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- Movelist
- Normals
- A - A pointed jab with the fingers. Extremely fast.
- cr.A - A crouching jab similar to A, but slightly slower. Can link into 5C.
- Dashing A -- A dashing uppercut. 8A - Dio jabs downward on a 45 degree angle.
- B - A spinning roundhouse kick.
- cr.B - An arcing uppercut.
- j.B - A spinning aerial kick.
- C - A swinging blow toward the ground.
- db.C - Dio stabs the ground, at which point, dust flies upward.
- df.C - Dio slides along the ground with his arm extended.
- j.C - Same as C, except, in the air.
- S - The World's silhouette thrusts forward.
- d.S - The World's silhouette strikes low along the ground.
- b.S - The World's silhouette shoots upward on a 45 degree angle.
- j.S - The World's silhouette thrusts forward while in the air.
- j, d.S - The World's silhouette strikes downward on a 45 degree angle.
- j, b.S - Noticing a pattern yet? The World's silhouette strikes upward on a 45 degree angle.
- Command Normals
- Move Name: Throw/Tech Throw
- Activated: Forward/Backward+C
- Notes: Grabs the opponent and flings them all the way across the screen. If they're close to the wall they'll bounce and land flat on the ground. This throw cannot be recovered out of.
- Move Name: Recovery (Teching)
- Activated: AA (Two Attacks)
- Notes: This is used when being knocked down or when hit into the air after a certain amount of time.
- Move Name: Advancing Guard (Pushblock)
- Activated: AAA (Three Attacks) while blocking
- Notes: Pushes back the opponent a considerable amount more than normal after an attack is blocked. Does not work on projectiles. Can be punished by throw-classed moves.
- Move Name: Evasion (Dodge)
- Activated: AAA (Three Attacks)
- Notes: This move can be used any time you're on the ground. It's invincible from beginning to end, but you can be thrown out of it. Shadow Dio's is slower than most.
- Special Moves
- Move Name: Throwing Knives
- Activated: HCF+A/B/C
- Follow-up: HCB+A/B/C
- Notes: Dio takes out and throws a fist full of knives. Using the follow up throws another hand. Each button yields a different knife throw.
- Move Name: Kuretsu Ganshiha
- English: Stinging Eyes (taken from Manga, not an actual translation)
- Activated: HCB+A/B/C
- Notes: Dio places his hands over his face, and then shoots an eye laser. Holding the button charges the laser increasing it's damage. When he flashes red, the laser is unblockable.
- Move Name: Kyoufu no Henrin
- English: Scale of Horror
- Activated: BDP+A/B/C
- Notes: Dio pulls out a book to read. The button determines the length of time that the book is out for. If struck, Dio moves instantly behind the opponent and freezes them for a second.
- Move Name: Nazimuzo!
- English: [translation unknown]
- Activated: QCF+A/B/C
- Notes: Dio charges his hand at his side, then grabs stabs the opponent's face, draining their blood. This is an unblockable command throw.
- Move Name: World 21
- Activated: HCF+S
- Notes: The World's silhouette appears, dashes forward, strikes once to the chest, then the legs, and finishes by striking upward on a 45 degree angle.
- Supers
- Move Name: Punishment!
- Activated: QCF+AA
- Notes: Dio pauses, and the world's silhouette flies forward. If the punch connects, the opponent is skewered from all sides by knives.
- Move Name: Charisma!
- Activated: QCB+AA
- Notes: Dio pauses, then releases vampiric spores in all directions, which home in on the opponent. This super consumes two levels of super meter. The initial hit itself as well as the spores are unblockable.
- Move Name: WRRRYYY!
- Activated: QCF+AA
- Follow-up: QCF+AA
- Notes: Dio makes a large, powerful arcing swing downward, which hits high. Using the follow-up causes Dio to kick afterward. You can charge the move by holding the button in, which causes both the swing and kick to move forward a great deal more, and is required for the follow-up to actually connect.
- This is the worst super in the whole game. It does practically no damage for two stocks.
- Move Name: Tokiyo Tomare!
- English: Time stop
- Activated: A, forward, C, back, S
- Notes: Raging demon style command string, requires three (or more) stocks to activate and consumes ALL stocks. If this move is activated, Dio stops time and the opponent can no longer block. You can also use this move to COUNTER time stop with your own, regardless of your remaining meter.
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- Combos
- Important Note on his loop
- It should be noted that the dash -> 2a in S. Dio's combos isn't a dashing 2A, but a dash then cancelled (downback) into a normal 2A. This can link into standing C.
- So an input like 6,6,4,1A will achieve the goal.
- Basic Combos
- cr.A, cr.A
- cr.A, B
- cr.A, cr.A, cr.A
- cr.A, cr.A, B
- A, A
- A, B
- A, A, A
- A, A, B
- C, S
- j.C, C, S, df.C
- Should be obvious but, you can interchange any A for any cr.A hit, because they chain into themselves.
- Intermediate Combos
- A, crouch cancel, C, S
- A, A, crouch cancel, C, S
- cr.A, C, S
- cr.A, cr.A, C, S
- Dash df.C, S
- [Dash, cr.A, C, S]*n
- This can be started from nearly any of the S hits above. Further away S setups will only work for corner infinites, whereas, closer ones will work anywhere.
- Advanced Combos
- Dio's only real advanced combos lay in his ability to reset with his unblockable dp+AA, and stand crush combos. The infinite is his primary combo and it's rather easy to utilize. Additionally, he can't really combo into supers outside of timestop and Charisma without using one of those two supers, or a stand crush.
- View BBC's basic combo video below from 0:44 onward for an example of "advanced" reset combos and 50/50 games.
- cr.A, cr.A, cr.A, dash cr.A
- HCF+C, HCB+A (Stinging Eyes -- You can delay it and link the light eyes for a knockdown instead of using the follow-up knives)
- HCF+C, dash df.C, S, [dash, cr.A, C, S]
- cr.C, QCB+AA, QCF+AA
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