Devo

## Introduction

**Devo** **the Cursed** (呪いのデーボ *Noroi no Dēbo*), also known as **Debo** or **D'bo,** is a minor antagonist featured in *Stardust Crusaders.*

An infamous Native American shaman and assassin in DIO's service, Devo ambushes Jean Pierre Polnareff in his hotel room in Singapore. His Stand, *Ebony Devil*, has the power to possess inanimate objects, but only after Devo himself was hurt, growing in strength as Devo grows more hatred to his opponent. This allows him to remotely control them from any distance.

Devo is a very unique character in that whenever he turns his Stand On, it is always in remote mode. Unlike Active+Remote Stand users, Devo cannot triple jump with his Stand and does not receive iframes while returning to Stand OFF. However, his Stand can also uniquely walk along the wall and ceiling, and retains its position when disabled, rather than returning to the user. Devo's considered to be the first 'Puppet Master' character in fighting games. His playstyle relies heavily on neutral and ground control. Devo's the strongest when the opponent is between himself and his puppet, thus allowing him to attack from both sides at the same time.

### **Pros & Cons**

+ Very good normals and one of the strongest pressure game
+ Very strong mixups and okizeme
+ Long and stylish combos
+ Extremely low crouch
+ One of the fastest rolls in the game

- High learning curve and very high execution requirements
- Remote stand only
- Combos require puppet to be positioned correctly
- Whiffed Stand Off specials can easily be punished

## Movelist

### **Stand OFF**

#### **Normals**

5A - Devo swings his arm up into the air. Can link into itself.
5B - Same as 5A, but slightly slower and does more damage. This launches the opponent into the air.
5C - Devo swings his arm downward. Good anti-air that brings the opponent straight back into the ground when it hits them midair. General Stand Off combo starter.

2A - Devo quickly swipes low.
2B - Devo lunges outward and swipes low. Avoid using this move.
2C - 2 hit normal. Devo uses both arms to swipe low. Knockdown on the second hit against Stand Off opponent.

j.A - Devo swings his arm downward. Good air-to-air attack.
j.B - Same as j.A, but just a tiny bit slower and does more damage.
j.C - Devo extends his body outward and hits the opponent with his entire body. Another good air-to-air attack. High damage and big priority.

#### **Dashing Normals**

d.5C - Devo rushes forward and slams his shoulder against the opponent. Launches the opponent into the air. Knocks down Stand Off opponent if they do not tech.

#### **Command Normals**

4C/6C (Close) - Devo grabs the opponent, jumps high up in the air, and then slam dunks them into the ground. Can be punished in the corner by a few characters.

6B - Same as d.5C, except flies opponent even higher and does not cause knockdown.
3C - Same as 2B, except Devo lunges even further and causes knockdown on Stand Off opponent. It's much slower too. Avoid using this move.

#### *Guard Cancel (Stand OFF)* - **623 + A/B/C** (While blocking)

Devo performs a quick version of his shoulder bash. Slow to come out but covers a good amount of the screen.

### **Stand ON**

#### **Normals**

s.5A - Ebony Devil quickly jabs with its cleaver. Can combo into itself four times. The fourth hit will make Ebony Devil shoot glue out of a glue bottle.
s.5B - Ebony Devil quickly spins around its cleaver once clockwise.
s.5C - Ebony Devil spins around with its cleaver like a ballerina and slowly moves forward. The longer you hold this attack, the more hits this move does and the further Ebony Devil moves forward. Can go up to 7 hits.

s.2A - Ebony Devil quickly jabs low with its cleaver.
s.2B - 2 hit normal. Ebony Devil uses a saw and slices low.
s.2C - Ebony Devil violently thrusts its cleaver upward. Launches the opponent into the air. Knocks down Stand Off opponent if they do not tech.

j.s.A - Ebony Devil slashes downward with its cleaver.
j.s.B - Same as j.s.A, but slightly slower and does more damage.
j.s.C - Same as s.5C, except it's in the air and you can control which direction you go. The longer you hold this attack, the more hits this move does and the faster Ebony Devil moves in the air.

