JoJo's Bizarre Adventure: All-Star Battle R/DIO: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 10: | Line 10: | ||
| 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. | | 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 = | ||
* '''Devastating Damage:''' DIO has some of the highest damage in the game, being able to get more reward for spending meter or | * '''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. When utilizing his true time stop resets, he also has multiple ToDs that will kill even the tankiest characters. | ||
* '''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 | * '''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 Stand-Off j.L and j.M are very active and good for cross-ups. | ||
* '''Mixups:''' When used as an instant air special while in Stand-On, "[[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 2L, this grants DIO access to a 50/50 on every wakeup. | * '''Mixups:''' When used as an instant air special while in Stand-On, "[[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 2L, this grants DIO access to a 50/50 on every wakeup. | ||
|cons = | |cons = | ||
Line 181: | Line 181: | ||
|description= | |description= | ||
DIO slams a road sign down on the opponent. | DIO slams a road sign down on the opponent. | ||
*Launches on hit. | |||
*Can hit OTG. | |||
*3H>236L>FC is a common launcher string for Stand-Off combos, and 3H can also be used to combo directly into GHA. | |||
*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. | *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. | ||
*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. | *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 306: | Line 307: | ||
The World appears and punches the opponent in the gut. | The World appears and punches the opponent in the gut. | ||
*Launches | *Launches on hit. | ||
*An important part of his Stand-Off combo game, since it's possible to combo off of it with a Flash Cancel or an assist. | *An important part of his Stand-Off combo game, since it's possible to combo off of it with a Flash Cancel or an assist. | ||
---- | ---- | ||
Line 312: | Line 313: | ||
The World appears and performs an overhead punch that hits twice. | The World appears and performs an overhead punch that hits twice. | ||
*Hits | *Hits Overhead. | ||
*Cannot be combo'd out of, even with Flash Cancels. | |||
*Cannot confirm into HHA either. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
The World appears and punches at the opponent's feet. | The World appears and punches at the opponent's feet. | ||
*Hits | *Hits Low. | ||
*Can be combo'd off of with a Flash Cancel if close enough. | *Can be combo'd off of with a Flash Cancel if close enough. | ||
}} | }} | ||
Line 367: | Line 369: | ||
|description= | |description= | ||
DIO walks forward, granting the opponent one chance to hit him. If struck by the opponent, DIO will "teleport" behind them and perform an uppercut. | DIO walks forward, granting the opponent one chance to hit him. If struck by the opponent, DIO will "teleport" behind them and perform an uppercut. | ||
* | *Launches on a successful activation. | ||
*Works against projectiles, but not against Throws, HHAs or GHAs. | |||
*Does not lock the opponent in place on a successful activation, allowing them to block, Stylish Guard, Dodge, or just hit DIO out of the followup attack. | *Does not lock the opponent in place on a successful activation, allowing them to block, Stylish Guard, Dodge, or just hit DIO out of the followup attack. | ||
*Often unsafe even when an attack (or projectile) is succesfully countered, making this is a pretty bad move generally. | *Often unsafe even when an attack (or projectile) is succesfully countered, making this is a pretty bad move generally. | ||
Line 486: | Line 488: | ||
DIO grabs the opponent and sucks the blood out of their body. | DIO grabs the opponent and sucks the blood out of their body. | ||
*A command grab that heals him for a decent amount of HP when it hits. | *A command grab that heals him for a decent amount of HP when it hits. | ||
*Can be extended by pressing attack buttons repeatedly. [] is for extended versions. | *Can be extended by pressing attack buttons repeatedly. [] is for the extended versions. | ||
*The different versions change the startup and range. | *The different versions change the startup and range. | ||
*Doesn't give a knockdown. | *Doesn't give a knockdown. | ||
Line 505: | Line 507: | ||
Because of the animation tied to this effect, however, this move leaves DIO at a disadvantage after landing it on one of the above characters. | Because of the animation tied to this effect, however, this move leaves DIO at a disadvantage after landing it on one of the above characters. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Guard 46H</font> ====== | |||
{{MoveData | |||
|image=JJASBR_DIO_46H.png | |||
|caption= | |||
|name=So close! | |||
|input=46H while taking damage or Guarding | |||
|data= | |||
{{AttackData-ASBR | |||
|damage=0 | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
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. | |||
}} | }} | ||
}} | }} | ||
Line 573: | Line 598: | ||
The World performs a high kick. | The World performs a high kick. | ||
*Good range for pokes. | *Good range for pokes. | ||
*The hitbox is rather accurate to the animation, which means it won't hit people that are below the leg | *The hitbox is rather accurate to the animation, which means it won't hit people that are below the leg unless they are close. Pretty much unusable vs Iggy, Shigechi, etc, unless they are in the air, and very bad as a poke against characters of below average height. | ||
}} | }} | ||
}} | }} | ||
Line 638: | Line 663: | ||
|description= | |description= | ||
The World performs a sweeping punch at the opponent's feet. | The World performs a sweeping punch at the opponent's feet. | ||
*Launches the opponent on hit. | |||
*Provides hard knockdown. | *Provides hard knockdown. | ||
}} | }} | ||
}} | }} | ||
Line 660: | Line 685: | ||
|description= | |description= | ||
The World performs a punch downwards. | The World performs a punch downwards. | ||
