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

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Introduction

The central antagonist of Vento Aureo, the fifth part of JoJo's Bizarre Adventure, Diavolo is a defensive character who excels at punishing his opponents for even attempting to harm him, utilizing the predictive abilities of Epitaph and the time erasing abilities of King Crimson to give himself an edge in battle. His neutral is very slow and methodical, as he either waits for his opponent to attempt to attack or finds the perfect moment to strike hard.

On offense, Diavolo strikes hard and fast with his high damage. His main combo tool, "The passage of time resumes!", can be followed up with "This is the end!" for either a hard knockdown or a full combo with the use of a Flash Cancel. Regardless of whether he is using normals or special moves in his combos, Diavolo is sure to deal high damage for almost anything he does. He can also find cracks in his opponent's defenses with an Unblockable attack (the charged version of "The passage of time resumes!"), fast Overheads (s.6H), and a command grab ("King Crimson!"). His HHA, "Epitaph", also allows him to pass through the opponent with his dash, giving him even more mix-up potential.

On defense, Diavolo shines with his unique movement and counterattacks. Both of Diavolo's dashes have invincible frames after startup, allowing him to either approach or escape an opponent in a safer way than most characters. "Time has been erased..." is a counter that activates his unique Erasing Time ability, in which he is put at advantage over his opponent after a brief screen freeze. "Such futility!" is a combo breaker which also activates Erasing Time, while moving Diavolo away from the opponent; this makes it impossible to combo from this move, but since Diavolo is still at advantage, he may be able to punish them if their move has enough recovery. Diavolo's aforementioned HHA puts him into an install where he will automatically Stylish Evade the opponent as long as he is not running, attacking, or jumping. Lastly, "Pinnacle of Eternity" is an extremely damaging GHA counterattack that can instantly turn the tide of a match, sometimes ending it outright.

  • King Crimson: All of Diavolo's attacks involve his Stand.
  • Erasing Time: When using certain moves, Diavolo can freeze the screen for a moment before putting himself at frame advantage.
  • I've eliminated 0.5 seconds!: Diavolo's dashes carry several unique properties, such as invincibility after startup and not being cancelable under normal conditions.
Playstyle
JJASBR Diavolo Small Icon.png Diavolo is a Stand character who predicts his opponent's attacks and punishes them for their actions.
Pros Cons
  • High Damage: Diavolo has naturally high damage, allowing him to make hits count for very little effort.
  • Defense King: Diavolo has two counters, a combo breaker, and a defensive install, making him a very good defensive character who can punish opponents for many of the actions they take.
  • Meter Gain: Diavolo's meter gain during combos can reward at least 1 full bar of HH Gauge, and metered combos will often refund the meter spent upon completion.
  • Meter Reliance: Although capable of gaining significant amounts of meter, Diavolo requires said meter to do a lot of his combo extensions. In addition, activating "Epitaph", which Diavolo needs in order to strengthen his neutral presence, requires one full HH Gauge every time.
  • Strange Movement: Diavolo's unique dashes carry unique drawbacks. Their recovery can be a detriment to his punishes, his mix-ups take a hit due to being unable to microdash normally, and their non-instant invulnerability makes timing them for use against projectile zoning attempts somewhat tricky.

Erasing Time

The activation of "Such futility!" and "Time has been erased..." trigger Erasing Time, a passive ability which freezes both characters in place for a moment before resuming the fight with Diavolo at advantage.

  • With "Such futility!", it is used to create space between himself and the opponent, as it is a combo breaker.
  • With "Time has been erased...", it is used as an offensive counterattack, guaranteeing a punish regardless of the attack countered due to being put at advantage by default.

The ability has no effect when used against JJASBR Giorno Small Icon.png Giorno with Gold Experience Requiem active.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 900 Rumble #ASBR_DIA

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Diavolo 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 4 - - -2 -

Diavolo summons King Crimson, who performs a quick jab.

  • A high reaching jab, making it good at stopping aerial attacks.
  • Hits crouching opponents, despite appearances.
5M
5M
JJASBR Diavolo 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 6 - - -4 -

Diavolo summons King Crimson, who performs a chop downwards.

  • Good range for counter-pokes.
  • Not active until the hand finishes swinging; not good for anti-airs.
5H
5H
JJASBR Diavolo 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid 12 - - -8 -

Diavolo summons King Crimson, who leans forward and performs a hook.