#### **Dashing Normals**

d.s.5A - Ebony Devil dashes forward and quickly jabs with its cleaver.
d.s.5B - Ebony Devil dashes forward and slashes downward with its cleaver.
d.s.5C - Ebony Devil dashes forward and spins around with its cleaver like a ballerina while slowly moving forward. The longer you hold this attack, the more hits this move does and the further Ebony Devil moves forward. Can go up to 7 hits.

d.s.2A - Ebony Devil dashes forward and quickly jabs low with its cleaver.
d.s.2B - Ebony Devil dashes forward, uses a saw, and slices low.
d.s.2C - Ebony Devil dashes forward and violently thrusts its cleaver upward. Launches the opponent into the air. Knocks down Stand Off opponent if they do not tech.

#### **Command Normals**

s.4C/6C (Close) - Ebony Devil grabs the opponent and slices the opponent once, throwing them back a large distance. Turns off opponent's stand. Knocks down the opponent if they do not tech.
s.6A - Ebony Devil quickly jabs with a knife. Can combo into itself four times. The fourth hit will make Ebony Devil shoot air out of a hairdryer.
s.6B - Ebony Devil slashes downwards with a cleaver.
s.4B - Ebony Devil thrusts a broken bottle upward.

s.3B - Ebony Devil lunges outward and slices low once.
s.3C - Same as s.3B, except knocks down Stand Off opponent.

j.s.6B - Ebony Devil lunges outward and slices once. All-purpose air-dash.

#### *Guard Cancel (Stand ON)* - s.**623 + A/B/C** (While blocking)

Ebony Devil performs a single hit version of s.5C, while Devo spits his own blood for no good reason. Very mediocre overall.

### **Special Moves**

#### *Dummy Dive (Stand OFF)* - **236 + A/B/C** (Air OK)

Ebony Devil runs toward the opponent, lunges outward, and attacks with its teeth while spinning its body.

Ebony Devil's wake-up time, running distance, and hit count are determined by which attack button you press. The stronger the attack, the longer wakeup time, the further Ebony Devil runs, and the more hits the attack lands. Despite Devo being able to perform this special in the air, the attack is the same. Good for pressure, but can be easy to read when attacking the opponent up front from the mid screen.

#### *Dummy Dive (Stand ON)* - **s.236 + A/B/C**

Unlike the Stand Off version, the Stand On version of this attack cannot be used mid-air. Devo cannot move while the puppet attacks, leaving him vulnerable for a significant amount of time. This attack is very useless so use the Stand Off version instead.

#### *Dummy Hunter (Stand OFF)* - **214 + A/B/C** (Air OK)

Ebony Devil jumps up with a spear and thrusts the spear downward.

Ebony Devil's wake-up time and jumping distance are determined by which attack button you press. The stronger the attack, the longer wakeup time and the more distance Ebony Devil covers. Despite Devo being able to perform this special in the air, the attack is the same. This attack hits high. Good for alternating high/low mixups and pressure.

#### *Dummy Hunter (Stand ON)* - **s.214 + A/B/C, [2] + A\*n** (Air OK)

The Stand On version of this move makes Devo unable to move while the puppet attacks, leaving him vulnerable for a significant amount of time. You can hold down and tap buttons to deal more hits to the opponent. It is sometimes useful during blockstrings as it can surprise the enemy, but doesn't get much use outside of that. The Stand On version can also be canceled into the 214+AA super.

#### *Dummy Cutter (Stand OFF)* - **22 + A/B/C** (Air OK)

Ebony Devil takes a spear and spins it around above his head.

Ebony Devil's wake-up time and hit count are determined by which attack button you press. The stronger the attack, the longer wakeup time and the more hits this move does. Despite Devo being able to perform this special in the air, the attack is the same. This move can work fine as a very situational anti-air or to harras the opponent that's right behind your doll, still, it leaves Devo wide open for a counter attack, so avoid using it at random.

