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

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*Launches the opponent away on hit, and causes hard knockdown.
*Launches the opponent away on hit, and causes hard knockdown.
*Only on hit, the move can be canceled into Special Moves and HHA, as well as be Flash Canceled.  
*Only on hit, the move can be canceled into Special Moves and HHA, as well as be Flash Canceled.  
**It cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|You're a mere dog!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|USELESS, USELESS, USELESS!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|How feeble!]]".
**It cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|You are a mere dog!]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|USELESS, USELESS, USELESS!]]" or "[[JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando#28|How feeble!]]".
*When comparing both moves, 5S has better horizontal range and less disadvantage, while 3S covers a more vertical trajectory and has faster startup (as well as upper body invulnerability).
*When comparing both moves, 5S has better horizontal range and less disadvantage, while 3S covers a more vertical trajectory and has faster startup (as well as upper body invulnerability).
  }}
  }}

Revision as of 07:06, 13 February 2024

Introduction

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

Dio Brando, the central antagonist of Phantom Blood, the first part of JoJo's Bizarre Adventure, is a tricky rushdown character who utilizes moves that all have the same startup animation that leads to different attacks. Additionally, Dio utilizes Vampirism to steal health and meter from his opponent, giving him even more rewards on hit. Dio’s neutral isn’t very unique, but is nothing to scoff at either, utilizing his faster movement and good normals to close the distance on the opponent quickly and start his scary pressure. He can also utilize "Vaporizing Freeze" and "Frozen in your tracks!" to close the distance, as they can be canceled into his super jump. All of this leads to Dio being great at starting his gameplan.

On offense, Dio is very good at opening up the opponent with his various options. His "KUA!" series starts with a kick that can be canceled into several follow-ups, including an overhead follow-up. His "Vaporizing Freeze" special moves are a bit riskier, but can be set up after a knockdown to mix up the opponent. The move has low and overhead variations, and has the same startup animation as his "Frozen in your tracks!" counter; this makes it tricky to tell which move is being used, especially when the moves themselves can be canceled into his super jump to further mix up his options. Lastly, "How feeble!" is a fast command grab, making it easy to open up a blocking opponent while also stealing some resources.

On defense, Dio can struggle a bit as he does not have a meterless invincible reversal. His only invincible options are HHA, which does deal a high amount of damage, and GHA, which is much slower. Unfortunately, both of these options use at least a bar of meter and are very unsafe, making HHA the only viable option and even then, it is only viable against jump-ins.

  • Vampirism: Dio's Style moves are different attacks that steal health or meter from the opponent, rewarding Dio more for his hits.
  • 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.
  • You are a mere dog!: Dio has access to a Super Jump ability that can be cancelled into from normals on both hit and block, giving him solid combo extensions and allowing for some situational mixups.
  • Aerial Chain Beat: Dio can chain his aerial attacks, allowing him to have different combos and confirms.
Playstyle
JJASBR Dio Brando Small Icon.png Dio Brando is a Vampire character who utilizes his vampirism to steal meter and health from the opponent while rushing them down.
Pros Cons
  • Scary Mixups: Dio's pressure opens up many different options to mix up the opponent with highs, lows, throws, and stagger pressure to keep them on their toes.
  • Fast Movement: Dio has above average run speed and a command jump, making it a bit easier for him to approach his opponent in neutral despite lacking a projectile.
  • Resource Battery: Dio can steal both health and meter from the opponent while not using much for his own combos, making it very easy to build his own resources to cash out at the end of combos with HHA or GHA.
  • Weak to Stylish Evade: Sometimes, Dio's mixups have large gaps in them, allowing the opponent to Stylish Evade out and punish with very little effort and sometimes very little risk.
  • No Meterless Reversal: Dio's only meterless defensive option is his counter, but as it does not activate until the end of its initial dash, he does not have any true meterless reversal. This leaves him open to setups that other characters could escape, and is further compounded by being tied for the lowest health in the game.
  • Weak to Zoning: Dio does not have any projectiles aside from his HHA, making it hard for him to approach characters who excel at zoning or have extremely good projectiles.
  • Below Average Damage: Dio deals below average damage in his combos, meaning he has to work more to finish off the opponent.

Vampirism

Dio's vampirism is unique, as it utilizes the Style button to do many different attacks; each one steals either health or meter and allows for many different things, as each one has their own use. "I'll suck you dry!" is a multi-hitting attack that steals health, "How feeble!" is a command grab that also steals health, and "USELESS, USELESS, USELESS!" is a hitgrab that will steal meter. This all allows for Dio to gain more from his combos, which is helpful as he already deals below average damage.

Stats

Style Health Low Health Mode Hashtag(s)
Vampirism 800 Rumble #ASBR_BRA
#ASBR_D1O

Move List

Normal Moves

5L
5L
JJASBR Brando 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid 4 - - -2 +2

Dio performs a quick stab with his fingers.

  • A quick jab, good for stopping dash-jumps.
5M
5M
JJASBR Brando 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 10 - - -4 0

Dio performs a high knee attack.

  • Moves Dio forward, making it a good counter-poke.
  • Reaches high, bad for anti-airs due to its stubby angle.
  • Launches quite high during juggles, making it a very important combo tool for Super Jump > Air Chain routes.
5H
5H
JJASBR Brando 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Mid 14 - - -6 0

Dio performs an overhead slash with his hand.

  • Reaches very far, a good poke.
2L
2L
JJASBR Brando 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 6 - - -2 +2

Dio performs a crouching stab with his fingers.

  • A quick jab, good for beating out other buttons.
2M
2M
JJASBR Brando 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10 Mid 10 - - -4 -

Dio performs a crouching uppercut slash with his hand.

  • Launches on hit.
  • Decent anti-air against cross-ups, although fairly inconsistent against most jump-ins.
  • Links into 5L.
  • Dio's main relaunch tool after j.H during a combo.
2H
2H
JJASBR Brando 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Low 14 - - -6 -

Dio performs a swiping slash at the opponent's feet.

  • Causes hard knockdown.
  • Reaches very far with a very low profile, good for pokes and counter-pokes.
3H
3H
Punch right through you!
JJASBR Brando 3H (1).png
JJASBR Brando 3H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
66 (26, 40) Mid 22(3)1 - - -30 -24

Dio performs an advancing punch that hits twice.

  • Good for combo filler.
JL
j.L
JJASBR Brando Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 8 - - - -

Dio performs an elbow attack.

  • Stubby normal.
  • Alright for air-to-airs.
  • Restarts descent momentum.
JM
j.M
JJASBR Brando Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 10 - - - -

Dio performs a knee attack.

  • Decent air-to-air.
  • Mainly used as a jump-in and cross-up.
  • Restarts descent momentum.
JH
j.H
JJASBR Brando Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 14 - - - -

Dio performs an overhead slash with his hand.

  • Causes a groundbounce on hit.
  • Reaches the farthest out, making it good for jump-ins.
  • Restarts descent momentum.

Special Moves

28
You are a mere dog!
Any jump after 1/2/3
JJASBR Brando 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - Total XX -

Dio performs a command jump.

  • Can be cancelled into from normals on hit or block.
236X
KUA!
236L/M/H
JJASBR Brando 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 24 Mid 18 - - -20 -14
Medium 27 Mid 20 - - -18 -12
Heavy 30 Mid 20 - - -20 -14

Dio spins while performing a kick upwards.

  • The version used alters the damage and distance covered by Dio.
  • This move features several follow-ups on hit or block.

L version:

  • Keeps Dio mostly in place.

M version:

  • Moves Dio forward slightly.

H version:

  • Moves Dio forward more.
236X-L
That must be five or six ribs broken!
236L/M/H > L
JJASBR Brando 236X-L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 (13, 15) Mid 16(11)1 - - -4 +2

Dio performs a double knee attack.

  • Does not knock down.
  • Has large pushback on both hit and block.
  • Mainly used to confirm into HHA.
  • When immediately chained after "KUA!", the sequence is gapless.
236X-M
Did you think you could defeat me, the great DIO?!
236L/M/H > M
JJASBR Brando 236X-M (1).png
JJASBR Brando 236X-M (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (10, 20) Mid 10(25)1 - - -8 -

Dio performs a freezing attack before following up with an open palm uppercut.

  • Only performs the second attack if the first hits.
  • The first attack causes crumple on hit, while the second attack launches.
  • Has large pushback on block.
  • Used to start a combo.
  • Leaves a gap after chaining from "KUA!", allowing the opponent to Stylish Guard.
236X-H
WRYYY!
236L/M/H > H
JJASBR Brando 236X-H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Overhead 12 - - -20 -

Dio performs an overhead chop with both hands.

  • Causes a groundbounce on hit.
  • Has large pushback on block.
  • Used as combo filler.
  • Leaves a gap after chaining from "KUA!", allowing the opponent to Stylish Guard.
214LM
Vaporizing Freeze
214L/M
JJASBR Brando 214X (1).png
JJASBR Brando 214X (2).png
Start
Start
JJASBR Brando 214L.png
L version
L version
JJASBR Brando 214M.png
M version
M version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 28 Overhead 48 - - -12 -
Medium 28 Low 48 - - -12 -

Dio flies back before charging forward and attacking the opponent.


L version:

Dio performs a knee attack that freezes the opponent.

  • Launches on hit, allowing for 5L > 5M > Super Jump routes.
  • Since it does not cause crumple, it's possible to combo into 236X > M in combos that start from 214L.

M version:

Dio performs a low kick that freezes the opponent.

