hidden" size="0">46X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_63214X.png
|image=JJASBR_DIO_46X.png
|caption=
|caption=
|name=Oh, this suits me well!
|name=And one more just in case!
|input=63214L/M/H
|input=46L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=10, 8*4, 5
  |damage=30
  |guard=Throw
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 383: Line 396:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=10, 8*4, 5
  |damage=30
  |guard=Throw
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 395: Line 408:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=10, 8*4, 5
  |damage=30
  |guard=Throw
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 402: Line 415:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO grabs the opponent and sucks the blood out of their body
  |description=
*Can be followed up with 3H OTG
The World throws a single knife towards the opponent.
*Automatically activates "Now, THIS is the greatest high!" when used on a Joestar (excluding Johnny and Josuke (Part 8), giving him additional HH gauge once per round
*The different versions change the startup and speed of the knife. L has the quickest startup, and travels the slowest.
*While time is stopped, the knife will fly a short distance before freezing in place.
*Can be cancelled into specials, including itself, once the knife is thrown.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">46X</font> ======
====== <font style="visibility:hidden" size="0">63214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_46X.png
|image=JJASBR_DIO_63214X_(1).png
|caption=
|caption=
|name=And one more just in case!
|image2=JJASBR_DIO_63214X_(2).png
|input=46L/M/H
|caption2=
|image3=JJASBR_DIO_63214X_(3).png
|caption3=The Greatest High
|name=Oh, this suits me well!
|input=63214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=30
  |damage=10, 8*4, 5
  |guard=Mid
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 429: Line 448:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=30
  |damage=10, 8*4, 5
  |guard=Mid
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 441: Line 460:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=30
  |damage=10, 8*4, 5
  |guard=Mid
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 448: Line 467:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World throws a single knife towards the opponent
  |description=
*The different versions change the startup and speed of the knife. L has the quickest startup, and travels the slowest.  
DIO grabs the opponent and sucks the blood out of their body.
*While time is stopped, the knife will fly a short distance before freezing in place
*Can be followed up with 3H OTG.
*Can be cancelled into specials, including itself, once the knife is thrown
*Automatically activates "Now, THIS is the greatest high!" when used on a Joestar (excluding Johnny and Part 8 Josuke), giving him additional HH Gauge once per round.
  }}
  }}
}}
}}
</div>
</div>
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
<div id="movelist-2" class="movelist"><!-- Stand On Move List -->
===Stand On===
===Stand On===
====Normal Moves====
====Normal Moves====
Line 474: Line 492:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a standing low kick
  |description=
*Despite its appearance, this does not hit low
The World performs a standing low kick.
*Not good for stopping dash jumps
*Despite its appearance, this does not hit low.
*Not good for stopping dash jumps.
  }}
  }}
}}
}}
Line 495: Line 514:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a gut punch
  |description=
*Moves DIO forward
The World performs a gut punch.
*Good range for counter-pokes
*Moves DIO forward.
*Good range for counter-pokes.
  }}
  }}
}}
}}
Line 516: Line 536:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a high kick
  |description=
*Good for anti-airs
The World performs a high kick.
*Good range for pokes
*Good for anti-airs.
*Good range for pokes.
  }}
  }}
}}
}}
Line 537: Line 558:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a crouching punch
  |description=
*A standard jab
The World performs a crouching punch.
*Can chain into itself 3 times
*A standard jab.
*Can chain into itself 3 times.
  }}
  }}
}}
}}
Line 558: Line 580:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a crouching hook
  |description=
*Launches the opponent on air hit
The World performs a crouching hook.
*Good range for pokes and counter-pokes
*Launches the opponent on air hit.
*Good range for pokes and counter-pokes.
  }}
  }}
}}
}}
Line 579: Line 602:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a sweeping punch at the opponent's feet
  |description=
*Provides hard knockdown
The World performs a sweeping punch at the opponent's feet.
*Launches the opponent on hit
*Provides hard knockdown.
*Launches the opponent on hit.
  }}
  }}
}}
}}
Line 600: Line 624:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a punch downwards
  |description=
*Stubby aerial, good for air-to-airs
The World performs a punch downwards.
*Stubby aerial, though good for air-to-airs.
  }}
  }}
}}
}}
Line 620: Line 645:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a sweeping punch upwards
  |description=
*Launches the opponent on hit
The World performs a sweeping punch upwards.
*A great jump-in normal
*Launches the opponent on hit.
*A great jump-in normal.
