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

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https://youtu.be/mkWOq1Z8wKA
https://www.youtube.com/watch?v=mkWOq1Z8wKA


===Loop Combo Starters===
===Loop Combo Starters===

Revision as of 13:48, 13 July 2022

Combos


You can start most of these combos from j.A/j.B/j.C/j.S. Note that 5A and 2A can be interchangeable.

Shadow DIO's Loop

... 1A 5C 5S 66 ... - The combo you must learn.

66 dash into 1A the most important thing you need to learn with Shadow Dio's combos. This is a dash cancel. In order to perform it tap down+back (1) after performing any dash. A very useful thing, not only for Shadow Dio. This is Shadow Dio's infinite in its simplest pure form. However, due to nature of combos that use the same move over and over, a mechanic in JJBA causes the combo to randomly drop at certain times with repeated moves. It's best to finish it after the 3rd loop, however, more loops are possible in some situations, and you can extend it after a Stand Crash.

Some alternative loop versions that work only in a corner, useful for Stand Crash combo setups: ... 5A 2A 5C 5S 66 ... - Instead of using down+back dash cancel, this requires a properly timed dash to land 5A. Shadow Dio's forward and back dashes are very specific in that depending on how long you hold down the direction, his dash will expand. Release the dash button at a proper moment and tap back. Be careful not to perform d.5A/d.2A by accident as it will end the combo leaving you wide open due to the S attack still recovering. ... 1A 2A 5C 5S 66 ... - Adds a bonus 2A to the mix. Possibly easier than the combo above. ... hh.A/B/C 5A 2A 5C 5S ... - Uses a hyper hop instead of the dash. Very difficult timing but also most optimal, not recommended for beginners.


Unblockable Stand Crush Reset

Shadow Dio can extend his combos with an unblockable reset using the Stand Crush mechanic. By using this reset Shadow Dio can reset the loop count and the damage scaling. Because of this Shadow Dio can deal up to 90% damage from one combo. You do this reset by making the opponent block 5s when their stand gauge is low. When the opponent blocks 5s when his stand gauge is low it causes a Stand Crush. Allowing Shadow Di oto follow up with for example a d.2C for 3 additional loops dealing big damage. To force your opponent to block 5s you must do 2A 5B 5S mid loop. This works because 5B into 5S doesnt combo and thus makes the opponent block 5S and causes a Stand Crush, (or Stand Crash if the opponent isnt blocking which will still give you a reset). This reset is escapable however, if the opponent turns off their stand before the 5s connects. There is only a 2 frame window to do this so very rarely do you see players do this, making this reset very optimal. Do note that ips doesnt get reset after the stand crush therefore it could be more wise to go into a knockdown earlier and do two extra reps instead of three for less risk.

https://www.youtube.com/watch?v=mkWOq1Z8wKA

Loop Combo Starters

2A 5C 5S 66 ... - The basic one starting with a single jab. Works anywhere! d.5C 5S 66 ... - d.5C comes out really slow, best to avoid it unless it's used during a stand crash reset. d.2C (1 hit) 5S 66 ... - Your second best alternative from a very powerful low hit. 41236A/B/C d.5C/d.2C (1 hit) 5S 66 ... - In case someone fails to punish your knife throw on the ground. 214AA d.5C/d.2C (1 hit) 5S 66 ... - Random 214AA most likely won't work, but you can combo after it nevertheless in some situations. You're supposed to use it after a hard knockdown. 5A (crouch cancel) 5C 5S 66 ... - Crouch cancel variant, not recommended for beginners.

Loop Combo Enders

... 1A 5C 5S 3C - Ends with Shadow Dio doing his slide attack. Won't work too well against characters with Stand ON, so try to crash their stands first before using this. ... 1A 5C 5S d.2C - In case you need a launcher, however, depending on combo's length might still just ground the opponent instantly or launch them. ... 1A 5C 5S 1A 2A d.2A - Finishing the string with a few jabs sets you up for a possible tick grab.

Alternatively, you can just stop continuing to do the string after landing 5S and fall back or do other stuff in hopes of a reset.

Other Basic Combos

5A 5A 5A - You can chain up to 3 jabs. 2A 2A 2A - Low slap slap slap.

2A 2A 5B - If you'll ever need it, it can combo. But you probably won't. 5A 5A (crouch cancel) 5B - Similar to the one above but even more useless.

j.A/B/C j.5S - Only combos on airborne enemies! Any jumping attack canceled into Stand attack.

d.2C 5S 3C/d.2C - In case you gotta knockdown/launch someone quickly for whatever reason. Useful when you're not sure if d.2C will land. 41236A/B/C 236AA - The only way to combo your super besides Stand Crash. This combo happening in a real game is very unlikely as it requires knives to hit the opponent at a specific range to work and the timing is rough, but it's a thing. 41236A/B/C 643214A - In case you want to ground your opponent after hitting them with knives at long distance. If they are hit in midair and block, you may attempt to charge your laser to the unblockable version. 214AA 236AA - This also requires a specific setup to work properly. Also, the bits from Charisma may go in random directions, so it's probably better to use other means of damaging opponent after 214AA resets.

5B/d.5B 41236S 5A 5C/3C - Somewhat useful combo after 5B. Requires you to use 5A right after using 41236S and before its first hit connects. You can add some bonus hits like 5C in between The World's hits or just time your 3C to get a hard knockdown, it's not necessary though. d.5C 41246S d.2A 5C/3C - A completely useless combo considering you can just combo into 5S from d.5C. Requires some crazy timing and isn't really anything good, but it exists I guess.


Time Stop Setups


Shadow Dio's time stop is unique in two ways when compared to the other characters with this ability. First of all, it only requires minimum 2 meters of super to activate. Secondly, it does not have a super flash during activation, which in some situations makes it harder to react to.

In order to properly setup a time stop, you can either use Shadow Dio's command grab which should give you enough time to perform it or cause a Stand Crash with his 3C slide attack or 2nd hit of d.2C.

Stuff to do during the Time Stop: 64214C - Fullscreen laser, useful when time stopping with a low amount of meter, try charging it for even more damage. 623AA - Use it only when time stopping with low meter and when the opponent cannot be hit by the laser due to their lower hitboxes. d.5C/5C 5S 5C 5C 5S 5C 5C ... - Bash opponent with your strongest normals. Roughly 50% damage with Max meter. Useful when you don't have too much meter and you don't know what else to do. The damage may scale poorly in some cases. 41236C 632C 41236C 632C 41236C 632C (jump behind the opponent) 214AA - 3 full sets of knives into Charisma from the other side. One of the most damaging combinations. Requires Max meter. Around 70% damage if done properly, however, the damage may scale poorly in some cases. 41236C 632C 41236C 632C 41236C 632C 41236C 63214C 63214C - The highest damaging setup we could figure out. The damage may scale poorly in some cases. 214AA (whiff) - Charisma can be used to set up a nearly instant unblockable, letting you follow up as long as you didn't hit the opponent during the time stop or they didn't jump/evade just as it ended. It also works great if an opponent jumped in the air before time stop happened and are about to land directly in it.

Note: You can land a 5S attack just as the time stop ends. Position yourself properly to land it for bonus damage.


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