JoJo's Bizarre Adventure: Heritage for the Future/Shadow Dio/Movelist

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Movelist

Normals

Standing


5A
HFTF SDIO 5A.png
Pull my finger, Kakyoin
Startup Active Recovery Damage Guard
2 2 14 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +4 +1 SP, SU Mid

Air-UB

A pointed jab with fingers. Not the best anti-air ever but does its job well. Very quick, can combo into itself or 2A.


5B
HFTF SDIO 5B.png
Startup Active Recovery Damage Guard
5 3 28 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -14 SP, SU Mid

Air-UB

Roundhouse kick. A very good anti-air that comes out fast but the recovery is kinda slowish. Can combo into 5S near the wall.


5C
HFTF SDIO 5C.png
The damage cannot be ignored. (second...)
Startup Active Recovery Damage Guard
7 2 26 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 -11 SP, SU Mid

Air-UB

Quick slap of crazy damage. Shadow Dio swings his arm, striking with an open palm. It is one of his primary attacks. It comes out rather fast and has a large horizontal hitbox, however, it can be easily jumped over.


Crouching


2A
HFTF SDIO 2A.png
Lemme touch your leg real quick (first, ok...)
Startup Active Recovery Damage Guard
4 2 10 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +3 +1 SP, SU Low

Air-UB

Low jab. Can combo into pretty much any other normal except 2C. Your primary combo starter.


2B
HFTF SDIO 2B.png
Startup Active Recovery Damage Guard
10 4 19 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 -6 SP, SU Mid

Air-UB

Uppercut. Hitbox is larger than 5B but it's slightly slower overall.


2C
HFTF SDIO 2C 1.png
HFTF SDIO 2C 2.png
Scientists have recently reported in Nature that wild capuchin monkeys unintentionally produce sharp stone flakes
Hit 1 Startup Active Recovery Damage Guard
15 2 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - SP, SU Low

Air-UB


Hit 2 Startup Active Recovery Damage Guard
- 2 38 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -19 -38 - Mid

Air-UB

Shadow Dio smashes into the ground with his hand making several rocks launch into the air. Low attack, hits twice and launches opponent on the second hit.


Aerials


j.A
HFTF SDIO 8A.png
Startup Active Recovery Damage Guard
6 10 (until landing) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 SP Overhead

Downwards jab. Comes out fast.


j.B
HFTF SDIO 8B.png
Beware the tears of players trying to anti air your leg
Startup Active Recovery Damage Guard
6 4 (until landing) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 SP Overhead

Similar to 5B but in midair. Amazing air-to-air attack. It can be also used against crouching opponents to a degree. Very fast.


j.C
HFTF SDIO 8C.png
Startup Active Recovery Damage Guard
8 2 (until landing) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 SP Overhead

Similar to 5C but in midair. It is good against opponents that are both on the ground or mid-air. Does high damage. While the slowest out of the three, still comes out rather quick.


Dashing


d.5A
HFTF SDIO 2B.png
Startup Active Recovery Damage Guard
5 4 31 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -6 -17 SP, SU Mid

Air-UB

Shadow Dio does a quicker version of his 2B uppercut. It does less damage but it can be used to apply pressure from a long distance due to its speed. Good as an early anti-air. It can be punished on block, so use 5S to quickly cancel out of it.


d.5B
HFTF SDIO 5B.png
Startup Active Recovery Damage Guard
7 3 36 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12 -14 -22 SP, SU Mid

Air-UB

Dashing version of 5B. Slightly slower but causes more stun, a useful tool to set up a command grab after it. Useful as anti-air as well or when you simply want to apply pressure.


d.5C
HFTF SDIO 5C.png
Startup Active Recovery Damage Guard
11 2 40 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 -12 -25 SP, SU Mid

Air-UB

Dashing version of 5C. Much slower startup but it retains its long hitbox and can be used as a meaty or a combo extension after a Stand Crash.


