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

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Execution priority for new players

DIO is well known for being extremely combo heavy, though that does not mean that he cannot function with simple combos while building up execution towards advanced BnB's. This section of the guide will show what all of DIO's useful combos are and give a guide on all of them.

Generally, the order in which one should practice DIO's links is as follows:

  • Simple 236S combos
  • Basic Stand On combos and chains
  • 236C okizeme setups
  • Basic Stand Off combos
  • 214x loop in the corner
  • Intermediate combos in Stand Off & transitioning to Stand On
  • Confirming into 236C
  • Reliably doing the s.j.x IOH s.j.236x !SC mix-up and converting it into a tandem
  • Advanced Stand Off combos and confirms into Tandem
  • Advanced Stand On combos and confirms into Tandem
  • Converting stray normals in neutral into full combos
  • 2A 663[A] 214]A[ confirming for consistently converting from longer ranges
  • Optimizing combos for higher damage
  • Miscellaneous links
  • Style links (optional)

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 high kick. Another s.5A can be added at the start. Not good.

s.5A>s.5B>s.5C- Basic and simple chain ending in a high kick. Another s.5A can be added at the start. Decent, but will never be useful later on.

s.5A>s.5B>s.2C/s.6C- Great chain which you will be using a lot. +8 on block and -5 on PushBlock (as good as safe), 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. Used for some tandem mix/unblockable set-ups.

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. Used for tandems against many crouching characters.

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 due to s.5B's pushback. Great chain.

Basic Stand Off combos

236S Combos

Any jump in normal could be added to all of these combos. Additionally, if you happened to do a single s.214x without the follow up before doing 236s, you can cancel 236S into s.214x s.214x, or even link into a tandem, as the properties of s.214x will be "installed" into 236S. This can give you extra damage and a free knockdown, or even an entire combo. Use on grouded opponents only.

5C/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 priority, can anti-air very reliably quite often, great versus Chaka's Hyper hop and other low jumps as an example.

5B/66B>236S- Good as an anti-air and catching opponents after jumping and a good alternative to 66C>236S.

2B/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.

5A/66A>236S- Useful for pressuring and late anti-airing. Very useful and applicable in many situations, like tech chases oe pokes. 2A 5B>236S- Simple link into 236S off of a low.

214x Combos

Any jump in normal could be added to all of these 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 okizeme 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 explanation 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

Any jump in normal could be added to all of these combos.

s.5A/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 as well.

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.

s.663C>214S - Easy tandem confirm if you're close enough. Use as a punish or Stand crash follow-up.

s.6B>s.214X>s.214X- With s.6B being one of DIO's greatest pokes, it is often used in neutral, for whiff punishing, or punishing unsafe attacks/pressure on block.

Intermediate Stand Off combos

Any jump in normal could be added to all of these combos.

All of the combos into 214x can be replaced with 663[A] 214]A[ or 66C 214C. Aditionally any jump in normal could be added to all of these combos.

2A 2[A] 214]A[ 661A 2A S+6A s.2C- Intermediate Stand Off conversion into okizeme setup. Great on Stand Off characters which are weak to 236C okizeme. Check below for more details on 2A S+6A.

2A 2[A] 214]A[ 661A 2A S+6A>s.5B>s.214X>s.214X- Intermediate Stand Off conversion into rekka ender. Great vs crouching characters and Stand On characters.

In order to learn the link from 2A to s.5A, you will need to learn how to transition to Stand On to Stand Off. In order to do that, it is good to do what is known as a walk cancel. You need to hold 6 (or 4, whichever you prefer but 6 may be more helpful for a later combo) during the recovery of 2A, so you can link into s.5A. After you walk cancel 2A, you need to piano S into A. That means that you will need to press S a split second before pressing A. The entire sequence is done by doing 2A 6 S>A, then simply input the next normal, usually being s.5B or s.2C. You would preferably walk cancel forwards with 6, which will make your combo somewhat more consistent, though backward walk cancelling with 4 is also an option. If you keep getting 236S, that would mean you are doing 2A 3 S+6A. The ways you avoid that is by doing 2A 5 S+6A, or doing 3A S+6A.

