214 (or backwards quarter circle) has King Crimson throw an overhead punch into the ground. All versions cause OTG damage, and the damage increases with each version. This is a main damage dealer tool after hitting "The passage of time resumes!" and getting any knockdowns. The efficiency of your combo with these two special moves make Diavolo a real threat in his User Mode.
If your opponent knows their combos, you might want to save your meter up for a safe reset with "Such futility," so you can then approach and engage again, minimizing the damage you are taking. Taunting Diavolo once per match to decrease his meter is about all the enemy can do to stop you from taking advantage of his trademark combo breaker.
63214 (or backwards half circle) causes a hit grab activated by King Crimson's stab. He will then punch the opponent repeatedly. All versions are Stand-Rush compatible. Each version increases in damage in order. For the light version, combo into it with 2L (or down light). For the medium version, combo into the grab from 2L or 5L (neutral light).
Like the rest of many of his fellow JoJo's Bizarre Adventure Part 5 characters in the roster, Diavolo sits at the top of the throne, S-Tier. He is joined by Part 5 characters Bruno Buccellati, Guido Mista, and Narancia Ghirga. Like Bruno, Diavolo is a close ranged combatant, and his range is the shortest out of this bunch. Why Diavolo is so strong in All-Star Battle R comes partly from how much a prepared combatant he is in User Mode for dealing damage and getting out of taking damage through his combo breaker.
The game even lets Diavolo combo with easier button presses into his main combo tool with "The passage of time resumes!" In Stand-On Mode, the character can deal with jumping attacks from his command grab or even his counter move. It's not just the Great Heat Attack that does so much damage; so do all of Diavolo's normals, special moves, and grabs.
Diavolo is a playable character in All Star Battle.As one of the seven main antagonists, Diavolo is stronger than most characters and his ability to cause massive damage per individual hit makes up for his limited combos. As one of the majority of playable characters in the game with the "Stand" Style, Diavolo can turn King Crimson on/off, changing movesets. Though unlike the vast majority of Stand Users in the game, he does not have access to the Stand Rush ability that returns from the Capcom game; None of his skills allow him to attack in conjunction with his Stand, as every single one of his attacks, including normal hits, are delivered solely by King Crimson. He shares this effect with Hol Horse and Guido Mista.
By doing this, he can pressure, zone, and produce okizeme efficiently. Eventually, he can also transform combo possibilities into significant damage. Mista has six rounds left to use while doing this before he needs to reload.
His primary method of assault is repeatedly firing his gun to wear out the opposition and do plenty of damage. The Style button may be used to boost his gunshots, and he can spam very high-priority bullets by stopping the animation while firing. The 236S, in particular, is a remote-controlled bullet with set-up, trap, anti-air, and combo capabilities.
While Stand Mode Normal attack: Crouching heavy attack
The duration of hitbox has been extended.
Changed the damage reaction.
Increased blow-off volume.
Decrease recovery.
Changed to make it easier to use in combos and in scrambles.
Special attack: I've got to get there! (front)
Changed the behavior that it transitions to the end when HIT and when guarded.
Changed to be cancelable by special moves anywhere during the behavior.
Changed damage reaction.
Adjusted the overall behavior scale.
Changed to make it easier to use in combos and in scrambles.
Shadow Dio, unlike the regular version of DIO, is a Passive Stand character which relies heavily on his fast movement. He is a rushdown focused character with massive damage output and simple combos, however, his main weakness is the lack of defensive options. Shadow Dio is considered to be one of the biggest glass cannons in the game.
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. 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.
A small note about this move is that while dragging out his knives, Shadow Dio's hitbox becomes slightly shorter.
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. The second volley can be useful to deal bonus chip damage against the opponents without their Stands ON, however, you cannot combo after it. 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.
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.
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.
Shadow Dio's moves work well for a rushdown heavy playstyle, and that's what you should be focusing on mostly. Your plan is simple and it is to open up your opponent and deal massive damage with simple combos. He can easily switch between Low and High attacks during his attempts at rushing down his opponents and his Stand attacks can be used as a short-range projectile to punish many moves or to set up a safer approach or to just poke and chip at opponent's health or stand gauge. Still, it's a tool to not be abused, as a spammy Shadow Dio is very easy to punish, especially when you mistime your attack. Lack of any wake-up tools also adds bonus risk as a simple knockdown may prove fatal.
Remember that you also have a few projectile attacks to help you during the game: although slow, knives can be used for chip damage, long-range punish and combo starters, while the laser is just great for long-range projectile wars. The unblockable version of the laser can become one of your best late anti-airs if timed right and generally free damage. The long startup time of your projectile attacks and laser's recovery time can mess you up though, therefore, you should be only using them when the opponent least expects them, or from fullscreen against chars that don't have any long-range attacks to counter with.
Shadow Dio has a variety of very good airborne attacks which are capable of beating most characters in the air, plus he can combo with 5S attack afterward if they were hit midair. Using j.5S to hit opponents while jumping behind them is possibly his best strategy as this maneuver is incredibly hard to punish and confuses the opponent about the direction they should be blocking it. One of many strengths of Shadow Dio is his ability to quickly perform Stand Crash combos and his strong oki game. Two or three well-placed combos can end the round. Do not abuse his Super attacks as they can be easily punished, while others are very situational or useless. Save your meter for the Time Stop and use 236AA super only in case of danger. Charisma can be used as a powerful reset tool if done right or at the very least deal bonus high damage.
Both characters have the ability to stop time, once per match by entering down, down+R1. When this is activated, time will stop while your Heart Heat Gauge starts to drain. With a full 3-level stock, I was able to do as much as 40% damage to my opponent through random combos. Watch close to the end of the video to see this.
38c6e68cf9