JoJo's Bizarre Adventure: All-Star Battle R/Diego Brando/Strategy
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, making 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 8f j.L and j.M. j.L is deceptively active and good for air-to-airs, and j.M possesses a long vertical hitbox that is ideal for jump-ins and capable of crossing up. These two options can be chained into j.H, which inflicts groundbounce and confirms a combo meterlessly. In long-distance air-to-air scenarios, j.623H is an effective tool with lower-body invincibility (full invincibility with 2 Corpse parts) that also inflicts groundbounce and possesses plenty of forward momentum, allowing you to easily close the gap between you and the opponent, though it requires a bar to confirm from.
Offense
Diego’s main form of offense comes through strike/Throw, dash-jump j.M, and j.623X. j.M, as mentioned previously, is 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, confirm a combo. If j.M successfully lands but doesn’t cross up, employ j.H instead to confirm a combo without expending meter.
j.623X serves as a belligerent left/right mix-up tool, with j.623L hitting left and j.623M hitting right. It is imperative to note, however, that j.623X is unsafe on block and 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 |