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How to Play Shadow Dio - Jojo HftF Basic Character Guide

Mar 28, 2024
Shadow-dio is a very popular pick for anyone new to Heritage for the future, not only is he considered one of the best beginner

character

s, but he is also viable even at higher levels of

play

. He is a fast

character

with very good neutral freeform okehazama tools. and his B&B combos deal great damage and are some of the easiest to do in the game, on top of this, despite not having access to an active support mode, Shadow-dio does a great job of utilizing many of the main mechanics. The judges have to offer. Shadow-dio is considered by many to be the best character to start with, although he lacks an active

shadow

mode for us and very strong normals to make up for it.
how to play shadow dio   jojo hftf basic character guide
Any of those very strong normals can be canceled. His normal values ​​allow for some very complicated and uncommitted pleasures. The 580 is very fast having only one starting frame. He can be used as anti-aircraft. It works for that when you want it, but you don't really get much out of it. Taipei is quite good at applying pressure due to its quick onset outbreaks. Many characters can dodge it quite easily. You can try mixing it in your perfect timings just for a surprise quick hit. 5a is also very good. anti air option is a quick slide up is a pretty good pressure tool when canceled at 5 like most other moves five B is a very fast kick only has four starting frames can be used as anti here has quite a bit of destruction good and hitbox gnashing 5b can also be used as anti-air, it can also be used to press canceling it in 5 seconds like most moves, it is a little slower than the normal 5b being in 6 frames and also has worse recovery. 5c isn't really used for neutral, it's really only useful as combos or to try and need during Opie's ma.
how to play shadow dio   jojo hftf basic character guide

More Interesting Facts About,

how to play shadow dio jojo hftf basic character guide...

It can be used for punishing as it has pretty good range, but at its maximum range you can't combo it. The 5c is a much slower version of 5c. It's not really used, except maybe to maintain new combos, so check out the standing normals, remember that all normals can be canceled by the time you do most moves, including dash moves that you have some Using it, it is probably the best crouching move for

shadow

deals, as it is very fast. It only has three frames at startup which is pretty good for a low level and you get a lot of damage if you confirm something, it's a combo starter and can also be used for tick capture builds which we'll look at later.
how to play shadow dio   jojo hftf basic character guide
Ettore will be a big part of your game as he is very good for tic wrap setups that can be used as a hearing aid, he can be useful for hitting opponents you never heard above you. Running is the better TV version as it comes out a little faster and does similar damage both are equally useful to see it's a pretty bad move don't use it running to see it's a great move just throw it in neutral it adapts very quickly and if you cancel it at 5s you can do it If you do it safely on the block or get it in the Congo, it's also good for a mini stroke because mom has a lot of active frames, you can catch your phone off guard and it has a pretty good read. 3c will be your combo finisher and will lead to a Strong Takedown isn't that useful in neutral, time sensitive to get out and the range is just a review of the crouching and running normals to see what is probably the best crouching normal.
how to play shadow dio   jojo hftf basic character guide
You'll finish your combos with 3c and I'll grab a lot with - trick. J a is pretty decent for any opponent below you, he's not the best air to air and deals little damage, but you can start some combos with him. JB is a nice exquisite move it's a simply splendid quick air-air and it's practically one of the key parts of Shadow-dio's story. You can just roll this in neutral and cancel it into Jas and do things you're not doing jb it's a pretty amazing air-air, but its hitboxes are a little high so you'll have a hard time hitting some crouching opponents, but it's its best normal jump and it's as fast as J a, but as a larger hitbox, I'll just Throw this as a block.
JB is good, but sometimes you will use JC; It covers some angles that you don't get to with JB or J. However, it's a bit slower and can be used as air for listening. While JB is a better editor and is your most damaging normal hair review on air normals, they are all very helpful, however JB is the one you will use the most, his gravity is incredible, results in heavy shedding and usually throws the opponent right next to allowing Shadow-dio to prepare for the

