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

From Mizuumi Wiki
Jump to navigation Jump to search
Line 958: Line 958:
  |description=
  |description=
DIO kicks the opponent upwards before stopping time and throwing knives at him.
DIO kicks the opponent upwards before stopping time and throwing knives at him.
*This is a hitgrab.
*Very fast, and very invincible. It's a good reversal, but keep in mind that the opponent may be able to PC the move they're doing and then block if this is used as a reversal, because its also very reactable, due to the super flash cutscene
*DIO moves very far forward on activation.
*DIO moves very far forward on activation.
  }}
  }}

Revision as of 09:26, 6 November 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.
  • Stop, time!: DIO is one of three characters in the game (along with both incarnations of Jotaro Kujo) with the ability to stop time, with a very slow startup possible at 1.5 bars that gets faster if you have 3 bars. 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.
Playstyle
JJASBR DIO Small Icon.png DIO is a Stand character whose high damage, massive attacks, and mixups pummel his opponents into submission.
Pros Cons
  • Devastating Damage: DIO has some of the highest damage in the game, being able to get more reward for spending meter or assists than most other characters. He also has multiple ToDs that will kill even the tankiest opponents.
  • Great Normals: DIO's normals are great, both in Stand-On and Stand-Off. Stand-On 2M and 2H are massive, Stand-Off 5M has good range and speed, and his Stand-Off j.L and j.M are very active and good for cross-ups.
  • Mixups: When used as an instant air special by inputting 2369L while in Stand-On, "My Stand's full power!" (or TK Mudas for short) is an unreactable instant overhead that can be combo'd off of for over 500 damage without spending much meter. When combined with the threat of a low 2L, this grants DIO access to a 50/50 on every wakeup.
  • Poor Endurance: DIO's damage lets him kill most characters after 2 clean combos easily, but due to his rather low HP, the opponent is often able to do the same. DIO is able to recover some of the damage he takes thanks to his vampire attributes, but it usually doesn't make much of a difference.
  • Weak Defense: On top of his low HP, DIO has a weaker defense than most characters due to not having a meterless reversal, making it easy for the opponent to snowball against him.

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 HH Gauge depending on the amount of hits. This effect is only available once per round.

Stats

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

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 - - - - -

DIO summons The World, who 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.

  • Cannot be cancelled with Flash Cancel or Stylish Guard, and leaves a large gap when used in a blockstring, leaving DIO extremely unsafe if the opponent SGs this.
  • Launches on hit. 3H>236L>PC is a common launcher string for Stand-Off combos, and 3H can also be used to combo directly into GHA.
  • Can hit OTG.
  • Has such long recovery that it should be cancelled into 46L after being used as an OTG, to let DIO move out of it quicker.
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 - - - - -

DIO summons The World, who performs a sweeping chop that reaches behind.

  • 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
Light
Light
JJASBR DIO 236M.png
Medium
Medium
JJASBR DIO 236H.png
Heavy
Heavy
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. An important part of his Stand-Off combo game, since you can combo off of it with a PC or an assist.
Medium 25, 65 Overhead - - - - -

The World appears and performs an overhead punch that hits twice.

  • Hits overhead.
  • Can't be comboed out of, even with PC or HHA
Heavy 65 Low - - - - -

The World appears and punches at the opponent's feet.

  • Hits low.
  • Can be comboed off of with a PC or HHA unless you are too far away
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 an attack (or projectile) is succesfully countered, because the opponent can block, Stylish Guard, dodge, or just hit DIO out of the followup 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.
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.
63214X
Oh, this suits me well!
63214L/M/H
JJASBR DIO 63214X (1).png
JJASBR DIO 63214X (2).png
JJASBR DIO 63214X (3).png
The Greatest High
The Greatest High
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's command grab. Heals him for a decent amount of HP when it hits

  • Doesn't give a knockdown
  • Automatically activates "Now, THIS is the greatest high!" when used on a Joestar (excluding Johnny and Part 8 Josuke), giving him additional HH Gauge once per round. Because of the animation that's activated when you get the special effect, this move leaves you at a disadvantage after landing it on a Joestar.

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, though 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. All versions of this move are unsafe on block and are very risky in neutral.

  • 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 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. An unblockable move that can only be comboed out of with HHA, or with specific assist setups.

  • The different variants change the speed and range.
Stand J236X
My Stand's full power!
j.236L/M/H
JJASBR DIO Stand Jump 236X.png
TK Mudas
TK Mudas
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, finishing with a roundhouse kick.

  • Stand Rush-compatible.
  • Launches the opponent upwards on hit.
  • The first hit is an overhead, making it very good for mixups.

System Mechanics

Throw
Throw
What just happened?
5/4 + Any Two Attack Buttons
JJASBR DIO Throw (1).png
JJASBR DIO Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
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.
  • Both Throws are identical aside from direction.
Assist
Assist
This is... The World!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.214H
5S
Stand On/Off
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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

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.
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 without 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 DIO's meter.
  • The strongest combo to do in timestop that leads into a combo after it ends, while in Stand-On, is 214L>214L>5H>3H>236M>5H>3H>236M>s.jH>s.j236H. A dash may be needed before 214L 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.

Heart Heat Attack

Scared, are you?
236 + Any Two Attack Buttons
JJASBR DIO HHA (1).png
JJASBR DIO HHA (2).png
JJASBR DIO HHA (3).png
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.

  • Very fast, and very invincible. It's a good reversal, but keep in mind that the opponent may be able to PC the move they're doing and then block if this is used as a reversal, because its also very reactable, due to the super flash cutscene
  • DIO moves very far forward on activation.
Scared, are you? (Time Stop)
236 + Any Two Attack Buttons during Stop, time!
JJASBR DIO HHA Timestop (1).png
JJASBR DIO HHA Timestop (2).png
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.
  • Only use this move to style on the opponent.

Great Heat Attack

It's a steamroller!
236L+M+H
JJASBR DIO GHA (1).png
JJASBR DIO GHA (2).png
JJASBR DIO GHA (3).png
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 offscreen and return with a steamroller, which he attacks with his elbows until it explodes once time is resumed.

  • Can be combo'd 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