  }}
  }}
}}
}}
Line 641: Line 667:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a cross downwards
  |description=
*A good jump-in normal
The World performs a cross downwards.
*A good jump-in normal.
  }}
  }}
}}
}}
Line 663: Line 690:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a barrage of punches. All versions of this move are unsafe on block and are very risky in neutral
  |description=
*Launches the opponent on hit
The World performs a barrage of punches. All versions of this move are unsafe on block and are very risky in neutral.
*The World starts right in front of DIO in this variant
*Launches the opponent on hit.
*The World starts right in front of DIO in this variant.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 678: Line 706:
  |hitadv=
  |hitadv=
  |description=
  |description=
*The World starts further ahead in this variant
*The World starts further ahead in this variant.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 691: Line 719:
  |hitadv=
  |hitadv=
  |description=
  |description=
*The World starts the furthest away in this variant
*The World starts the furthest away in this variant.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand J236X</font> ======
====== <font style="visibility:hidden" size="0">Stand 214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_Stand_Jump_236X.png
|image=JJASBR_DIO_Stand_214X.png
|caption=
|caption=
|name=My Stand's full power!
|name=This is... The World!
|input=j.236L/M/H
|input=214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=4*10, 16
  |damage=120
  |guard=Overhead, Mid
  |guard=Unblockable
  |startup=
  |startup=
  |active=
  |active=
Line 716: Line 744:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=4*14, 32
  |damage=120
  |guard=Overhead, Mid
  |guard=Unblockable
  |startup=
  |startup=
  |active=
  |active=
Line 728: Line 756:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=4*18, 48
  |damage=120
  |guard=Overhead, Mid
  |guard=Unblockable
  |startup=
  |startup=
  |active=
  |active=
Line 735: Line 763:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World performs a barrage of punches downwards
  |description=
*Launches the opponent upwards on hit
DIO performs a pose as The World prepares a heavy punch to the gut. An unblockable move that can only be comboed out of with HHA, or with specific assist setups.
*The first hit is an overhead, making it very good for mixups
*The different variants change the speed and range.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Stand 214X</font> ======
====== <font style="visibility:hidden" size="0">Stand J236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_Stand_214X.png
|image=JJASBR_DIO_Stand_Jump_236X.png
|caption=
|caption=TK Mudas
|name=This is... The World!
|name=My Stand's full power!
|input=214L/M/H
|input=j.236L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=120
  |damage=4*10, 16
  |guard=Unblockable
  |guard=Overhead, Mid
  |startup=
  |startup=
  |active=
  |active=
Line 762: Line 790:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=120
  |damage=4*14, 32
  |guard=Unblockable
  |guard=Overhead, Mid
  |startup=
  |startup=
  |active=
  |active=
Line 774: Line 802:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=120
  |damage=4*18, 48
  |guard=Unblockable
  |guard=Overhead, Mid
  |startup=
  |startup=
  |active=
  |active=
Line 781: Line 809:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO performs a pose as The World prepares a heavy punch to the gut. An unblockable move that can only be comboed out of with HHA, or with specific assist setups
  |description=
*The different variants change the speed and range
The World performs a barrage of punches downwards, finishing with a roundhouse kick.
*Stand Rush-compatible.
*Launches the opponent upwards on hit.
*The first hit is an overhead, making it very good for mixups.
  }}
  }}
}}
}}
</div>
</div>
==System Mechanics==
==System Mechanics==
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_Throw.png
|image=JJASBR_DIO_Throw_(1).png
|caption=
|caption=
|image2=JJASBR_DIO_Throw_(2).png
|caption2=
|name=Throw
|name=Throw
|subtitle=What just happened?
|subtitle=What just happened?
Line 797: Line 829:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Forward
|damage=130
|guard=Throw
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time. DIO can no longer confirm a timestop after using a grab
*Leaves the opponent very far away
}}
{{AttackData-ASBR
|version=Back
|header=no
  |damage=130
  |damage=130
  |guard=Throw
  |guard=Throw
Line 819: Line 837:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Identical to the front throw, but backwards
The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time.
*Leaves the opponent very far away.
*Both Throws are identical aside from direction.
  }}
  }}
}}
}}
Line 839: Line 859:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
*Assault Assist Stocks: 2
*Notes 2
*Reversal Assist Stocks: 1
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/DIO#Stand 214X|s.214L]]
  }}
  }}
}}
}}
Line 861: Line 882:
  |description=
  |description=
(Un)Summons The World, altering DIO's moveset and abilities.
(Un)Summons The World, altering DIO's moveset and abilities.
<gallery>
<gallery>
JJASBR_DIO_Stand_On.png|Stand On
JJASBR_DIO_Stand_On.png|Stand On
Line 868: Line 890:
}}
}}