play

in May, it is very easy to grab a key part of Shadow Diaz's arsenal, to the point that some people are sitting where, although he is not really there because he that she grabs you. and he could initiate it so that Kazumi is with you, you're practically in the shadow zone, you're in the shadow vortex, Diaz's shadow roll is the slowest in the game, you can't just abuse this because the roles they can be punished with grabs and if you blindly roll this role you will be punished with a grab Shadow Diaz God's console is really good, it's fast, it's been gold or skill frames it has a great range, it sends the opponent flying to a good 5s distance is a big part of the game Shadow God we're going to cancel moves on this all the time it's really cool if you do normal moves that can be written into it which gives it a great application for virtual pressure and combos 2 and 4 are not as useful.
The 2 can knock down the opponent if they are on the ground but they are quite slow, there is really no point in using them 63 is the shadow deal command, grab a lot of people like to make a meme of you when you wake up as it is unblockable, unsustainable , but it's pretty slow for everyone. What you have to do is jump to avoid it. It is used a lot as a trick. Oka's MA. It only works for your opponent. He doesn't know what to do with Lord. Mister. Are you paying attention? It's really fun on the console screen to take it down hard. and you can stop in time right after, but this is not a real setup and some characters can easily punish you for trying to do this, overall it's not that useful. 41 A shadow does it, you need a counterattack that, when hitting the shadow, teleports behind it.
The opponent works against BriTANicK tiles and can be used against its owner to blindly throw rejected tiles, but it has a super slow start, so you won't be able to just mash this however you want, we don't recommend it. Use it unless you really think you have your punch but it's very fancy semi circle forward it's a shadow deal, throw a sniper, version A spreads them, version B throws up a little and version C throws a little low to the ground when blocking the punch or even with a follow-up can be done by entering 60, which is relatively safe on the block, but it is a bit risky to simply remove it due to its low starting speed.
Shadow d also has a semicircle back that shoots a laser from the other side of the screen. The fastest and least damaging you'll see is the slowest and most energetic if you hold down the button; is the maximum charge, the movement turns red and unlocks, it is a little slow, so if you are going to use this, it is recommended to always only use the a shadow version G also has a semicircle forward s where the world comes out , it's not that useful, except for health, it's any situation you can because if it's 50, which we'll see later, for special moves, shadow deal is generally slow.
When you start them, you will use your 5 a lot. What you do with the shadow is first eliminate two to six. A shadow treats the use of a single most damaging super lost body. It can be used as an excellent reversal with the slow start time and just the hitbox. make it not so good, so you should avoid using it unless you have a good excuse. 63 is a shitty super. I don't know why it's in the game. It's a shitty game that's not safe. There is a trace if you press 60. and, but you have to keep the time constant on your bar, they are pretty much wasted on bars, they are usually just ignored, and for AAA causes, the unblockable spark lobby uses two bars, It is good in the right situations, it can be used to wake up. above on some characters can be used on some people probably should have used super sensitive lock more useful Shelley also has a time stop requires a minimum of two super bars for each bar is 1 second stop time interesting thing is different than Jotaro treats time stops, this one doesn't like super flash, you can catch your opponent off guard if you give the shadow time, you can do good damage and that kind of thing, but it's mainly used for gamers style, you can't use your two, three, six, eight to strengthen it, understand it, in general.
Shadow do supers aren't that good for one for a they're pretty good due to their unlock fullness, but they use two bars and the time stop is mostly just for style points. Shadow-dio is a hasty character, meaning he does well at getting into the opponent and putting pressure on them, Shadow Dee has some projectiles that feature a better laser, but generally the playstyles are rushing, as those who have a little startup and aren't really reliable, an easy neutral strategy for Shadow Do is to use gdb on J to get close. and a fencer who retreats, this does not compromise much and is easy and good for the brain if the pressure is combined, if it connects, you can also buy.