d.2A
HFTF SDIO 2A.png
Startup Active Recovery Damage Guard
3 2 18 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 -5 -3 SP, SU Low

Air-UB

Dashing version of 2A. Great tool to set tick grabs with. A useful tool that allows you to end combos early and attempt a reset.


d.2B
HFTF SDIO 2B.png
Startup Active Recovery Damage Guard
9 4 28 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -7 -15 SP, SU Mid

Air-UB

Dashing version of 2B. Pretty much the same story as d.5B. Decent anti-air and rushdown move.


d.2C
HFTF SDIO 2C 1.png
HFTF SDIO 2C 2.png
Hit 1 Startup Active Recovery Damage Guard
11 2 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - SP, SU Low

Air-UB


Hit 2 Startup Active Recovery Damage Guard
- 2 37 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -18 -13 SP, SU Mid

Air-UB

Dashing version of 2C. The delay between the 1st and 2nd hit is increased, which allows you to cancel first hit into 5S. You can use this to attempt a full combo from a longer distance. It comes out much faster than d.5C, which makes is a great follow-up tool after a Stand Crash.


Command Normals


3C
HFTF SDIO 3C.png
Startup Active Recovery Damage Guard
16 6 26 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -2 -15 SP, SU Low

Air UB

Slide with an extended arm. Comes out rather quick, grounds enemies. Useful to finish off combos if your opponent is not in Stand Mode, otherwise they most likely won't be even moved by this move which ends in a big punish.


Grab
HFTF SDIO 6C.png
Welcome to my 「WORLD」!
Startup Active Recovery Damage Guard
1 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD - - - Proximity UB

Shadow DIO tosses the opponent across the stage. If a wall was close opponent will bounce off it. Causes hard knockdown.


Unique Moves


Guard Cancel
HFTF SDIO GC.png
Shadowed Shoulder
Startup Active Recovery Damage Guard
11 24 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+21 - - - Mid

The World's silhouette appears and bashes the opponent away quickly. Shadow Dio can follow up with 5C for more damage after it connects.


5S
HFTF SDIO 5S.png
Beat your S button like it owes you money (third, that's bingo!)
5S Startup Active Recovery Damage Guard
15 3 1 (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+25 +24 +20 - Mid
  • The World's silhouette comes out and quickly punches the opponent. This move can be used to cancel any normal attack, allowing Shadow Dio to recover faster and continue his offense. The direction in which The World will attack depends on the directional button held while performing this move.
  • The fastest out of the three versions of this attack, The World's silhouette punches straightforward. Learning to utilize this move properly is a very important factor in Shadow Dio's game plan. This move can be used during rushdown, footsies and even mixups.


j.S Startup Active Recovery Damage Guard
15 3 (until landing) (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+23 +21 +13 - Mid


2S
HFTF SDIO 2S.png
2S Startup Active Recovery Damage Guard
23 3 1 (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD +33 +28 - Mid
  • The World punches downwards. It's much slower than the regular version. Scores a knockdown if it hits from the ground.


j.2S Startup Active Recovery Damage Guard
23 3 (until landing) (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+30 +28 +21 - Mid


4S
HFTF SDIO 4S.png
4S Startup Active Recovery Damage Guard
23 3 1 (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+26 +25 +28 - Mid
  • The World punches upwards. It's much slower than the regular version. This version of the move can't combo. Can be used as an anti-air move, however, all variants can be blocked midair.


j.4S Startup Active Recovery Damage Guard
23 3 (until landing) (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+19 +17 +21 - Mid


Special Moves


Divine Drink - 623+A/B/C
HFTF SDIO 623X.png
Hold on, let me show you. You should grip your stick like THIS
Startup Active Recovery Damage Guard
28 4 113 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD - - - UB
  • Shadow Dio arcs his hand and after a short charge grabs the opponent and slowly drains their blood away.
  • This move is usually useless when performed at random during the game, mostly due to its long startup time and even longer recovery, but it's an effective mix-up tool. It is a Command Grab, therefore it's unblockable. Upon finishing draining the blood, Shadow Dio tosses the opponent across the stage. Opponents cannot recover after being thrown away.


