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To achieve the biggest damage you want to set up knives without hitting the opponent in Time Stop, and in the last seconds do Road Roller 214AA. Because you didn't hit your opponent with knives in Time Stop, the only damage that WOULD scaled down is from the Road Roller, but since its a stand alone super, the damage isn't scaled down. When time unfreezes and the Road Roller damage is applied, the opponent will fly towards the wall and bounce off, if your knives were set up correctly they will follow the camera pan as well as the opponent and hit right after the wall bounce causing massive damage due to how the scaling works with s.ON knives. (Scaling with Knives is counted with how many knife supers hit, instead of how many individual knives hit the opponent so in practice 3 raw knives will do a lot of damage because 'technically' it only scales up to a 3 hit combo) UNCONFIRMED Time Stop is mostly useless outside of proper Stand Crash combos due to its long startup animation which can be easily punished. It is mostly a stylish super that is only used to show one's skills at the game. If done right, it leads to massive damage, however, do note that damage dealt during a time stop can be scaled down, therefore time stops done with small amounts of super meter or an sub optimal setup will do smaller amounts of damage. This is a really even matchup, if not a perfect 5:5, but the few things DIO can do to mess up Chaka are to mainly stay in stand on and look for a stand crash with your normals.

Be wary of the opponent using j.s.236A/B/C as a Stand Crash tool in pressure, if done properly and stopped right on standcrash, DIO can combo into tandem. Both Kakyoins have a long wakeup time, giving you plenty of time to set up an oki with 236C j.A or 2A and keeping them under pressure.

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advantage with A, 26F with B / C. = ** Can be canceled into 214A/BC x 2. Data was obtained without mashing. Avoid getting cornered with your stand on at all costs, It's nearly impossible to escape his pressure. Close up, you really can't do much except try to catch a whiffed stand on normal with 663A 214A bnb confirm. V.Ice's normals do a lot of damage and beat a lot of DIO's offensive options so you really need to play it smart. s.623+A/B/C - considered to be the worst move in the game leaves you wide open for way too long, not to mention you'll take increased damage when hit while using it. Space Ripper Stingy Eyes is one of those moves that has multiple ways to use it offensively and defensively. Always use it fullscreen, never close up. It's highly punishable if your opponent realizes how to play around it, most of the time it's situational, USE IT WITH CAUTION! However here are the few things I personally have found a use for it

s.5A>5A>5B>5B - 3 hit combo into a rather sluggish overhead punch. The last hit is High. Not very useful. DIO can throw stand on Knives from the air dealing massive damage, Kakyoin can land a normal or a super, and V.Ice can use his ball form or air dash to get to you and punish you that way.In stand off, your best anti air moves are 5A+236S, 5B+236S and 2B, these are sleeper moves for a lot of DIO's. The hitboxes are great for hitting opponents out of the air at specific angles and you can cancel it into 236S right on hit for extra damage. The hard part comes from knowing at which angle the enemy is jumping from and using the correct punish. 2B is for opponents right above you, 5A and 5B are for opponents coming in from an angle. 5A can also be used as a tech chase if the opponent is right above you but it is a bit riskier. Very similar to 5C but does not launch. Great offensive tool. Best used to cancel into 214C or 236S. Can cancel into tandem but linking it doesn't work in max range. One of DIO's most important dashing moves for pressure and pokes. If Jotaro is in s.OFF he is not as scary for DIO. A lot of his jabs are slower than DIO's and its easier to pressure him due to his weaker options. Shadow DIO is easy to pressure since he has no good reversal super and mostly saves meter for timestop, but his guard cancel is good, so watch out when pressuring the opponent.

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