====== <font style="visibility:hidden" size="0">22S</font> ======
====== <font style="visibility:hidden" size="0">46H</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_22S.png
|image=JJASBR_DIO_46H.png
|caption=
|caption=
|name=Stop, time!
|name=So close!
|input=22S
|input=46H when taking damage or guarding
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 884: Line 906:
  |hitadv=
  |hitadv=
  |description=
  |description=
After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).
DIO "teleports" out of the way of an attack.
*Can be used with just 1.5 bars, but the startup is alot quicker if you have 3 bars when using it. It's not practical to use this unless you have 3 bars
*Consumes 2 bars of HH Gauge.
*The best way to confirm into a timestop reset is after using a 2L/5L in a juggle, after launching with a 2H, in Stand-On.,
*Leaves DIO in a position as if he just rotated to the side.
*Starting a cutscene with a throw or a GHA will instantly end the timestop and take away the rest of your meter
*Leaves DIO close enough to the opponent to punish them for their attack hitting.
*The strongest combo to do in timestop that leads into a combo after it ends, while in Stand-On, is 214L 214L S(turn off stand) 5H 3H 236M 5H 3H 236M S(turn on stand) jump jH j236H. You may need to do a dash before the 214Ls to be close enough to guarantee everything works
*Against [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Part 3 Jotaro]], [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|Part 4 Jotaro]], and himself, DIO can use this ability to move within their Time Stop(even if he doesn't have 1.5 bars). If their Time Stop runs out before DIO's does, they will be frozen instead.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">46H</font> ======
====== <font style="visibility:hidden" size="0">22S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_DIO_46H.png
|image=JJASBR_DIO_22S.png
|caption=
|caption=
|name=So close!
|name=Stop, time!
|input=46H when taking damage or guarding
|input=22S
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 908: Line 928:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO "teleports" out of the way of an attack
  |description=
*Consumes 2 bars of HH gauge
After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).
*Leaves DIO in a position as if he just rotated to the side
*Can be used with just 1.5 bars, but the startup is alot quicker if you have 3 bars when using it. It's not practical to use this without 3 bars.
*Leaves DIO close enough to the opponent to punish them for their attack hitting
*The best way to confirm into a timestop reset is after using a 2L/5L in a juggle, after launching with a 2H, in Stand-On.
*Starting a cutscene with a throw or a GHA will instantly end the timestop and take away the rest of DIO's meter.
*The strongest combo to do in timestop that leads into a combo after it ends, while in Stand-On, is <code>214L>214L>5H>3H>236M>5H>3H>236M>s.jH>s.j236H</code>. A dash may be needed before 214L to be close enough to guarantee everything works.
