Diavolo

**PLAYSTYLE**

900HP

Use powerful normals and defensive tools to neutralize opponent tactics, then punish severely.

Diavolo is a character that revolves around punishing the opponent’s mistakes harshly. Not only does he have a great set of normals to open up defensive opponents, he has a remarkable set of defensive options to crush their offense and dominate the course of the match. Diavolo’s main mode is S-OFF which gives him his best normals and a 30% meterless combo for punishment. S-ON has no cohesion with S-OFF, but turns Diavolo into a grappler, complete with command throw and anti-air throw as new ways to intimidate the opponent.

His main special is 421A: a frame 1 omni-counter that doesn’t deal damage, but insead rips momentum out of the opponent’s hands and gives Diavolo a free mix-up. His omni-buff HHA most notably gives him free auto parries, 2 bars give him a combo breaker, and his GHA is a counter that does at least 40%. Combine this all with big meterless S-OFF damage, and you have a character that becomes a minefield when he has meter. The fact that his meterless damage comes from S-OFF also means that he is always primed for assault, even as soon as he gets up from OTG. He is a character that has no real bad match-ups, and is capable of big comebacks.

That being said, simply doing rushdown (as beginners tend to do) does Diavolo a disservice. He requires good experience with the game’s mechanics and good sense to ensure he can shut down anything his opponent throws at him. His counter is a powerful tool, but if it misses, he’s taking a full combo. He’s powerful, but not mindless. Furthermore, when you factor in his lower health, and slow meter gain, Diavolo can afford to make few mistakes, no matter his comeback potential.

**PROS**

* Alarming meterless damage.
* Not reliant on meter. Major threat at all times.
* Almost impervious to zoning.
* Multi-buff HHA.
* Building 2 bars makes attacking Diavolo a major risk.
* Great normals.
* Large comeback potential.
* Can go toe-to-toe with any opponent.
* Counter can steal back momentum at any time.

**CONS**

* Lower health.
* Requires firm grasp of all mechanics to use optimily.
* Meterless damage output is high, but spending meter in combos yields diminishing returns.
* Builds meter slowly.
* Counter is a powerful tool, but gives a free combo if opponent baits it.

#### Combos

• 2Lx4 -- 2M -- 214H **116 Damage**

• 2L -- 5M -- 236L -- 6 -- 5M -- 2H -- 214M -- 66 -- 214H **248 Damage**

• jM -- 5LMH -- 236M -- 66 -- 6LMH -- 214M -- 6 -- 214H **335 Damage**

• 2Lx2 -- 5M -- 2H -- 236M -- 66 -- 6LM -- 2H -- 214M -- HHA **281 Damage**

• 2L -- 5LM -- 2H -- 236M -- 66 -- 2L -- 5LM -- 2H -- 214M -- 66 -- 214H **326 Damage**

• 236A (hold atk) -- PC -- jM -- jM -- 5L -- 2H -- 214M -- 66 -- 214H **282 Damage**

• jH -- jM -- 5L -- 2H -- 236M -- 66 -- 6LM -- 2H -- 214M -- 66 -- 214H **362 Damage**

• jH -- jM -- 5M -- 2H -- 236M -- 66 -- 6LM -- 2H -- 214M -- PC -- 5S -- s.5M -- s.2H -- s.6H -- s.623A **451 Damage**

• jH -- jM -- 5M -- 2H -- 236M -- 66 -- 6LM -- 2H -- 214M -- PC -- 5S -- s.5M -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- s.623A **535 Damage**

• jH -- jM -- 5M -- 2H -- 236M -- 66 -- 6LM -- 2H -- 214M -- PC -- 5S -- s.5M -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- PC -- s.jH -- s.5M -- s.2H -- s.6H -- s.623A **593 Damage**

• (RC/corner wall) jH -- L L -- H+R -- L -- 236M -- 66 -- L L -- H+R -- L -- 214M -- PC -- 5S -- s.5M -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- s.623A **619 Damage**

--- **S-ON** ---

• s.jM -- s.2L -- s.5MH -- s.2LM -- 5S -- 214H **193 Damage**

• s.jH -- s.2Lx3 -- s.2H -- s.6H -- s.623A **201 Damage**

• s.jM -- s.2L -- s.5MH -- s.2LH -- s.6H -- s.623A **239 Damage**

• s.jM -- s.2Lx2 -- s.5MH -- s.2L -- s.5MH -- s.623A **249 Damage**

• s.jM -- s.2L -- s.5M -- s.6H -- PC -- 66 -- 6S -- 5LM -- 2H -- 236M -- 66 -- 5LM - 2H -- 214M -- 66 -- 214H **360 Damage**

• s.jM -- s.2L -- s.5MH -- s.5M -- s.2H -- s.6H -- PC -- s.jH -- s.5M -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- PC -- s.jH -- s.2Lx2 -- s.2H -- s.6H -- s.623A **479 Damage**

• s.41236A -- 66 --5S -- 214H **150 Damage**

• s.41236A -- PC -- s.jL/s.jM -- s.jH -- s.2MH -- s.6H -- s.623A **310 Damage**

• s.41236A -- PC -- s.jH -- s.jH -- s.2Lx2 -- s.2MH -- s.6H -- PC -- s.jH -- s.2MH -- s.6H -- PC -- s.jH -- s.2MH -- s.6H -- s.623A **505 Damage**

--- **HHA Situations** --- A few examples where you can continue the combo when Diavolo's HHA ends and one setup example.

• (corner wall) B/F Throw -- 66 -- 214H -- HHA ends -- 214H **160 Damage**

• 5LM -- 2H -- 236M -- HHA ends -- 66 -- 6LM -- 2H -- 214M -- 66 -- 214H **308 Damage**

• s.41236A -- PC -- HHA ends -- 66 -- s.5L -- s.2H -- s.6H -- s.623A **241 Damage**