  • Great range for pokes, as well as his farthest reaching Stand Off normal.
2L
2L
JJASBR Diavolo 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 6 - - 0 -

Diavolo summons King Crimson, who performs a crouching jab.

  • Almost identical to 5L, but not as tall.
  • Only Stand Off option for a Low starter.
2M
2M
JJASBR Diavolo 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -4 HKD

Diavolo summons King Crimson, who performs a crouching chop that sweeps.

  • Causes hard knockdown.
  • Reaches farther than 5M.
2H
2H
JJASBR Diavolo 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
39 Mid 10 - - -8 -

Diavolo summons King Crimson, who performs a crouching uppercut.

  • Good for combo filler, as it leads to Quick Stand On > dash j.H on air juggle.
  • Not a good anti-air.
JL
j.L
JJASBR Diavolo Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
19 Overhead 8 - - - -

Diavolo summons King Crimson, who performs a jab outwards.

  • Only useful for air-to-airs.
  • No use as a cross-up, and can't hit crouching opponents.
JM
j.M
JJASBR Diavolo Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
29 Overhead 10 - - - -

Diavolo summons King Crimson, who performs a sweeping chop from forward to back.

  • The only Stand Off aerial to reach downwards, making it basically Diavolo's only jump-in button while in Stand Off.
JH
j.H
JJASBR Diavolo Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 Overhead 8 - - - KD

Diavolo summons King Crimson, who performs a punch upwards.

  • Causes knockback on hit.
  • Doesn't hit as a cross-up, and cannot reach crouching opponents. It's also difficult to hit standing opponents with it.
  • Potentially useful for getting opponents away from Diavolo at the end of a combo.

Special Moves

236X
The passage of time resumes!
236L/M/H
JJASBR Diavolo 236X (1).png
Normal
Normal
JJASBR Diavolo 236X (2).png
Charged
Charged
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 45 [65] Mid [Unblockable] 16 - - -12 -
Medium 50 [65] Mid [Unblockable] 18 - - -14 -
Heavy 55 [65] Mid [Unblockable] 18 - - -16 -

Diavolo summons King Crimson, who performs a gut punch as it slides forward.

  • The version used changes the damage, startup, and distance covered.
  • All versions confirm into the L version of "This is the end!".
  • Can be charged by holding down the button. Data in [] is for the charged versions.
    • The charged versions travel a longer distance, deal increased damage, become Unblockable, cause crumple on hit, and can be jump-canceled on hit, block or whiff.
    • The normal and charged versions of the move are considered to be separate moves for the purposes of IPS.

L version:

  • Travels the least distance.
  • The fastest version.

M version:

  • Reaches farther than the L variant.

H version:

  • Travels the farthest.
  • The slowest version.
214X
This is the end!
214L/M/H
or
236L/M/H > 6L/M/H
JJASBR Diavolo 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 Overhead 20 - - -22 HKD
Medium 65 Overhead 28 - - -22 HKD
Heavy 70 Overhead 38 - - -22 HKD

Diavolo summons King Crimson, who performs a overhead punch towards the ground.

  • The version used determines the move's startup, and damage.
  • Launches on hit and causes hard knockdown.
  • Tracks the opponent during startup.
  • Can hit OTG.

L version:

  • The fastest variant with the shortest reach.
  • Lowest launch height on hit.
  • A good mix-up tool due to its speed.
  • Works after every version of "The passage of time resumes!".

M version:

  • The medium speed variant with medium range.
  • Higher launch height on hit.
  • Will mainly see use as an OTG.

H version:

  • The slowest variant with the highest range.
  • Highest launch height on hit.
  • Will mainly see use after the charged variants of "The passage of time resumes!" or as an OTG.
421S
Such futility!
421S while taking damage
JJASBR Diavolo 421S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Diavolo breaks out of a combo, activating Erasing Time after placing himself far away from the opponent.

  • Costs 2 HH Gauges.
  • Can only be performed while Diavolo is grounded.
  • Heals all damage done by the last hit.
  • Puts Diavolo far away from the opponent, but if they are in the middle of a move that takes a long time, it might be possible to punish them.

