Diavolo is a character who uses his stand, King Crimson, in two different ways. When King Crimson isn’t summoned, you can make the stand’s limbs attack, like Doppio does. This mode gives you good moves for regular fighting, even though your attacks are a bit slow. But Diavolo doesn’t have many tricks up his sleeve to safely set up, so you have to keep your opponents close.
When you bring out King Crimson, things change. You get excellent defense and zoning abilities. Diavolo himself is kinda weak, but King Crimson is a powerhouse with invincibility and reach. The catch is you need to use meter to stay safe, and you become vulnerable if your opponent gets close.
If you’re playing as Diavolo, try switching between these modes during the fight. You’ll find tools for different situations, and some of your best combos use both modes together.
الآن, if you’re facing Diavolo, here’s the plan: attack him from tricky angles. He’s not great at moving in the air, has low health, and can’t do much without King Crimson. If King Crimson is hidden, pressure his approach. If it’s out, get up close and personal!
Movement
Diavolo has some standard movement options, although there are a few key differences and unique choices.
Dash: Diavolo’s dash is slow, which means he’s not very fast when just running.
Getup: On the flip side, when he gets up from being knocked down, it happens almost instantly! Great for getting away from opponents who are trying to attack him on the ground.
Tech Tele: This move lets him roll a long distance when he’s knocked down. It’s like a great escape tool.
Stand Dash: When he’s in Stand-off mode, he has a super-fast dash that helps him close the gap between him and his opponent.
Stand Leap: Another Stand-off move, this is like a super jump that can be aimed, giving him flexibility in the air.
Walk: Diavolo has a menacing walk, which looks cool, but it doesn’t restore as much energy as running. Mostly used for style.
Air Skip: This move lets him teleport a short distance in the air, followed by an air dash. It’s a great way to move around in the air, but you can only use it once.
Free Skip: This one’s unique to Stand-on mode. It lets him skip time forward, and we’ll explain this more in the Super Moves section. It’s quick and handy.
Defensive Tools
Call Boss: In Stand-off mode, this move has a delay but grants him Epitaph for a short time and restores a free cancel. It’s useful for setting up a strong approach.
Hustle: Diavolo’s hustle generates meter after a short delay, though not as fast as a regular hustle.
Dash Skip: Diavolo’s dodge is quick and includes a short teleport. It’s especially fast during a combo.
Pose: Purely for style points, it doesn’t have much practical use.
Time Skip Burst: Instead of a normal burst, this move activates when the opponent attacks, even from a distance. If the opponent doesn’t attack, it fails. It also skips time forward.
Basic Attacks
Grab: Diavolo’s grab is interesting. His forward throw doesn’t do much damage, but it sets up opponents right in front of him for a combo. لكن, it doesn’t work the same way mid-combo.
Jab: His jab is his fastest move, with decent reach and speed but not very strong.
Kick: This attack has good stun but is a bit slow.
Hook: Slightly slower than a jab but stronger and has more range.
Stomp: This move hits foes on the ground and is a low attack that stands them back up.
Kick (هواء): An okay air move, it can put foes back on the ground without bouncing them.
Knee: This attack has limited range but does decent damage.
Easy Money: Available only in Stand-off mode, it’s a powerful poke with good damage and corner carry but is a bit slow if it misses.
Discipline: An anti-air uppercut with upper body invulnerability, found in Stand-off mode.
Cadence: This flip-kick has good coverage but is somewhat slow and knocks foes behind you, also in Stand-off mode.
Cascade: A divekick with excellent damage, especially when starting a combo, still in Stand-off mode.
Shelter Sky: An air-hook with impressive stun and range, found in Stand-off mode.
Shelter Sky
An air-swipe with awkward upwards movement. Can help you catch foes you wouldn’t otherwise reach. Stand-off only.
Poseidon: An air-spike that slams foes to the ground, with a sweet spot right above your head, still in Stand-off mode.
City Picture: A drill-kick that brings you downwards, bouncing foes off the ground, and has a unique landing animation, also in Stand-off mode.
Special Attacks
Stand-Off: This stance changes Diavolo’s abilities and activates King Crimson, giving him time-skipping powers.
ك. قرمزي: Summons King Crimson, which changes his stance. King Crimson becomes his stand, and while active, it grants him time-skipping powers.
أحمر: A strong but slow ground attack.
Doppio Rush: A rapid barrage of punches that can be aimed but is quite slow.
Exiles: An armored punch.
For No Reason: An armored charge that beats backdash and has startup invincibility in neutral.
Neal and Jack: Throws a knife in front of him, useful for extending combos or annoying opponents but can be parried easily.
Fire Witch: A powerful rock-throw that deals good damage but is slow.
Providence: An air throw that brings foes to the ground but doesn’t continue combos unless done near a wall.
Stand-On
Desummon: This move takes you back to Stand-off mode and is faster when used mid-combo.
الآن, let’s explore his Stand-on special moves:
King’s Court: A long-reaching, unblockable punch that’s very slow.
Moonchild: A long-reaching chop that travels far.
Groon: A fast chop, which is King Crimson’s fastest move.
Fracture: A slow but powerful punch with a lot of windup, often ending combos.
Fallen Angel: An anti-air grab that teleports King Crimson back to you and can interrupt King Crimson’s current attack. In the corner, it rewards a little extra meter.
21 Century: Can optionally teleport King Crimson back to you and interrupts King Crimson’s current attack. A shoulder tackle with both Diavolo and King Crimson, though Diavolo’s hitbox is tiny. Has good stun and is a decent last resort.
Forementera: Always available, this move counters grabs and deals massive damage in retaliation but loses to everything else.
يُعدِّل: Moves King Crimson mid-attack and can be used to catch foes that would otherwise dodge you.
Super Moves
Epitaph: For a short time, it lets him automatically dodge attacks, but it wears off if he moves backward or attacks. It doesn’t protect against grabs.
Stand Rush: A barrage of punches, not very strong, but King Crimson attacks for a long time. Summons King Crimson if done in Stand-off stance and can optionally return King Crimson to your position.
Erase Time: Makes both Diavolo and his opponent invulnerable for a short time, slowing the opponent down as well. It costs less meter in neutral. Can be used as a burst when being hit but is expensive. Available in Stand-on mode only.
Skip Time: This move is unique and lets him and his opponent become invincible for a time, during which neither player can react or see what’s happening. It’s one of his best and cheapest defensive options, available in Stand-on mode.
End of the Line: An expensive counterattack super that deals massive damage, loses to grabs but can be held if it misses. Found in Stand-on mode.
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