Advanced Stand On Combos

s.663B s.5A s.663A 214s>ender- DIO's Stand On BnB. This is a combo you will have to be able to pull out at any point in a match preferably. The s.5A s.663A dash buffer link is what gives people the most trouble. More info will be given at the advanced BnB links section.

s.j.x s.663B s.5A s.663A 214s>ender- An alternative way to start DIO's Stand On BnB. You will have to buffer the dash for s.j.x.>s.663B. More info will be given at the advanced BnB links section.

s.663A 214s 663A(before tandem links)>ender- This is a "confirm" off of a dashing low poke. Will not connect at all ranges, therefore a 663A may be needed in order to link s.663A into the tandem.

s.j.x s.663A 214s>ender- The easier version of the Stand on tandem confirm. Very lenient link that is very easy to buffer. More info will be given at the advanced BnB links section.

Advanced Stand Off Combos

All of the combos into 214x can be replaced with 663[A] 214]A[ or 66C 214C. Additionally any jump in normal could be added to all of these combos.

2A 2[A] 214]A[ 661A 2A S+6A s.663A 214s>ender- DIO's standard tandem confirm BnB. This is the combo you are going to want to use at all times and be able to pull off at any point. Extremely difficult to master. More info on the s.5A s.663A link will be given at the advanced BnB links section.

663[A] 214]A[ 661A 2A S+6A s.663A 214s>ender-Same as the previous combo, but done off of a dashing low. Usually reserved for punishes specifically, but great for catching people off guard as well.

66C 214C 661A 2A S+6A s.663A 214s>ender- Same as the previous combo, but done off of 66C. Great conversion off of punishes and very strong conversion out of pressure and frame traps.

2A 2[A] 214]A[ 661A 2A 5 S+2A>s.5B>s.214X>s.214X- Intermediate Stand Off conversion into rekka ender. Great for short crouching characters. Requires an uncrouch cancel. More info will be given at the advanced BnB links section.

2A 2[A] 214]A[ 661A 2A 5 S+2A s.663A 214s>ender- This combo requires an uncrouch cancel on top of a tighter version of the standard BnB. The link from s.2A to s.663A is a 2f link, and is quite difficult. Your following tandem will require you to only mash 2A. More info will be given at the advanced BnB links section.

2A 2[A] 214]A[ 661A 66A [5] 236C 66[9]C crossover> 66A 2A*5>5C- DIO's meterbuild combo. Builds an entire bar of meter and does a ton of damage. Superior to the rekka ender BnB, except for crouching opponents. Grants okizeme 236C on some characters as well. More info on the 66A 236C link will be given at the advanced BnB links section.

Advanced 236S Combos

These combos are done by hitting the opponent with a 66C from a far range (approximately ¾ screen) or so. These combos come quite in handy in situations of stalling and defensive "lame" play as you often times land far connect 66C in such situations. Not necessary to know but very useful. Further explanation on that in the advanced BnB links guide.

66C 236S(spaced to whiff) s.66C- The most simple whiff 236S combo follow-up. The safest version on block and overall a decent sequence

66C 236S(spaced to whiff) s.663C s.214X s.214X- This is the most popular follow-up. Very stylish and somewhat tricky to do, but great to have in your arsenal, as it does decent damage and gives you a knockdown

66C 236S(spaced to whiff) s.663B s.6b s.214X s.214X- This is an alternative combo route. It substitutes s.663C for the faster but much more range dependent s.663B which has a tendency to fall out. The link into s.6B is also 1f. It is more damaging but inferior in many situations

66C 236S(spaced to whiff) s.663A 214s{tandem} 663A(before tandem hits)- This is optimal damage off a max ranged 66C. It is hard to do as you need to dash a bit deep with s.663A, but it is definitely doable. Grants a full BnB conversion

