JoJo's Bizarre Adventure: All-Star Battle R/DIO: Difference between revisions
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* '''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. | * '''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 | * '''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 | * '''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!]]" 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 = | ||
* '''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. DIO is able to recover some of the damage he takes thanks to his Stone Mask attributes, but it usually doesn't make much of a difference. | * '''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. DIO is able to recover some of the damage he takes thanks to his Stone Mask attributes, but it usually doesn't make much of a difference. | ||
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*Launches on hit. | *Launches on hit. | ||
*Can hit OTG. | *Can hit OTG. | ||
*3H>236L>FC is a common launcher string for Stand | *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. | ||
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The World appears and punches the opponent in the gut. | The World appears and punches the opponent in the gut. | ||
*Launches on hit. | *Launches on hit. | ||
*An important part of his Stand | *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. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
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The World performs a standing low kick. | The World performs a standing low kick. | ||
*Despite its appearance, this does not hit Low. | *Despite its appearance, this does not hit Low. | ||
*Not good for stopping dash jumps. | *Not good for stopping dash jumps due to its low height. | ||
}} | }} | ||
}} | }} | ||
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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 unless they are close. | *The hitbox is rather accurate to the animation, which means it won't hit people that are below the leg unless they are close. This makes it pretty much unusable against short-sized characters [[JoJo's Bizarre Adventure: All-Star Battle R/Iggy|Iggy]], [[JoJo's Bizarre Adventure: All-Star Battle R/Shigekiyo Yangu|Shigechi]], etc.) unless they are in the air, and very bad as a poke against characters of below-average height. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
The World performs a barrage of punches. | The World performs a barrage of punches. | ||
*Different versions increase the amounts of hits and the distance covered. | |||
*Causes knockback on hit. | *Causes knockback on hit. | ||
*Provides hard knockdown. | *Provides hard knockdown. | ||
*All versions of this move are unsafe on block and are very risky in neutral. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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|description= | |description= | ||
DIO performs a pose as The World prepares a heavy punch to the gut. | 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 | *An unblockable move that can only be canceled into HHA, or combo'd out of with specific Assist setups. | ||
*The different | *The different versions change the speed and range. | ||
}} | }} | ||
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|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. | ||
*The final hit launches. | |||
*Causes hard knockdown. | *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 Light and Medium versions can be combo'd out of meterless (unless DIO is too high in the air). | *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 Overhead, making it very good for mixups. When used as an instant air special (via a | *The first hit is an Overhead, making it very good for mixups. When used as an instant air special (via a 2369L/M/H input), 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 | *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. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
The World grabs the opponent and, while time is stopped, punches through | The World grabs the opponent and, while time is stopped, punches through them before resuming time. | ||
*Leaves the opponent very far away. | *Leaves the opponent very far away. | ||
*Can trigger a wallbounce. | *Can trigger a wallbounce. | ||
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After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act). | After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act). | ||
*Requires 1.5 bars to be used; startup accelerates the more meter has been accumulated before use. It's not practical to use this without 3 bars. | *Requires 1.5 bars to be used; startup accelerates the more meter has been accumulated before use. 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 | *The best way to confirm into a timestop reset is after using a 2L/5L in a juggle (after launching with a 2H) while 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. | *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 | *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)| | *Against [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|both versions]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|of Jotaro]] and himself, DIO can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before DIO's does, they will be frozen instead. | ||
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|description= | |description= | ||
DIO kicks the opponent upwards before stopping time and throwing knives at them. | DIO kicks the opponent upwards before stopping time and throwing knives at them. | ||
*Very fast, and very invincible. | *Very fast, and very invincible. | ||
*DIO moves very far forward on activation. | *DIO moves very far forward on activation. | ||
*A good reversal, though reactable due to the superflash cutscene. Keep in mind that the opponent may be able to Flash Cancel the move they're doing and then block this attack. | |||
}} | }} | ||
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|caption= | |caption= | ||
|image2=JJASBR_DIO_HHA_Timestop_(2).png | |image2=JJASBR_DIO_HHA_Timestop_(2).png | ||
|caption2= | |caption2=Only use this move to style on the opponent | ||
|name=Scared, are you? (Time Stop) | |name=Scared, are you? (Time Stop) | ||
|input=236 + Any Two Attack Buttons during Stop, time! | |input=236 + Any Two Attack Buttons during Stop, time! | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
DIO throws multiple knives at the same time. | While time is stopped, DIO throws multiple knives at the same time. | ||
*The knives fly briefly before freezing in place. | *The knives fly briefly before freezing in place, continuing their flight after the timestop ends. | ||
* | *The knives have normal priority, which means they can be reflected. | ||
}} | }} | ||
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|description= | |description= | ||
The World punches the opponent before stopping time, allowing DIO to fly offscreen and return with a steamroller, which he attacks with his elbows until it explodes once time is resumed. | The World punches the opponent before stopping time, allowing DIO to fly offscreen 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 | *Can be combo'd into from a 5H or 3H while in Stand Off, or a 5H while in Stand On. | ||
*Has a special animation | *Has a special animation if used against [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|Jotaro (Part 3)]]. | ||
** | **Jotaro can avoid the final hit from this GHA (and also prevent it from taking him below 1 HP) by pressing 22S during the GHA animation, which will cost him 2 bars of meter. | ||
}} | }} | ||
}} | }} |
Revision as of 17:57, 28 February 2023
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.
- Stone Mask: DIO incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
- 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
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Pros | Cons |
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Stats
Style | Health | Low Health Mode | Hashtag(s) |
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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
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5M
5M
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5H
5H
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2L
2L
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2M
2M
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2H
2H
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3H
3H
An absolute end |
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Right in front of me!? 236L/M/H Startup Startup Light Light Medium Medium Heavy Heavy
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22X
I'll give you one chance. He's... gone! 22L/M/H Counter Counter Catch Catch
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46X
And one more just in case!
46L/M/H |
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63214X
Oh, this suits me well! 63214L/M/H Whiff Whiff Hit Hit The Greatest High The Greatest High
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Guard 46H
So close!
46H while taking damage or Guarding |
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Stand On
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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Stand JL
j.L
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Stand JM
j.M
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Stand JH
j.H
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Special Moves
Stand 236X
Useless, useless, useless, useless!
236L/M/H |
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Stand 214X
This is... The World!
214L/M/H |
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Stand J236X
My Stand's full power! j.236L/M/H TK Mudas my beloved TK Mudas my beloved
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System Mechanics
Throw
Throw
What just happened? 5/4 + Any Two Attack Buttons |
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Assist
Assist
This is... The World! |
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5S
Stand On/Off 5S Stand On Stand On Stand Off Stand Off
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22S
Stop, time!
22S |
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Heart Heat Attack
Scared, are you?
236 + Any Two Attack Buttons |
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Scared, are you? (Time Stop) 236 + Any Two Attack Buttons during Stop, time! Only use this move to style on the opponent Only use this move to style on the opponent
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Great Heat Attack
It's a steamroller! 236L+M+H Jotaro's escape Jotaro's escape
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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)