#### *Dummy Cutter (Stand ON)* - **s.22 + A/B/C** (Mash to extend duration)

Devo cannot move during the Stand On version of this move, leaving him vulnerable for a significant amount of time. Tapping attack buttons will make this move last longer and hit more. Holding a horizontal directional input will make Ebony Devil slowly move that way. This move is good for getting damage in. The first frame of the first hit can be canceled into a guaranteed tandem. Can be canceled at later hits into tandem for a mixup and to just keep it safe, as even on hit this move can be punished.

#### *Quick Stand Activation Attack (Stand OFF)* - **236 + S** (Air OK)

Ebony Devil takes a spear and spins it around above his head. This attack is technically the same as s.22+A but it cannot be canceled, making it highly punishable even on hit.

Despite Devo being able to perform this special in the air, this move is nearly useless. Avoid using it at all costs.

### **Super Moves**

#### *Junk Carnival*- **236 + AA or s.236 + AA**

Ebony Devil lunges forward with a spear and unleashes a flurry of attacks while jumping around the opponent. 15 hits total. Devo cannot move during this super as he's busy laughing at the opponent.

This move comes out fairly quick which may surprise the opponent. After this move is finished, Ebony Devil will launch itself back to the edge of the screen behind Devo. A great whiff punisher, but can be punished on block when performed up close. The Stand On version of this move starts immediately, making it even better. Great to end combos with as it causes hard knockdown too.

#### *Barrel Roll Crusher* - **214 + AA or s.214 + AA** (Air OK)

Ebony Devil launches himself forward identical to Dummy Dive without the running. 12 hits total.

This move has a moderate wakeup time. Despite Devo being able to perform this super in the air, the attack is the same. Amazing during reversals, hits for a high amount of damage too, as Devo can hit the opponent while the super's taking place. The Stand On version comes out much faster but leaves Devo wide open for a counter attack if it whiffs.

#### *Resentment* - **623 + AA or s.623 + AA**

Ebony Devil flies upward and spins around with its cleaver like a ballerina. 11 hits total.

This move has a small startup time and starts out almost instantly in Stand On. There are no setups to have this move hit guaranteed. The opponent can tech out of this super if the super isn't close enough. Avoid using this at all costs.

#### *Tandem Attack* - **214 + S or s.214 + S**

Tandem Attack is a universal command for all Active Stand users. Devo's most optimal tandems mostly use his 2B or 2A>2B. Devo should roll behind the opponent and jab with 2A for most damage. You can also use his Special attacks like Dummy Dive and Dummy Hunter to inflict more damage. For bonus meter, you can also use Barrel Roll Crusher to inflict even more damage during the duration of the tandem.

#### *Aerial Tandem Attack* *(In Air)* - **j.S j.s.214 + S**

Unlike any other Active Stand user, Devo can perform a tandem in the air.

## Combos

### **Stand ON Chain Combos**

s.5A>5A>5A>5A - Devo's auto-combo. Three cleaver jabs into a shampoo squirt. 4 hit combo.
s.6A>6A>6A>6A - Devo's other auto-combo. Three knife jabs into a hair dryer blow. 4 hit combo.

### **Basic Combos**

Many of the following Stand OFF combos can be started from Devo's j.C. Many of the following Stand ON combos can be started from Ebony Devil's j.s.6B (air dash) or his j.C.

#### **Stand OFF**

For Stand OFF combos, you'll want Ebony Devil behind the opponent.

5A, 5A - 5A can link into itself once.
2A, 2A, 2A - Devo can link his ankle swipe up to three times. 2A can also link into 5C if needed. This is a good setup into 5S+A or 6S+A.
5C xx 236+C, 2A, 2C - When you input 236+C, immediately do 2A after so that 236+C will link. You will be doing this method of linking in many combos. Let 236+C finish and then do 2C. Good setup for okizeme.
5C xx 236+C, 2A, j.C, 2C - Same as the combo above, just an extra jumping attack.
5C xx 214+A, 2A, 2C - Again, immediately do 2A after 214+A so that 214+A will link. Good setup for okizeme.
5C xx 214+A, 2A, j.C, 2C - Same as the combo above, just an extra jumping attack.

