JoJo's Bizarre Adventure: Heritage for the Future/DIO/Movelist: Difference between revisions

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Revision as of 07:52, 27 May 2021

Movelist

Stand Off Normal Moves

Standing

5A
HFTF DIO 5A.png
Late anti-air
Startup Active Recovery Damage Guard
3 3 7 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2/+7 on crc {{{block}}} - SP, SU, TA, CH, CR IPS=No Scales=Yes
  • Useful as a late anti-air.
  • Quick jab that can combo into many other normals, but is outclassed by 2A.
  • Can be crouch canceled.
  • Chains into itself and 2A


5B
HFTF DIO 5B.png
Good anti-air and combo starter
Startup Active Recovery Damage Guard
6 2 6 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Can anti-air quite well if spaced correctly
  • Can be used to start combos, but is outshined by 66C


5C
HFTF DIO 5C.png
Great anti-air and go-to combo ender
Startup Active Recovery Damage Guard
7 4 14 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Very good anti-air
  • Great for ending combos, as it gives a hard knockdown after 7 hits in a combo
  • If affected by ips(by 236c) in a combo it will give you a launch instead of a hard knockdown
  • Good for meaties on rolls and other similar situations, especially if paired with 236S, and can launch fullscreen if they both connect


2A
HFTF DIO 2A.png
Godlike
Startup Active Recovery Damage Guard
3 3 6 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3(+7 on uncrc and wc) {{{block}}} - SP, SU, TA, CH, CR, WC IPS=No Scales=Yes
  • DIO's most important normal.
  • This move will start most of your combos as it is a 3f low and links into all your needed normals.
  • Can be used to meaty certain things like rolls.
  • Mainly used to link into another 2A or 214X
  • Chains into itself and 5A, when chained it has the exact same properties as 5A, including hitting as a mid.


2B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 9 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.



2C
HFTF DIO 2C.png
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - SP, SU, TA IPS=no Scales=Yes
  • Great for ending combos as it always grants a hard knockdown no matter what
  • Can be used as a poke and made safe with 236S and 623X


Dashing

66A
HFTF DIO 5A.png
Pressure normal
Startup Active Recovery Damage Guard
2 2 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Your fastest normal
  • Great pressure tool, can be used for 2A/S+9A s.236x mix-ups on stand on opponents for one of DIO's most devastating mix-ups
  • Great during pressure to stay on top of your opponent
  • Just as good of an anti-air, if not better, than 5A, due to it's speed and ability to be spaced easily
  • Great for round start skirmishes, as it is a dashing normal that anti-airs very well so it will catch jumps, get you closer, and will lightning fast
  • Good at catching gaps in your opponent's pressure, and sets up nicely for a 50/50 if they are Stand On


66B
HFTF DIO 5B.png
Good anti-air
Startup Active Recovery Damage Guard
7 2 16 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Nearly identical to 5B, most notably slower
  • Great for catching prejump during pressure and a great anti-air, just like 5B, except it is easier to space.



66C
HFTF DIO 5C.png
For the love of God, abuse it
Startup Active Recovery Damage Guard
7 5 22 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Absolute godlike normal
  • Has great priority and range
  • This is a normal which you will be starting a lot of your combos and punishes with.
  • Excels when paired with 236s for pressure and absolutely great for anti-airing
  • When in doubt use this
  • Good for ending pressure strings and very good in frame traps



663A
HFTF DIO 2A.png
Godlike punish
Startup Active Recovery Damage Guard
3 3 10 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Your best punish tool, perhaps the best in the game
  • Great range and speed
  • Goes into 214x for a full BnB, great for catching opponents off guard


663B
HFTF DIO 2B.png
Your best anti-air
Startup Active Recovery Damage Guard
10 4 17 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Great anti-air that can beat most jumps if done early enough and spaced correctly.
  • Can start combos if you are willing to use it.
  • Practically identical to 2B, but easier to space
  • Good for catching backjumps on cornered opponents



663C
HFTF DIO 2C.png
Combo ender
Startup Active Recovery Damage Guard
12 3 25 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Practically identical to 2C
  • More practical as a poke as it has more range
  • Grants 236c oki when cancelled into 623x