  • Causes crumple on ground hit.
  • Restands the opponent on air hit.
  • The best way to confirm from 214M is to use 214L, as the crumple from 236X > M will cause a knockdown if attempted after a 214M has landed.
214H
Frozen in your tracks!
214H
JJASBR Brando 214X (1).png
JJASBR Brando 214X (2).png
Start
Start
JJASBR Brando 214H (1).png
Counter
Counter
JJASBR Brando 214H (2).png
Catch
Catch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 - 38(1)1 - - - -

Dio flies back before charging forward and performs a stance that counters the opponent's attack.

  • Startup can be canceled into "You are a mere dog!".
  • Causes crumple on a successful activation.
  • The triggered attack does not have a hit type and therefore doesn't count towards damage scaling.
236S
USELESS, USELESS, USELESS!
236S
JJASBR Brando 236S (1).png
JJASBR Brando 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 (5*5, 1) [56 (5*11, 1)] Low 16 - - -24 -

Dio stabs at the ground with his fingers, picking up the opponent and sucking their blood.

  • Can be extended by pressing attack buttons repeatedly. Data in [] is for the Extended version.
  • Steals 0.2 HH Gauge from the opponent, with the stolen amount increasing to 0.4 HH Gauge for the Extended version.
  • Can hit OTG.
  • Ends in a soft knockdown, unlike most hitgrabs.
214S
How feeble!
214S
JJASBR Brando Throw (1).png
JJASBR Brando 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
47 (6, 10*4, 1) [107 (6, 10*10, 1)] Throw 8 - - - -

Dio grabs the opponent before picking them up and sucking their blood.

  • Can be extended by pressing attack buttons repeatedly. Data in [] is for the Extended version.
  • This move recovers 50 health normally, with the Extended version recovering a total of 110 health.

System Mechanics

Throw
Throw
You impudent fool!
5/4 + Any Two Attack Buttons
JJASBR Brando Throw (1).png
JJASBR Brando Throw (2).png
Forward
Forward
JJASBR Brando Throw (3).png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw 6 - - - -

Dio grabs the opponent by the neck and throws them.

  • Forward Throw leaves the opponent a good distance away
  • Back Throw leaves the opponent much closer (though not at point-blank range).
Assist
JJASBR Brando Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 - - - - - -

Dio performs a stance that counters the opponent's attack.

  • Assault Assist Stocks: 1
  • Reversal Assist Stocks: 2
  • Based on 214H
  • Causes crumple on a successful activation.
  • The triggered attack does not have a hit type and therefore doesn't count towards damage scaling.
  • Very good assist, as all 3 uses are somewhat defensive.
5S
I'll suck you dry!
5S or 3S
JJASBR Brando 5S.png
5S
5S
JJASBR Brando 3S.png
3S
3S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5S 42 (2, 4*7, 12) Mid 16 - - -18 -
3S 42 (2, 4*7, 12) Mid 8 - - -24 -

Dio jabs the opponent with his fingers, sucking their blood.

  • Either version of this move recovers 28 health.
  • Launches the opponent away on hit, and causes hard knockdown.
  • Only on hit, the move can be canceled into Special Moves and HHA, as well as be Flash Canceled.
  • When comparing both moves, 5S has better horizontal range and less disadvantage, while 3S covers a more vertical trajectory and has faster startup (as well as upper body invulnerability).

Heart Heat Attack

Space Ripper Stingy Eyes!
236 + Any Two Attack Buttons
JJASBR Brando HHA (1).png
JJASBR Brando HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
170 Mid 2+12 - - -46 -

Dio fires a beam of pressurized liquid from his eyes.

  • Reaches fullscreen which, combined with the ability to score Counter Hits, makes it a strong option to punish attacks from practically anywhere.
  • Causes crumple on grounded hit, allowing it to be used mid-combo and extend with Assists.
  • Launches airborne opponents away on hit, and causes hard knockdown.
  • Can be used as an anti-air due to its quick startup.
  • Incredibly active, making it a deceptive anti-air even if used early during an opponent's jump.
  • Invokes an Easter Egg when used against Jonathan: if he is KO'd, Jonathan will put up his hands to defend himself and call Erina's name.

Great Heat Attack

I'll give them all a good show!
236L+M+H
JJASBR Brando GHA (1).png
JJASBR Brando GHA (2).png
JJASBR Brando GHA (3).png
You thought you stood a chance?
You thought you stood a chance?
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
330 (60+14*10+16+54+60) Mid 2+18 - - -56 -

Dio charges forward with his hands extended and encased in ice. If his attack connects, Dio freezes the opponent before beating them down and finishing by shattering their frozen body.

  • Safer on block than most GHAs, though still incredibly punishable.
  • Leaves the opponent right in front of Dio, allowing for OTG and Taunt combos with Assists.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

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)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
Cyanide Express JJASBR Brando Color Special A 2.png Flag us.png
United States
@Cyanide_Express Tournament Footage
YouTube Channel
たれいち (tareichi) JJASBR Brando Color Special B 1.png Flag jp.png
Japan
@tareichi001 YouTube Channel

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
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
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
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