66C 236S(spaced to whiff) s.663C 214s{tandem} 66C(before tandem hits)- Alternate version of the combo above. Not something you would use often but can save you if desperate for a comeback. The dash does not need to be meaty so the combo may be easier. The tandem link into 66C is quite lenient

Advanced BnB links guide

s.5A s.663A 214s- This link is one of the hardest you will have to learn. It is a 4f link into a dashing low, which requires many inputs. You will need to buffer your dash input before the s.5A finishes. The most popular way to time that, is to input s.5A, tap 6 on impact, then 6 again after s.5A finishes and instantly transition to 3/2A. Another way to think of it is a singular 6 63214 motion, and time the A and S input separately. The way you would get the tandem, is by simply doing 214s afterwards, though there are some ways you can mess that up as well. If you get s.214]A[, that means you accidentally negative edged s.663A into it, and the ways to avoid it is by holding down A. Furthermore it is possible to react to it and do the rekka followup to slavage the combo for an ender. You will also get s.214]A[, if you happen to mess up the tandem input, which has to be a 100% clean 214 S motion. The easiest way to ensure that, is by delaying the S input a slight bit to make sure the 214 motion is finished. Try not to delay it too much, as that may result the tandem to not link, and an instant 663A upon the tandem startup is definitely advised, in order to link the tandem if it is too far or late to link

2A S+6A s.663A 214s- Exact same link as above, but it is off a piano. This link is just as important, as you will be needing it for your confirm out of Stand Off. You are required to do three 6 inputs in a row, in order to walk cancel then dash. You would preferably walk cancel forwards with 6, which will make your combo somewhat more consistent, though backward walk cancelling with 4 is also an option.. If you keep getting 236S, that would mean you are doing 2A 3 S+6A. The ways you avoid that is by doing 2A 5 S+6A, or doing 3A S+6A.

2A 5 S+2A- This link is required on shorter characters like standing Iggy or crouching Devo, Alessi, (New)Kakyoin and Black Polnareff. You press 2A, return to 5 during 2A's recovery, then press S slightly before 2A just as you would with the standard 2a S+6A conversion, just after 2A recovers. A bit tricky, but it isn't the hardest thing in the world to learn.

S+2A s.663A 214s- The link is a good bit tighter (2f leniency) than the standard BnB link into tandem S+6A s.663A 214s. The s.663A needs to be a bit later which is also a reason some people have issues getting used to it. Still relatively difficult, but very useful on Iggy, Devo, Alessi, (New)Kakyoin and Black Polnareff.

66A 236C- This is the hardest link in the combo, because of the way inputs are handled in the engine. To avoid getting the teleport instead, try to return to neutral for a bit before doing 236C. This is a combo that will take a lot of experimentation to learn, therefore the best option is to either mess around with it until you get a feel for it. You would need to use 669A instead on some shorter characters like Alessi, and crouching DIO, Shadow Dio, Old Joseph and Young Joseph.

66C 236S spaced to whiff combos- As mentioned before, this link is most effective in stalling situations where you keep your distance and poke at your opponent from far away with 66C. This link works as follows: You do 66C, and land it at the tip of the move. It connects, and you want to have already buffered the 236 motion, as a fast 236S cancel will help a lot with the link, as it will cut off more of the recovery of 66C and leave you with more time to link into your follow-up. Hitting the 66C spaced to meaty on one of, preferably the last, of its active frames will certainly make it easier as you will have an easier time buffering the 236 motion for the early 236S cancel. Afterwards you want to buffer the stand on dash for you follow-up and you can even confirm whether you landed hit or not if your reactions are on point. There is a lot of freedom associated with this link and many different combo routes, but the ones mentioned above are the only truly practical ones.

Loops, Extensions and Enders

This section will teach you how to optimize your combos in order to do more damage than they already do, and teach you different enders/ extensions.

