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

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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.

Making his grand return as the main antagonist of Stardust Crusaders, the third part of JoJo's Bizarre Adventure, DIO is the vampiric eternal enemy to the Joestar bloodline. Armed with his invincible Stand, The World, he's ready to tear down anyone that stands in his way.

  • Stone Mask: DIO incurs White Damage whenever he is hit, is susceptible to Hamon Damage, and can only be used in certain stages without completing certain in-game conditions.
  • Stop, time!: DIO is one of four characters in the game (along with both incarnations of Jotaro Kujo and AW Diego) with the ability to stop time, rendering the opponent completely unable to act. It is similar to Axl Low's "One Vision" Overdrive from Guilty Gear -Strive-.
Playstyle
JJASBR DIO Small Icon.png DIO is a Stand character whose high damage, massive attacks, and mix-ups 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. When utilizing his true Time Stop resets, he also has multiple ToDs that will kill even the tankiest characters.
  • 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 Stand Off j.L and j.M are very active and good for cross-ups.
  • Mix-ups: When used as an instant air special while in Stand On, "My Stand's full power!" 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 Stone Mask 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.

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 4 - - -6 -

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 6 - - -12 -

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 10 - - -14 -

DIO attacks with 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 6 - - -4 -

DIO performs a crouching chop.

  • Stubby jab.
2M
2M
JJASBR DIO 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Low 6 - - -16 -

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 12 - - -8 HKD

DIO summons The World, who performs a sweeping punch at the opponent's feet.

  • Causes 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 20 - - -32 HKD

DIO slams a road sign down on the opponent.

  • Launches on hit and causes hard knockdown.
  • Can hit OTG.
  • 3H > 236L > FC is a common launcher string for Stand Off combos, and 3H can also be used to combo directly into GHA.
  • Cannot be Flash Canceled or canceled into Stylish Guard, and leaves a large gap when used in a blockstring, leaving DIO extremely unsafe if the opponent SGs this.
  • Has such long recovery that it should be cancelled into 46L after being used as an OTG just 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 8 - - - -

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 10 - - - -

DIO performs a jumping knee attack.

  • Deceptively good at cross-ups.
  • Good for air-to-airs.
JH
j.H
JJASBR DIO Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Overhead 10 - - - -

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

  • Very good cross-up, as it reaches far behind DIO and can hit late.
  • One of DIO's best jump-in normals.

Special Moves

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 22 - - -8 -
Medium 30 Mid 24 - - -10 -
Heavy 30 Mid 26 - - -12 -

DIO summons The World to throw a single knife towards the opponent. The version used determines the knife's flight speed, as well as DIO's recovery.

  • While time is stopped, the knife will fly a short distance before freezing in place.
  • Can be cancelled into special moves, including itself, once the knife is thrown.

L version:

  • Has the quickest startup and travels the slowest.

M version:

  • Balanced startup and travel speed.

H version:

  • Has the slowest startup and travels the fastest.
236X
Right in front of me!?
236L/M/H
JJASBR DIO 236X.png
Startup
Startup
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 20 - - -28 KD
Medium 90 (25, 65) Overhead 32 - - -12 KD
Heavy 65 Low 36 - - -16 KD

DIO briefly stops time, with The World suddenly appearing to deliver a melee strike.

  • The attack performed by The World changes depending on the version used.
  • Triggers Rush Mode.

L version:

The World appears and punches the opponent in the gut.

  • Launches on hit.
  • An important part of his Stand Off combo game, since it's possible to combo off of it with a Flash Cancel or an Assist.

M version:

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

  • Both hits launch the opponent towards the ground.
  • Cannot be combo'd out of, even with Flash Cancels.
    • Because of its knockdown, canceling into HHA will not connect either.

H version:

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

  • Lightly launches on hit.
  • Can be combo'd off of with a Flash Cancel if close enough.
22X
I'll give you one chance.
22L/M/H
JJASBR DIO 22X (1).png
Counter
Counter
JJASBR DIO 22X (2).png
Catch
Catch
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - Total XX - -
Medium - - - - Total XX - -
Heavy - - - - Total XX - -
Attack
He's... gone!
38 Mid - - - - KD

DIO walks forward, granting the opponent one chance to hit him. If struck by the opponent, DIO will "teleport" behind them and perform an uppercut.

  • The distance DIO walks changes depending on the version used.
  • Works against projectiles, but not against Throws, HHAs or GHAs.
  • Does not lock the opponent in place on a successful activation, allowing them to block, Stylish Guard, Dodge, or just hit DIO out of the follow-up attack.
  • The retaliation launches on hit, and can be canceled into 3H, special moves (including the counter itself), or HHA. During its startup, DIO can block, as well as cancel into Stylish Guard.

L version:

  • DIO walks the furthest.

M version:

  • DIO walks less.