214+A, 2A, 5C xx 236+C, 2A, 2C - Starts off the overhead hit.
214+A, 2A, 5C xx 236+C, 2A, 2A, 5S+A, s.5A xx s.22+C/s.236+AA - Same as above but further optimized. Ending the combo with s.236+AA provides a safe ender at the cost of one stock + hard knockdown, but does less damage overall compared to s.22+C. Mash during s.22+C to increase the number of hits.

#### **Stand ON**

s.5A > 5A xx s.22+C - Good damaging combo. Get the link from s.5A to s.22+C down consistently.
s.6A > 6A xx s.22+C - Variant of the previous combo.
s.5A > 5A > 5A > 5A xx s.236+AA - Auto-combo into Junk Carnival. Easy and good damaging combo.
s.6A > 6A > 6A > 6A xx s.236+AA - Variant of the previous combo.
s.5A > 5B xx s.236+AA - Chain combo into Junk Carnival.
j.s.6B, d.s.5A, s.2B xx s.22+C - Combo into Dummy Cutter. Get the link from j.s.6B to d.s.5A down consistently.

j.s.6B, d.s.5A, s.5B xx 236+AA - Simple combo into Junk Carnival.

d.s.5A, s.5B xx s.214+S (2A>2B\*n 236+C 2A>2B), A+B+C (roll), 2A\*n, 2A, j.C, 5C xx 236+C, 2A, 2C - Tandem combo example. Once 236+C comes out, use 2A right after it, and then follow up with j.C.

### **Intermediate Combos**

#### **Stand OFF**

5C xx 214+A, 2A, 5C xx 236+C, 2A, 2C - Dummy Hunter + Dummy Dive combo. Sets up okizeme.

5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 2C - Same as above, just an additional j.C. Does not set up okizeme.

5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 5C xx 214+A, 2A, 5C xx 236+C, 2A, j.C, 5C xx 214+A, ... - Devo's standard loop. Prone to absolute annihilation by IPS, aka it might randomly drop during the combo.

5C xx 214+A, 2A, 5C xx 214+AA, 2A, 5C\*3, 2C - Dummy Hunter into Barrel Roll Crusher. Takes a decent chunk of health from opponent.

#### **Stand ON**

d.s.5A, s.5A, d.s.5A, s.5A, d.s.5A, s.2B xx s.22+C/s.236+AA - Kekeke.

d.s.5A, s.5A d.s.5A, s.5A, d.s.5A, s.5A, d.s.5A, ... - Ebony Devil's standard loop. Also prone to absolute obliteration by IPS.

### **Advanced Combos**

#### **Stand OFF**

5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Optimized combo. The link from 2A to S+5A is two frames. It is crucial that you get this link down consistently or else you will not be able to do NDs or TODs.

5C xx 236+C, 2A, j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Further optimized.

5C xx 236+A, [6], 2A, 2A, S+5A, d.s.5A, s.6B xx s.214+S ([2B 2A]\*n, 236+C, 2B\*2), A+B+C (roll), 2A\*n, j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - Devo's bread and butter (BnB). That 2F link is there again, so get it down. Note that this uses the A version of Dummy Dive. Traditional Devo tandem is [2B 2A]\*n, followed by 236+C and ending with 2B\*2. 2B is first in [2B 2A]\*n because it treats 2A as 2B. The reason why 236+C is in the tandem is to let the player know when the tandem is ending. Sometimes, however, the game misreads the inputs and does a totally different tandem ender. It's crucial that you find a way to force 236+C out, such as waiting 0.5 seconds before inputting it. Make sure you link 236+C into 2B by landing 2A in between. After the second to last 2B, jump and do j.C, 5C, ... .

From this point onward, the tandem sequence "([2B 2A]\*N, 236+C, 2B x2), A+B+C (roll), d.2A, 2A\*n" will be referred to as **TS** (Tandem Sequence).

5C xx 236+A, [6], 2A, 2A, S+5A > 5A xx s.22+C xx 214+S (TS), j.C, 5C xx 214+A, 2A, 66 DC, 2A, 2A, 2A, S+5A > 5A xx s.22+C/s.236+AA - BnB variant. s.22+C into 214+S is a 1F link. Unless you can somehow get that link down consistently, it's not recommended.