I just throw myself into a discontinuous encounter to jump normals, almost any move is canceled if all 5 cancel it. to 5 will usually appear without you knowing the safe shadow offers; It's pretty good, they don't go the set mini distance, you can cancel it anytime you get close and back away by using your dash to make quick moves that you'll do. then cancel into s shadow dia really has no problem pressuring the opponent does two 5's on every attempt and it's very safe you can't block while 5 is out but this shouldn't be a problem as long as you back off or cover yourself with pressure, however, he is a little susceptible to pushing blocks, you don't want to use your roll to move or move, he is so slow that he is so long that you will be punished with the rabbit shadow deals B&B combo. legendary, it's relatively easy and can be repeated on itself, and you're generally not allowed to loop more than three times in tournaments, so stick with it, this is the combo you absolutely must learn to decide main shadow beer 1a 5c 5s 66 y the 662 one is a - cancel it essentially enters a but you hold down one after running to cancel the - so you enter - instead of - E - if you can write this down and practice it a bit, this combo shouldn't be too difficult to do.
It does incredibly good damage even if you only get one rep, this combo is very easy to start, you can get it out of your ass pretty easily. The most common ending for this would be 3c, but you can also end with -i-a to grab it low. over or jump over GS plus Shadow D is a great combo, it also has a great freeform epidemic. You usually want to get a hard drop with Shadow to start doing this. It is most commonly done with free C as a combination or grip lender. on a downed shadow do too many options you can grab normally or grab ticks by doing - a or J an integrand if people try to take your throne wake up you can try running 3 c 5 s as this beats Tekken 5 C also works but it's hard at that point if they try to jump off your grab, if you run 5 C to catch the jump you can also do a grab command, it's a bit slow so they could see it coming but it's unsustainable.
Shadow D also has something fun he can do which is a fake crossover by stepping over the opponent using Jas on hit, you can enter through a combo and a pawn block, you need to hit them so they can't punish you once they you're done. The pony gets used to this. You can try doing empty jumps to confuse them. Empty jump to grab the empty jump at five. See empty jump in another fake empty jump cross twice. You can just mess with your partner. Ford's semicircle can too. can be used correctly as a mid time if done correctly, you can go for a 2, a 4, a low or a J; some players would also like to use 3c to mask their approach while looking for a cos ma, as can be seen when shadow D has knocked you down, it can be a very scary shadow, you also have some time to stop the center, you can get it in a support clash fairly easily and you can also disable it at 63, but some characters like chocolate can find it to try if you do. manages to activate time stop, usually the easiest thing you can do to get maximum damage is to mix 5c in 5s, if you don't have a lot of time and time stuff in our full screen, you can do a fully charged semicircle towards back.
If you have a lot of medium, you can do some things by setting up knives and sparks, theaddon requires a lot of meter, just doing five scenes 5 is reliable, but go for the knives and sparks if you want stops at 140 a, it's also useful for trapping. Opponents' sparks in the air are unlocked. The overall combos and setups of shadow deals are very simple but reliable and very good due to the above reasons. The shade is neutral and can get into you very easily and once it has you, it will never let you go, no matter what. quite susceptible to pushing the block as long as you have the credit under pressure, take advantage of the push as much as possible but try not to accidentally roll into it or at least don't be predictable with the rolls as you can get grabbed and you know when to get grabbed you get into the ozone shadow good guard cancellation can also be good you can throw ideas prayer try to get the shadow as far away as possible so it can't start its thing if you have zoning tools you tried to isolate it as much as possible but be careful , the shadow can jump across the stage pretty quickly, so don't use autopilot.
