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

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== Offense ==
== Offense ==
Diego's multi-hit 5M and 2M can be used to knowledge check the opponent, as they usually require two SGs to completely avoid. This makes them ideal for Clashes and meaty strikes, with 2M also having a good hitbox for anti-airs. They are both somewhat stubby, however.
Diego's multi-hit 5M and 2M can often be a good knowledge check, as they typically need to be Stylish Guarded twice. Their multi-hit nature makes them ideal for meaty strikes and allows you to win Clashes against most characters with ease. However, all of Diego’s normals are somewhat stubby, with the exception of 6M and 6H.
6M and 6H, on the other hand, are great pokes. 6M is arguably Diego’s best poke because of its moderate startup and recovery. 6H has slow startup and recovery, but boasts a huge hitbox that plows through most buttons, and it can be confirmed from meterlessly, while 6M requires one bar to confirm from.
 
For block pressure, you can either do standard strike/Throw or mix them up with jM or 623A, which are both belligerent crossups. jA-623L/Aerial Chain Beat in particular can catch opponents expecting a low/throw on landing, granting you a strong, three-way mix when the opponent blocks your jumping normals. Also, there are specific characters that 669jM essentially works as an instant overhead against, even when they’re crouching.
6M, with a 14f startup and 28f recovery, is Diego’s longest-reaching safe option. 6H, with a 22f startup and 54f recovery, is not safe at all (meaning it should only be used with at least one bar to Flash Cancel in case you whiff), but boasts a massive hitbox that plows through most buttons and can be confirmed from meterlessly, while 6M requires at least a bar to confirm from.
 
For block pressure, you can either do standard strike/Throw or cross the opponent up with dash-jump jM, and use j623L afterward if it hits. jL/M into Aerial Chain Beat in particular can catch opponents expecting a low/Throw on landing, granting you a strong, three-way mix when the opponent blocks your jumping normals. Also, there are specific characters that dash-jump jM essentially works as an instant overhead against, even when they’re crouching.


'''Instant Overhead Chart'''
'''Instant Overhead Chart'''
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[[File:Dashjump j.m.png|650 px|]]
[[File:Dashjump j.m.png|650 px|]]


When the opponent’s health is low, HHA is a good option for closing the round since you have super armor during the entire duration. As SM, your normals have more range, but you can’t confirm from them at max range. On the plus side, you retain great jumping normals. jL and jM can crossup, with jM’s multi-hit nature forcing the opponent to block multiple overheads. And jH is a long-range air-to-air that inflicts HKD.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Throw Framekill</strong>
|-
!Notations
!Video Example
|-
|Throw w5L 29wjM 5L/2L/2M/Throw
|<youtube width="300" height="169"> https://youtu.be/AntoawcjVVY?si=PDtZ8J0sDdCW_dlY</youtube>


== Defense ==
== Defense ==

Revision as of 12:31, 4 May 2024

Neutral

Offense

Diego's multi-hit 5M and 2M can often be a good knowledge check, as they typically need to be Stylish Guarded twice. Their multi-hit nature makes them ideal for meaty strikes and allows you to win Clashes against most characters with ease. However, all of Diego’s normals are somewhat stubby, with the exception of 6M and 6H.

6M, with a 14f startup and 28f recovery, is Diego’s longest-reaching safe option. 6H, with a 22f startup and 54f recovery, is not safe at all (meaning it should only be used with at least one bar to Flash Cancel in case you whiff), but boasts a massive hitbox that plows through most buttons and can be confirmed from meterlessly, while 6M requires at least a bar to confirm from.

For block pressure, you can either do standard strike/Throw or cross the opponent up with dash-jump jM, and use j623L afterward if it hits. jL/M into Aerial Chain Beat in particular can catch opponents expecting a low/Throw on landing, granting you a strong, three-way mix when the opponent blocks your jumping normals. Also, there are specific characters that dash-jump jM essentially works as an instant overhead against, even when they’re crouching.

Instant Overhead Chart

File:Dashjump j.m.png