Aerial

j.A
HFTF DIO j.A.png
go-to IOH and great air normal
Startup Active Recovery Damage Guard
4 7 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-15 on IOH) {{{block}}} - SU IPS=NO Scales=Yes
  • Pretty good air normal overall
  • Has a ton of active frames so it can be used to meaty rolls and air to air well
  • Can be used as an instant overhead on any character, even the short ones like Iggy


j.B
HFTF DIO j.A.png
j.A's retarded twin
Startup Active Recovery Damage Guard
7 6 (until landing) 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-12 on IOH) {{{block}}} - SU IPS=No Scales=Yes
  • Same as j.A except almost double the startup in exchange for 2 points of extra damage
  • Inferior to j.A but interchangeable, especially if j.A gets anubis countered for example
  • Not as good of an instant overhead


j.C
HFTF DIO j.C.png
underused mix-up tool
Startup Active Recovery Damage Guard
6 2 (until landing) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 (-14 on IOH) {{{block}}} - SU IPS=No Scales=Yes
  • Great air normal, your best bet at hitting opponents above you
  • Does good damage, and is great for starting combos
  • Great mix-up tool for adding up damage as an IOH with backward shorthops
  • Good for tech-chasing








Stand On Normal Moves

s.5A
HFTF DIO s.5A.png
Underrated poke
Startup Active Recovery Damage Guard
5 2 13 (5 on wc and crc) 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 (+8 on wc and crc) {{{block}}} - SP, SU, TA, CR, WA IPS=No Scales=Yes
  • Your go-to normal for meter building. Hold 4 and mash it whenever fullscreen, as it is walk cancellable and it wont give you chains
  • Underrated as a poke, has a decent hitbox and reach
  • Very important combo tool, used for confirming into tandem
  • Links into any normal you need, like s.663A and s.j.x


s.5B
HFTF DIO s.5B1.png
HFTF DIO s.5B2.png
Great poke
Raw Startup Active Recovery Damage Guard
7 6 14 (15 on wc and crc) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 (-3 on wc and crc) {{{block}}} - SP, SU, TA, CR, WA IPS=No Scales=Yes
  • This is one of DIO's best pokes
  • Can be used to interrupt certain pressure strings
  • Has the potential to be used as a meaty
  • Has the weird property to get an extra frame of recovery on wc or crc
Chained Startup Active Recovery Damage Guard
7 9 12 (13 on wc and crc) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 (-1 on wc and crc) {{{block}}} - SP, SU, TA, CR, WA IPS=No Scales=No
  • Same as s.5B, except it has more active frames and less recovery
  • Can be used as a command normal by inputting s.6B, meaning it outclasses s.5B
  • Good chain filler, better than s.2B, but should be avoided on skinny characters




s.5C
HFTF DIO s.5C.png
(trade)anti-air/ knife follow-up
Raw Startup Active Recovery Damage Guard
9 6 20 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • A very slow anti-air you should mostly use on read
  • Your go to Stand On antiair, and has decent priority if you can use it in neutral,
  • but some characters low-profile it so watch put for that
  • This normal has The tendency to trade at times, so be aware of that


Chained Startup Active Recovery Damage Guard
9 6 15 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 {{{block}}} - None IPS=No Scales=No
  • Chain ender
  • Heavily outshined as an ender by s.2C and s.214x s.214x as they are more rewarding




s.2A
HFTF DIO s.2A.png
One of your three low moves


Startup Active Recovery Damage Guard
5 4 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - SP, SU, TA, IPS=No Scales=Yes
  • This normal has great priority and speed, so it can start combos easily
  • Great as a meaty, as it has many active frames and hits low


s.2B
HFTF DIO s.2B.png
Absolute trash
Raw Startup Active Recovery Damage Guard
6 3 20 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Terrible normal with a lot of recovery, you should avoid it
  • No good uses for this normal



Chained Startup Active Recovery Damage Guard
10 3 14 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU, TA IPS=No Scales=No
  • Terrible chain filler
  • Causes tons of pushback, much more than s.5B, and can make combos into s.2c fall out
  • Avoid it




s.2C
HFTF DIO s.2C.png
Safe S.On sweep
Raw Startup Active Recovery Damage Guard
8 2 21 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - None IPS=No Scales=No
  • Another low from Stand ON
  • Grants great 50/50 oki on some of the cast





Chained Startup Active Recovery Damage Guard
11 2 21 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Hard Knockdown {{{block}}} - SP, SU, TA, IPS=No Scales=No
  • Great chain ender
  • Grants great oki on some of the cast
  • Very safe on block for how rewarding it is
  • Outshined by s.214x s.214x against the fast wakeup and short crouching characters
  • Should be mostly be comboed into from s.2A or s.5A without a chain filler for the sake of consistency