*It has a small hitbox, but | *It has a small hitbox, but this is compensated by its absurd amount of active frames. | ||
*Can be combo'd out of from air-to-air hits with a [[JoJo's Bizarre Adventure: All-Star Battle R/DIO#Stand J236X|j.236L]]. | |||
}} | }} | ||
}} | }} | ||
Line 681: | Line 707: | ||
|description= | |description= | ||
The World performs a sweeping hand upwards. | The World performs a sweeping hand upwards. | ||
*Launches | *Launches on hit. | ||
*A great jump-in normal. | *A great jump-in normal. | ||
}} | }} | ||
Line 750: | Line 776: | ||
|description= | |description= | ||
The World performs a barrage of punches. All versions of this move are unsafe on block and are very risky in neutral. | The World performs a barrage of punches. All versions of this move are unsafe on block and are very risky in neutral. | ||
* | *Causes knockback on hit. | ||
*Provides hard knockdown. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 806: | Line 833: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
DIO performs a pose as The World prepares a heavy punch to the gut. An unblockable move that can only be combo'd out of with HHA, or with specific | DIO performs a pose as The World prepares a heavy punch to the gut. | ||
*An unblockable move that can only be combo'd out of with HHA, or with specific Assist setups. | |||
*The different variants change the speed and range. | *The different variants change the speed and range. | ||
}} | }} | ||
Line 855: | Line 883: | ||
|description= | |description= | ||
The World performs a barrage of punches downwards, finishing with a roundhouse kick. | The World performs a barrage of punches downwards, finishing with a roundhouse kick. | ||
*Causes hard knockdown. | |||
*Stand Rush-compatible, making all versions of this move an important part of DIO's combos. | *Stand Rush-compatible, making all versions of this move an important part of DIO's combos. | ||
*The | *The Light and Medium versions can be combo'd out of meterless (unless DIO is too high in the air). | ||
*The first hit is an | *The first hit is an Overhead, making it very good for mixups. When used as an instant air special (via a 2369X input, X meaning either L, M or H), this move grants DIO access to an unreactable overhead, which, combined with the threat of a Low 2L, gives DIO an easily accessible 50/50 that will give him massive damage off of either option. | ||
*This move can also be used in conjunction with aerial normals: hitting the opponent's block with an aerial and then canceling into this move results in a double overhead, which, combined with the threat of just landing and then going for a | *This move can also be used in conjunction with aerial normals: hitting the opponent's block with an aerial and then canceling into this move results in a double overhead, which, combined with the threat of just landing and then going for a Low 2L, is another 50/50. | ||
}} | }} | ||
}} | }} | ||
Line 884: | Line 913: | ||
The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time. | The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time. | ||
*Leaves the opponent very far away. | *Leaves the opponent very far away. | ||
*Can trigger a wallbounce. | |||
*Both Throws are identical aside from direction. | *Both Throws are identical aside from direction. | ||
}} | }} | ||
Line 906: | Line 936: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
DIO summons The World, who prepares a heavy punch to the gut. | |||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stocks: 1 | *Reversal Assist Stocks: 1 | ||
Line 922: | Line 953: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=0 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
Line 931: | Line 962: | ||
|description= | |description= | ||
(Un)Summons The World, altering DIO's moveset and abilities. | (Un)Summons The World, altering DIO's moveset and abilities. | ||
}} | }} | ||
}} | }} | ||
Line 969: | Line 977: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=0 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
Line 1,023: | Line 1,031: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=120 (8*15) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 1,032: | Line 1,040: | ||
|description= | |description= | ||
DIO throws multiple knives at the same time. | DIO throws multiple knives at the same time. | ||
*The knives fly briefly before freezing. | *The knives fly briefly before freezing in place. | ||
*Only use this move to style on the opponent. | *Only use this move to style on the opponent. | ||
}} | }} |
Revision as of 22:34, 28 December 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
![]() |
|
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 840 | Rumble | #ASBR_DIO |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Stand Icon.png](/images/0/01/JJASBR_Stand_Icon.png)
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
3H
3H
An absolute end |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Right in front of me!? 236L/M/H Startup Startup Light Light Medium Medium Heavy Heavy
|
---|
22X
I'll give you one chance. He's... gone! 22L/M/H Counter Counter Catch Catch
|
---|
46X
And one more just in case!
46L/M/H |
---|
63214X
Oh, this suits me well! 63214L/M/H Whiff Whiff Hit Hit The Greatest High The Greatest High
|
---|
Guard 46H
So close!
46H while taking damage or Guarding |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
Useless, useless, useless, useless!
236L/M/H |
---|
Stand 214X
This is... The World!
214L/M/H |
---|
Stand J236X
My Stand's full power! j.236L/M/H TK Mudas my beloved TK Mudas my beloved
|
---|
System Mechanics
Throw
Throw
What just happened? 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
This is... The World! |
---|
5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
|
---|
22S
Stop, time!
22S |
---|
Heart Heat Attack
Scared, are you?
236 + Any Two Attack Buttons |
---|
Scared, are you? (Time Stop)
236 + Any Two Attack Buttons during Stop, time! |
---|
Great Heat Attack
It's a steamroller! 236L+M+H Jotaro's escape Jotaro's escape
|
---|
Costumes
Normal
Special
Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)