*Against [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Part 3 Jotaro]], [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|Part 4 Jotaro]], and himself, DIO can use this ability to move within their Time Stop(even if he doesn't have 1.5 bars). If their Time Stop runs out before DIO's does, they will be frozen instead.
  }}
  }}
}}
}}
Line 917: Line 940:
==Heart Heat Attack==
==Heart Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_DIO_HHA_1.png
|image=JJASBR_DIO_HHA_(1).png
|caption=
|caption=
|image2=JJASBR_DIO_HHA_2.png
|image2=JJASBR_DIO_HHA_(2).png
|caption2=
|caption2=
|image3=JJASBR_DIO_HHA_3.png
|image3=JJASBR_DIO_HHA_(3).png
|caption3=
|caption3=
|name=Scared, are you?
|name=Scared, are you?
Line 934: Line 957:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO kicks the opponent upwards before stopping time and throwing knives at him
  |description=
*This is a hit-grab
DIO kicks the opponent upwards before stopping time and throwing knives at him.
*DIO moves very far forward on activation
*This is a hitgrab.
*DIO moves very far forward on activation.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=JJASBR_DIO_HHA_Timestop_1.png
|image=JJASBR_DIO_HHA_Timestop_(1).png
|caption=
|caption=
|image2=JJASBR_DIO_HHA_Timestop_2.png
|image2=JJASBR_DIO_HHA_Timestop_(2).png
|caption2=
|caption2=
|name=Scared, are you? (Time Stop)
|name=Scared, are you? (Time Stop)
Line 956: Line 980:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=DIO throws multiple knives at the same time
  |description=
*The knives fly briefly before freezing
DIO throws multiple knives at the same time.
*Only use this move if you want to style on the opponent
*The knives fly briefly before freezing.
*Only use this move to style on the opponent.
  }}
  }}
}}
}}
Line 964: Line 989:
==Great Heat Attack==
==Great Heat Attack==
{{MoveData
{{MoveData
|image=JJASBR_DIO_GHA_1.png
|image=JJASBR_DIO_GHA_(1).png
|caption=
|caption=
|image2=JJASBR_DIO_GHA_2.png
|image2=JJASBR_DIO_GHA_(2).png
|caption2=
|caption2=
|image3=JJASBR_DIO_GHA_3.png
|image3=JJASBR_DIO_GHA_(3).png
|caption3=
|caption3=
|name=It's a steamroller!
|name=It's a steamroller!
Line 981: Line 1,006:
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=The World punches the opponent before stopping time, allowing DIO to fly off screen and return with a steamroller which he punches until it explodes once time is resumed.
  |description=
*Can be comboed into from a Stand-Off 5H or 3H, or a 5H in Stand-On
The World punches the opponent before stopping time, allowing DIO to fly off screen and return with a steamroller, which he attacks with his elbows until it explodes once time is resumed.
*Has a special animation VS [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Part 3 Jotaro]]
*Can be combo'd into from a Stand-Off 5H or 3H, or a 5H in Stand-On.
*Part 3 Jotaro can reduce the damage taken from this GHA by 90(?) and also prevent it from taking him below 1 HP from killing by pressing 22S during the GHA animation, which will cost him 2 bars of meter.
*Has a special animation VS [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Part 3 Jotaro]].
**Part 3 Jotaro can reduce the damage taken from this GHA by 90(?) and also prevent it from taking him below 1 HP from killing by pressing 22S during the GHA animation, which will cost him 2 bars of meter.
  }}
  }}
}}
}}