5C xx 236+A, [6], 2A, 2A, S+5A, d.5A, 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, 5C, 214+AA, 2A, dash, 2A xN, 2A, 2A, 2A, S+5A > 5A > 22+C - The Touch of Death BnB.

5C > 214+A, 2A, 5C > 236+A, walk, 2A, 2A, S+5A > d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, 5C, 214+AA, 2A, dash, 2A xN, 2A, 2A, 2A, S+5A > 5A > 22+C - The Touch of Death BnB starting with Dummy Hunter.

#### **Stand ON**

d.s.5A > 5A > d.5A > 5A > d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON.

j.s.6B, d.5A > 6B > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON.

j.s.6B, d.5A > 2B > 22+C > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - BnB from Stand ON with 1F link.

### **Stand Crash Combos**

In case you perform a combo on a Stand ON opponent, here's some optimized combos.

#### **Stand OFF**

5C > 236+A, walk, 2A, 2A, S+5A > 5A > 22+C {mash until Stand Crash} > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - Stand Crash BnB. Mash buttons during 22+C until a Stand Crash occurs.

#### **Stand ON**

j.s.6B, d.5A > 2B > 22+C {mash until Stand Crash} > 214+S {TS}, j.C, 5C > 214+A, 2A, dash, 2A, 2A, 2A, S+5A > 5A > 22+C - Stand Crash BnB from Stand ON. Mash buttons during 22+C until a Stand Crash occurs.

### **Okizeme**

Devo's standard okizeme is A ver. Dummy Hunter and 2A. Let 2A hit just before Dummy Hunter hits. This will hit high and low almost at the same time, creating a near-unblockable okizeme. You can follow up with a combo into another knockdown or into BnB.

Devo's okizeme loop is A ver. Dummy Hunter and 2C. Again, make sure 2C hits just before Dummy Hunter hits. It hits high and low almost at the same time. This okizeme is even harder to block than standard okizeme, and you can loop it forever. Weekly Tournament legal.

Devo's optimized okizeme takes advantage of the doll placement at knockdown. If the opponent is between Devo and the puppet, you can perform the optimized okizeme. The optimized okizeme is C ver. Dummy Dive. Roll behind the opponent just before the opponent wakes up. From what I have observed, this is unblockable when done correctly. Do 2C to get another knockdown. Then, do C ver. Dummy Hunter and immediately roll behind the opponent. After rolling, you can do 2C again and repeat the okizeme or you can do 2A and follow up with a combo.

Any combo ending with a knockdown should be followed up with okizeme. Devo's standard okizeme can be done with almost any character with the exception of Avdol, Vanilla Ice, and Iggy because their wakeup times are insanely fast. However, Devo's optimized okizeme can be pulled off even on those characters. If the timing of the okizeme is off, Devo can be punished with reversals.

## General Strategy

#### **Overview**

Devo has the most unorthodox gameplan since he is a true puppet character at it's best. If you're familiar with characters like Eddie/Zato-1 from Guilty Gear and Carl from BlazBlue, you'd get the gist of how Devo is played. The only difference is that Devo is an easier version of them, but he's still one of the most difficult characters in the game.

#### **Doll Placement**

You're relying on doll placements since Ebony Devil plays a big part in Devo's general gameplan. You don't want to use the Doll 100% of the time because if Devo is open, he'll take A LOT of damage that will potentially be his death. So, you have to get used to switch from Stand On and Stand Off when the time is right. He can also pressure the opponent with Stand Off as long as Ebony Devil is behind the opponent. 5C xx 236+A, 2A (dash cancel to 5C or Jump C after 2A) is the main tool for Stand Off pressure, but you shouldn't abuse it too much. Devo can get punished if the opponent makes a correct read.

#### **Okizeme**

When playing Devo, be sure to start fishing for Stand Crashes. If you managed to get one, you can damage your opponent big time, and go for a knockdown. Which leads to his "unblockable". Keep in mind that Devo's unblockable isn't a true unblockable. Because if he use 2A at the same time that the puppet use 214+A, the opponent will instantly be back in their fighting stance instead of being on hitstun. Sometimes, that's not the case. Because the opponent will be on hitstun. So, it's a wild card. You need to use 2A right before 214+A hits. Or, you can use 2C to continue knocking down your opponent.