The Scale of Horror - 421+A/B/C
HFTF SDIO 421X.png
Damn I wish I could read
Startup Active Recovery Damage Guard
10 18 45 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+23 - - - Counter
  • Shadow Dio takes out a book and opens it for a short moment. This move acts as a counter against any type of move except grabs, therefore, unlike all other counter moves in the game, it can also be used against projectiles.
  • When successful, Shadow Dio will teleport behind the opponent (most of the time) leaving them wide open for your counterattack.
  • Due to short active period, long start-up and long recovery, the move's usually useless unless you can read your opponent well and you get used to its timing.


Throwing Knives - 41236+A/B/C
HFTF SDIO 41236A.png
A pattern
HFTF SDIO 41236B.png
B pattern
HFTF SDIO 41236C.png
C pattern
Startup Active Recovery Damage Guard
43 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
~+19 ~+5 ~-16 - Mid

Projectile

  • Shadow Dio takes out his knives and throws 5 of them towards the opponent. Depending on the button pressed, the formation of knives will be different.
  • A - Straight in a small spread.
  • B - Spread upwards.
  • C - Straight, concentrated near the ground.
  • The knife toss has a very long startup time, but after the first volley, the recovery is very fast allowing you to follow up with some moves if opponent blocked the knives. Opponents hit by the knives become stunned for a short period of time, but long enough for you to combo them from mid-screen with d.5C or d.2C, or with 64214A/B from full-screen.


Throwing Knives - 632+A/B/C Followup
HFTF SDIO 632A.png
A pattern
HFTF SDIO 632B.png
B pattern
HFTF SDIO 632C.png
C pattern
Startup Active Recovery Damage Guard
64 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
~+3 ~-8 ~-16 SU* Mid

Projectile

  • Using the follow-up (632A/B/C) will allow Shadow Dio to throw 4 more knives, again the attack button pressed dictates the formation in which they will be thrown.
  • The second volley can be useful to deal bonus chip damage against the opponents without their Stands ON, however, you cannot combo after it.


Throwing Knives - 214AA Followup
HFTF SDIO 214AA 2.png
Startup Active Recovery Damage Guard
123 (154) ~85 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
~+9 - - - UB

Projectile Level 2

  • Finally, after throwing two volleys of knives, Shadow Dio can cancel the move into his (214AA) Super, Charisma! for 2 bars of super. About the super itself later.
  • The Super follow-up can be useful when the opponent is close to the corner or when they have no means of preventing it from happening, as it is unblockable.



Space Ripper Stingy Eyes - 63214+A/B/C
HFTF SDIO 63214X.png
The true size of a Shadow Dio player
A laser Startup Active Recovery Damage Guard
24 (85) 9 41 (40) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-15 -22 -32 - Mid/UB*
  • Shadow Dio's 'eye laser' attack that goes across the whole screen. If held long enough Shadow Dio will flash Red. During this period the laser will become unblockable and deal more damage but Dio will take more time to recover.
  • The A version is the fastest one and the unblockable charges very fast. The other versions deal more damage at cost of long startup and recovery, plus the charge takes much longer, therefore it is advised to use the A version only.
  • The opponent can duck under the beam without a Stand ON, though some characters can duck under it even with it. Depending on the button pressed the laser will take a different amount of time to charge. Stronger button means more damage for bonus charge/recovery time.


B laser Startup Active Recovery Damage Guard
34 (115) 17 44 (54) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-22 -34 -44 - Mid/UB*


C laser Startup Active Recovery Damage Guard
44 (145) 27 48 (37) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-40 -47 -57 - Mid/UB*


XXI - The World - 41236+S
HFTF SDIO 5S.png
HFTF SDIO 2S.png
HFTF SDIO 4S.png
Startup Active Recovery Damage Guard
23 8 (3-3-2) 60 (+time sprite is on screen) - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+102 +57 +28 - Mid
  • Similar to 5S attack, The World comes out and punches the opponent 3 times, third hit resulting in a launcher.
  • This move works very well as a meaty during 50/50 setups. Just mind that it is also very easy to punish on block, so try to not use this move from mid-screen and make sure that the opponent won't be able to punish you after blocking it.