Enders

236C ender- For ending combos with 236c, you will need to either land 5B 236C after a tandem ends, which is your usual ender, and follow up by doing a crossover 66[9]C and instant 66a on the other side. That is in order to secure extra 236C hits and better damage. You need to do a super jump to cross over on Rubber Soul, and some characters Stand on like DIO if they aren't Stand Crashed yet by the time the combo ends.Afterwards you can add 2A four or five times, and end with either 5C or 2C for a hard knockdown. Aditionally you can end with 66A 2A*4 j.C 5C, giving you extra okizeme time, but at a slight risk of dropping the combo due to IPS kicking in, so it's a gamble.

s.214X s.214x ender- The rekka ender is often used on crouching opponent who 236C ender drops. You can use it also as a way to keep corner control if you want to sacrifice some damage and meter.

Loops and Extensions

Loops and extensions are where most of your damage in combos will come from.

Tandem 214s- Tandems are one of your most important tools in combos in order to increase damage output. The way you utilize them, is by mashing 5A 5B 5C during the extended screen flash. 4A 4B 4C is required on most crouching characters, and 2A*n is what you would use on standing Iggy or crouching Devo, Alessi, (New)Kakyoin and Black Polnareff. Each A B C is called a repetition, also known as a rep. You want to aim for at least 4-5 reps, though more are definitely possible. For DIO you would want to do only clean A B C inputs in order to not drop your tandem. Once it comes out, you have time to either do an optional 663A to sneak in some extra damage and make the tandem link just in case. After the 1st rep hits, and s.5C comes out, you would need to do a 66[9]C in order to link the s.5C into the next s.5A, and keep the combo going. Against Rubber Soul and other super tall opponents, you would want to do a super jump, often done by inputting 236[9]C. After the jump, you want to keep pressing 2A as many times as possible for extra damage until the tandem ends, and afterwards you can keep the combo going with an ender. Only allowed once per combo, twice if the 1st tandem is used to Stand Crash and stops before/during the stand crash.

214x loop- This is your standard BnB loop. It is the easiest true non IPS infested loop in the game, and can only be done 3 times in a combo during tournaments. You can use it to extend combos, to add damage and to combos, and go into other strings or loops/enders. There are plenty of ways to initiate it, most commonly off of 66C, 2A, or 663A. There are variations of it as well. You can do 2A 2A 5B if you feel like it, and it may add a tiny bit of extra damage onto your combo's. There is a version that is very strong if mastered, that being 2A 2A 663[A] 214]A[. This loop is very good, because it will give you more consistency in your combos, and will allow you to confirm from longer distances. Starting combos with 2A 663[A] 214]A[ is especially great, as it can give you a good confirm from 2A's maximum range, so it is a great alternative to learn for players who have good execution and want to get extra consistency on their combos. Aditionally there is also the j.C loop, and while super damaging, it is very challenging to do. It requires you to either do a Hyper Hop C into 2A 2A or a Short Hop C into 2A 663A. Mostly for style.

Tandem looping- Highly illegal and considered terrible etiquete, tandem looping is a way to piss off/ get back at your opponent by doing a ton of damage relatively easily. There are many ways to tandem loop, anything that lets the tandem cool down works, though the easiest way to do it is 669C 2A 2A 2]A[ 214]A[ 661A 2A S+6A s.663A 214s. This is highly illegal in any tournament, unless the first tandem stand crashes the opponents and does not continue going afterwards.

