NeoGeo Battle Coliseum/Neo Dio
(NOTE: This version of Neo Dio is not the same as the CPU version, as this one lacks 2 moves, Nikuhen and Haimaru Haigaku. Neo Dio is also known as Dio and will be referred to as simply "Dio".)
- cl. A/C/D are cancel-able.
- st. A is cancel-able/whiff cancel-able.
- st. C has good pushback properties.
- st. D has a rather fast start up. The range is pretty good also.
- cr. A/B/C are cancel-able up close.
- cr. A/B are whiff cancel-able.
- cr. A/B are chain-able, but cr. B chains faster.
- cr. B comes out super fast, and is great in combos.
- cr. C is a an ok anti-air normals. It has a somewhat slow start up, but if a jump can be telegraphed, this move comes in handy.
- j. D is a great jump atteck period. It can sometimes be used as a good cross up tool, but for the most part, its used as a straight forward attack. This move hits several times, and can be used as a combo starter if timed right.
Guard Cancel Tag Attack
- Pressing the E button while blocking will allow Neo Dio to do a standing attack and he will then tag out.
Rolling Throw - b/f + CD
- Can be broken. Regular knockdown.
Rokotsuna Abarabane: f + C
- Dio sticks his chest forward as several "rib-like" appendages stretch out and attack. This move has pretty good range, and pulls the opponent towards Dio whether the move is blocked or not, making it good to use while rushing down. Despite the number of appendages, this move only hits once. There is a slight delay in the move, which at times can help catch "GCFS-happy" opponents.
Sliding: df + B/D/BD
- Dio slides on the ground, causing either a single hit, or multiple hits causing a knockdown depending on the button pressed. Both B and D do not cause a knockdown, but using BD does. The BD version is a great move to use as a combo ender, as it allows Dio to dash in and apply okizeme.
Sonic Saber: qcf + A/C
- Dio does a dash and attacks with his arm blade. The button strength determines the distance traveled. This move relatively keeps Dio safe from attacks, so this is a good ender to use with rush strings.
Grand Saber: qcf + B/D
- Dio does an alternate version of his qcf + A/C. This move can hit several times and does knockdown. Button strength determines the distance traveled.
Burning Crow: (close) hcb, f + A/C
- Command grab. Dio grabs the opponent and does a quick attack that does fire damage.
Bleeding Crow: (close) hcb, f + B/D
- Command grab. Dio grabs the opponent and does a quick attack that does ice damage. This freezes the opponent long enough to follow up with another attack.
Rolling Smash: d,u + B/D
- Dio does an upward rolling attack. The button strength determines the height at which Dio jumps. This move has some priority against certain attacks.
Meteor Smash: in the air, qcf + B/D
- While in the air, Dio does a down-forward rolling attack. The button strength determines the angle/distance of the roll.
Thunder Blow: dp + A/C
- Dio whips his tentacle-like hair towards the opponent and attacks with lighting damage. This move hits several times, and is one of the best followups to hcb, f + B/D. The C version of this move has a slight startup delay.
Muteki no Teppeki: rdp + B/D
- This is Dio's counter move. He sticks his chest outward and awaits the attack to counter. If hit, the opponent is frozen in place, while Dio teleports behind the opponent. Both versions have a very bad startup delay, and this move is not really recommended for use. The D version can be canceled with a super.
Nikuhen: (CPU-only move)
Haimaru Haigaku: (CPU-only move)
Ultimate Cannon: qcf x2 + A/C
- This is Dio's only real projectile. Dio sticks his chest out forward and shoots a dark energy projectile that does a considerable amount of damage. The startup delay is very mininal, and is one of the best moves to follow up with after hcb, f + B/D.
Ultimate Beast: qcf x2 + B/C
- Dio does a "ranbu" attack sequence that launches the opponent and he finishes with a move where Dio hunches over exposing his jagged spikes on his back. This, too, is another good follow up after hcb, f + B/D.
Ultimate Illusion: A, B, C (when meter stock is at level 3)
- Dio does a shadow slide towards the opponent. If Dio touches the opponent, Geegus (from World Heroes) appears and assists in the "doppleganger" attack. This move does tons of damage, and there are several setups for this move.
- Neo Dio has a somewhat basic strategy, but given the fact that he takes the most damage unlike the rest of the cast, this strategy becomes a challenge at times. He is not very combo heavy like Kyo, Kim, or Ai, and he doesn't have much in terms of zoning other than a few normal moves. Dio does shine when it comes to getting "quick damage", which can be done a few different ways. Dio can guard crush with a few normal moves, mainly standing C, f + C, and jumping D. Jumping D does the most in terms of guard damage, and can possibly break the opponents guard for a quick combo. Jumping D also helps build meter fairly quickly for other options. Don't put too much time focusing on breaking the opponent's guard, however, because depending on the character it can be an up hill battle. What this does, however, is help Dio close in for either a quick combo from mixing up, a regular throw, or a command throw. Using hcb, f + B/D is the best option, as with meter, he can do either qcf x2 + A/C, or qcf x2 + B/D. A good rule for this is to simply use qcf x2 + A/C if Dio is not in range to use the other super. Without meter, Dio can use dp + A/C in range, or qcf + B/D if slightly out of range. A good rule for this is to use dp + A/C if within sweeping distance, and to use qcf + D if not in sweeping distance. Both options give a good amount of meter, which will strengthen his combos for later use.
- Don't be afraid to use those normal attacks. Using f + C helps Dio bring the opponent close to them, allowing a chance for a command grab (plus a free move/super), or a regular grab. Far standing C has a pretty good pushback, but keep in mind the ultimate goal is not to play keep-away, but rather to close in on the opponent. However, if it takes a few pushbacks to move in closer, then by all means proceed with caution. Crouching A actually hits further than crouching B, so depending on the range, it will be good to switch up.
- It was mentioned earlier that Neo Dio has setups for using his A, B, C move. Some setups can work depending on the character, as some opponents have moves with high priority that can stop certain setups from working. Kim, Ryo, K', Robert, Kyo, and a few other characters with dp moves or high priority charge d, u moves can stop some setups from working most times. In this case, baiting a dp (charge d, u) move on wake up will be the alternate option for this. Using anti-air attacks can sometimes guarantee a free A, B, C depending on what move is used. Crouching C, jumping C, jumping D, and d, u + B can be used as an anti-air move. Some characters have jumping attacks with high priority (like Kyo's j. d + C), so keep an eye out for those type of moves. Hcb, f + B/D can be used to setup for this move. Doing a jab, or a light move that can "float" the opponent will allow them to get caught with the super if timed right. Sometimes poking can force the opponent to constantly turtle, which at this point, Dio can force them into a corner, and possibly do A, B, C without fear of getting hit with a weak attack or high priority move. It is recommended not to use this super unless one is truly confident that it will connect. This does take practice, but for the most part, command grab to either "projectile" or "ranbu" super is the best option. A, B, C has to be used in a way that the opponent doesn't expect. Heavy mind games (and f + C) need to be applied when attempting A, B, C.
- Blocked strings to use are:
- crouching B, crouching B, crouching B, qcf + A
- crouching B, crouching B, standing B
- standing C, dp + A
- j. D (optional), crouching B, crouching B, crouching B, qcf + B
- hcb, f + B/D, qcf x2 + A/C (qcf x2 + B/D, dp + A/C, qcf + B/D, etc. also work)
- crouching B, crouching B, crouching B, df + BD