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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.

Counter 2. Especially DIO himself, as well as Kakyoin and V.Ice, can counter your lasers from the air. After knives, laser or any other launcher, you can start chasing them down in Stand OFF and wait for them to be in the correct height and 66C 236S them. 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. A lot of the same things that apply to Hol Horse but instead you need to be aware of his Command Grab and his faster S bullet zoning which can really mess you up. Midlers really like to jump so be prepaired to air to air and anti air midler a lot. Remember to play the footsie game at a distance, if Midler gets a grab in youre in a world of pain because her oki game is strong, so try to keep your distance if possible.

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Your best bet is to stay active, aggressive and try your hardest to whiff punish some normals. s.236AA is a good way to punish long recovering moves like star finger (if not done on your wakeup) and moves like Jotaros 214A/B/C. For more predictable Jotaros, they like to do 66C in s.OFF, if you're fullscreen and see them startup a dash, immediately do s.236AA for a punish, it's a good way to condition them to be scared of dashing in.

Dashing variant of 2B, not very useful but does cancel into the same things as most of his other dasing normals. If Shadow DIO goes for a crossup in oki, you can reversal it with a tandem 214S and go for a combo. Because of the fact that DIO cant punish rolls, pressuring in a corner becomes very difficult. It is for this reason that when cornering an opponent its smart to keep a dash length of distance between you so you can react to a roll and continue pressure. The ability to read this out and use this tactic to its fullest potential will come with experience and time. Long jumping punch. Solid horizontal hitbox but poor vertical range. Useful mostly during jump-ins.Dashing mid-level punch. Another great rushdown tool due to its fast speed. Can be easily linked into s.5a, but also linked from s.5a, which is much harder. DO NOT whiff 236C, s.623A/B/C on B.Pol, or any moves with long recovery since he WILL deal massive damage to you with 236AA super. Since DIO's grab is punishable by most of the cast, you only want to teleport grab as a finisher, its hard to counter, hard to expect and is fast. It's very reliable as a round finisher, however, getting the correct spacing to teleport right next to your opponent is difficult, and if messed up, can lead to you whiffing a grab and getting punished. Added the ability to Flash Cancel and cancel into HHA, skills, and specials after the counter is successfully triggered. 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.

Since almost every option V.Ice has beats DIO's options, you want to play a very smart neutral, build meter with holding 4 and whiffing s.5A. Try to land s.j.5C into s.j.236C air mudas to standcrash, and confirm with tandem upon landing with 663A 214S. If Avdol goes into remote mode, use your 623/B/C teleport move and punish with 236+S. Why 236+S instead of a combo? Because if the Avdol is expecting you to do that, he can use the stand to hit you while you're starting up your combo with normals that do not stand crash the remote stand user. Keep in mind though that if an experienced player goes into remote and wants you to try to punish them, they will go into tandem while you try to hit them. He was particularly obsessed with eliminating Jotaro Kujo, the protagonist of Part 3: Stardust Crusaders and the grandson of Joseph Joestar, seeing him as a major threat due to his Stand, Star Platinum, which could oppose Dio’s own Stand, The World. This intense rivalry led to the iconic face-off that marks one of the most dramatic points in the series. 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. 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.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. Using only the first part of the rekka will allow you to cancel 236S into Tandem or the s.214 rekka series. The game let's you use the cancel window in s.214 on 236S for whatever reason, opening up new combos for DIO. If playing from afar and the ice player is trying to get to you with air dashes or his ballform, you can catch him with lasers or knives, however in ballform he takes less damage so make sure not to waste meter while doing so.

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 The World throws a hook punch. Its hitbox covers a fairly solid area and has pretty good priority. It's one of DIO's better pokes and whiff punish tools. Mainly used to cancel into the rekka series (s.214 s.214) but is a bit slow on the recovery side. Play the best footsie game you can, stay mostly in Stand On to stay even against his amazing normals.

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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 an install that lets you cancel the recovery of 236S with a move cancel (used in advanced combos) Punishing Kakyoin's Stand on normals with s.236AA super is also a good way of dealing damage, but it wastes meter. Similar to s.5C but cannot be cancelled. Useful as your basic anti-air just like s.5C and since it's a dashing move can be used to space yourself correctly. Never grab him, or press a button after his roll, instead either do a neutral jump and hope to catch him pressing a button, or teleport behind or away from him.

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