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

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==Stand Crash Setups==
TO DO


===Unblockable Stand Crush Reset===
==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.  
Shadow Dio can extend his combos through an unblockable reset using the Stand Crush mechanic. This technique lets him reset the loop count and damage scaling, dealing up to 90% damage with a single 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 Dio to 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.
The idea behind this is to purposefully drop the combo when their stand gauge is low and hit them with 5S immediately after, causing a Stand Crush: this allows Shadow Dio to reset scaling and follow up with a myriad of options, like an additional 3 loops for example. While it is possible to achieve this through a delayed 5S after a 5C, you can take advantage of the fact that 5B has reduced hitstun compared to 5C. The gap between 5B and 5S drops the combo and gives the opponent a 2 frame window to escape, which gives them two options: they can turn off their stand and block the 5S normally or reversal and punish. Characters that have iframes when switching to stand off (Avdol, Kakyoin, New Kakyoin and Polnareff) can do the former and iframe through the 5S instead of blocking it.
 
Common routes for small and medium stand gauges are:
* '''2A 5C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ...''' - Usual confirm from your crouching jab. Works with any jumping normal starter.
* '''d.2C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ...''' - Dashing low starter. For small gauges you can replace d.2C with d.5C.
 
Routes for large stand gauges are harder and/or less practical:
* '''j.C 2A 5C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ...''' - Unlike the previous route, j.C is not optional.
* '''2A 5C 5S 66 1A 5C 5S hh.B 5A 2A 5B 5S !SC ...''' - Corner only, prone to IPS.
 
While it is true that this reset is escapable, the small window to do so makes it quite safe and indeed the optimal route for damage. It is possible to go for a true, unavoidable reset by replacing 5B with d.5B. Since d.5B brings you closer to your opponent, 5S reaches them faster and lands in the block-only frame post-hitstun, leaving them with no choice but to eat a guaranteed Stand Crash/Crush. Keep in mind that 2A d.5B is a difficult 1 frame link, so the usual 2A 5B routes are recommended even if they're technically not a true combo.
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Another point to consider is that even though the drop does reset damage scaling, ''it does not reset IPS unless the opponent chooses not to block'' (see [[JoJo's_Bizarre_Adventure:_Heritage_for_the_Future/In-depth_System_Info#IPS_and_Scaling_retention|IPS retention]]). It's not a rare ocurrence to have your combo drop (and possibly punished) after the reset even if it's below the 9 hit mark, so weigh your options and decide if the risk is worth taking. You can opt for hh.623x instead of looping for an IPS-free followup that goes into a safe 214AA in the corner, for example.


==Other Basic Combos==
==Other Basic Combos==

Revision as of 22:03, 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.



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.

Stand Crash Setups

TO DO

Unblockable Stand Crush Reset

Shadow Dio can extend his combos through an unblockable reset using the Stand Crush mechanic. This technique lets him reset the loop count and damage scaling, dealing up to 90% damage with a single combo. The idea behind this is to purposefully drop the combo when their stand gauge is low and hit them with 5S immediately after, causing a Stand Crush: this allows Shadow Dio to reset scaling and follow up with a myriad of options, like an additional 3 loops for example. While it is possible to achieve this through a delayed 5S after a 5C, you can take advantage of the fact that 5B has reduced hitstun compared to 5C. The gap between 5B and 5S drops the combo and gives the opponent a 2 frame window to escape, which gives them two options: they can turn off their stand and block the 5S normally or reversal and punish. Characters that have iframes when switching to stand off (Avdol, Kakyoin, New Kakyoin and Polnareff) can do the former and iframe through the 5S instead of blocking it.

Common routes for small and medium stand gauges are:

  • 2A 5C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ... - Usual confirm from your crouching jab. Works with any jumping normal starter.
  • d.2C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ... - Dashing low starter. For small gauges you can replace d.2C with d.5C.

Routes for large stand gauges are harder and/or less practical:

  • j.C 2A 5C 5S 66 1A 5C 5S 66 1A 5B 5S !SC ... - Unlike the previous route, j.C is not optional.
  • 2A 5C 5S 66 1A 5C 5S hh.B 5A 2A 5B 5S !SC ... - Corner only, prone to IPS.

While it is true that this reset is escapable, the small window to do so makes it quite safe and indeed the optimal route for damage. It is possible to go for a true, unavoidable reset by replacing 5B with d.5B. Since d.5B brings you closer to your opponent, 5S reaches them faster and lands in the block-only frame post-hitstun, leaving them with no choice but to eat a guaranteed Stand Crash/Crush. Keep in mind that 2A d.5B is a difficult 1 frame link, so the usual 2A 5B routes are recommended even if they're technically not a true combo.


Another point to consider is that even though the drop does reset damage scaling, it does not reset IPS unless the opponent chooses not to block (see IPS retention). It's not a rare ocurrence to have your combo drop (and possibly punished) after the reset even if it's below the 9 hit mark, so weigh your options and decide if the risk is worth taking. You can opt for hh.623x instead of looping for an IPS-free followup that goes into a safe 214AA in the corner, for example.

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 against slower wakeup speeds 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 and hold 5S to land it for bonus damage.


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