Stand On

Normal Moves

Stand 5L
s.5L
JJASBR Diavolo Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 4 - - -2 -

King Crimson performs a quick jab.

  • Has the same uses as the Stand Off variant.
  • Still hits crouching opponents.
Stand 5M
s.5M
JJASBR Diavolo Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 6 - - -4 -

King Crimson performs a chop downwards, advancing forward as it does so.

  • Has more range than the Stand Off variant.
  • Good as both a poke and counter-poke.
Stand 5H
s.5H
JJASBR Diavolo Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
42 Mid 12 - - -8 Crumple

King Crimson performs a gut punch while advancing far forward.

  • Causes crumple against grounded opponents.
  • Launches airborne opponents away, and causes hard knockdown.
  • Reaches very far, making it a great poke.
Stand 2L
s.2L
JJASBR Diavolo Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 6 - - -2 -

King Crimson performs a crouching jab.

  • Very similar to the Stand Off variant, but reaches farther.
  • Still the only button for a Low starter.
Stand 2M
s.2M
JJASBR Diavolo Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Low 6 - - -4 HKD

King Crimson performs a sweeping chop.

  • Causes hard knockdown.
  • Mirrors the Stand Off variant.
Stand 2H
s.2H
JJASBR Diavolo Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
53 (15, 38) Mid 10 - - -14 KD

King Crimson performs a crouching uppercut that hits twice.

  • Launches on hit.
  • Great for combo filler due to the launch effect.
  • Horizontally stubby and slow, but reaches very high, making it an good anti-air.
Stand 6H
s.6H
Your life is mine!
JJASBR Diavolo Stand 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead 28 - - 0 Groundbounce

King Crimson performs a slow overhead chop.

  • Causes a groundbounce on hit.
  • Can be followed up with dash 5L > 2H, although it is a somewhat tight link outside of "Epitaph".
Stand JL
s.jL
JJASBR Diavolo Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Overhead 8 - - - -

King Crimson performs a jab outwards.

  • Still only useful as an air-to-air.
  • Still doesn't cross up or hit crouching opponents.
Stand JM
s.jM
JJASBR Diavolo Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 10 - - - -

King Crimson performs a sweeping chop outwards.

  • Reaches more in front of Diavolo than the Stand Off variant.
  • Does not hit as a cross-up.
Stand JH
s.jH
JJASBR Diavolo Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Overhead 10 - - - Groundbounce

King Crimson performs an overhead punch downwards.

  • Causes a groundbounce on hit.
  • The cross-up aerial while in Stand On.
  • Great for combo filler and confirms.

Special Moves

Stand 623X
Now I'm really angry!
s.623L/M/H
JJASBR Diavolo Stand 623X (1).png
JJASBR Diavolo Stand 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 105 (20, 0, 25, 60) Mid 18 - - - HKD
Medium 105 (20, 0, 25, 60) Mid 18 - - - HKD
Heavy 105 (20, 0, 25, 60) Mid 20 - - - HKD

King Crimson performs a punch upwards, then proceeds to slam the opponent back down before hitting them away.

  • The version used determines the distance between Diavolo and King Crimson.
  • This is a hitgrab.
  • All versions are invincible on startup.
  • Can be Flash Canceled if the move whiffs.

L version:

  • Reaches very high.
  • Best used as an anti-air.

M version:

  • Reaches farther than the L variant.
  • Still best used as an anti-air.

H version:

  • Reaches the farthest.
  • Best used as a combo ender after 2H.
Stand 421X
Time has been erased...
s.421L/M/H
JJASBR Diavolo Stand 421X (1).png
JJASBR Diavolo Stand 421X (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - 2 - - - -

Diavolo enters a counter stance that triggers Erasing Time on activation.

  • Move performance is identical across all versions.
  • Can protect against all non-HHA/GHA strikes and projectiles.
  • Both players are frozen during Erasing Time. Due to this, Diavolo can't get a guaranteed mix-up after this move.
    • If the opponent is close enough to Diavolo, however, he will be able to get a punish even if they use a move with very low recovery. This gives it extraordinarily good reward for a counter.
Stand 63214X
King Crimson!
s.63214L/M/H
JJASBR Diavolo Stand 63214X (1).png
JJASBR Diavolo Stand 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 161 (25, 9*4, 100) Throw 10 - - - -
Medium 176 (40, 9*4, 100) Throw 14 - - - -
Heavy 191 (55, 9*4, 100) Throw 18 - - - -

King Crimson stabs with its hand. If if connects, King Crimson punches the opponent repeatedly.