#### **Neutral / Footsies**

His Stand On pressure involves 66A and 5A since he can loop with it, but the timing is rough. He can tick throw with 66A and start tech chasing his opponent with Jump C. Jump s.6B is one of his best tools. It's an instant overhead if done quickly, and he can combo after it allowing him to get a tandem confirm in.

He has one of the fastest rolls in the game, but common sense should tell you not to abuse that as well. Rolling can be a nasty habit when using characters like Devo, Hol, and Ice because of how fast they are making it difficult to punish without quick reactions. Don't be afraid to grab your opponent with Devo on Stand Off either. 663A is great tool to tick throw with when you don't want to use the puppet for now. Just keep in mind that Devo has to rely on the puppet considering that he can't do anything without it.

Use 5C to anti-air your opponent and be sure that the doll is right behind the opponent so you can continue pressuring with the doll. Jump C is one of the best jumping attacks in the game since it beats the majority of everyone's normals, and at times, will trade depending on the character and it can cross the opponent up as well.

## Matchup Strategy

#### **Abdul**

Avdol's normals have too much priority. You won't have many opportunities to attack with your doll. Play patiently, and only punish what you are comfortable with.

If Avdol goes into remote mode, he most likely has the upper hand in neutral. Pushblock/guard cancel to get Magician's Red off of you. Keep in mind that 214+AA will attack Magician's Red instead of Avdol.

Avdol's 236+AA will leave him vulnerable after super flash. If your doll is near him, you can turn on your Stand and quickly grab him or confirm into BnB.

Do not do any other oki besides 236+C crossup. Avdol can easily reversal you with his 236+AA.

#### **Alessi**

The main thing to watch for in this matchup is his Stand ON normals, his crossup, and his gun. You don't want to have your doll out for too long or else Alessi will easily get free damage.

If the Stand ON baby glitch happens, turn off your stand or tandem posthaste, or may the gods have mercy on your soul.

#### **Black Polnareff**

You're winning this matchup. Gain the life lead and turtle.

Watch for a meaty 2B on wakeup.

You can low-profile Black Polnareff's 214+AA.

#### **Chaka**

Chaka is incredibly quick and has very good moves. If your opponent knows how to block, you're fighting an uphill battle.

Watch for the quick hyper hop. He can catch you if you have the doll out.

Devo can low-profile Chaka's s.5B. He won't be able to do a full BnB if you are crouching.

#### **Devo**

You really have to keep an eye on your doll in this matchup. It's very to get lost in the chaos. Play smart.

One hitconfirm means death. Block smart and punish any mistakes.

If your opponent and their doll are on opposite sides, you can keep the doll at bay with j.C.

Don't do spear oki too much. You're almost bound to fuck up and mistime your buttons and you'll eat a fat reversal. This also applies to your opponent.

You might have more opportunities to do a hop-over grab in this matchup. Capitalize on it whenever you get the chance.

#### **DIO**

Knives and teleport will absolutely destroy Devo. You absolutely cannot have your doll out any longer than 2 seconds.

DIO's s.2A can meaty. Do not try to reversal 214+AA on wakeup.

Devo will low-profile s.5A. If you get hitconfirmed, get hitconfirmed crouching so DIO doesn't get a full BnB off.

#### **Hol Horse**

You're winning this matchup. Gain the life lead and turtle.

Watch out for the fullscreen unblockable.

Do not give two shits about air glass. Absolutely demolish Hol Horse once one of the many opportunities presents itself.

#### **Hol & Boingo**

You're winning this matchup. Gain the life lead and turtle.

Watch out for the fullscreen unblockable.

Pipe super is free. You have two characters to grab him with. [If he techs the doll's grab during the pipe super startup, the pipes will turn invisible and it will be absolutely unepic]

#### **Jotaro**

Jotaro can obliterate you with a Star Breaker. Play patiently and don't stay in Stand ON for too long.

