JoJo's Bizarre Adventure: Heritage for the Future/DIO/Combos: Difference between revisions

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= Basic Stand On combos and chains =
= Basic Stand On combos and chains =


All of these combos can be started off of a Stand On jumping normal
All of these combos can be started off of a Stand On jumping normal. Medium normals can also be skipped if you so wish and go from any light to any heavy normal


s.5A>s.5A>s.5A- Basic and simple chain ending in a highkick. Another s.5A can be added at the start. Not as great or as reliable as other chains in this list
s.5A>s.5A>s.5A- Basic and simple chain ending in a highkick. Another s.5A can be added at the start. Not as great or as reliable as other chains in this list
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s.5A>s.5B>s.4C- Basic 3 hit chain. Ends in s.2a. Terrible range, but cancellable and you can link out of it.
s.5A>s.5B>s.4C- Basic 3 hit chain. Ends in s.2a. Terrible range, but cancellable and you can link out of it.


s.2A>s.2B>s.2C- Basic 3 hit chain ending in a knockdown. Starts with a low. Removing s.2B is definitely advised, since the pushback can make the combo fall out. Very useful. See s.5A>s.5B>s.2C/s.6C
s.2A>s.2B/s.5B>s.2C- Basic 3 hit chain ending in a knockdown. Starts with a low.Very useful. See s.5A>s.5B>s.2C/s.6C
 
s.2A/s.5A>s.2C- Same as above but better and MUCH more consistent as it will not fall out.




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DIO's loop is a must learn for any player planning on learning the character. It is easier done in the corner due to pushback, however it is very well possible midscreen. The way the combo is done, is by a technique known as negative edge. Negative edge, or as often referred to as nedge, means doing a special move by releasing a button instead of pressing one.
DIO's loop is a must learn for any player planning on learning the character. It is easier done in the corner due to pushback, however it is very well possible midscreen. The way the combo is done, is by a technique known as negative edge. Negative edge, or as often referred to as nedge, means doing a special move by releasing a button instead of pressing one.
What that means in practice, is that you start doing a motion, in this case 214, before pressing the normal, then inputting the button before the motion ends. What you are aiming for is 2 1[A] 4]A[. Then there is also doing 661A. You want to input 66, then 4 then 1A in that order. If you get 663A instead, that means you are cancelling the dash too early, if you are not linking you are too late with the dash. Midscreen 2[A] 214]A[ is tighter to link, and the dashes need to be deeper in order for it to link.
What that means in practice, is that you start doing a motion, in this case 214, before pressing the normal, then inputting the button before the motion ends. What you are aiming for is 2 1[A] 4]A[. Then there is also doing 661A. You want to input 66, then 4 then 1A in that order. If you get 663A instead, that means you are cancelling the dash too early, if you are not linking you are too late with the dash. Midscreen 2[A] 214]A[ is tighter to link, and the dashes need to be deeper in order for it to link.
= Intermediate Stand On combos =
s.2A>s.5B>s.214A>s.214A- A combo ending in stand on rekkas. Unsafe on block, so you should confirm into it. Ends in a knockdown, that knocks down Stand On opponents aswell.
s.663B s.5A>s.5B>s.214A>s.214A- Same as previous combo, but starting off of an s.663B link. Very nice to learn.
s.663B s.5A/s.2A>s.2C- A different way to get the okizeme setup into 236C 50/50 mix=up.
s.663[A]>s.214]A[>s.214A- Dashing low into universal knockdown. Great combo to throw out, especially as a punish.
s.663C>s.214X>s.214X- Combo out of a dashing mid poke into a knockdown.

Revision as of 18:49, 15 March 2021

Basic Stand On combos and chains

All of these combos can be started off of a Stand On jumping normal. Medium normals can also be skipped if you so wish and go from any light to any heavy normal

s.5A>s.5A>s.5A- Basic and simple chain ending in a highkick. Another s.5A can be added at the start. Not as great or as reliable as other chains in this list

s.5A>s.5B>s.5C- Basic and simple chain ending in a highkick. Another s.5A can be added at the start. Decent, but not great.

s.5A>s.5B>s.2C/s.6C- Great chain which you will be using a lot. +8 on block and -5 on pusblock, cancellable and grants 50/50 okizeme with 9+S>236C. Never use vs a stand on opponent. USE IT!!!!!

s.5A>s.5A>s.5B>s.5B>- A 3 hit string ending in an overhead. Seldom useful and does not combo. Should mostly be avoided. Last hit does not scale.

s.5A>s.5B>s.4C- Basic 3 hit chain. Ends in s.2a. Terrible range, but cancellable and you can link out of it.

s.2A>s.2B/s.5B>s.2C- Basic 3 hit chain ending in a knockdown. Starts with a low.Very useful. See s.5A>s.5B>s.2C/s.6C

s.2A/s.5A>s.2C- Same as above but better and MUCH more consistent as it will not fall out.


Basic Stand Off combos

236S Combos

66C>236S- Great chain. You better use it. This chain might as well singlehandedly replace the entire strategy page for DIO. Great damage, range and priotity, can anti-air very reliably quite often, great versus chaka's Hyper hop and other low jumps as an example.

66B>236S- Good as an anti-air and catching opponents after jumping and a good alternative to 66C>236S

663B>236S- Good for anti-airing opponents right above you, and a viable replacement for 66C>236S

2A/663A>236S- Can be done with multiple 2A's or off of 663A. Starts off of a low, and does decent damage. Useful for anti-airing certain attacks such as DIO's S.j236X and Rubber Soul's j.A

66A/5A>236S- Useful for pressuring and late anti-airing. Very useful and applicable in many situations

214x Combos

66C>214X>663C/66C- Can be used when you land 66C at any range. preferably use 663C, unless opponent is Stand On, in which case 663C would be punishable on hit. Grants oki vs slower wakeup

2A 2[A] 214]A[ 663C- A combo that requires negative edge. Press 2A, do the 214 motion. The way you can do this more easily, is by practicing doing a 214 motion and inputting A by the end of the motion. For more info, read the explaination below the following combo.

2A 2A 2A 214A 661A 2A 2A 214A...- DIO's main loop, which he used to confirm into and out of, in order to add damage to his combos and extend them into other strings.

DIO's loop is a must learn for any player planning on learning the character. It is easier done in the corner due to pushback, however it is very well possible midscreen. The way the combo is done, is by a technique known as negative edge. Negative edge, or as often referred to as nedge, means doing a special move by releasing a button instead of pressing one. What that means in practice, is that you start doing a motion, in this case 214, before pressing the normal, then inputting the button before the motion ends. What you are aiming for is 2 1[A] 4]A[. Then there is also doing 661A. You want to input 66, then 4 then 1A in that order. If you get 663A instead, that means you are cancelling the dash too early, if you are not linking you are too late with the dash. Midscreen 2[A] 214]A[ is tighter to link, and the dashes need to be deeper in order for it to link.

Intermediate Stand On combos

s.2A>s.5B>s.214A>s.214A- A combo ending in stand on rekkas. Unsafe on block, so you should confirm into it. Ends in a knockdown, that knocks down Stand On opponents aswell.

s.663B s.5A>s.5B>s.214A>s.214A- Same as previous combo, but starting off of an s.663B link. Very nice to learn.

s.663B s.5A/s.2A>s.2C- A different way to get the okizeme setup into 236C 50/50 mix=up.

s.663[A]>s.214]A[>s.214A- Dashing low into universal knockdown. Great combo to throw out, especially as a punish.

s.663C>s.214X>s.214X- Combo out of a dashing mid poke into a knockdown.