JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando/Strategy: Difference between revisions
mNo edit summary |
mNo edit summary |
||
(29 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ASBR Character Subnav|char=Diego Brando|short=dgo|sub=1}} | {{ASBR Character Subnav|char=Diego Brando|short=dgo|sub=1}} | ||
:<big>{{Disclaimer-CommunityWritten}}</big> | |||
== Neutral == | == Neutral == | ||
Diego has a bevy of neutral tools, none of which orbit around the rest of his kit. But on a general note, with the virtue of Diego's quick movement speed, they | Diego has a bevy of neutral tools, none of which orbit around the rest of his kit. But on a general note, with the virtue of Diego's quick movement speed, they are potent in rushdown. Diego does best in Dismounted Mode, in which he has more neutral tools to work with, better pressure, a smaller hurtbox (which disables a multitude of cross-ups and instant overhead setups exclusive to Mounted characters), as well as access to [[JoJo's Bizarre Adventure: All-Star Battle R/System#Stylish Evade_/_Stylish_Guard|Stylish Evade]], [[JoJo's Bizarre Adventure: All-Star Battle R/System#Stylish Evade_/_Stylish_Guard|Stylish Guard]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#Throw|Throw]]. | ||
In the air is where Diego really shines, possessing a deceptively active 8f air-to-air in [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JL|j.L]] and an ideal jump-in with the ability to cross-up in [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]], both of which can be chained into Diego's groundbounce [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#|j.H]] via Aerial Chain Beat, confirming a combo. At longer distances, [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#J623X|j.623X]] | In the air is where Diego really shines, possessing a deceptively active '''8f''' air-to-air in [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JL|j.L]] and an ideal jump-in with the ability to cross-up in [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]], both of which can be chained into Diego's groundbounce [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#|j.H]] via Aerial Chain Beat, confirming a combo. At longer distances, [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#J623X|j.623X]] serves the same function as j.H and carries lower-body invincibility (full invincibility with two Corpse Parts), but requires a bar to combo from. | ||
Diego's multi-hit [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#|5M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#2M|2M]] | Diego's multi-hit [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#|5M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#2M|2M]] are good knowledge checks, as they typically need to be Stylish Guarded twice. Their multi-hit nature makes them easy to use as a meaty and allows Diego to win Clashes against most characters' normals, and 2M can reliably anti-air when coupled with 5L. | ||
For mid-range pokes, Diego has [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6M|6M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6H|6H]]. With a 14f startup and | For mid-range pokes, Diego has [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6M|6M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6H|6H]]. With a '''14f''' startup and '''21f''' recovery, the former is arguably Diego's most reliable poke due to its long range and active frames (making it easy to use as a meaty), as well as its minimal startup and recovery. While the latter, with a '''22f''' startup and '''49f''' recovery, has longer startup and recovery (meaning it should only be used with one bar to Flash Cancel in case you whiff), it boasts a massive hitbox with long active frames, which allows this move to plow through most buttons. It can also confirm a combo meterlessly, while the former requires a bar to do so. Although stubbier than the former options, [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#5H|5H]] is also serviceable, being Diego's quickest low-risk poke with a '''12f''' startup and '''23f''' recovery. | ||
== Offense == | == Offense == | ||
Diego's main form of offense comes through strike/ | Diego's main form of offense comes through strike/throw, dash-jump [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#J623X|j.623X]]. j.M, as previously mentioned, has the ability to cross up. Upon successfully crossing the opponent up with j.M, employ j.623L to ensure oki and, with at least a bar, confirm a combo. If j.M successfully lands but doesn't cross up, employ [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JH|j.H]] instead to confirm a combo meterlessly. | ||
j.623X serves as a belligerent left/right mix-up tool, with j.623L hitting left and j.623M hitting right. It is imperative to note, however, that j.623X is unsafe on block and cannot be Flash Canceled if it is blocked, so apply it judiciously in pressure. Aerial Chain Beat is also a viable mix-up tool, as it can catch opponents expecting a low/ | At point-blank range with the opponent, j.623X serves as a belligerent left/right mix-up tool, with j.623L hitting left and j.623M hitting right. It is imperative to note, however, that j.623X is unsafe on block and cannot be Flash Canceled if it is blocked, so apply it judiciously in pressure. Aerial Chain Beat is also a viable mix-up tool, as it can catch opponents expecting a low/throw on landing after blocking [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JL|j.L]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]]. Also, there are specific characters that dash-jump j.M essentially works as an instant Overhead against, even when they're crouching. | ||
