JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando/Strategy: Difference between revisions
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== Neutral == | == Neutral == | ||
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 good knowledge checks, 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6M|6M]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#6H|6H]], which are great mid-range pokes. The former, with a 14f startup and 28f recovery, is Diego's longest-reaching, most active fast option. Its reach, along with its active frames, make it very easy to use as a meaty. And while the latter, 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), it 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). | |||
Other approach options include Diego’s ambiguous [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JL|j.L]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#J|j.M]]. j.L is an 8f, deceptively active hitbox that is good for air-to-airs, and j.M is an 8f kick with a long vertical hitbox that is ideal for jump-ins and capable of crossing up. With these two being chainable into [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JH|j.H]] (which inflicts groundbounce) via Aerial Chain Beat, Diego can easily find his way in by winning air-to-air interactions. | |||
== Offense == | == Offense == | ||
Diego’s main form of offense comes through strike/Throw, dash-jump [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]], and [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#J623X|j.623X]]. j.M is an 8f kick with a long vertical hitbox that is ideal for jump-ins and capable of crossing up. Upon successfully crossing the opponent up with j.M, employ j.623L to ensure oki and, with at least a bar, guarantee a combo. If j.M successfully lands but doesn’t cross up, employ [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JH|j.H]] instead to initiate a combo without expending meter. When the opponent bursts your combo but they are in hard knockdown, j.623X serves as a belligerent left/right mix-up tool (with j.623L hitting left and j.623M hitting right) and long-range air-to-air (with j.623H). It is imperative to note, however, that j.623X not only unsafe on block, but cannot be Flash Canceled if it is blocked, so apply it judiciously in pressure. Also, there are specific characters that dash-jump [[JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando#JM|j.M]] essentially works as an instant Overhead against, even when they're crouching. | |||
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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 moves like {{NotationIcon-ASBR|JonathanMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar#236X|236X]], {{NotationIcon-ASBR|Kars}}' [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|ULF 214H]], and {{NotationIcon-ASBR|JolyneMini}}'s [[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. | 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 moves like {{NotationIcon-ASBR|JonathanMini}}'s [[JoJo's Bizarre Adventure: All-Star Battle R/Jonathan Joestar#236X|236X]], {{NotationIcon-ASBR|Kars}}' [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|ULF 214H]], and {{NotationIcon-ASBR|JolyneMini}}'s [[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 | Diego's HHA allows him to bypass counters and grants him unlimited Super Armor that prevents the successful activation of Throws (taking the Throw's damage as White Damage), command grabs, and hitgrabs. Being that this install only lasts 6 seconds and Diego is forced into a vulnerable animation when it ends, it mainly sees use for closing rounds when the opponent is low on health, as it forces them to play more defensively. But against {{NotationIcon-ASBR|RisottoMini}}, {{NotationIcon-ASBR|Jotaro3Mini}}, {{NotationIcon-ASBR|DIO}}, {{NotationIcon-ASBR|Jotaro4Mini}}, and {{NotationIcon-ASBR|AWDiegoMini}}, HHA is a perfect counter to their resets. | ||
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Revision as of 09:12, 13 May 2024
Neutral
Diego's multi-hit 5M and 2M can often be good knowledge checks, 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, which are great mid-range pokes. The former, with a 14f startup and 28f recovery, is Diego's longest-reaching, most active fast option. Its reach, along with its active frames, make it very easy to use as a meaty. And while the latter, 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), it 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).
Other approach options include Diego’s ambiguous j.L and j.M. j.L is an 8f, deceptively active hitbox that is good for air-to-airs, and j.M is an 8f kick with a long vertical hitbox that is ideal for jump-ins and capable of crossing up. With these two being chainable into j.H (which inflicts groundbounce) via Aerial Chain Beat, Diego can easily find his way in by winning air-to-air interactions.
Offense
Diego’s main form of offense comes through strike/Throw, dash-jump j.M, and j.623X. j.M is an 8f kick with a long vertical hitbox that is ideal for jump-ins and capable of crossing up. Upon successfully crossing the opponent up with j.M, employ j.623L to ensure oki and, with at least a bar, guarantee a combo. If j.M successfully lands but doesn’t cross up, employ j.H instead to initiate a combo without expending meter. When the opponent bursts your combo but they are in hard knockdown, j.623X serves as a belligerent left/right mix-up tool (with j.623L hitting left and j.623M hitting right) and long-range air-to-air (with j.623H). It is imperative to note, however, that j.623X not only unsafe on block, but cannot be Flash Canceled if it is blocked, so apply it judiciously in pressure. Also, there are specific characters that dash-jump j.M essentially works as an instant Overhead against, even when they're crouching.
Instant Overhead Chart
Notations | Notes | Video Examples |
---|---|---|
2H w.6M 8 w.jM 2L/5M/2M/Throw | ||
Throw > w.5L > 29 > w.jM > 5L/2L/2M/Throw | Strike/Throw mix-up |
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 moves like Jonathan's 236X,
Kars' ULF 214H, and
Jolyne's 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 counters and grants him unlimited Super Armor that prevents the successful activation of Throws (taking the Throw's damage as White Damage), command grabs, and hitgrabs. Being that this install only lasts 6 seconds and Diego is forced into a vulnerable animation when it ends, it mainly sees use for closing rounds when the opponent is low on health, as it forces them to play more defensively. But against Risotto,
Jotaro (Part 3),
DIO,
Jotaro (Part 4), and
AW Diego, HHA is a perfect counter to their resets.
Scary Monsters vs Resets |