Revision as of 19:24, 2 November 2022

Introduction

This article is about Dio Brando's Stardust Crusaders incarnation, primarily known as DIO. For information about his Phantom Blood incarnation, see Dio Brando.

Insert character introduction here.

  • Life Regeneration: Part of the damage DIO receives is converted into silver, residual health, which he passively recovers over time.
  • Stop, time!: DIO is one of three characters in the game (along with both incarnations of Jotaro Kujo) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster the more meter has been built. It is similar to Axl Low's One Vision timestop from Guilty Gear -Strive-, although all limits of the IPS still apply. All attacks can be performed in timestop, including grabs, which automatically end the timestop.
Playstyle
JJASBR DIO Small Icon.png DIO is a Stand character whose high damage, massive attacks, and mixups pummel his opponents into submission.
Pros Cons
  • Devastating Damage: DIO has some of the highest damage in the game, being able to get more reward for spending meter or assists than most other characters. He also has multiple ToDs that will kill even the tankiest opponents.
  • Great Normals: DIO's normals are great, both in Stand-On and Stand-Off. Stand-On 2M and 2H are massive, Stand-Off 5M has good range and speed, and his Stand-Off j.L and j.M are very active and good for cross-ups.
  • Mixups: When used as an instant air special, "My Stand's full power!" (or TK Mudas for short) is an unreactable instant overhead that can be combo'd off of for over 500 damage without spending much meter. When combined with the threat of a Low-htting 2L, this grants DIO access to a 50/50 on every wakeup.
  • Poor Endurance: DIO's damage lets him kill most characters after 2 clean combos easily, but due to his rather low HP, the opponent is often able to do the same; while being able to recover some of the received damage, it usually doesn't make much of a difference.
  • Weak Defense: On top of his low HP, DIO has a weaker defense than most characters due to not having a reversal, making it easy for the opponent to snowball against him.

Now THIS is the greatest high!

This effect activates when DIO hits "Oh, this suits me well!" on one of the following characters:

Aside from the usual health gained, DIO will also gain extra HH Gauge depending on the amount of hits. This effect is only available once per round.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 840 Rumble #ASBR_DIO

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR DIO 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

DIO performs a jab as he turns his head away.

  • A standard jab, good for stopping dash jumps.
5M
5M
JJASBR DIO 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

DIO performs an advancing swipe.

  • Great range for pokes or counter-pokes.
5H
5H
JJASBR DIO 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid - - - - -

DIO performs a high kick.

  • Moves DIO forward.
  • Good range for pokes.
2L
2L
JJASBR DIO 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

DIO performs a crouching chop.

  • Stubby jab.
  • Can chain into itself 3 times.
2M
2M
JJASBR DIO 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low - - - - -

DIO performs an advancing swipe at the opponent's feet.

  • Good range for pokes and counter-pokes.
2H
2H
JJASBR DIO 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low - - - - -

DIO summons The World, who performs a sweeping punch at the opponent's feet.

  • Provides hard knockdown.
  • Good range for pokes and counter-pokes.
3H
3H
An absolute end
JJASBR DIO 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 Mid - - - - -

DIO slams a road sign down on the opponent.

  • Cannot be cancelled with Flash Cancel or Stylish Guard, and leaves a large gap when used in a blockstring, leaving DIO extremely unsafe if the opponent SGs this.
  • Launches on hit. 3H>236L>PC is a common launcher string for Stand-Off combos, and 3H can also be used to combo directly into GHA.
  • Can hit OTG.
  • Has such long recovery that it should be cancelled into 46L after being used as an OTG, to let DIO move out of it quicker.
JL
j.L
JJASBR DIO Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

DIO performs a kick downwards.

  • Good for jump-ins.
JM
j.M
JJASBR DIO Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

DIO performs a jumping knee attack.

  • Deceptively good at crossups.
  • Good for air-to-airs.
JH
j.H
JJASBR DIO Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead - - - - -

DIO summons The World, who performs a sweeping chop that reaches behind.

  • Very good crossup, as it reaches far behind DIO and can hit late.
  • One of DIO's best jump-in normals.

Special Moves

236X
Right in front of me!?
236L/M/H
JJASBR DIO 236L.png
Light
Light
JJASBR DIO 236M.png
Medium
Medium
JJASBR DIO 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -

The World appears and punches the opponent in the gut.

  • Launches the opponent on hit. Great for combos, combined with a Flash Cancel or an assist.
  • Can be combo'd off of with a Flash Cancel.
Medium 25, 65 Overhead - - - - -

The World appears and performs an overhead punch that hits twice.