  • The version used determines how far King Crimson reaches.
  • Great for building meter.
  • All versions are Stand Rush-compatible on a successful Throw.
  • If "Epitaph" is active, all versions can be jump-canceled on a successful Throw.
  • There is a brief desync between the initial stab and the cutscene, preventing the former from factoring into Training Mode's Damage Display.

L version:

  • Tick throws with s.2L.
  • Very fast; has the quickest recovery.

M version:

  • Tick throws off of s.2L and s.5L.

H version:

  • Tick throws off of s.5M and s.2M.
  • Can catch backdashes if the opponent's back is against the wall.
  • Extremely long recovery; not really worth going for.

System Mechanics

Throw
Throw
You're not getting away!
5/4 + Any Two Attack Buttons
JJASBR Diavolo Throw (1).png
JJASBR Diavolo Throw (2).png
Forward
Forward
JJASBR Diavolo Throw (3).png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 Throw - - - - -

King Crimson hoists the opponent up by their collar and furiously delivers a devastating hook to send them flying.

  • Leaves the opponent very far away; cannot be followed up with OTG if not performed close enough to a wall.
  • Aside from unique animations and direction, both Throws are identical.
Assist
Assist
The passage of time resumes!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Diavolo Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
65 Unblockable - - - - -

Diavolo summons King Crimson who, after a delay, performs a gut punch as it slides forward.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236[H].
  • Causes crumple on hit.
66-44
I've eliminated 0.5 seconds!
66/44
JJASBR Diavolo Dash.png
Start
Start
JJASBR Diavolo 66.png
Forward
Forward
JJASBR Diavolo 44.png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - 4 3 9 - -
Back - - - - - - -

Diavolo erases time to 'teleport' short distances.

  • Diavolo is invulnerable while invisible.
  • Diavolo cannot cancel his forward dash with an attack, but can cancel it with jumps.
  • While "Epitaph" is active:
    • Diavolo's forward dash moves further and can pass through opponents, allowing for quick cross-ups without jumping.
    • Diavolo can cancel his forward dash with attacks, allowing him to microdash normals.
5S
Stand On/Off
5S
JJASBR Diavolo Stand On.png
Stand On
Stand On
JJASBR Diavolo Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons King Crimson, altering Diavolo's moveset and abilities.

Heart Heat Attack

Epitaph
236 + Any Two Attack Buttons
JJASBR Diavolo HHA (1).png
JJASBR Diavolo HHA (2).png
I can see every move you will make.
I can see every move you will make.
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Diavolo activates Epitaph, allowing him to predict his opponent's attacks for a period of time.

  • Automatically uses a Stylish Evade against most attacks so long as Diavolo is not running, jumping, or attacking. This protection does not extend to Throws or GHAs.
  • Forces Diavolo into an animation once the timer runs out, although said animation can be cancelled with any special move to potentially keep him safe.

Great Heat Attack

Pinnacle of Eternity
236L+M+H
JJASBR Diavolo GHA (1).png
JJASBR Diavolo GHA (2).png
JJASBR Diavolo GHA (3).png
GGs, shake my hand
GGs, shake my hand
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
504 - - - - - Groundbounce

Diavolo poses with his arms wide open, waiting for his opponent to attack him. Upon activation, King Crimson shows the opponent their future self and performs a devastating chop.

  • Frame 1 counter super and THE most damaging move in the game.
    • Extremely devastating at GHA LV3, dealing upwards of 700+ damage.
  • Obviously a very risky move. Assists, projectiles, and Throws will not activate this.
  • OTG follow-ups or Taunt pickups are not possible after activation.
  • Even if predicted correctly, the opponent is able to Flash Cancel their attack to be safe (although not every attack allows for this).

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)

Vinegar Doppio

Vinegar Doppio (Color 1)
Vinegar Doppio (Color 2)
Vinegar Doppio (Color 3)
Vinegar Doppio (Color 4)

Stand

King Crimson (Color 1)
King Crimson (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
J_ Normal (Color 3) Flag us.png
United States
@liquidsnxke Tournament Footage

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