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

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
Line 22: Line 22:
|Throw w5L 29wjM 5L/2L/2M/Throw
|Throw w5L 29wjM 5L/2L/2M/Throw
|<youtube width="300" height="169"> https://youtu.be/AntoawcjVVY?si=PDtZ8J0sDdCW_dlY</youtube>
|<youtube width="300" height="169"> https://youtu.be/AntoawcjVVY?si=PDtZ8J0sDdCW_dlY</youtube>
</div>


== Defense ==
== Defense ==

Revision as of 12:32, 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