H version:

  • DIO walks the least.
63214X
Oh, this suits me well!
63214L/M/H
JJASBR DIO 63214X (1).png
Whiff
Whiff
JJASBR DIO 63214X (2).png
Hit
Hit
JJASBR DIO 63214X (3).png
The Greatest High
The Greatest High
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 47 (10, 8*4, 5) [95 (10, 8*10, 5)] Throw 14 - - - -
Medium 47 (10, 8*4, 5) [95 (10, 8*10, 5)] Throw 16 - - - -
Heavy 47 (10, 8*4, 5) [95 (10, 8*10, 5)] Throw 18 - - - -

DIO grabs the opponent and sucks the blood out of their body.

  • The version used changes the startup and range of the attack.
  • Can be extended by pressing attack buttons repeatedly. Data in [] is for the Extended versions.
  • This move recovers 33 health normally, with the Extended version recovering a total of 88 health.
  • Does not cause hard knockdown, unlike most command grabs.

Now THIS is the greatest high!

This effect is only available once per round, and activates when DIO lands this move on one of the following characters:

Aside from the usual health gained, DIO will also gain an additional 0.25 HH Gauge. Because of the animation tied to this effect, however, DIO is left at a disadvantage after landing it on one of the above characters.

Guard 46H
So close!
46H while taking damage or Guarding
JJASBR DIO 46H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

DIO briefly stops time and "teleports" out of the way of an attack.

  • Requires 2 HH Gauges.
  • Can only be performed while DIO is grounded.
  • Leaves DIO in a position as if he just Dodged to the side, ending close enough to the opponent to punish them for their attack hitting.

Stand On

Normal Moves

Stand 5L
5L
JJASBR DIO Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 6 - - -2 -

The World performs a standing low kick.

  • Despite its appearance, this does not hit Low.
  • Not good for stopping dash-jumps due to its low height.
Stand 5M
5M
JJASBR DIO Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 6 - - -4 -

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 12 - - -8 -

The World performs a high kick.

  • The hitbox is rather accurate to the animation, which means it won't hit people that are below the leg unless they are close. This makes it pretty much unusable against short-sized characters (Iggy, Shigechi, etc.) unless they are in the air, and very bad as a poke against characters of below-average height.
Stand 2L
2L
JJASBR DIO Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 6 - - -4 -

The World performs a crouching punch.

  • A standard jab.
Stand 2M
2M
JJASBR DIO Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 10 - - -2 -

The World performs a crouching hook.

  • Great normal with massive range.
Stand 2H
2H
JJASBR DIO Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Low 12 - - -8 -

The World performs a sweeping punch at the opponent's feet.

  • Launches on hit and causes hard knockdown.
Stand JL
j.L
JJASBR DIO Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Overhead 8 - - - -

The World performs a punch downwards.

  • While it has a small hitbox, it is incredibly active (staying out for nearly an entire jump duration).
  • Can be combo'd out of from air-to-air hits with a j.236L.
Stand JM
j.M
JJASBR DIO Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 12 - - - -

The World performs a sweeping hand upwards.

  • Launches 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 14 - - - -

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 84 (4*16, 20) Mid 12 - - -28 -
Medium 92 (4*18, 20) Mid 12 - - -30 -
Heavy 100 (4*20, 20) Mid 12 - - -32 -

The World performs a barrage of punches.

  • The version used changes the amounts of hits, as well as the distance covered by The World.
  • Causes knockback on hit, in addition to leading into a hard knockdown.
  • Triggers Rush Mode.
  • All versions of this move are unsafe on block and are very risky in neutral.

L version:

  • The World starts right in front of DIO.
  • Leaves the opponent the closest to DIO.

M version:

  • The World starts further ahead.
  • Leaves the opponent further away.

H version:

  • The World starts the furthest away.
  • Leaves the opponent the furthest.
Stand 214X
This is... The World!
214L/M/H
JJASBR DIO Stand 214X (1).png
JJASBR DIO Stand 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 120 Unblockable 42 - - - -
Medium 120 Unblockable 54 - - - -
Heavy 120 Unblockable 68 - - - -

DIO performs a pose as The World prepares a heavy punch to the gut.

  • The attack's speed and range depend on the version used.
  • Causes knockback on hit.
  • An Unblockable move that can only be canceled into HHA, or combo'd out of with specific Assist setups.

L version:

  • DIO and The World attack in place.

M version:

  • DIO and The World attack further ahead.

H version:

  • DIO and The World attack the furthest away.
Stand J236X
My Stand's full power!
j.236L/M/H
JJASBR DIO Stand Jump 236X (1).png
JJASBR DIO Stand Jump 236X (2).png
TK Mudas my beloved
TK Mudas my beloved
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 56 (4*10, 16) Overhead, Mid 12 - - - -
Medium 88 (4*14, 32) Overhead, Mid 16 - - - -
Heavy 120 (4*18, 48) Overhead, Mid 20 - - - -

The World performs a barrage of punches downwards, finishing with a roundhouse kick.