<center> | <center> | ||
'''Instant Overhead Chart''' | {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | ||
|align="center"|'''Instant Overhead Chart''' | |||
|- | |||
|[[File:JJASBR Diego Dash Jump M Chart.png|650px|center]] | |||
|} | |||
</center> | </center> | ||
{| class="wikitable sortable" border="1" style="min-width: 500px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 500px; text-align: center" | ||
|+ | |+ Vortex Setups | ||
|- | |- | ||
!Notations | !Notations | ||
Line 28: | Line 31: | ||
!Video Examples | !Video Examples | ||
|- | |- | ||
|2H w.6M 8 w.jM 2L/5M/2M/Throw | |2H > w.6M > 8 w.jM > 2L/5M/2M/Throw | ||
| | | | ||
| | | | ||
|- | |- | ||
|Throw > w.5L > 29 > w.jM > 5L/2L/2M/Throw | |Throw > w.5L > 29 > w.jM > 5L/2L/2M/Throw | ||
|Strike/ | |<div style="text-align: left;"> | ||
|<youtube width="300" height="175"> | *Strike/throw mix-up. | ||
</div> | |||
|<youtube width="300" height="175">AntoawcjVVY</youtube> | |||
|- | |- | ||
|…3H > 66 5M > 2L > 5L > 6M > 623H > 2H > 214H > 5M/2L/2M/Throw | |||
|<div style="text-align: left;"> | |||
*Strike/throw mix-up. | |||
*Recommended to use at midscreen so all the dinos will hit if you choose to meaty strike. | |||
**If the opponent chooses to block the meaty strike, the dinos will keep the opponent in blockstun for '''57 frames'''. | |||
</div> | |||
| | |||
|- | |||
|…3H > 66 5M > 2L > 5L > 6M > 623M > 5L > D > (w.5L)x2 > 66 5M/2L/2M or w.5L > 6H/669 dl.jM | |||
|<div style="text-align: left;"> | |||
*The opponent must guess whether they'll be hit left from 5M/2L/2M, hit right from 6H/669 dl.jM, or thrown. | |||
**6H/669 dl.jM threatens wake-up DPs because the side switch that occurs causes them to be inputted backwards. | |||
*The opponent's back must be facing the wall for 6H/669 dl.jM to work. | |||
*This setup is possible from a raw 623L/M outside of combos, but 5M will not hit meaty. | |||
</div> | |||
| | |||
|} | |} | ||
==Defense== | ==Defense== | ||
For defense, Diego has [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#236X|236X]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#623X|623X]]. The Light version of the former, in particular, is a safe blockstring ender and scramble tool; Diego is briefly considered to be airborne during it, allowing him to avoid command grabs and consistently high profile moves such as {{NotationIcon-ASBR|JonathanMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar#236X|236X]], {{NotationIcon-ASBR|Kars}}' [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|ULF 214H]], and {{NotationIcon-ASBR|JolyneMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#63214X|63214X]]. The latter, on the other hand, possesses lower-body invincibility. With two Corpse Parts, these two moves gain full invincibility, and Diego is capable of confirming a combo from them on his own via Flash Cancel, which not many characters can do. | For defense, Diego has [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#236X|236X]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#623X|623X]]. The Light version of the former, in particular, is a safe blockstring ender and scramble tool; Diego is briefly considered to be airborne during it, allowing him to avoid command grabs and consistently high profile moves such as {{NotationIcon-ASBR|JonathanMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar#236X|236X]], {{NotationIcon-ASBR|Kars}}' [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|ULF 214H]], and {{NotationIcon-ASBR|JolyneMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#63214X|63214X]]. The latter, on the other hand, possesses lower-body invincibility. With two Corpse Parts, these two moves gain full invincibility, and Diego is capable of confirming a combo from them on his own via Flash Cancel, which not many characters can do. | ||
Diego's HHA allows him to bypass counters and grants him unlimited Super Armor that prevents the successful activation of Throws (taking the Throw's damage as White Damage), | Diego's HHA allows him to bypass counters and grants him unlimited Super Armor that prevents the successful activation of [[JoJo's Bizarre Adventure: All-Star Battle R/System#Throws|Throws]] (taking the Throw's damage as White Damage), [[JoJo's Bizarre Adventure: All-Star Battle R/System#Command Throws|Command Throws]], and [[JoJo's Bizarre Adventure: All-Star Battle R/System#Attack Throws|Attack Throws]]. Being that this install only lasts ~7 seconds and Diego is forced into a vulnerable animation when it ends, it mainly sees use for closing rounds when the opponent is low on health, as it forces them to play more defensively. But against {{NotationIcon-ASBR|RisottoMini}}, {{NotationIcon-ASBR|Jotaro3Mini}}, {{NotationIcon-ASBR|DIO}}, {{NotationIcon-ASBR|Jotaro4Mini}}, and {{NotationIcon-ASBR|AWDiegoMini}}, HHA is a perfect counter to their [[JoJo's Bizarre Adventure: All-Star Battle R/Glossary#Reset|resets]]. | ||
<center> | <center> | ||
{| role="presentation | {| role="presentation" | ||
|align="center"|'''Scary Monsters vs Resets''' | |align="center"|'''Scary Monsters vs Resets''' | ||
|- | |- | ||
|<youtube width="300" height="175"> | |<youtube width="300" height="175">kkF0yZMFo8I</youtube> | ||
|} | |} | ||
</center> | </center> |
Latest revision as of 15:59, 22 June 2024
- Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.