You can low profile his s.5A, but not his s.5B.

Jotaro can also do ~s.214+A > s.214+C to cover massive ground. Don't get caught.
He can still oki you, even if you block low.

#### **Kakyoin**

Nets are the killer of this matchup. Break them with s.5A or s.5B.

Kakyoin can easily IAD and get to Devo quickly if you have the doll out. Do not get caught.

The only upside you have is your crouching hurtbox. Kakyoin cannot do a tandem against crouching Devo.

Kakyoin has a large Stand meter. Account for this when doing your Stand Crash combo.

Make use of that option select because these newer generation Kakyoins like to do IAD into grab.

#### **Khan**

You're winning this matchup. Gain the life lead and turtle.

Don't get shmixed by j.C and 2A. Your j.C beats Khan's j.C if you angle it properly.

Remember that Khan's j.S can be used as a movement tool. Don't get caught with the doll out because he can quickly move towards Devo.

#### **Mariah**

You're winning this matchup. Gain the life lead and turtle.

Use the puppet to cut Mariah's wires.

Grab Mariah to lower her level.

Don't get caught in outlet shenanigans. Block accordingly.

#### **Midler**

This matchup is very annoying. Midler loves to dance around you. You have to control the match.

Cars will catch you if you have your doll out. Once the doll blocks the cars, Devo is guaranteed to take damage.

You might catch her crossup j.B with 5C, but I wouldn't count on it.

Midler's 5B can meaty and can combo into 623+A/B/C. Don't get caught mashing on wakeup.

Watch out for her grabs; she has insane grab reach. Use option select to escape the shmix.

#### **Petshop**

If your opponent can block, the match is over for you.

Your 2A and 2C get high-profiled by Pet Shop. You will have to substitute with 5C and 5B respectively.

Anti-Pet Shop tech is dashing through Pet Shop while he's knocked down. He will get crossed up.

If Pet Shop flies into the air, use j.s.C to hit him. He cannot block while flying.

Block like you've never blocked before.

#### **Polnareff**

The four player matchup... you will have to use all your brainpower to survive.

The Shooting Star mixups will always have you at a disadvantage. You must know what Polnareff is going to do and act accordingly.

    - If he rushes in with a dashing low and he is close enough, counter with 214+AA > 5C.

        - If he sees this coming and backs off, the doll will fly backward towards Silver Chariot and you'll have wasted meter. You absolutely must know if Polnareff is going to rush you down.

    - You can try to redirect Shooting Star with 22+A, but this is really just a disguised way for Polnareff to get a free hitconfirm.

If he tries to charge Shooting Star from fullscreen, use IAD and confirm into BnB.

His 2C is incredibly good. If possible, guard cancel so he can't charge Shooting Star while doing 2C.

You'll almost never see Polnareff in Stand ON in this matchup.

Block like you've never blocked before.

#### **Shadow Dio**

This one can become hell in a handbasket real fast if you're not careful. Shadow DIO can shmix you day and night if you don't play patiently. Pushblock his pressure and only punish what you can confidently punish.

Make use of option select here so you don't get caught by his tick grabs and his multiversal oki.

Don't have the doll out for too long or else you'll take a lot of Stand damage from Shadow DIO - a free Stand Crash.

Get the life lead and turtle.

#### **Rubber Soul**

You must play patiently or else you are going to lose this matchup. Rubber will capitalize on every opportunity to shmix and/or vortex you. Do not underestimate his buttons.

You cannot do spear oki in this matchup.

Stay unpredictable. If you get countered by his 214+S, you're taking massive damage.

Do not jump in. You will die.

#### **Vanilla Ice**

Vanilla Ice will turtle you in this matchup and use his high-priority normals to stuff you out. What he doesn't know, however, is that you can still beat his s.2B > s.2C spam with a well-timed IAD.

Watch out for Ice's IAD and s.663C. Be mindful of the dookie drop IOH into BnB.

Block smart and don't get hitconfirmed. One hitconfirm is death.

You can attempt to catch mistimed oki with a 214+AA reversal.