s.j.236x loops- Also known as air Muda loops, the s.j.236x loop is somewhat difficult. The main way to get it, is from s.5A s.j.x>s.j.236x. There are several different things to keep in mind. The easy part is linking into a jumping normal, and then into the s.j.236x, while the hardest part is doing the followup, that being s.5A. Different heights of connection with a jumping normal will give you different windows on landing afterwards in order for you to follow up, and from there you have to mash s.5A in order to ensure getting the normal upon landing. You can choose to go for the easiest one to connect, that being s.j.A, and get a lot of room for connecting the normal, but also a lot of room for error upon landing, or the hardest one, that being s.j.C, which will be a 2f link from s.5A and will give you near guaranteed good timing for the followup when landing. The intermediate option is s.j.B, which is a balance of a somewhat easier link into the jump out of s.5A, but also a bit of room to mess up the follow up on landing. Once you land, you will want to mash s.5A as previously mentioned, and from there you can follow up with either another repetition of the loop, or any ender, most often s.5A>s.5A>s.5B>s.214A>s.214A.

236C looping- This move is very damaging and gives a ton of meter, so it is usually used as an ender, however it can very well be looped. The reason it is not so popular, is because 236C activates IPS, and is hit very heavily by it, which means the combo will quite often drop, and getting more than 1, maybe 2 reps, is quite rare. The way this loop is executed, is by doing 236C into 66[9]C to cross over, and 66A on the other side. That is then followed up by 2A*4 which will give you the time to do a near perfectly timed 669C to stay on the same side, followed by 2A 2A into your next extension or ender. An alternative way to time it, is by doing 66A*3 while on the other side instead, and manually time it a little bit in order to follow up accordingly. The different follow ups are j.C 2A 2A 66A 236C for another rep, j.C 2A 2A 663[A] 214]A[ for a follow up into the standard loop giving you more freedom for different follow ups, or even j.C 2A 2A S+6A s.663A 214s. In order to convert into Stand On, you will be required to walk cancel a bit late in order to ensure you are in range to land s.5A more reliably.

s.5A s.663B extension- s.5A s.663B is the hardest link DIO has to offer, and the holy grail of style when it comes to DIO combos. The link is frame perfect, and requires your execution and internet connection to be on point in order to reliably land it. If you do not link it, you are too slow, either on the transition from 66 to 3+B, or too slow at linking into the buffered dash. If you get s.5A>s.2B, that means you are too early and need to delay your inputs. The most popular followups are either s.5A s.663A 214s, or for even more style, you can do S+2A 663[A] 214]A[ for a transition into Stand Off. The s.5A s.663B extension can also be looped infinitely into itself as all other loops mentioned prior, though that is extremely hard to pull off.

2A 663[A] ]A[ loop - This loop is used mostly to get closer to your opponent during combos, or during confirms. This is not a link you should master day one, though it is extremely strong if used well.

The way this link is done is by doing 2A, and right as 2A touches the opponent, on the moment of impact, you start the 66 motion buffering the first 6 input during the 2A. This is then followed by a quick 63214 motion, during which you want to press A at around about the time your motion is at 3 or 2. However unlike the 2A 2[A] 214]A[ link, where you have to release the A input as fast as possible, in this loop you would want to hold down the button for a split second. The fact the button is held for a split second is not going to make the link tighter, as 663A has 5 frames more hitstun than 2A and is also bringing you closer, so 214A has less travel time, and thus less start-up. After this you will be a lot closer than usual, and you will be able to realistically combo into anything after a single, or in some cases two reps of this loop. This is a 3f dashing link into a low, so it is quite tricky, but it is worth learning as it will give you more confirms you would have otherwise dropped.

Alternatively this can also be done by plinking 663A into 214B. This is done by doing the same motion, except for the fact you will be doing a plink into B instead of letting go of A. Make sure to NOT let go of B and A at the same time as the game will give you a road roller and you will die. It is a valid alternative though the risks and benefits should be carefully considered when chosing which version you prefer

Stand Crash setups

Stand Crash setups are a solid way to add damage onto your combos, extend them in ways you otherwise couldn't and combo into moves you otherwise couldn't. There are plenty of setups and combos ranging from very easy and somewhat universal, to advanced and character specific. DIO's Stand Crash setups often require tandems, so an extra bar of meter is often spent, though there are also some niche meterless ones that will be covered as well. The limiting factor of Stand Crash setups is that they have to start when the opponent is at their full Stand Gauge, or they will Stand Crash too early. In order to prevent that from happening, you would need to learn how to estimate the opponent's Stand Gauge durability and improvise a combo on the go, which will be explained further in the Advances Stand Crash setup guide.

