JoJo's Bizarre Adventure: All-Star Battle R/Dio Brando/Strategy: Difference between revisions
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== Offense == | == Offense == | ||
236X-L > FC on block sets up a 4-way mixup with 66 2l, 669 jm, 669 dl.jm, 669 empty into 2l. Can get away with sjc or 214 resets but they can be punished on reaction. A deep jl can setup a true 50/50 into jm or 2l. | |||
Dio Brando can intentionally trigger IPS with 2M at the end of a combo to set up a mixup, provided your opponent tech rolls. Post-reset: 214L immediately will whiff and allows you to punish SG, 66 214L hits overhead, 66 214L hits low for a crumple starter, and Brando can cancel the startup of 214L/M into super jump for additional layers. | |||
===== Framekills ===== | |||
2m 5lm 29 jm jh 2h hha -> w5l 5h<br> | |||
2h -> w2l 214l/214m<br> | |||
2h -> w236l wgrab grab/2l<br> | |||
2h -> w5l x4 2l/grab<br> | |||
2h -> w236l w5l x2 grab/2l<br> | |||
2h -> w2l x3 5h<br> | |||
f throw -> w5l 669 dl.jm safe jump<br> | |||
F throw -> 669 5h<br> | |||
b throw -> 3h<br> | |||
B throw -> 9 dl.jm (can hit same side or crossup depending on delay)<br> | |||
grounded 236hh- 8 w5l w2l 5h | |||
===== Setups for 236S hkd ===== | |||
236X-M > 5LM > 29 > jLMH > 3H > 236S<br> | |||
2M > 5LM > 29 > jMH > 2LH > 236S<br> | |||
2M > 5LM > 29 > jH > 2H > 236S<br> | |||
jH > 4 > 2M > 3H > 236L-H > 5L > 236S<br> | |||
2M > 236LH > 236S<br> | |||
214L > 5LM > 29 > jH > 2H > 236S<br> | |||
2M > 5LM > 29 > jLMH > 5L > 2L > 236S<br> | |||
2M/214L > 5LM > 28 > jH > 2H > 236S<br> | |||
2M > 5LM > 66 > 236S | |||
== Defense == | == Defense == | ||
Backjump j.H threatens with a relatively safe combo starter while you retreat. You can convert on hit with 2H > 3S or just 3S depending on how low it lands. | |||
== Assist Usage == | == Assist Usage == | ||
Keicho enables high-damage combos with conversions after HHA and GHA. | |||
==Navigation== | ==Navigation== |
Revision as of 18:19, 1 June 2024
Neutral
Offense
236X-L > FC on block sets up a 4-way mixup with 66 2l, 669 jm, 669 dl.jm, 669 empty into 2l. Can get away with sjc or 214 resets but they can be punished on reaction. A deep jl can setup a true 50/50 into jm or 2l.
Dio Brando can intentionally trigger IPS with 2M at the end of a combo to set up a mixup, provided your opponent tech rolls. Post-reset: 214L immediately will whiff and allows you to punish SG, 66 214L hits overhead, 66 214L hits low for a crumple starter, and Brando can cancel the startup of 214L/M into super jump for additional layers.
Framekills
2m 5lm 29 jm jh 2h hha -> w5l 5h
2h -> w2l 214l/214m
2h -> w236l wgrab grab/2l
2h -> w5l x4 2l/grab
2h -> w236l w5l x2 grab/2l
2h -> w2l x3 5h
f throw -> w5l 669 dl.jm safe jump
F throw -> 669 5h
b throw -> 3h
B throw -> 9 dl.jm (can hit same side or crossup depending on delay)
grounded 236hh- 8 w5l w2l 5h
Setups for 236S hkd
236X-M > 5LM > 29 > jLMH > 3H > 236S
2M > 5LM > 29 > jMH > 2LH > 236S
2M > 5LM > 29 > jH > 2H > 236S
jH > 4 > 2M > 3H > 236L-H > 5L > 236S
2M > 236LH > 236S
214L > 5LM > 29 > jH > 2H > 236S
2M > 5LM > 29 > jLMH > 5L > 2L > 236S
2M/214L > 5LM > 28 > jH > 2H > 236S
2M > 5LM > 66 > 236S
Defense
Backjump j.H threatens with a relatively safe combo starter while you retreat. You can convert on hit with 2H > 3S or just 3S depending on how low it lands.
Assist Usage
Keicho enables high-damage combos with conversions after HHA and GHA.