![]() ![]() Aditionally any jump in normal could be added to all of these combos.ĢA 2 214]A[ 661A 2A S+6A s.2C- Intermediate Stand Off conversion into okizeme setup. What you are aiming for is 2 1 4]A 214]AA[ or 66C 214C. ![]() What that means in practice, is that you start doing a motion, in this case 214, before pressing the normal, then inputting the button before the motion ends. Negative edge, or as often referred to as nedge, means doing a special move by releasing a button instead of pressing one. The way the combo is done, is by a technique known as negative edge. It is easier done in the corner due to pushback, however it is very well possible midscreen. For more info, read the explanation below the following combo.ĢA 2A 2A 214A 661A 2A 2A 214A.- DIO's main loop, which he used to confirm into and out of, in order to add damage to his combos and extend them into other strings.ĭIO's loop is a must learn for any player planning on learning the character. The way you can do this more easily, is by practicing doing a 214 motion and inputting A by the end of the motion. Grants okizeme vs slower wakeup.ĢA 2 214]A[ 663C- A combo that requires negative edge. preferably use 663C, unless opponent is Stand On, in which case 663C would be punishable on hit. Very useful and applicable in many situations, like tech chases oe pokes.ĢA 5B>236S- Simple link into 236S off of a low.Ħ6C>214X>663C/66C- Can be used when you land 66C at any range. Useful for anti-airing certain attacks such as DIO's S.j236X and Rubber Soul's j.A.Ħ6A/5A>236S- Useful for pressuring and late anti-airing. Starts off of a low, and does decent damage. Great damage, range and priority, can anti-air very reliably quite often, great versus Chaka's Hyper hop and other low jumps as an example.Ħ6B>236S- Good as an anti-air and catching opponents after jumping and a good alternative to 66C>236S.Ħ63B>236S- Good for anti-airing opponents right above you, and a viable replacement for 66C>236S.ĢA/663A>236S- Can be done with multiple 2A's or off of 663A. ![]() This chain might as well singlehandedly replace the entire strategy page for DIO. Use on grouded opponents only.Ħ6C>236S- Great chain. This can give you extra damage and a free knockdown, or even an entire combo. S.2A/s.5A>s.2C- Same as above but better and MUCH more consistent as it will not fall out.Īny jump in normal could be added to all of these combos.Īdditionally, if you happened to do a single s.214x without the follow up before doing 236s, you can cancel 236S into s.214x s.214x, or even link into a tandem, as the properties of s.214x will be "installed" into 236S. S.2A>s.2B/s.5B>s.2C- Basic 3 hit chain ending in a knockdown. Terrible range, but cancellable and you can link out of it. S.5A>s.5A>s.5B>s.5B>- A 3 hit string ending in an overhead. +8 on block and -5 on PushBlock (as good as safe), cancellable and grants 50/50 okizeme with 9+S>236C. S.5A>s.5B>s.2C/s.6C- Great chain which you will be using a lot. S.5A>s.5B>s.5C- Basic and simple chain ending in a high kick. Not as great or as reliable as other chains in this list. S.5A>s.5A>s.5A- Basic and simple chain ending in a high kick. Medium normals can also be skipped if you so wish and go from any light to any heavy normal. 2A 663 214]A[ confirming for consistently converting from longer rangesĪll of these combos can be started off of a Stand On jumping normal.Converting stray normals in neutral into full combos.Advanced Stand On combos and confirms into Tandem. ![]() Advanced Stand Off combos and confirms into Tandem.Reliably doing the s.j.x IOH s.j.236x !SC mix-up and converting it into a tandem.Intermediate combos in Stand Off & transitioning to Stand On.Generally, the order in which one should practice DIO's links is as follows: This section of the guide will show what all of DIO's useful combos are and give a guide on all of them. DIO is well known for being extremely combo heavy, though that does not mean that he cannot function with simple combos while building up execution towards advanced BnB's. ![]()
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