Basic Stand Crash setups

This section will cover strings that grant Stand Crash setups off of most BnB starters. The setup strings will be grouped by Stand Gauge size. All of these start from the standard Stand Off tandem confirm.

Small Gauge Stand Crash setups:

{AB} j.A 2A S+6A>s5B>s214A !SC- This setup gives you a rekka stand crash that leaves you Stand On and installs s.214x properties into 236S. Works off of both 2A 2A and 66C starter

{AAB} j.C 2A 2A 66A 236S !SC- This setup leaves you Stand On and gives you many follow up possibilities like S>66C or s.663B s.5A s.663a 214s. Works off of both 2A 2A and 66C starter

{4ABC} j.C 2A S+5A s.5B>s.214x !SC- Alternative way to get to the rekka Stand Crash. Works only off of 2A 2A starter


Medium Gauge Stand Crash setups:


{ABB} j.C 2A 2A 66A 236S !SC- This setup leaves you Stand On and gives you many follow up possibilities like S>66C or s.663B s.5A s.663a 214s. Works off of both 2A 2A and 66C starter

{AB} j.C 2A S+6A>s5B>s214A !SC- This setup gives you a rekka stand crash that leaves you Stand On and installs s.214x properties into 236S. Works off of both 2A 2A and 66C starter

{4ABC} j.C S+6A>s5B>s4C !SC- A somewhat stylish setup that gives you a ton of very easy options, both into Stand On and transitions into Stand Off.


Large Gauge Stand Crash setups:


{ABB}/{AAB} j.C 2A S+6A>s5B>s214A !SC- This setup gives you a rekka stand crash that leaves you Stand On and installs s.214x properties into 236S. Works off of both 2A 2A and 66C starter.

{AABC} j.C 2A 2A 66A 236S !SC- This setup leaves you Stand On and gives you many follow up possibilities like S>66C or s.663B s.5A s.663a 214s. Works off of both 2A 2A and 66C starter.

{ABC} j.C S+6A>s5B>s4C !SC- A somewhat stylish setup that gives you a ton of very easy options, both into Stand On and transitions into Stand Off.


Universal Stand Crash Setups

This section will be covering (mostly) universal Stand Crash Setups, which will not require you to remember what setup to use, and are there for the sake of convenience for newer players.

{ABC 2B} j.C (between s.5C and s.2B) !SC- This setup is very easy to learn, and works on the entire cast. Must be followed up with j.C 2A 2[A] 214]A[

{AAB 214x 214x} j.x (between 214x and 214x) !SC- This setup is somewhat stylish but can be tricky until you get used to it. Must use j.A on small, j.c on large, and any jumping normal on medium gauges. Must follow up with j.C 2A 2[A] 214]A[

Miscellaneous Combos using Stand Crash

{4ABC 4AB} 66 roll j.B 5B !SC 623x 2A- The Teleport Stand Crash setup for small gauges. Very stylish, slightly difficult. Stand Gauge dependent

{4ABC 4ABC} 66 roll j.A 5B !SC 623x 2A- The Teleport Stand Crash setup for medium gauges. Very stylish, slightly difficult. Stand Gauge dependent

{4ABC 4ABC A} 66 roll j.C 5B !SC 623x 2A- The Teleport Stand Crash setup for large gauges. Very stylish, slightly difficult. Stand Gauge dependent

This setup is a sample showing how to Stand Crash leaving you Stand Off. These setups will grant you a combo into several things, like 236aa, 6CBA6, Bloody Summoning or a Teleport for a follow-up combo.

Furthermore any s.off normal that Stand Crashes can be cancelled into any super or special not normally possible combo into

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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