Neutral
Diego has a bevy of neutral tools, none of which orbit around the rest of his kit. But on a general note, with the virtue of Diego's quick movement speed, they are potent in rushdown. Diego does best in Dismounted Mode, in which he has more neutral tools to work with, better pressure, a smaller hurtbox (which disables a multitude of cross-ups and instant overhead setups exclusive to Mounted characters), as well as access to Stylish Evade, Stylish Guard, and Throw.
In the air is where Diego really shines, possessing a deceptively active 8f air-to-air in j.L and an ideal jump-in with the ability to cross-up in j.M, both of which can be chained into Diego's groundbounce j.H via Aerial Chain Beat, confirming a combo. At longer distances, j.623X serves the same function as j.H and carries lower-body invincibility (full invincibility with two Corpse Parts), but requires a bar to combo from.
Diego's multi-hit 5M and 2M are good knowledge checks, as they typically need to be Stylish Guarded twice. Their multi-hit nature makes them easy to use as a meaty and allows Diego to win Clashes against most characters' normals, and 2M can reliably anti-air when coupled with 5L.
For mid-range pokes, Diego has 6M and 6H. With a 14f startup and 21f recovery, the former is arguably Diego's most reliable poke due to its long range and active frames (making it easy to use as a meaty), as well as its minimal startup and recovery. While the latter, with a 22f startup and 49f recovery, has longer startup and recovery (meaning it should only be used with one bar to Flash Cancel in case you whiff), it boasts a massive hitbox with long active frames, which allows this move to plow through most buttons. It can also confirm a combo meterlessly, while the former requires a bar to do so. Although stubbier than the former options, 5H is also serviceable, being Diego's quickest low-risk poke with a 12f startup and 23f recovery.
Offense
Diego's main form of offense comes through strike/throw, dash-jump j.M, and j.623X. j.M, as previously mentioned, has the ability to cross up. Upon successfully crossing the opponent up with j.M, employ j.623L to ensure oki and, with at least a bar, confirm a combo. If j.M successfully lands but doesn't cross up, employ j.H instead to confirm a combo meterlessly.
At point-blank range with the opponent, j.623X serves as a belligerent left/right mix-up tool, with j.623L hitting left and j.623M hitting right. It is imperative to note, however, that j.623X is unsafe on block and cannot be Flash Canceled if it is blocked, so apply it judiciously in pressure. Aerial Chain Beat is also a viable mix-up tool, as it can catch opponents expecting a low/throw on landing after blocking j.L or j.M. Also, there are specific characters that dash-jump j.M essentially works as an instant Overhead against, even when they're crouching.
Instant Overhead Chart |
Notations | Notes | Video Examples |
---|---|---|
2H > w.6M > 8 w.jM > 2L/5M/2M/Throw | ||
Throw > w.5L > 29 > w.jM > 5L/2L/2M/Throw |
|
|
…3H > 66 5M > 2L > 5L > 6M > 623H > 2H > 214H > 5M/2L/2M/Throw |
|
|
…3H > 66 5M > 2L > 5L > 6M > 623M > 5L > D > (w.5L)x2 > 66 5M/2L/2M or w.5L > 6H/669 dl.jM |
|
Defense
For defense, Diego has 236X and 623X. The Light version of the former, in particular, is a safe blockstring ender and scramble tool; Diego is briefly considered to be airborne during it, allowing him to avoid command grabs and consistently high profile moves such as Jonathan's 236X, Kars' ULF 214H, and Jolyne's 63214X. The latter, on the other hand, possesses lower-body invincibility. With two Corpse Parts, these two moves gain full invincibility, and Diego is capable of confirming a combo from them on his own via Flash Cancel, which not many characters can do.
Diego's HHA allows him to bypass counters and grants him unlimited Super Armor that prevents the successful activation of Throws (taking the Throw's damage as White Damage), Command Throws, and Attack Throws. Being that this install only lasts ~7 seconds and Diego is forced into a vulnerable animation when it ends, it mainly sees use for closing rounds when the opponent is low on health, as it forces them to play more defensively. But against Risotto, Jotaro (Part 3), DIO, Jotaro (Part 4), and AW Diego, HHA is a perfect counter to their resets.
Scary Monsters vs Resets |
Assist Usage
Vanilla Ice
Vanilla Ice provides Diego with unblockable setups during his blockstrings. He also protects Scary Monsters while transforming back very well, being invincible once he gets in the ball.
Keicho Nijimura
Keicho enables high damage (especially at midscreen), Scary Monsters combo extensions, and Taunt pickups. Additionally, Keicho's mine protects Diego fairly well while transforming back from Scary Monsters.
Risotto Nero
Risotto hits Low, enabling hard-to-blockable, gapless mix-ups when paired with dash-jump j.M > j.H.