Stand On dashing

s.66A
HFTF DIO s.5A.png
Useless
Startup Active Recovery Damage Guard
6 6 11 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Actual useless normal, not even anything to get into
  • You can cancel it, though the cancel window is very late and it does not grant any real combos


s.66B
HFTF DIO s.66B.png
Even worse
Startup Active Recovery Damage Guard
11 1 17 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 {{{block}}} - None IPS=No Scales=Yes
  • Actual trash shame on whoever designed this
  • No use whatsoever, avoid it
  • Slow, single active frame and ages of recovery
  • You can cancel it, though the cancel window is very late and it does not grant any real combos


s.66C
HFTF DIO s.5C.png
(trade)anti-air/ knife follow-up
Startup Active Recovery Damage Guard
9 4 13 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • Extremely similar to s.5C
  • A superior knife follow-up due to it's greater reach
  • Not cancelable, though it has a bit less recovery
  • Just as good of an anti-air as s.5C, but can be easier to space


s.663A
HFTF DIO s.2A.png
Great low poke and combo tool
Startup Active Recovery Damage Guard
4 4 10 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU, TA, IPS=No Scales=Yes
  • A great normal which can combo into a lot of things
  • Your go-to stand on punish tool
  • Main confirm into tandem, if done from too far or cancelled too late, the combo can be saved with a well timed 663A
  • Can be linked out of if done meaty by doing it on oki or doing it early in a dash,


s.663B
HFTF DIO s.2B.png
Much better than s.B
Startup Active Recovery Damage Guard
7 1 9 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - SP, SU, TA IPS=No Scales=Yes
  • A good, rewarding poke that can be linked out of
  • Can be comboed into from any jump in from Stand On, or from s.5A for a 1f link
  • Can be used as a punish starter instead of s.663A quite often


s.663C
HFTF DIO s.2C.png
Not a low, or a knockdown, but still great
Startup Active Recovery Damage Guard
9 2 14 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - SP, SU, TA IPS=No Scales=No
  • A mid poke that can start combos
  • Can be linked into s.5A or s.2A for a 1f link
  • Mostly used to combo into tandem or s.214x s.214x
  • Can be comboed into 66C 236S(whiff) for a great, but tricky, confirm into s.214x s.214x


Stand On aerial

s.j.A
HFTF DIO s.j.A.png
Great mix-up tool
Startup Active Recovery Damage Guard
4 2 (until landing) 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-13 on IOH) {{{block}}} - SP, SU IPS=NO Scales=Yes
  • This normal will be the one you will be using for your 2a/S+9A s.j.236X mix-up for Stand Crashes
  • It is aditionally your best jump in normal in some matchups, most notably vs shorter characters
  • Can be used as a jump in, as it's the lowest reaching jumping normal


s.j.B
HFTF DIO s.j.B.png
Your best air-to-air
Startup Active Recovery Damage Guard
5 5 (until landing) 9 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-12 on IOH) {{{block}}} - SP, SU IPS=NO Scales=Yes
  • This move is a great air-to-air, and can even be used as an anti-air if done instantly out of a jump
  • It is a great balance of s.j.A's speed and s.j.C's range, with the added bonus of many active frames and vertical range
  • Not your greatest jump in option as it is aimed towards enemies directly infront of you, 45° above, and directly above you
  • Most popular normal for air-muda loops


s.j.C
HFTF DIO s.j.C.png
Deceptive range
Startup Active Recovery Damage Guard
7 1 (until landing) 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 (-10 on IOH) {{{block}}} - SP, SU IPS=NO Scales=Yes
  • This is your slowest, but most damaging air normal
  • Can be used as an air-to-air if done early enough
  • Has a ton of range and disjoint, so if spaced correctly it has very great priority
  • Slow, making it hard to effectively use as an air-to-air, and it has a single active frame which doesn't help a lot either
  • Links from s.5A for guaranteed air muda loop follow-up, however it is a 2f link, making it not as popular as s.j.B



Special Moves

Stand Off

236S
HFTF DIO 214x.png
What do you mean it has iframes??
Startup Active Recovery Damage Guard
2 2 13 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - None, 214S and s.214x with install IPS=No Scales=No
  • Important part of DIO's neutral, anti-air and pressure game
  • Useful in a variety of situations
  • Good for anti-airing, as it is air unblockable, and


214x
HFTF DIO 214x.png
Combo tool
Startup Active Recovery Damage Guard
18-20 2 21 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+30 {{{block}}} - None IPS=No Scales=Yes
  • A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen
  • Great combo tool that can combo of any normal that doesn't knock down
  • Tons of hitstun that allows you to dash up into another normal to keep your combo going, can even be looped
  • Very useful for down tech cancel punishes vs DIO's grab or other similar punishes for massive punishes
  • Terrible when used in neutral, despite having a great hitbox. Can be punished on hit/block if not followed up
  • Can be used to extend pressure, but is easily guard cancelled if done predictably. More on that in the offense section of the strategy part of this page