  • Hits overhead.
  • Cannot be combo'd out of, even with Flash Cancels.
  • Cannot confirm into HHA.
Heavy 65 Low - - - - -

The World appears and punches at the opponent's feet.

  • Hits low.
  • Can be combo'd off of with a Flash Cancel if close, but the move is both unsafe and outclassed by other lows at that distance.
22X
I'll give you one chance.
He's... gone!

22L/M/H
Counter
Counter
L version
L version
M version
M version
H version
H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 38 - - - - - -

DIO walks forward, automatically activating "He's... gone!" when hit by a non-HHA or GHA attack. The counter works on projectiles too, but it is often unsafe even when an attack (or projectile) is succesfully countered, because the opponent can block, Stylish Guard, dodge, or just hit DIO out of it. Due to that, this is a pretty bad move generally.

  • DIO walks the furthest in this variant.
Medium 38 - - - - - -
  • DIO walks less in this variant.
Heavy 38 - - - - - -
  • DIO walks the least in this variant.
46X
And one more just in case!
46L/M/H
JJASBR DIO 46X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 30 Mid - - - - -
Heavy 30 Mid - - - - -

The World throws a single knife towards the opponent.

  • The different versions change the startup and speed of the knife. L has the quickest startup, and travels the slowest.
  • While time is stopped, the knife will fly a short distance before freezing in place.
  • Can be cancelled into specials, including itself, once the knife is thrown.
63214X
Oh, this suits me well!
63214L/M/H
JJASBR DIO 63214X (1).png
JJASBR DIO 63214X (2).png
JJASBR DIO 63214X (3).png
The Greatest High
The Greatest High
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10, 8*4, 5 Throw - - - - -
Medium 10, 8*4, 5 Throw - - - - -
Heavy 10, 8*4, 5 Throw - - - - -

DIO grabs the opponent and sucks the blood out of their body.

  • Can be followed up with 3H OTG.
  • Automatically activates "Now, THIS is the greatest high!" when used on a Joestar (excluding Johnny and Part 8 Josuke), giving him additional HH Gauge once per round.

Stand On

Normal Moves

Stand 5L
5L
JJASBR DIO Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

The World performs a standing low kick.

  • Despite its appearance, this does not hit low.
  • Not good for stopping dash jumps.
Stand 5M
5M
JJASBR DIO Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

The World performs a gut punch.

  • Moves DIO forward.
  • Good range for counter-pokes.
Stand 5H
5H
JJASBR DIO Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid - - - - -

The World performs a high kick.

  • Good for anti-airs.
  • Good range for pokes.
Stand 2L
2L
JJASBR DIO Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -

The World performs a crouching punch.

  • A standard jab.
  • Can chain into itself 3 times.
Stand 2M
2M
JJASBR DIO Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

The World performs a crouching hook.

  • Launches the opponent on air hit.
  • Good range for pokes and counter-pokes.
Stand 2H
2H
JJASBR DIO Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Low - - - - -

The World performs a sweeping punch at the opponent's feet.

  • Provides hard knockdown.
  • Launches the opponent on hit.
Stand JL
j.L
JJASBR DIO Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead - - - - -

The World performs a punch downwards.

  • Stubby aerial, though good for air-to-airs.
Stand JM
j.M
JJASBR DIO Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

The World performs a sweeping punch upwards.

  • Launches the opponent on hit.
  • A great jump-in normal.
Stand JH
j.H
JJASBR DIO Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

The World performs a cross downwards.

  • A good jump-in normal.

Special Moves

Stand 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR DIO Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*16, 20 Mid - - - - -

The World performs a barrage of punches. All versions of this move are unsafe on block and are very risky in neutral.

