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A brief developer guide on what each move does and a few mechanics with them that might not be obvious. I’ll try my best to explain what ‘skipping’ time is hehe
Your Only Move Is HUSTLE Diavolo Character Overview
Diavolo is a stance character based around his stand, King Crimson. While King Crimson is not summoned, you can use his limbs to attack, similar to Doppio. While King Crimson is summoned, you can control an indestructible stand from afar, harassing your foes from a safe distance and using Diavolo’s unique time powers.
While in stand-off mode, without King Crimson, you have an excellent neutral game with many strong normals and tons of great movement options. Your attacks are a bit slow compared to other characters, but are great at poking. Your weakness lies in your lack of versatility: There’s not a lot Diavolo can do to safely set up, and you have to pressure your foes into staying in your effective range.
While in stand-on mode, with King Crimson, you have much better zoning and some of the best defenses in the game. Diavolo himself is quite weak, but King Crimson more than makes up for it with invincibility and range. Your weaknesses lie in your need to spend meter to stay safe, and how vulnerable you are once your foe closes the distance.
If you are playing Diavolo, try out both stances, and switch between them mid-fight! You’ll likely have something in your kit for every situation, and some of your best combos weave between stances to take the best of both worlds.
If you are playing against Diavolo, pressure him from awkward angles! Diavolo’s not very mobile in the air, has low health, and can’t set up very much without King Crimson. If King Crimson’s tucked away, pressure his approach; and if he’s out, close the gap!
Diavolo has some standard movement options, although there are a few key differences and unique choices.
Diavolo’s dash is very slow- mobility is an issue for him without using his other options.
… On the other hand, his getup is almost instant! Great for escaping pressure on the ground.
A long-distance ‘tech roll’ while knocked down. Amazing escape tool.
Diavolo’s superdash. Comes out faster. One of your best tools to close the gap. Stand-off only.
Diavolo’s super jump. Aimable, very flexible, but makes you travel a bit fast. Stand-off only.
A menacing walk. Restores a little meter, but not as much as running. Primarily used for style.
A short teleport followed by an air dash. An amazing air movement tool- shame you only get one…
Skips time forwards. Will be explained in depth in the Super Moves section. Skips 45 frames, with a short startup and short recovery. Stand-on only.
Stand-off only. After a long delay, grants you Epitaph for free, for a short while, and restores a free cancel. Great for setting up a devastating approach.
Diavolo’s hustle quickly generates meter after a short delay. When compared to a normal hustle, though, it isn’t quite as fast.
Diavolo’s dodge. Has a short teleport and is unusually quick. Much faster while in combo.
Purely for style.
Time Skip Burst
Replaces Diavolo’s normal burst. Instead of requiring the foe to be up close, this activates any time they would attack. However, if they don’t attack- even if they’re right next to you- the move fails. Skips time forwards.
Diavolo’s grab is strange. His forward throw deals very little damage, but drops foes right in front of you for a combo. This does not work the same mid-combo, and can let foes escape.
Diavolo’s fastest move. Good reach and speed, but otherwise weak.
Has good stun, but is on the slower side.
Slightly slower and slightly stronger than Jab. Also travels a little farther.
Hits foes on the ground, and hits low. Stands foes back up.
A mediocre air option. Can put foes back on the ground without bouncing them.
An attack with tiny range, but okay damage.
An amazing poke with good damage and corner carry. A bit slow if it whiffs, though. Stand-off only.
An anti-air uppercut with upper body invulnerability. Stand-off only.
A flip-kick with amazing coverage, but is quite slow. Knocks foes behind you. Stand-off only.
A divekick with amazing damage, and especially rewarding if you start a combo with it. Stand-off only.
An air-hook with amazing stun and range. Stand-off only.
An air-swipe with awkward upwards movement. Can help you catch foes you wouldn’t otherwise reach. Stand-off only.
An air-spike that slams foes to the ground. Has a sweet spot right above your head. Stand-off only.
A drill-kick that brings you downwards. Bounces foes off the ground, has a unique landing animation.Stand-off only.
Summons King Crimson, which changes your stance. King Crimson is your stand, and while he’s active, he grants you time-skipping powers.
A fairly strong but slow attack that hits foes on the ground.
A rapid barrage of punches. Can be aimed, but very slow.
An armored punch.
For No Reason
An armored charge. Beats backdash, and has startup invincibility in neutral.
Neal and Jack
Throws a knife in front of you. Okay at extending combos, or can pester foes, but easy to parry.
A powerful rock-throw that deals good damage, but is slow.
An air throw that brings foes to the ground. Doesn’t continue combos unless done against a wall.
Reverts you back to your stand-off stance. Is much faster when done mid-combo.
Most of Diavolo’s stand-on specials command King Crimson. King Crimson can’t change attacks while in the middle of one, with a few exceptions.
A long-reaching, unblockable punch. Very slow.
A long-reaching chop that travels far.
A fast chop. King Crimson’s fastest move.
A slow, powerful punch with a lot of windup. Has a tiny hitbox and ends combos most of the time.
An anti-air grab that teleports King Crimson back to you. Can interrupt King Crimson’s current attack. If done in the corner, it rewards a little extra meter.
Can optionally teleport King Crimson back to you, and interrupts King Crimson’s current attack. A shoulder tackle with both Diavolo and King Crimson, although Diavolo’s hitbox is tiny. Has good stun and is a decent last resort.
Always available. A move that counters grabs and deals massive damage in retaliation. Loses to everything else.
Moves King Crimson mid-attack. Can be used to catch foes that would otherwise dodge you.
For a short period, automatically dodge attacks. Wears off if you move backwards or if you attack. Does not protect against grabs.
A barrage of punches. Not very strong, but King Crimson attacks for a long time. Summons King Crimson if done while in stand-off stance. Can optionally return King Crimson to your position.
Makes you and your opponent invulnerable for a short while. Slows your opponent down as well. Costs less meter in neutral. You can use this move while you’re being hit as a foolproof burst, but it’s very expensive! Stand-on only.
Ah, the notorious skill… the inexplicable “skipping” and “erasing” time… what does King Crimson do? One of Diavolo’s best and cheapest defensive options. You and your opponent become invincible for a time, and neither of you can react. Neither player sees what happens during this time. Stand-on only.
End of the Line
An expensive counterattack super that deals massive damage. Loses to grab, but can be held if it whiffs. Stand-on only.