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

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  |hitadv=
  |hitadv=
  |description=The World appears and punches the opponent in the gut
  |description=The World appears and punches the opponent in the gut
*Launches the opponent on hit
*Launches the opponent on hit. Great for combos, combined with a PC or an assist.
*Can be combo'd off of with a PC
*Can be combo'd off of with a PC
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  |description=The World appears and performs an overhead punch that hits twice
  |description=The World appears and performs an overhead punch that hits twice
*Provides hard knockdown
*Overhead
*Can not be combo'd off of with PC
*Can not be combo'd off of, even with PC
*Can not confirm into HHA
*Can not confirm into HHA
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  |hitadv=
  |description=The World appears an punches at the opponent's feet
  |description=The World appears an punches at the opponent's feet
*Provides hard knockdown
*Low
*Can be combo'd off of with a PC
*Can be combo'd off of with a PC if you are close, but the move is both unsafe and outclassed by other lows at that distance.
  }}
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Revision as of 13:11, 30 October 2022

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.

  • Life Regeneration: Part of the damage DIO receives is converted into silver, residual health, which he passively recovers over time.
  • Time Stop: DIO is one of three characters in the game (along with his 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. More details included in the move's section.
Playstyle
JJASBR DIO Small Icon.png DIO is a ABC character who utilizes their XYZ
Pros Cons
  • High Damage: DIO is one of the highest damage characters in the game, being able to get more reward for spending meter or assists than most other characters, and even has multiple ToDs(touch of deaths, combos that do 100% of the opponent's HP) that will kill even the characters with the highest HP.
  • Great Normals: His normals in Stand-On and Stand-Off are great. Stand-On 2M and 2H are massive, Stand-Off 5M has good range and speed, and his Stand-Off jL and jM are very active and good for crossups
  • Mixups: TK Mudas(Stand-On j236X) are an unreactable instant overhead that can be combod off of, for over 500 damage without spending much meter, which, combined with the threat of a low 2L, makes a 50/50 on every wakeup
  • Low HP & No Reversal: DIO's damage lets him kill most characters after 2 clean combos easily, but due to his low HP, the opponent is often able to do the same. He does recover some damage taken because he's a vampire, but it usually doesn't make much of a difference. On top of that, he has a weaker defense than most characters, due to not having a reversal. These 2 factors make him easy for the opponent to snowball against
  • Con 2: TBD

Stats

Style Health Low Health Mode Hashtag(s)
Stand 840 Rumble #ASBR_DIO


Now THIS is the greatest high!

This effect activates when DIO hits "Oh, this suits me well!" on one of the following characters:

Aside from the usual health gained, DIO will also gain extra HHA gauge depending on the amount of hits. Only available once per round.

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR DIO 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -

DIO performs a jab as he turns his head away

  • A standard jab, good for stopping dash jumps
5M
5M
JJASBR DIO 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -

DIO performs an advancing swipe

  • Great range for pokes or counter-pokes
5H
5H
JJASBR DIO 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Mid - - - - -

DIO performs a high kick

  • Moves DIO forward
  • Good range for pokes
2L
2L
JJASBR DIO 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -

DIO performs a crouching chop

  • Stubby jab
  • Can chain into itself 3 times
2M
2M
JJASBR DIO 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low - - - - -

DIO performs an advancing swipe at the opponent's feet

  • Good range for pokes and counter-pokes
2H
2H
JJASBR DIO 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Low - - - - -

The World performs a sweeping punch at the opponent's feet

  • Provides hard knockdown
  • Good range for pokes and counter-pokes
3H
3H
An absolute end
JJASBR DIO 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
45 Mid - - - - -

DIO slams a road sign down on the opponent

  • Launches on hit
  • Can hit OTG
JL
j.L
JJASBR DIO Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead - - - - -

DIO performs a kick downwards

  • Good for jump-ins
JM
j.M
JJASBR DIO Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead - - - - -

DIO performs a jumping knee attack

  • Deceptively good at crossups
  • Good for air-to-airs
JH
j.H
JJASBR DIO Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead - - - - -

The World performs a sweeping chop that reaches behind him

  • Very good crossup, as it reaches far behind DIO and can hit late
  • One of DIO's best jump-in normals

Special Moves

236X
Right in front of me!?
236L/M/H
JJASBR DIO 236L.png
JJASBR DIO 236M.png
JJASBR DIO 236H.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 40 Mid - - - - -

The World appears and punches the opponent in the gut

  • Launches the opponent on hit. Great for combos, combined with a PC or an assist.
  • Can be combo'd off of with a PC
Medium 25, 65 Overhead - - - - -

The World appears and performs an overhead punch that hits twice

  • Overhead
  • Can not be combo'd off of, even with PC
  • Can not confirm into HHA
Heavy 65 Low - - - - -

The World appears an punches at the opponent's feet

  • Low
  • Can be combo'd off of with a PC if you are close, but the move is both unsafe and outclassed by other lows at that distance.
22X
I'll give you one chance.
He's... gone!

22L/M/H
Counter
Counter
L version
L version
M version
M version
H version
H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 38 - - - - - -

DIO walks forward, automatically activating "He's... gone!" when hit by a non-HHA or GHA attack. The counter works on projectiles too, but it is often unsafe even when you succesfully counter a projectile, because the opponent block, Stylish Guard, dodge, or just hit you out of it. The same thing often happens even when you counter a non-projectile attack. Due to that, this is a pretty bad move generally.

  • DIO walks the furthest in this variant
Medium 38 - - - - - -
  • DIO walks less in this variant
Heavy 38 - - - - - -
  • DIO walks the least in this variant
63214X
Oh, this suits me well!
63214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10, 8*4, 5 Throw - - - - -
Medium 10, 8*4, 5 Throw - - - - -
Heavy 10, 8*4, 5 Throw - - - - -

DIO grabs the opponent and sucks the blood out of their body

  • Can be followed up with 3H OTG
  • Automatically activates "Now, THIS is the greatest high!" when used on a Joestar (excluding Johnny and Josuke (Part 8), giving him additional HH gauge once per round
46X
And one more just in case!
46L/M/H
JJASBR DIO 46X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Mid - - - - -
Medium 30 Mid - - - - -
Heavy 30 Mid - - - - -

The World throws a single knife towards the opponent

  • The different versions change the startup and speed of the knife. L has the quickest startup, and travels the slowest.
  • While time is stopped, the knife will fly a short distance before freezing in place
  • Can be cancelled into specials, including itself, once the knife is thrown

Stand On

Normal Moves

Stand 5L
5L
JJASBR DIO Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid - - - - -

The World performs a standing low kick

  • Despite its appearance, this does not hit low
  • Not good for stopping dash jumps
Stand 5M
5M
JJASBR DIO Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid - - - - -

The World performs a gut punch

  • Moves DIO forward
  • Good range for counter-pokes
Stand 5H
5H
JJASBR DIO Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid - - - - -

The World performs a high kick

  • Good for anti-airs
  • Good range for pokes
Stand 2L
2L
JJASBR DIO Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -

The World performs a crouching punch

  • A standard jab
  • Can chain into itself 3 times
Stand 2M
2M
JJASBR DIO Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

The World performs a crouching hook

  • Launches the opponent on air hit
  • Good range for pokes and counter-pokes
Stand 2H
2H
JJASBR DIO Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Low - - - - -

The World performs a sweeping punch at the opponent's feet

  • Provides hard knockdown
  • Launches the opponent on hit
Stand JL
j.L
JJASBR DIO Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead - - - - -

The World performs a punch downwards

  • Stubby aerial, good for air-to-airs
Stand JM
j.M
JJASBR DIO Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead - - - - -

The World performs a sweeping punch upwards

  • Launches the opponent on hit
  • A great jump-in normal
Stand JH
j.H
JJASBR DIO Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead - - - - -

The World performs a cross downwards

  • A good jump-in normal

Special Moves

Stand 236X
Useless, useless, useless, useless!
236L/M/H
JJASBR DIO Stand 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*16, 20 Mid - - - - -

The World performs a barrage of punches

  • Launches the opponent on hit
  • The World starts right in front of DIO in this variant
Medium 4*18, 20 Mid - - - - -
  • The World starts further ahead in this variant
Heavy 4*20, 20 Mid - - - - -
  • The World starts the furthest away in this variant
Stand J236X
My Stand's full power!
j.236L/M/H
JJASBR DIO Stand Jump 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 4*10, 16 Overhead, Mid - - - - -
Medium 4*14, 32 Overhead, Mid - - - - -
Heavy 4*18, 48 Overhead, Mid - - - - -

The World performs a barrage of punches downwards

  • Launches the opponent upwards on hit
  • The first hit is an overhead, making it very good for mixups
Stand 214X
This is... The World!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 120 Unblockable - - - - -
Medium 120 Unblockable - - - - -
Heavy 120 Unblockable - - - - -

DIO performs a pose as The World prepares a heavy punch to the gut

  • The different variants change the speed and range

System Mechanics

Throw
Throw
What just happened?
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 130 Throw - - - - -

The World grabs the opponent and, while time is stopped, punches through the opponent before resuming time

  • Leaves the opponent very far away
Back 130 Throw - - - - -
  • Identical to the front throw, but backwards
Assist
Assist
This is... The World!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons The World, altering DIO's moveset and abilities.

22S
Stop, time!
22S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent (rendering them completely unable to act).

  • Can be used with just 1.5 bars, but the startup is alot quicker if you have 3 bars when using it. It's not practical to use this unless you have 3 bars
  • The best way to confirm into a timestop reset is after using a 2L/5L in a juggle, after launching with a 2H, in Stand-On.,
  • Starting a cutscene with a throw or a GHA will instantly end the timestop and take away the rest of your meter
  • The strongest combo to do in timestop that leads into a combo after it ends, while in Stand-On, is 214L 214L S(turn off stand) 5H 3H 236M 5H 3H 236M S(turn on stand) jump jH j236H. You may need to do a dash before the 214Ls to be close enough to guarantee everything works
  • Against Part 3 Jotaro, Part 4 Jotaro, and himself, DIO can use this ability to move within their Time Stop(even if he doesn't have 1.5 bars). If their Time Stop runs out before DIO's does, they will be frozen instead.
46H
So close!
46H when taking damage or guarding
JJASBR DIO 46H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

DIO "teleports" out of the way of an attack

  • Consumes 2 bars of HH gauge
  • Leaves DIO in a position as if he just rotated to the side
  • Leaves DIO close enough to the opponent to punish them for their attack hitting

Heart Heat Attack

Scared, are you?
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
160 (10+60+90) Mid - - - - -

DIO kicks the opponent upwards before stopping time and throwing knives at him

  • This is a hit-grab
  • DIO moves very far forward on activation
Scared, are you? (Time Stop)
236 + Any Two Attack Buttons during Stop, time!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 each Mid - - - - -

DIO throws multiple knives at the same time

  • The knives fly briefly before freezing
  • Don't use this move

Great Heat Attack

It's a steamroller!
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
348 (120+25+1*125+6*2+66) Mid - - - - -

The World punches the opponent before stopping time, allowing DIO to fly off screen and return with a steamroller which he punches until it explodes once time is resumed.

  • Can be comboed into from a Stand-Off 5H or 3H, or a 5H in Stand-On
  • Has a special animation VS Part 3 Jotaro
  • Part 3 Jotaro can reduce the damage taken from this GHA by 90(?) and also prevent it from taking him below 1 HP from killing by pressing 22S during the GHA animation, which will cost him 2 bars of meter.

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