Zoning is good against the shadow deal, but it's not the hardest counter. Avoid being cornered at all costs because the shadow treatment can easily. Grabbing bids in the shadow of the convoy can be deadly as it can result in a sharp drop. Try to predict when your holds will occur in technical terms. Try to predict tick grabs. Usually a rushed 2a will lead to a tick grab. Try not to roll into them too much while rolling. They are reactive and you can get yourself out of there to knock him down, his build is fine if Shadow does 5s on Scituate, that's not a real build and that's actually punished by your own grappling, since that there is a space where he cannot grasp. you practice and train in mode by recording the shadow guy doing a tick rep, then you time technical grappling or punishment, you try to get used to shadow deal grappling technology because it will get you out of a lot of situations, shadow Theo gives quite a bit scared when you wake up, but just remember all your options and try to react or predict them, the intersection where it passes over you is fake, just normal Blanca, don't try to match something when you wake up or opt for a risky anti-air if you hit the shade. doing will just hit you with the grab command upon waking up is mostly just a meme, a lot of beginners fall for it but it's slow and you can easily jump if you're paying attention if you manage to block a move he makes. your awakening try to turn him off as soon as possible by pressing lock and canceling guard the sooner you get back to neutral, the better if he goes for a while stopping your full screen and don't think you have any moves that can stop him and stuff.
Time Super Jump as high as possible to stop time. The shadow dealers roll is the slowest and longest in the game, so if you see his roll, don't let it go, grab it, remember that while Shadow Dia was strong and very good, he is quite simple. don't think about it too much, he is not invincible, let's take a look at this match between Super Gohan and Squall LH 16, start a pawn match, super, do a 10 stab to get away from Squall and look for knives, which is safe in the block. The squad got to the other side of the screen pretty quickly, while you want to get away from the shadows, never go through our projectiles blindly because we can catch you.
Super Gohan attempts to run into the sea to catch a storm. Solid plan as it is a good move. comes out of neutral, hits the super Gohan tries to cancel in 5 seconds to make it safer, but made a mistake trying to run towards the wall and then is hit by Jas' storm tries to start a combo with the Jas but misses the super Gohan is retreats with the JB screeched reproaches with the Jade, he canceled on Jas and hit super, he keeps seeing his chance and combines with - on the ankles for a gloomy tic, he doesn't quite understand 21 means Kazumi but it works anyway, however, super Gohan Tex and throws a JB at Jas because he's neutral.
He tries to use Squall's earlier tactic against him with Tom blowing the move into an old-fashioned grab, but Squall sees the thick grab coming and jumps in time. Super Gohan tries to correct himself with the 5. while Squall goes for a fake cross from Jas which Mrs. Super Gohan then hits with 2a but doesn't get a combo, so Squall once again relies on Gohan Super Goins JB and Jas manages to exchange with the Squaws, JC is now neutral again, both attempt to use Jas Squall uses his laser to try to catch Super Gohan while his Jas is outside and it almost works as he sees his chance.
Super Gohan goes looking for a handsome 5 to try a combo, but unfortunately he doesn't succeed once. again play the neutral game of the shadow deal Oh Super Gohan takes a storm with a two-way, but once again misses another combo as five searches and does not combine in the thanks range, the second of a push is called lo far enough away to be able to maintain the combo as well Bad squad gets the classic run into a tick grab, now super Gohan will have to deal with the shadow deal zone, he eats a fake cross towards J S who goes into a combo of dealing in the shade and yet another fall once you get to the area, it can be difficult. to get out, he tries to push Super Gohan upon waking up, but a well-timed push block allows Super Gohan to escape and J is in J's storm.
Super Gohan goes for knives again as they are quite a distance away from him. Squall throws him at each other and Super Gohan sees his chance to go for A - B - C, which he cancels in 5 seconds, but a well-timed push block allows Squall to escape. He almost gets Super Gohan with another J, but oh, he gets hit with Super Gohan, five seeds, again it cancels out in 5 seconds and Squall makes the shadow do a neutral technique, just like Super Gohan, a second later he tries to run towards Jas after the block, but Squall sneaks back in time.
Squall rolls again oh oh he's getting to happy roll this could be the time for Super Gohan to come back now that Qualls is in the shadow trading zone but oh no rushing to see the media doesn't work and after Trying to jump off a J, you simply get hit by a 5c. and it's over, remember guys, you can't block Norman's moves in the air, so we saw a lot, we saw JB, we saw a lot of runs to see the general shadow of Diaz, neutral pressure, it's really not complicated at all, it's really very simple. making him one of the best starter characters in the game.

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