JoJo's Bizarre Adventure: Heritage for the Future/DIO/Introduction

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Dio-Challenger.png

無駄無駄無駄!!!

Dio Brando (ディオ・ブランドー Dio Burandō), known simply as DIO from Part 3 onwards, is the main antagonist in both Phantom Blood and Stardust Crusaders and the final Boss in JoJo's Bizarre Adventure: Heritage For The Future.

DIO is a vampire and a sworn enemy of the Joestar family. After being nearly defeated and destroyed by Jonathan Joestar, DIO and his servants manage to sneak onto a ship with Jonathan and his wife Erina. Jonathan sacrifices his life to save Erina by destroying the ship's engine. In order to survive, DIO severed Jonathan's head and combined with his body, then locked himself in a coffin for nearly 100 years until he was found by a group of fishermen. After escaping his coffin, DIO searches for a new way to end the bloody feud with the Joestar family and discovers how to become a Stand user. Waiting to restore his full power and learn the abilities of his Stand 'The World', he sets his hideout in Cairo, where he plans to defeat the Joestars once and for all and take over the entire world.

In game, DIO is regarded as one of the most difficult characters to play, requiring execution to be on point for his basic combos. DIO favors a rushdown heavy, close range playstyle, relient on long damaging combos, insanely fast and responsive movement and good normals. He also shares sone similarities with Jotaro, though unlike Jotaro, DIO has access to long-distance tools in his arsenal

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Pros Cons

+ Super fast and responsive movement, arguably the best in the game

+ Great damage on his normals and combos

+ Very good, strong set of normals

+ Great meter build

+ Very stylish and long, damaging combos

+ Has access to 2 of the best supers in the game, s.on knives (s236aa) and tandem (214s)

+ Overall stylish, strong, and has a great theme song

- Extremely steep learning curve, requiring very good execution in order to pull off DIO's basic combos

- Generally tall and wide stature resulting in DIO becoming a bigger target to hit

- Lackluster mix-ups, giving DIO a hard time opening opponents up

- Weak defensive options, like a good guard cancel, especially when he has no access to meter

- Terrible grab, punishable on hit, often with a full combo, by almost the entire cast

- Many abso-fucking-lutely cancerously bad moves, most notably s.623x, 214aa, 236aa and his guard cancel & grab especially