  • The amount of hits changes depending on the version used.
  • The final hit launches and causes hard knockdown.
  • Stand Rush-compatible, making all versions of this move an important part of DIO's combos.
  • The first hit is an Overhead, making it very good for mix-ups. When used as an instant air special (via a 2369L/M/H input), this move grants DIO access to an unreactable Overhead which, combined with the threat of a Low 2L, gives DIO an easily accessible 50/50 that will give him massive damage off of either option.
  • This move can also be used in conjunction with aerial normals: hitting the opponent's block with an aerial and then canceling into this move results in a double Overhead, which, combined with the threat of just landing and then going for a Low 2L, is another 50/50.

L version:

  • Fastest version.
  • Can be combo'd out of meterless (unless DIO is too high in the air).

M version:

  • Slower than L, faster than H.
  • Can be combo'd out of meterless (unless DIO is too high in the air).

H version:

  • Slowest version.
  • Sees use in Time Stop combos.

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 6 - - - -

The World grabs the opponent and, while time is stopped, punches through them before resuming time.

  • Causes tremendous knockback on hit and triggers a wallbounce if the opponent comes in contact with a wall.
    • Advantage and distance depend heavily on the occurence of a wallbounce. It is suggested to attempt an OTG 3H hit to stabilize the knockdown time.
  • Both Throws are identical aside from direction.
Assist
Assist
This is... The World!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR DIO Assist (1).png
JJASBR DIO Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 Unblockable - - - - KD

DIO summons The World, who prepares a heavy punch to the gut.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on s.214H
  • Causes knockback on hit.
5S
Stand On/Off
5S
JJASBR DIO Stand On.png
Stand On
Stand On
JJASBR DIO Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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

22S
Stop, time!
22S
JJASBR DIO 22S (1).png
JJASBR DIO 22S (2).png
JJASBR DIO 22S (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 202~103 - - - -

After a lenghty startup, DIO stops time, freezing the stage effects, the battle timer, and the opponent.

  • Requires 1.5 HH Gauges to be used; startup accelerates if 3 HH Gauges have been accumulated before use.
    • VERY slow startup; it's not practical at all to use this without 3 HH Gauges.
  • Starting a cutscene with a Throw or a GHA will instantly end the Time Stop and take away the rest of DIO's meter.
    • DIO's HHA becomes a different move altogether while the Time Stop is active, with this version not triggering a cutscene on hit.
  • Damage dealt to the opponent during the Time Stop is reduced. When the ability ends and time resumes, the opponent will suffer all damage dealt to them at once.
  • All attacks can OTG during Time Stop, restanding the opponent if they can reach. This allows setting up for juggles post-Time Stop, although normal IPS rules will still apply.
  • After the Time Stop ends, there is a ~5 second period where DIO cannot gain any HH Gauge (with JJASBR Akira Small Icon.png Akira's Assist providing the only exception).
  • Against both versions of Jotaro, AW Diego, and himself, DIO can use this ability to move within their Time Stop for the minimum requirement of 1 HH Gauge. If their Time Stop runs out before DIO's does, they will be frozen instead.
  • The best way to confirm into a Time Stop reset is after using a s.2L/s.5L in a juggle (after launching with a s.2H) while in Stand On.
  • The strongest combo to do in Time Stop that leads into a combo after it ends, while in Stand On, is s.214L > s.214L > S > 5H > 3H > 236M > 5H > 3H > 236M > S > s.jH > s.j236H. A dash may be needed before s.214L to be close enough to guarantee everything works.

Heart Heat Attacks

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 - - - - HKD

DIO kicks the opponent upwards before stopping time and throwing knives at them.

  • Very fast, and very invincible.
  • DIO moves very far forward on activation.
  • A good reversal, though reactable due to the superflash cutscene. Keep in mind that the opponent may be able to Flash Cancel the move they're doing and then block this attack.
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
Only use this move to style on the opponent
Only use this move to style on the opponent
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (8*15) Mid - - - - -

While time is stopped, DIO throws multiple knives at the same time.

  • The knives fly briefly before freezing in place, continuing their flight after the Time Stop ends.
  • The knives have normal priority, which means they can be reflected.

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
JJASBR DIO GHA (4).png
Jotaro's escape
Jotaro's escape
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
348 (120+228) Mid - - - - HKD

The World punches the opponent before stopping time, allowing DIO to fly off-screen 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 5H or 3H while in Stand Off, or a 5H while in Stand On.
  • Has a special animation if used against Jotaro (Part 3).
    • For the cost of 2 HH Gauges, Jotaro can avoid the final hit from this GHA (and also prevent it from taking him below 1 HP) by activating his Time Stop right before the steamroller explodes. If Jotaro is successful, both characters are returned to round start positions.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)

Stand

The World (Color 1)
The World (Color 2)

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