Super Moves


Punishment! - 236+AA
HFTF SDIO 236AA.png
Startup Active Recovery Damage Guard
21 (51) 4 124 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -10 -19 - Mid

Level 1

  • The World comes out and drives its fist into the opponent. Once hit the opponent will be temporarily stopped. That allows Shadow Dio to stop time and surround the enemy with knives.
  • This super is punishable when blocked up close and can be easily jumped over, so be careful while using it. It is Shadow Dio's most damaging super and works well as an ender after a stand crash that was not caused by an S attack.


URYYYYYY! - 623+AA
HFTF SDIO 623AA 1.png
Startup Active Recovery Damage Guard
26 (57) 2 68 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD -26 -22 SU* Overhead

Air-UB Level 1

  • Despite its name, this move doesn't make Shadow Dio use his war cry. He swoops back and then performs a powerful arching swing downwards which is air unblockable and counts as an overhead.


URYYYYYY! follow-up - 623AA
HFTF SDIO 623AA 2.png
Startup Active Recovery Damage Guard
1 (32) 8 62 - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD - - - Level 1
  • You can hold the button down to make Shadow Dio zoom across the stage very fast. If the move hits successfully, you can perform the (623AA) follow up for another stock of super. In fact, the follow-up needs to be held for a short moment to connect.
  • For 1+1 bars this super uses it does insanely low damage, not to mention the long startup and that it is punishable on block. Players often consider this move to be the worst super in the game. Still, it feels very satisfying to finish down an opponent with its follow-up.


Charisma! - 214+AA
HFTF SDIO 214AA 1.png
HFTF SDIO 214AA 2.png
O, Capcom! Bless me with ToD Spore RNG!
Startup Active Recovery Damage Guard
47 (78) ~92 - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? - - - UB

Projectile Level 2

  • Shadow Dio releases vampiric spores from his hair after yelling out his war cry WRYYYYYY. The startup of this super consumes 1 super stock, then another 1 stock after the super flash. The move itself and spores are unblockable.
  • Very useful tool for resetting combos and damage in the corner, although flawed as depending on who the opponent is, they can attempt to counter it with a regular move or Super or simply roll through it with proper timing. Best used after a Stand Crash hard knockdown. It can be used during a Time Stop for damage or to set up a trap.


Time Stop - A6C4S
HFTF SDIO A6C4S.png
"ZA WARUDO!!!1!"
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Level 2
  • Shadow Dio stops time. Unlike DIO and Jotaro, Shadow Dio does not have a Super Flash while performing this move. After being used, time stops and you can bash your opponent until the meter runs out.
  • It is best to set up this super after 623A/B/C command grab or after a regular grab or stand crash 3C/d.2C. Shadow Dio can do some decent damage during his time stop and gaining meter is not very hard for him. You can use the WRYYYYYY! and Charisma! supers during Time Stop. WRYYYYYY! is a good super to use when Time Stop was performed with less than 4 full bars and you're far away from the opponent. It is useful as a finishing from fullscreen. Alternatively, you can use the 63214C laser to do a similar amount of damage. When Time Stopping with more super gauge or after a stand crash while the opponent is close, Charisma! will do a large amount of damage when used and you can still attack the opponent after it. While time is resuming, you can hold S to 5S immediately after the animation, but it won't hit them flying backwards unless you are near the corner.
  • As Player 2, if the opponent has been hit by a knife from 41236x/632x and you still have knives frozen in air, S.DIO will not suffer the post timestop recovery he would have as Player 1, allowing for combos afterwards.
  • Like other timestops, this move can be used during an opponent's timestop even with 1 meter to unfreeze the user.


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