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

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Price: £24.145
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Description

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.

Punishing Kakyoin's Stand on normals with s.236AA super is also a good way of dealing damage, but it wastes meter. 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]] Downwards thrust in the air. Solid hitbox makes it good for both air-to-air and jump-ins. An excellent Instant Overhead (IOH) for 236A/B/C mixups or to get the final hit.The World throws a hook punch. Its hitbox covers a fairly solid area and has pretty good priority. It's one of DIO's better pokes and whiff punish tools. Mainly used to cancel into the rekka series (s.214 s.214) but is a bit slow on the recovery side. s.j.C d.s.2B s.5A>5B 214s.A/B/C 214s.A/B/C - The beginning of this combo is the hardest part as it requires a very precise dash after the jump-in.

Can also be cancelled into the s.ON rekka series (s.214A/B/C s.214A/B/C) and tandem if the player has used s.214A/B/C (only the first part of rekka) prior to activation.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. DO NOT whiff 236C, s.623A/B/C on B.Pol, or any moves with long recovery since he WILL deal massive damage to you with 236AA super. 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. If the Hol player likes to do j.623 you can punish with s.236+AA right before Hol starts decending towards the ground dealing massive damage.

Similar to s.5C but cannot be cancelled. Useful as your basic anti-air just like s.5C and since it's a dashing move can be used to space yourself correctly. 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. Very similar to 5C but does not launch. Great offensive tool. Best used to cancel into 214C or 236S. Can cancel into tandem but linking it doesn't work in max range. One of DIO's most important dashing moves for pressure and pokes. s.623+A/B/C - considered to be the worst move in the game leaves you wide open for way too long, not to mention you'll take increased damage when hit while using it.d.5C 236S will do a good amount of damage against him. Knives can stop him from putting pressure on the opponent, and Pet Shop's 3C is free against it. If timed right, you can punish 3C with a meterless 2A BnB. Counter 2. Especially DIO himself, as well as Kakyoin and V.Ice, can counter your lasers from the air.



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