  • Launches the opponent on hit.
  • The World starts right in front of DIO in this variant.
Medium 4*18, 20 Mid - - - - -
  • The World starts further ahead in this variant.
Heavy 4*20, 20 Mid - - - - -
  • The World starts the furthest away in this variant.
Stand 214X
This is... The World!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 120 Unblockable - - - - -
Medium 120 Unblockable - - - - -
Heavy 120 Unblockable - - - - -

DIO performs a pose as The World prepares a heavy punch to the gut. An unblockable move that can only be comboed out of with HHA, or with specific assist setups.

  • The different variants change the speed and range.
Stand J236X
My Stand's full power!
j.236L/M/H
JJASBR DIO Stand Jump 236X.png
TK Mudas
TK Mudas
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*10, 16 Overhead, Mid - - - - -
Medium 4*14, 32 Overhead, Mid - - - - -
Heavy 4*18, 48 Overhead, Mid - - - - -

The World performs a barrage of punches downwards, finishing with a roundhouse kick.

  • Stand Rush-compatible.
  • Launches the opponent upwards on hit.
  • The first hit is an overhead, making it very good for mixups.

System Mechanics

Throw
Throw
What just happened?
5/4 + Any Two Attack Buttons
JJASBR DIO Throw (1).png
JJASBR DIO Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time.

  • Leaves the opponent very far away.
  • Both Throws are identical aside from direction.
Assist
Assist
This is... The World!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.214L
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons The World, altering DIO's moveset and abilities.

46H
So close!
46H when taking damage or guarding
JJASBR DIO 46H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

DIO "teleports" out of the way of an attack.

  • Consumes 2 bars of HH Gauge.
  • Leaves DIO in a position as if he just rotated to the side.
  • Leaves DIO close enough to the opponent to punish them for their attack hitting.
22S
Stop, time!
22S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).

  • Can be used with just 1.5 bars, but the startup is alot quicker if you have 3 bars when using it. It's not practical to use this without 3 bars.
  • The best way to confirm into a timestop reset is after using a 2L/5L in a juggle, after launching with a 2H, in Stand-On.
  • Starting a cutscene with a throw or a GHA will instantly end the timestop and take away the rest of DIO's meter.
  • The strongest combo to do in timestop that leads into a combo after it ends, while in Stand-On, is 214L>214L>5H>3H>236M>5H>3H>236M>s.jH>s.j236H. A dash may be needed before 214L to be close enough to guarantee everything works.
  • Against Part 3 Jotaro, Part 4 Jotaro, and himself, DIO can use this ability to move within their Time Stop(even if he doesn't have 1.5 bars). If their Time Stop runs out before DIO's does, they will be frozen instead.

Heart Heat Attack

Scared, are you?
236 + Any Two Attack Buttons
JJASBR DIO HHA (1).png
JJASBR DIO HHA (2).png
JJASBR DIO HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
160 (10+60+90) Mid - - - - -

DIO kicks the opponent upwards before stopping time and throwing knives at him.

  • This is a hitgrab.
  • DIO moves very far forward on activation.
Scared, are you? (Time Stop)
236 + Any Two Attack Buttons during Stop, time!
JJASBR DIO HHA Timestop (1).png
JJASBR DIO HHA Timestop (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 each Mid - - - - -

DIO throws multiple knives at the same time.

  • The knives fly briefly before freezing.
  • Only use this move to style on the opponent.

Great Heat Attack

It's a steamroller!
236L+M+H
JJASBR DIO GHA (1).png
JJASBR DIO GHA (2).png
JJASBR DIO GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
348 (120+25+1*125+6*2+66) Mid - - - - -

The World punches the opponent before stopping time, allowing DIO to fly off screen and return with a steamroller, which he attacks with his elbows until it explodes once time is resumed.

  • Can be combo'd into from a Stand-Off 5H or 3H, or a 5H in Stand-On.
  • Has a special animation VS Part 3 Jotaro.
    • Part 3 Jotaro can reduce the damage taken from this GHA by 90(?) and also prevent it from taking him below 1 HP from killing by pressing 22S during the GHA animation, which will cost him 2 bars of meter.

Navigation

General
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System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
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Vento Aureo
Giorno
Bucciarati
Mista
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Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
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Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh