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

From SuperCombo Wiki
Line 21: Line 21:
1. When playing Shadow Dio you pretty much always wanna go for his 3 way oki. It works against most of the cast when you land a grab. After you landed the grab you want to short hop over the opponent. Then you have three options:  
1. When playing Shadow Dio you pretty much always wanna go for his 3 way oki. It works against most of the cast when you land a grab. After you landed the grab you want to short hop over the opponent. Then you have three options:  
<br>
<br>
-J.s for fake crossup.<br>-Empty hop 5c/2a for real crossup. <br>-Empty hop grab for another go at the mix.<br>This oki is so powerfull, because the reward is a full loop when you land it.
-J.s for fake crossup.<br>-Empty hop 5c/2a for real crossup. <br>-Empty hop grab for another go at the mix.<br>This oki is so powerfull, because the reward is a full loop when you land it. Against some charachters with longer wake up speeds you maybe don't want to short up immediately but instead walk back for a bit and do a full hop. If you do this you can also perform the oki on charachters like New Kakyoin.
 


2. A well placed 41236S next to the opponent is a meaty and sets up for a pure high low 50/50 against most characters (their crouching hurtbox has to be tall enough). Follow up with either an immediate:
2. A well placed 41236S next to the opponent is a meaty and sets up for a pure high low 50/50 against most characters (their crouching hurtbox has to be tall enough). Follow up with either an immediate:

Revision as of 18:16, 14 July 2022

General Strategy

Summary


Shadow Dio's moves work well for a rushdown heavy playstyle, and that's what you should be focusing on mostly. Your plan is simple and it is to open up your opponent and deal massive damage with simple combos. He can easily switch between Low and High attacks during his attempts at rushing down his opponents and his Stand attacks can be used as a short-range projectile to punish many moves or to set up a safer approach or to just poke and chip at opponent's health or stand gauge. Still, it's a tool to not be abused, as a spammy Shadow Dio is very easy to punish, especially when you mistime your attack. Lack of any wake-up tools also adds bonus risk as a simple knockdown may prove fatal.

Remember that you also have a few projectile attacks to help you during the game: although slow, knives can be used for chip damage, long-range punish and combo starters, while the laser is just great for long-range projectile wars. The unblockable version of the laser can become one of your best late anti-airs if timed right and generally free damage. The long startup time of your projectile attacks and laser's recovery time can mess you up though, therefore, you should be only using them when the opponent least expects them, or from fullscreen against chars that don't have any long-range attacks to counter with.

Shadow Dio has a variety of very good airborne attacks which are capable of beating most characters in the air, plus he can combo with 5S attack afterward if they were hit midair. Using j.5S to hit opponents while jumping behind them is possibly his best strategy as this maneuver is incredibly hard to punish and confuses the opponent about the direction they should be blocking it. One of many strengths of Shadow Dio is his ability to quickly perform Stand Crash combos and his strong oki game. Two or three well-placed combos can end the round. Do not abuse his Super attacks as they can be easily punished, while others are very situational or useless. Save your meter for the Time Stop and use 236AA super only in case of danger. Charisma can be used as a powerful reset tool if done right or at the very least deal bonus high damage.

You can attempt to play defensively as Shadow Dio is good at poking thanks to his fast dash attacks and 5S/j.5S, however, he's susceptible to quick dashes as he cannot punish them while his Stand is out. Always remember to mix your strategy to be unpredictable to your opponent.

Okizeme/Resets


Shadow Dio has a lot of moves which cause hard knockdown (his regular and command grab, 3C, 2S), this allows him to attempt a variety of things during opponent's wake-up period

1. When playing Shadow Dio you pretty much always wanna go for his 3 way oki. It works against most of the cast when you land a grab. After you landed the grab you want to short hop over the opponent. Then you have three options:
-J.s for fake crossup.
-Empty hop 5c/2a for real crossup.
-Empty hop grab for another go at the mix.
This oki is so powerfull, because the reward is a full loop when you land it. Against some charachters with longer wake up speeds you maybe don't want to short up immediately but instead walk back for a bit and do a full hop. If you do this you can also perform the oki on charachters like New Kakyoin.


2. A well placed 41236S next to the opponent is a meaty and sets up for a pure high low 50/50 against most characters (their crouching hurtbox has to be tall enough). Follow up with either an immediate: -9a -2a Then let the stand continue the combo and use 3c after it ends to set up for some more oki

3. A well timed j.S (while jumping over enemy) often confuses the opponent about the side from which they should be blocking. Very effective and you can do 2a5c5s etc if it lands. Might not work on opponents that have quicker wakeups

4. 3C can be canceled into other moves, which makes it useful to confuse enemies about which attack they should block, plus it can cut a long distance quick, though it's not required.

~3C xx 623A/B/C - Forces opponent to hold low to block the sliding attack. Cancel the slide in the last moment to set up an unblockable grab, hard to react to.

~3C xx 214AA. Use 3C to get as close to the opponent to possible and set up an unblockable 2 bar super. Combo afterward if possible. You can also set up his high low 50/50 against some characters like this instead : ~3C xx 41236S 2A or 9a

5. Tic throws are fantastic with sdio. Here are some simple tic throw options

  • 2a grab
  • 662a grab
  • jump, delayed j.a grab



Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph