|Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration.|
This fight is heavily neutral based, and will need you to respect Avdols priority and better tools. You’ll use your projectiles mainly after Avdol uses his. Speaking of projectiles, 63214 B hits him while crouching. Use this if he tries to do d.2C from fullscreen, trying to do Clacker Boomerang will make you get knocked down by the attack. Being too predictable with your jumps WILL get your anti aired. Your Okizeme is limited against Avdol, so your best bet will be doing a quick d.2B into 236 AA or doing 44C. If you manage to do 3C then Clacker Boomerang, you have enough time to do hh.j.b j.s to start a combo. Be careful when doing Okizeme when he has meter, wakeup supers are a valid strategy for Avdol. In neutral you’ll have to be very careful when he has s.on and s.off. You’ll mostly try to find an opening against him. Watch if he blocks low or high too much to punish him. If he’s s.on, try to make sure you use the 5S rekka ender to stand crash AND knock him down. Backjump j.C is great for retreats and keeps him from dashing too much. If he tries to dash in, 236 B him. Keep your eyes on him and watch your step to not get hit by Ankh. Other Avdol punishes can be found here: https://youtu.be/D7VAwFaWe4c
Playlist vs Avdol: https://youtube.com/playlist?list=PLdsac3mpUjvfBA1skVBrbRAG_AeZKmJ2y
This matchup can be tricky at first, but as long as you keep Alessi pressured and keep him at s.off, you’re safe. Alessi has great pokes that can reach you from midscreen and can punish every attempt at throwing Clackers, with his gun or s.on pokes. Thankfully, your slides have priority over them. Use 3B and it's variants a lot and make sure to stand crash him. Don't be too predictable with your jump-ins and slides, if Alessi figures out your timing, you're done for. Alessi can’t be hit by 5A, 5B, 5C while crouching and even Clacker Boomerang while crouching. You’ll be forced to use your grounded and jumping normals against him. His bad priority carries to the air as well, be sure to beat him with J.B J.S. His anti air options are also average at best, so jump in, but with caution. Don’t try to fight him at fullscreen neither midscreen, pressure him upclose and be careful of his CC mixups, block high when he’s far and block low when he’s near. In Child mode, you have better normals than your normal self. However, don’t get cocky, run away while doing backjump j.c. If Alessi hits you with 236 + S or 63214 + X, you can punish it with some small combos as your child mode and waste Child mode's time, as shown in: https://youtu.be/HbbOsNa6zr8 . If you get turned into a child with s.on 63214 X(Custom Combo version as well) or by a super, jump and j.kX to retreat. Playlist vs Alessi: https://youtube.com/playlist?list=PLdsac3mpUjveAsfvFA8PI1c6QpF2wIYfC
Black Polnareff has a lot of trouble against projectiles, so abuse that. Abuse your Clackers and 63214 X to make him keep a distance. Be careful, as he can quickly dash and 2B to prevent that from happening, however your 63214 + B stops his low profiles. Doing it too close will get you punished by 214 AA. Speaking of 214 AA, the move is Air Unblockable, so don’t jump a lot when he has meter. YOU CAN'T LOW PROFILE IT WITH d.2X. Only 2S. You pretty much have advantage when a projectile is on screen and you’ll be sure to pressure him a lot. B.Pol will try to rushdown, so be sure to do 236 B against him to prevent dash ins and counters. Try to always outpoke him with 5C and 2C, but be aware that B. Pol is very strong with his whiff punish game, so try your hardest to not miss or just run away from him and force him to keep chasing you, since his damage from loops is very strong. If you get grabbed by him, TECH AWAY. Being too predictable will get you countered and being careless on oki may get you countered or get hit by 214 AA, so always time your meaty. Aside from your average oki, you can setup a Clacker after a knockdown then try to bait a roll then grab, bait a counter and 236 B or bait a wakeup super and 236 AA him. Do not let him learn the following: 2A, 5B, 2C, 3B(any other sliding variants), j.C and 236 S. Other Black Polnareff punishes can be found here: https://youtu.be/ja-QRqGD7m8
Playlist vs B.Pol: https://youtube.com/playlist?list=PLdsac3mpUjvf1V0yLxxyyKJcDMhHghNu0 Chaka
This battle is heavily neutral based. Don’t lose too many interactions and you will beat him. Chaka is known for his great mobility and bad damage, but do not underestimate him. 236 AA every jump in, and, if you don’t have meter, 623 A him out. Make sure Chaka is s.off at all costs. Similar to B.Pol, being too predictable will get you countered or punished by a super, same goes for his oki. Thankfully, his wakeup is slow enough to setup a Clacker then do almost everything you want. Do not let him learn the following: 2A, 5B, 2C, 3B(any other sliding variants), j.C and 236 S. Playlist vs Chaka: https://youtube.com/playlist?list=PLdsac3mpUjvd4qHQxJiyw7rVxVShMyB53
This matchup is bad because you’ll be forced to do your grounded normals at almost all times, and Overdrive can miss Devo. Thankfully, 2C into 5S is a great substitute. Reminder that using projectiles in this matchup is VERY unsafe. Only do that if you launch his doll at s.on. NEVER be between Devo and the puppet, if you get knocked down near the puppet, it’s over. Try to make sure you’re closer to Devo and far from the puppet, and grab him at all times. Devo's worst position is when the doll is on the opposite side of the screen from him, so if you can bait the doll forward by faking a clacker setup you can set Devo into a terrible situation. J.B and J.S will be your friends in this matchup, since j.C can't hit Devo while crouching. Keep your eyes on the puppet AND Devo. In the air, you’ll be doing j.C a lot, and Devo can’t contest against that unless he’s above you. If he tries to do j.C, 236 AA or any other doll supers and Specials, be sure to 236 AA him. Watch out for the puppet grabs and always go for Devo when s.on. If you can manage to 6S the doll it will send Devo flying incredibly high in the sky with a launcher, giving you pretty much your one chance to setup a single projectile of your choice. This is due to the fact Devo cannot activate his doll mid air during this launcher, making his only interruption options downtech s+5a, or forward tech j.C. Your best bet in this matchup is staying in the air and annoy Devo with j.C j.S. Make sure to always go for Devo and pressure him. Try to take him as far from the puppet and grab every roll. Devo's 5C isn't the best anti air for Devo in case you hit j.C between his first and second hitboxes.
Playlist vs Devo: https://youtube.com/playlist?list=PLdsac3mpUjvfzAuudrs2GBi1ftrfS4UW9
You’ll be making sure not to waste time and pressure him while s.off or meterless. Your neutral is a massive factor here. Don’t blindly throw projectiles when he’s s.off since he can teleport and punish you neither s.on when he has meter because of s.236 AA. Against s.off Dio, you’ll have to try your best to rushdown, winning as many interactions as possible while avoiding getting hit, as Dio’s combos are no joke and hit hard. His wakeup is slow enough and he's big enough while crouching to do a few Aja setups(like 2S, 214 AA) and other oki options. Try your hardest to setup 63214 C in a good situation and confirm the 2S rekka ender into Aja with the projectile. In case you’re from afar, if he shoots his laser, slide your way into him. Do not stand still or jump since it’s unblockable. If you get hit by it, TECH DOWN. If he tries to teleport, either risk a 44C, grab or d.2B into Overdrive. DIO's air game can contest against yours, and so will his movement. Try to out-do Dio in everything before he does it first. Against s.on, you’ll try to find an opening and make sure to stand crash him. Both s.on and s.off can contest against you in the air, however he can also use s.5C as an anti-air. Move around and do not get predictable. Try to find openings and risk It with with d.2B into rekka or j.c j.s combo starter. If he throws raw knives, run and block. Rolling will get you grabbed and you can barely punish it at mid range (1:33) and on corner (2:43): https://youtu.be/V5BFTeNWkzQ . You can also mash 5S after tech to hit him. The closer you tech to Dio, the more damage 5S will do. Remember: Some Dio players have different playstyles, some will try to fish a 2A with teleport and make option select with s.on knives. Watch how they play and find a way to beat them. Learning Guard Cancel in this matchup is going to be very useful to ease his pressure, since he can't duck it. Aja setups: 2S, 214 AA 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA 63214 C (wait) d.2C (ball hits) 214 AA Playlist vs DIO: https://youtube.com/playlist?list=PLdsac3mpUjvczdjsk3-lG_mOqkaREBx3m
Hol has all he needs to beat you at long range and can punish dumb mistakes with ease. He can zone you with his projectiles, punish Overdrive and other unsafe attacks with 2C, 5C or even Slow Bullet you in case of predictable jump ins and his okizeme is deadly. You’ll be trying to slide under/jump over his projectiles at fullscreen, play it safe at midscreen and pressure him at close range. If you manage to block his 2C, punish him with a 5C into Overdrive. If you see a 2C coming, 236 AA. Sidenote: Hol while doing 236 + C/236 + BC/AC can crouch under your j.A, j.B and j.C, but not j.S.
Hol Horse can’t contest against you in the air, but he will anti air you and punish you hard. His oki is no joke, so try your best to knock him down instead. If you manage to do so, quickly setup a Clacker and make sure he’s on the ground again. Be careful with the guard cancel, though. Make sure to grab him, as he will try to abuse his fast roll. Speaking of grabs, you can only punish his grab in the corner(0:33 https://youtu.be/akhsjKgvNns ), you can also try to quickly tech down, 3B 236 B, as shown in the video below.
Against Shower Glass, you can either block and take the chip damage or roll. While rolling is good, Hol can do a quick 236 X meaty after it. Just block the stuff incoming. For punishment purposes go for 663B after pushblock into overdrive or if you want raw knockdowns go for 3C. The Airglass is very punishable, as shown in 1:27 in https://youtu.be/XoWl7PAV2NA . Against Hol's neutral or pressure his 214 Xs are a joke. If he goes for something after like a glass you can pushblock into a 663B into a 236 B, Rekka or 236 AA. If he does nothing you still get something if you pushblock the hanged man and do 236B. Just always pushblock it to remove the hanged man pressure. Careful with mashing, doing that is a big mistake here, all that Hol needs. The best range to fight Hol is this one shown(mid range) in the picture, as 2C(and 5C) at max range can outpoke most of, if not, all of his normals, forcing him to try to roll or jump. Thankfully, you can grab or anti air. Remember, don't hold 1 while doing 2C, as that cancels your attack into block, making 2C not come out.
"True" Aja setup: 63214 C (wait) d.2C (Ball hits) 214 AA Playlist vs Hol Horse:
https://i.ytimg.com/vi/qmOd8ut7010/hqdefault.jpg?sqp=-oaymwEWCKgBEF5IWvKriqkDCQgBFQAAiEIYAQ==&rs=AOn4CLB9x5XRhEGfVSJBzXsI0uNPBP1khA&days_since_epoch=18776 [11:52] https://youtube.com/playlist?list=PLdsac3mpUjvc-q-3StJzeA4rE4YVZzdSu
Hol & Boingo
The matchup of who can harass who more. Hoingo HAS to zone you and you HAVE to chase him. Sometimes one of you have to do the opposite to win, it's all about following the rules and taking a few risks sometimes. At fullscreen, Hoingo WILL turn your life hell to approach. Your life lead can be quickly absorbed by his S Bullet, Shower Glass and 236 + X. Like Hol, what you need to do here is approach. If you feel like Hoingo will just show off his flashy S Bullet patterns and miss you, attempt to use 63214 + C, since it can't be destroyed like Clacker Boomerang, it's a risk you CAN take, but it's advised to just approach him. Roll, jump and slide your way through everything. Don't worry about Hanged Man pressure or Slow Bullet anti airs, he doesn't have them, but he does have a command grab. At midscreen, 2C is also strong here, so is 5C, being able to outpoke him completely. Keep your eyes open for a roll and grab him. Hoingo's 2B is pretty quick, but you have 5C and 2C do deal with it. If he tries to S Bullet here, 236 + B. At close range, you have a higher advantage. While Hoingo has a command grab that deals high damage and can lead to a knockdown, he doesn't have many strong defensive options like his GC(neither does you) and has very meh normals, stuff like the lack of Hol's 5C can be a big gamechanger. Careful here, but always make sure he's pressured, don't let him breathe and pressure him at all times. (If you see the super flash for his command grab, it's advised to hold 7,8 or 9, just in case he misses.) Knockdown info from Hol goes for Hoingo as well. Be careful of his 2C and do your best to not get command grabbed. If he activates Pipe Maze, don't stress it. Quickly pressure him and try to get a hit, or just force him to roll so you can grab him. "True" Aja setup: 63214 C (wait) d.2C (Ball hits) 214 AA
While weird, you can win this matchup if you keep using your normals and projectiles at the right time. Use your grounded normals against Iggy s.off and take advantage of his massive hurtbox in s.on. Function wise, you play the zoner and Iggy plays the rushdown. Against s.off, you can’t hit Iggy with Clacker Boomerang. However, you can use 63214 C against him, since the projectile goes lower, hitting him. This is gonna be very useful for pressure, combo extensions and as a surprise attack. Clacker Boomerang can force him to stay at s.off if he's right below it. Still in s.off, your combo options are limited. You’ll be using 2C, slides and j.S a lot against him. The first hit of the Clacker Volley/rekka can miss him, but the second one will hit. If you manage to hit 2C, use 5S right after, and use 66S a lot as an anti air and approach option. , or just to prevent Iggy from getting closer. Against s.on, you’re less restricted to use your tools. However, Iggy has great range, but you can freely use Overdrive and Clacker Boomerang against him. In case he tries to turtle, quickly setup 63214 C and/or a Clacker Boomerang, hitting him from behind and from upfront. If he tries to charge right at you, time your 236 AA right and punish. If you STILL got hit by it, worry not, punish the charge on hit with 5B, 236 + B. Watch out though, Iggy can trick his spacing and make the range to punish it longer, so its best to just 5B and wait to see if it hit first. If it didn't and Iggy does something like Tandem, use 236 + AA to counter punish. Iggy will mostly play defensively if he has the life lead, so you’ll have to find an opening against him. Setup a projectile and take it back. Rushdown Iggy's however will try their best to IAD into you and harass you with grabs. Careful, in case you get grabbed by both s.on and s.off, you’ll get knocked down and he has no trouble with his oki. If Iggy tries to do 63214 C(The sand dog) on oki, either hold 8 or take the hit from Iggy. Don't rely on that though, he also has a 50/50 with his 236 + AA. Friendly reminder Iggy can block after mid-air sandballs.
Some combos that are Iggy(and other small characters) specific:
This matchup, on practice, is very even. Old Joseph has to put more effort and patience to win and you need a few inputs to deal the same amount of damage with your Aja setups and you always have to act and react. Old Joseph has very similar normals to you and his s.on normals are decent enough, however, he can easily two-touch you to win. Make sure to always Stand Crash him and go for the big damage. At fullscreen, you can use your projectiles and Old Joseph can respond to it with d.2X, s.d.3C and even raw CC. Mixup your projectiles, and try to get one 63214 + C shot or a Boomerang on screen for big damage. Mid screen is decided by whoever gets the first hit, s.on Old Joseph is almost the same as s.off, but you cannot rely on Aja setups. At close range, however, things can get heated. Old Joseph is know for his grabs, be careful with them. At the end of combos or on oki, you can hold 7/8/9 to evict his command grab. Aja setups: 3C, 214 AA j.c j.s, d.2C, 214 AA 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA 2S, 214 AA 63214 C (wait) d.2C (ball hits) 214 AA
Jotaro is a walking shotgun, get in his range and you'll for sure feel his damage output. The main strat here is to hit and run; get the life lead, run, and sometimes try to outpoke him with 5C, 2C and/or 236 + B. Don't get too defensive though, take some risks a few times. Move around and hit him a few times, but never be too predictable with your movement. Make him guess where you're going or what you're gonna do. Rushdown ONLY when you need to get the life lead back. To make things easier, fish for 63214 + C when you find the chance. At fullscreen, Jotaro will have to either Star Breaker or s.214 + A, s.214 + X to get closer. Keep running, don't let him get too close. If he's getting too predictable with his movement, shut him down with a 236 + AA or 236 + B. Sometimes Jotaro will do Star Finger after the rekka, so be careful with mashing. Pushblock and walk/run away. Blind dash ins can be punished with d.2B into 236 + B(or rekka in s.on) and 66S. If you get knocked down, you’ll have to guess where to block, high or low. If you don’t guess right, be ready for more damage. If you correctly block his 6B/j.C and Star Finger, early pushblock, 5B, 236 + A/B. Jotaro's s.on Star Breaker can be easily punished on block as shown here at 2:50 https://youtu.be/A_xpd-LUlgU . Other Jotaro punishes can be found in this video: https://youtu.be/Mvea9-QQ61o
You have nearly 0 chance against him. Doesn’t mean it’s 0. Also, since you have no stand, you can’t break nets. If he airsashes towards you, 236 AA or run to the other side then 214 S. Don't forget to be unpredictable, when you do 44 Kak will most likely want to punish it, so you can try to risk a d.2B or 236 B. Kak can easily prevent your projectiles with his Emerald Splash stand on, or he can just s.2C. To stand a chance, you’ll have to break his Stand somehow. If you feel a s.2C coming, 236 AA to punish. Try to not be over agressive, if you jump in blindly you may get caught by a net. Try your hardest to stand crash and knockdown. Kakyoin is insanely powerful against you and there’s not much you can do. Keep your eyes on Kak to see where he is putting his nets. If you somehow manage to knock him down, quickly setup a Clacker and try to knockdown again. Keep him on the ground. If YOU get knocked down, the same situation as Jotaro. Guess wrong and you’re done. Also, if you get wrapped, move left and right quickly to get out. Don't pushblock his attacks unless you REALLY have to.
Khan is very limited,but his neutral is pretty decent. He has good mobility and can use his limited moveset to give you trouble. Don’t underestimate Khan. Your 5B can miss him while crouching, but 5C won’t. He’s very nimble and will not back down. Similar to B.Pol, you’ll have to use your projectiles at the right chance and make the matchup better. If he tries to move in the air with “Spinny Funny”, 236 AA. You can also punish HIS 236 AA with aja. He can contest against you in the air with j.B. The counter and oki info from B.Pol and Chaka goes for him as well. Khan will be mostly crouching to do 2A, so overhead him. Don’t be predictable, counter exists. Do not let him learn the following: 2A, 5B, 2C, 3B(any other sliding variants), j.C and 236 S.
Because you have no Stand, you can’t cut wires. However, you got better projectiles. Stay away from her and abuse them against her. This matchup is the opposite of Jotaro’s, since you’ll force her to fight upclose by abusing your projectiles against her. Upclose, you’ll have to be careful against her 2A autocombo that can knockdown, that and her S attacks involving Bastet will level her up, making her projectiles become stronger, faster and better overall. In case you get hit by one of these, grab. Grabs make her lose levels, even if she techs from them. Don't pushblock wires and play lame, and if you are forced to interact with her, don't worry. Outpoke her with 5C/2C and make her stay away. Keep in mind that d.2X can slide under Mariah's 5S, use that to your advantage.
This matchup is similar to Avdol, only now you can contest against Midler’s 236 X with your 63214 A/B, but not her super. You can deal higher damage against her. Midler will mostly use her supers, neutral and decent tools to beat you in any situation. Be very careful when upclose, her iframes are no joke. Her grab is also very annoying. Try not to do blind jump ins, her cars are Air Unblockable. Against s.off, you’ll have to punish every mistake she does and make sure she doesn’t crossup you. Midler can also be Aja'd when knocked down by 2S or the rekka ender version of 2S. As long as you know what you’re doing and keep it safe, you’re fine. In case she does her car super and runs, keep blocking until the super is done then throw a Clacker. Keep the pressure up. Also, her j.B can contest against your j.C. Try your best to use a Clacker, this can stress Midler a lot. Against s.on, Midler becomes a lot more vulnerable when doing supers and some normals, so take advantage of that. Almost the same strat as s.off, only now your main goal is to stand crash her then pressure. Aja setups: 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA 2S, 214 AA 63214 C (wait) d.2C (ball hits) 214 AA
Nearly the same as Kakyoin, only now he takes more time to place nets due to having to go s.on to place them and his s.on Emerald Splash is worse so you're free to throw projectiles. Still, he can s.2C you the same way. Letting New Kak have the life lead will be a cause for your time out, since he will most likely lame you out behind nets while crouching. Max you can do is throw 3 Clackers, try to bait a net and hope you get something out of it. New Kak also has a 50/50 oki, block correctly and you should be fine. Watch out for s.off wraps, as he can punish blind runs with ease. If you get wrapped, move left and right to get out. Do not let him stay at s.on at all costs. It's best to NOT pushblock his attacks unless it's 100% needed. If you're good at blocking mixups, this matchup can be less painful.
Petshop has advantage in every situation he’s in and will not let you do a thing. To quote the old wiki on this matchup: “J.c j.s good luck”. If you insist, here are some combos at 2:07 against him: https://youtu.be/RrM52vNfsmk?t=2m7s .
This matchup boils down to “who does X thing first wins”. Unlike Vanilla Ice or Jotaro, this matchup isn’t all about “not getting hit”, you’ll have to make sure Polnareff won’t poke you to death neither let him charge his attacks, the best distance to fight in this matchup is "far enough to avoid getting trapped in block to a overhead / low mixup to combo without posibility to jump or run" and "close enough to make charging difficult for him, so he cannot chase you with a really good tool". If you’re at fullscreen, either you get punished by Shooting Star by trying to throw Clackers or Pol will get punished for doing SS at the wrong time. Polnareff WILL punish Clacker Boomerang with Shooting Star C, s.on or s.off. Do not get stressed out by knockdown options or Okizeme, Pol has few oki and knockdown options. Against s.off, you’ll have to not let him charge his attacks. Keep the pressure going on, once you knockdown setup a Clacker, you’ll have the upper hand until it’s gone. Mixup between high and low, dohh. j.c j.s and slides. When Polnareff does Shooting Star, he'll do one of 3 things: Roll, d.2X or run/stand still. The solution to each situation is simple, 1)2A then Grab. 2) 236 AA or d.2B into Clacker Volley and 3) 66S to chase Polnareff, backjump j.c against Silver Charriot or 236 AA under him, as shown in the video below. Backjump j.c can trade damage, so only do this if you have the life lead. Also, his j.B can contest against your j.c. Against s.on, Polnareff becomes defensive and will try his best to leave you far away. His go to option on the ground is s.4B. Thankfully, you can slide under it and use the 5S rekka ender to make him return to s.off or you can do 236 B max range. On the air, he’ll try to do s.j.B and keep you away. Be sure to not contest against this, stand crash him first. Overall s.on will force you to be more patient and find a chance to stand crash him when you can. For more punishes against Polnareff overall, watch this video:
https://youtu.be/899P5zwdQuQ "True" Aja setup: 63214 C (wait) d.2C (Ball hits) 214 AA
This matchup will test the patience from both players. Young Joseph must lame Rubber out and Rubber must keep trying to chase him. With that said, you must fight at mid and long range against him. Use 236 + B as a "Stay away" option or just to outpoke him in the range shown in the images bellow. At long range, it's all about making Rubber get impatient and waste meter or bait him into using it. Mixup your projectiles or fake throwing a projectile then jump and block, then proceed to throw a projectile. You can't contest against his j.A, so anti air it with 623 + X or 236 + AA instead. Use 66S sometimes against him if you want to force a reaction or just for some damage in the mix. Only go for advanced combos when you have at least 2 projectiles on screen and always end it with a knockdown, then either grab on oki(avoid rolls and counters on wake up), 236 + B on oki(avoid counters on wake up) or run away and throw more projectiles. You have little time to properly oki him. You'll have to constantly follow the flowchart of running away, outpoking him with 236 + B, occasional anti airs against his j.A and laming him out with projectiles. In case you get in the corner and you do not have a projectile behind Rubber, you either try to jump above him or try to slide bellow him with d.2X. DO NOT ROLL AGAINST RUBBER IN ANY SITUATION. At close range, you'll be mostly trying to whiff punish his move with 236 + B or block his S attacks then quickly punish, ONLY PUSHBLOCK WHEN YOU HAVE TO. 2C at max range beats most of his normals except 5C, can even trigger counter but it won't hit you. Your d.2X also low profiles his 6S. If you meet Rubber at a closer range, this is the part where your neutral will be tested. Rubber can use 6S and from there follow-up with something else at a mid range, will most likely use his unblockable crossup(if he's Player 2) and will harass you a lot with his priority in moves. Do what you normally do and try to win the most interactions. If you feel a tickgrab coming, mash 4C. Rubber will not like being beaten up and use his counter to punish you, so be careful. React to what he does and punish it. If you have the chance, flee. If Rubber does Coconut Backbreaker without doing an untechable attack before it(like j.S), you can tech from it, being able to punish it as shown in 1:57: https://youtu.be/dr5wgiqshB0 . If he does 236 AA, your best bet here will jump back and block. Roll ONLY when he's far enough from you. If he does 236 AA in oki and tries to go for a roll into Coconut Backbreaker, you can punish it by quickly pushblocking then j.C, more shown at 0:20 in this video: https://youtu.be/gt9ARGJJNok .
Shadow Dio is known for his great rushdown and his great Okizeme, that is not good for Young Joseph, who lacks defensive options and has the slowest wake up speed in the game. Be sure to not let him get close, and, if you do get close, always be the first to attack. At upclose, Shadow Dio will do his best to hit you with any normal like 2A, he can start the loop or tickgrab from there. Your best bet here will be to outrushdown the superior rushdown character. j.A, j.S is a quick overhead that you can start combos with and d.2X, 236 + B will always be good for a low. Watch out for sDio when he's in the air, he has a smaller hurtbox compared to Dio, making it harder to anti air him. He will also delay his momentum in the air with j.S, so always expect the unnexpected. Like Jotaro, you’ll need to use 5C, 2C and 236 B to keep a distance. In case he goes for a jump-in, 236 AA or 623 X. Also, d.2A is punishable on block, so quickly go for a 5B/5C into 236 + B. If you do have the life lead back, hit and run. You can't lame sDio out, so focus on just punishing bad choices and run when he gets too close. At fullscreen, you’ll have to be careful when throwing projectiles, he can easily book counter and punish you or use HIS projectiles. If you see him using lasers, quickly slide towards him. Mess his timing and use 63214 C, then try to take a risk of rushdown or throw a Clacker. Using 63214 C and rushing towards s.Dio gives you two options: Run foward then retreat to make the projectile timing different or just attack him and go for an advanced combo. If you feel a book counter coming, quickly dash foward then jump. In the air, you can contest against almost all of his normals except for his j.S. If you manage to knock him down, you’ll have the same oki options as Dio, meaning you can even do an aja setup using 2S. Learning Guard Cancel in this matchup is going to be very useful to ease his pressure, since he can't duck it. Pushblocking is also useful against sDio. "True" Aja setups: 2S, 214 AA 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA 63214 C (wait) d.2C (ball hits) 214 AA His okizeme, while being very good, can be evicted in many ways: S.Dio's 623a can be jumped; Grabs need to be teched; S.Dio has a 50/50 where he uses world 21 to make you guess between high/lows, but it rarely combos into loop; Fake crossup catches a lot of people off guard; And the classic S Attack oki crossup, as shown in this image:
ALWAYS be on the run. Vanilla Ice is known for being a 1 hit = death character, so avoid him at all costs. Any mistake you do will be punished HARD. A knockdown means a very tight mixup to block or a straight up unblockable oki, both leading to your demise. Focus, stay calm and be on the run. 236 + B will be your main special to use in this matchup, since it outpokes most of Vanilla Ice's options. In close range, you have to be very careful with what you're gonna use. Do 4C instead of 5C, since if Vanilla Ice rolls, you'll get a grab. If your 5C whiffs or hits him on block, 3 options: do 2C; do 236 + B or just run. At fullscreen, you're safe for a short period of time. Vanilla Ice in s.off will most likely roll through your Clackers and s.on Vanilla Ice will either try to IAD into you or teleport. Teleport, however, can be baited, then punished with a super, 236 + AA will be your main choice of punish. If you do get hit by it, worry not, down tech 236 + AA still punishes him. Some sucker catchers of Vanilla Ice include his 236 + AA, if it whiffs, Vanilla Ice will do a kick right after. This move has iframes mid first and second hits. His 214 + AA super can be evicted by rolling at the right timing, and then punished with 214 + AA. His "Ball special" can't crossup, you don't have to block the other way against it. Just keep blocking from the direction it came from. DO NOT TRY TO CONTEST AGAINST VANILLA ICE'S NORMALS.
You’re fighting yourself. What are your character's strengths and weaknesses? First to 3C aja, wins. Young Joseph hates pressure, and he can slide under Clackers with 3B and its variants. Mixup your projectiles to catch him off guard. When he gets knocked down, your main option is to Aja right after. If you somehow don’t have meter, worry not, you have enough time to setup a Clacker then force him to the ground again with 3C or 44C/66C. The main strat here is watching how the other YoJo plays and find a way to counter his playstyle. What are his bad habits? What does he do in neutral? Figure him out. Think. Instead of trying to contest against your jump-ins, go for 236 AA. It knockdowns and you can do a quick 50/50 with 44C/66C or 3C right after. 5C beats 2C. "True" Aja setups: 3C, 214 AA j.c j.s, d.2C, 214 AA 63214 C (wait) 236 S, 5S (Ball hits) 2S, 214 AA 2S, 214 AA 63214 C (wait) d.2C (ball hits) 214 AA
Character specific Aja setups created by Jasi Joestar: https://www.youtube.com/playlist?list=PLlTycDkc5OoNAI6JckSVdsh7uGxqjNKTR
Crouching vs Young Joseph
Chart made by ScottishDark(Research) and Guido(Image).