236x
HFTF DIO 236x1.png
Whiffs on most crouchers
HFTF DIO 236x2.png
HFTF DIO 236x3.png
HFTF DIO 236x4.png
Startup Active Recovery Damage Guard
7 2 for every hit, 4f gaps between all hits 57 5 per hit -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
up to +180 {{{block}}} - None IPS=Yes Scales=Yes
  • This is one of DIO's main mix-up tools
  • Mostly used in combos and okizeme
  • Does tons of damage and builds lots of meter in combos
  • Comboed into mostly from 5B or 66A
  • Used in s.2C okizeme for a 50/50 high/low mix-up between j.A and 2A
  • Active period between first and last active frame is 90
  • Used to meaty rolls into a mix-up in certain match-ups
  • Do NOT use in neutral randomly at any cost, as you absolutely WILL eat a super for it if used wrong


6CBA6
Adding up damage & mind games
Startup Active Recovery Damage Guard
37 12 12 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
launch {{{block}}} - None IPS=No Scales=No
  • Generally only used for mind games with tech chasing fullscreen
  • Very good at adding up damage, though unsafe against fullscreen supers
  • Can be easily beaten by air supers like New Kakyoin's s.j.236AA.
  • Duckable by the entire cast, some even in Stand On
  • Can be used against people who build meter in Stand On and catch them before they can turn Stand Off

Stand On

s.214x
HFTF DIO 214x.png
Combo ender/frame trap tool
HFTF DIO s.2C.png
Combo ender
Hit 1 Startup Active Recovery Damage Guard
12-18 2 25 16 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-12 {{{block}}} - TA, s.214x IPS=No Scales=No
  • This special is most often used to end stand on combos, preferably on short crouchers and fast wake up
  • Can be used in s.236C s.214X frme trap pressure and cancelled into tandem if in a sticky situation.
Hit 2 Startup Active Recovery Damage Guard
14 2 21 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Wallbounce launch {{{block}}} - None IPS=No Scales=No
  • A version reaches ¼ screen, B version goes ½ screen and C version reaches ¾ screen
  • This move is unsafe on block in many matchups, and should be therefore used sparingly and confirmed into
  • Gives a wallbounce if done raw,, delayed Hard Knockdown if on 3rd hit or up
  • Hits low which can catch some people off guard trying to escape the s.236C s.214x s.214x frame trap
  • All versions are identical


s.236x
HFTF DIO 236x1.png
hits 3 times, afterwards the following hitboxes follow
HFTF DIO 236x2.png
HFTF DIO 236x3.png
HFTF DIO 236x4.png
Startup Active Recovery Damage Guard
7 2 for every hit, 4f gaps between all hits 22 3-5 per hit -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
techable launch {{{block}}} - s.214x IPS=No Scales=Yes
  • Can be used to keep out opponents from a distance, which it is very good at
  • Cancels into s.214X for a frametrap which some characters have trouble dealing with
  • Can be punished on hit, similarly to DIO's guard cancel, though this is much harder to do, and react to
  • Can be mashed to extend it, travels similarly to 236x depending on which A B or C version you use.
  • Can be extended by mashing, which can catch attempts at stealing turns upon recovery
  • If the first hit makes contact, it will repeat the same hitbox 3 times, if the first hit whiffs usually when low profiled , it will not knock down, though you cannot do anything off of it.
s.j.236x
HFTF DIO 236x1.png
A great air-to-air & the secret to mastering the art of the TOD
HFTF DIO 236x2.png
HFTF DIO 236x3.png
HFTF DIO 236x4.png
Startup Active Recovery Damage Guard
9 2 for every hit, 4f gaps between all hits until landing, 0 landing recovery 2 per hit -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 or less {{{block}}} - none IPS=No Scales=Yes
  • Great air-to-air move that can beat a lot of moves, despite being somewhat slow
  • Best used preemptively and making the opponent jump or run into it
  • Can be steered once used, though it slows down a lot, making for yet another way to alter your jump arc
  • Can be mashed to be extended for a long time
  • Can be comboed into, and out of, which is explained in the combo section, also builds good meter
  • Used for stand crash combos out of an IOH, granting a full BnB
  • Can be used to cancel into for extra damage on your air-to-airs, though it is techable once extended by mashing, and can make you eat a normal or even super if applicable
  • Has a property where the last whiffed Stand On move's properties will apply to the first hit of this move. If you whiff s.2A it will hit low, s.2c will knock down and be a low, 2nd rekka hit will cause a wallbounce launch, and ba6ac/s.ba6ac will cause the Bloody Summoning super to come out in the air, which has it's own quirks respectively.

Game Navigation

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