JoJo's Bizarre Adventure Dio Brando Cosplay Costume Men Halloween Carnival Anime Jacket Pants Complete Set Yellow

£24.145
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JoJo's Bizarre Adventure Dio Brando Cosplay Costume Men Halloween Carnival Anime Jacket Pants Complete Set Yellow

JoJo's Bizarre Adventure Dio Brando Cosplay Costume Men Halloween Carnival Anime Jacket Pants Complete Set Yellow

RRP: £48.29
Price: £24.145
£24.145 FREE Shipping

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Description

Since DIO's grab is punishable by most of the cast, you only want to teleport grab as a finisher, its hard to counter, hard to expect and is fast. It's very reliable as a round finisher, however, getting the correct spacing to teleport right next to your opponent is difficult, and if messed up, can lead to you whiffing a grab and getting punished. Time Stop is mostly useless outside of proper Stand Crash combos due to its long startup animation which can be easily punished. It is mostly a stylish super that is only used to show one's skills at the game. If done right, it leads to massive damage, however, do note that damage dealt during a time stop can be scaled down, therefore time stops done with small amounts of super meter or an sub optimal setup will do smaller amounts of damage. A lot of the same things that apply to Hol Horse but instead you need to be aware of his Command Grab and his faster S bullet zoning which can really mess you up. DIO can throw stand on Knives from the air dealing massive damage, Kakyoin can land a normal or a super, and V.Ice can use his ball form or air dash to get to you and punish you that way.

Dashing mid-level punch. Another great rushdown tool due to its fast speed. Can be easily linked into s.5a, but also linked from s.5a, which is much harder. If Jotaro is in s.OFF he is not as scary for DIO. A lot of his jabs are slower than DIO's and its easier to pressure him due to his weaker options.

Try not to jump in too much because Chaka can do his air to air, counter, super or just a basic anti air normal to catch you. Counter 2. Especially DIO himself, as well as Kakyoin and V.Ice, can counter your lasers from the air. Midlers really like to jump so be prepaired to air to air and anti air midler a lot. Remember to play the footsie game at a distance, if Midler gets a grab in youre in a world of pain because her oki game is strong, so try to keep your distance if possible.

Your best bet is to stay active, aggressive and try your hardest to whiff punish some normals. s.236AA is a good way to punish long recovering moves like star finger (if not done on your wakeup) and moves like Jotaros 214A/B/C. For more predictable Jotaros, they like to do 66C in s.OFF, if you're fullscreen and see them startup a dash, immediately do s.236AA for a punish, it's a good way to condition them to be scared of dashing in. s.5A>5A>5B>5B - 3 hit combo into a rather sluggish overhead punch. The last hit is High. Not very useful.In stand off, your best anti air moves are 5A+236S, 5B+236S and 2B, these are sleeper moves for a lot of DIO's. The hitboxes are great for hitting opponents out of the air at specific angles and you can cancel it into 236S right on hit for extra damage. The hard part comes from knowing at which angle the enemy is jumping from and using the correct punish. 2B is for opponents right above you, 5A and 5B are for opponents coming in from an angle. 5A can also be used as a tech chase if the opponent is right above you but it is a bit riskier.

For neutral, 66C 236S is a great poke with a lot of priority, as well as staying in s.ON and doing s.5B as a jab usually confirmed into a 214A 214A rekka combo. It's the same combo, but instead of doing the dash cancel as soon as you can, you need to time it to be as late as possible while still canceling the dash. In midscreen you need to do a 'deep dash' as i call it, basically dash deep enough to be able to link 3 2A's but still cancel the dash to not be late enough to link 214A. Shadow DIO likes to jump S a lot, so staying in s.ON and going for s.236AA in the air or on the ground when they jump can punish that, but if missed or spaced poorly they take minimal damage and you just waste meter. Dashing variant of 5A. Useful in a lot of situations. Can be cancelled into 236S and 236A/B/C for combos or pressure. If Avdol goes into remote mode, use your 623/B/C teleport move and punish with 236+S. Why 236+S instead of a combo? Because if the Avdol is expecting you to do that, he can use the stand to hit you while you're starting up your combo with normals that do not stand crash the remote stand user. Keep in mind though that if an experienced player goes into remote and wants you to try to punish them, they will go into tandem while you try to hit them.

Dashing variant of 2A. DIO's best tool to catch people low in neutral. The dash can be cancelled by holding 1 and pressing A or by hitting and cancelling into 214A/B/C to start a combo. Very strong option. Dio Brando (ディオ・ブランドー Dio Burandō), known simply as DIO from Part 3 onwards, is the main antagonist in both Phantom Blood and Stardust Crusaders and the final Boss in JoJo's Bizarre Adventure: Heritage For The Future. A lot of matchup strategy from normal Kakyoin carries over to New Kak, watch out for his nets and 50/50 setups, try to standcrash with air mudas if you can.

Option 1. If your enemy has a tendency to air tech after the laser hits them, delay your next laser right after you hit them so that after they air tech, they will fall down right into another laser. Never grab him, or press a button after his roll, instead either do a neutral jump and hope to catch him pressing a button, or teleport behind or away from him. Dashing variant of 2B, not very useful but does cancel into the same things as most of his other dasing normals. This loop will NOT drop randomly due to the IPS and is considered the easiest infinite in the game. However, while it may be the easiest infinite it still isn't easy. It still requires you to know how to negative edge and dash cancel, and to do that quite fast and consistently for the loop not to drop. This matchup is not good for DIO, having meter and ALWAYS landing your combos is your only chance against an experienced Kakyoin player.

HOODIE FEATURED ITEMS

If the Kakyoin likes to setup nets and poke from afar, a well timed Stingy Ripper Space Eyes will catch them off guard, but beware, since Kakyoin can air dash he can get to you fast if you try to catch him again with the laser. This can be canceled into s.214A/B/C x2, as well as tandem. [tandem cancel requires prior execution of s.214+A/B/C [install]]



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