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 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.
Diego's multi-hit [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#5M|5M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#2M|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.
[[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6M|6M]], with a 14f startup and 28f recovery, is Diego’s longest-reaching safe option. [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6H|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 [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6M|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.
For block pressure, you can either do standard strike/Throw or cross the opponent up with dash-jump [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#j.M|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 [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#j.M|jM]] essentially works as an instant Overhead against, even when they’re crouching.


<center>
'''Instant Overhead Chart'''
'''Instant Overhead Chart'''


[[File:Dashjump j.m.png|650 px|]]
[[File:Dashjump j.m.png|650 px|]]
</center>


<center>
<center>
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==Defense==
==Defense==
236L is a useful close-range scramble tool, being a 5-hit move with an 18f startup. Furthermore, Diego is considered to be airborne for a part of 236X, allowing him to avoid command grabs and consistently high-profile Jonathan 236X, Ulf Kars 214H, and Jolyne 63214X. 623X sends Diego much higher in the air, and possesses lower-body invincibility. With 2 Corpse parts, 236X and 623X gain full-body invincibility, giving them extremely useful applications in defense and pressure.
236L is a useful close-range scramble tool, being a 5-hit move with an 18f startup. Furthermore, Diego is considered to be airborne for a part of [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#236X|236X]], allowing him to avoid command grabs and consistently high-profile Jonathan 236X, [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Ultimate Life Form|Ulf Kars]] 214H, and [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh|Jolyne]] [[JoJo's Bizarre Adventure: All-Star Battle R/Jolyne Cujoh#63214X|63214X]]. [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#623X|623X]] sends Diego much higher in the air, and possesses lower-body invincibility. With 2 Corpse parts, [[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]] gain full-body invincibility, giving them extremely useful applications in defense and pressure.


Diego's HHA allows him to bypass all counters in the game (even supers), and grants him a special version of Super Armor that prevents the successful activation of Throws (taking the Throw’s damage as White Damage), command grabs, and all attacks with hitgrab properties. This makes it a viable option for closing rounds, as it forces the opponent to play defensively. Additionally, this unlimited Super Armor gives Diego a perfect counter to Risotto’s 22X resets, and Time Stop resets, which Jotaro (Part 3 and 4), DIO, and AW Diego are endowed with.
Diego's HHA allows him to bypass all counters in the game (including supers) and grants him a special version of Super Armor that prevents the successful activation of Throws (taking the Throw’s damage as White Damage), command grabs, and all attacks with hitgrab properties. This makes it a viable option for closing rounds, as it forces the opponent to play defensively. Additionally, this unlimited Super Armor gives Diego a perfect counter to [[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero|Risotto]]’s [[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|22X]] resets, and Time Stop resets, which Jotaro (Part [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 3)|3]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Jotaro Kujo (Part 4)|4]]), [[JoJo's Bizarre Adventure: All-Star Battle R/DIO|DIO]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Alternate World Diego|AW Diego]] are endowed with.


==Assist Usage==
==Assist Usage==

Revision as of 02:46, 5 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

Framekills
Notations Notes Video Example
Throw w5L 29wjM 5L/2L/2M/Throw Strike/Throw mix-up.
669jM-623L w5M w6M 2L/5M/2M/Throw

Defense

236L is a useful close-range scramble tool, being a 5-hit move with an 18f startup. Furthermore, Diego is considered to be airborne for a part of 236X, allowing him to avoid command grabs and consistently high-profile Jonathan 236X, Ulf Kars 214H, and Jolyne 63214X. 623X sends Diego much higher in the air, and possesses lower-body invincibility. With 2 Corpse parts, 236X and 623X gain full-body invincibility, giving them extremely useful applications in defense and pressure.

Diego's HHA allows him to bypass all counters in the game (including supers) and grants him a special version of Super Armor that prevents the successful activation of Throws (taking the Throw’s damage as White Damage), command grabs, and all attacks with hitgrab properties. This makes it a viable option for closing rounds, as it forces the opponent to play defensively. Additionally, this unlimited Super Armor gives Diego a perfect counter to Risotto’s 22X resets, and Time Stop resets, which Jotaro (Part 3 and 4), DIO, and AW Diego are endowed with.

Assist Usage

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