100102258a's Stand Concepts

Purple Haze Rework
Passives:

Lose Control: Every time you use a move, there is a 1% chance Purple Haze will lose control and attack a random player with 10 studs and using random moves if available kinda like Fugo boss. While the stand has lost control, you are not able to do anything except regular blocking, regular m1's, and regular m2's.

Poisonous Stand: Anyone who goes near Purple Haze gets poison dmg just like Aerosmith's propellers. This applies both while the stand is out of control and controlled, but during Lose Control, both the user and other players can be damaged.

Rage Bar: Same thing as YBA

Twin Dimensions: If you are dimension hopped by D4C or D4C:LT while your stand has lost control, and the stand is not near you, Purple Haze will not be able to attack anyone and will attack the person that hopped you once it is over no matter how far that person is.

Anger Issues: You randomly get mad every 20 seconds with a 5% chance to get a 10% buff in defense and attack.

Moveset:

Poison Barrage: You do a barrage each punch dealing 1 dmg each punch doing slight poison dmg. Just a barrage but something new.

Poisonous Punch: You punch the enemy with fists loaded with poison dealing 13 dmg with some poison dmg. Just a finisher with something new.

Bulb Shot: You shoot one bulb in front of you up to 10 studs. If it hits a player or npc or wall, It will deploy a 5 stud cloud of poison lasting for 10 seconds. If it hits a player or npc, it will deal 5 dmg on impact. The impact can be blocked but the poison cloud will still deploy. Cooldown: 11 seconds

Bulb Smash: You grab the player by the neck and smash them down on the ground dealing 20 dmg along with breaking all 3 bulbs on impact creating a 10 stud radius(idk how big that is) poison cloud. Breaks block and can be parried Cooldown: 20 seconds

Rage Mode: While you are in this state, you are immune from your stand's poison clouds, the Poisonous Stand passive during Lose Control, and other people's poison clouds and poisonous stand passive. The buffs are the same as YBA. Cooldown is the same as YBA.

Lose Control: You forcefully lose control of your stand. It's the same as the passive, but you forcefully do it on your own will. Cooldown: 1 minute 10 seconds.

Triple Bulb Punch: You punch the enemy with such force it breaks all 3 bulbs creating a 10 stud radius of poison ragdolling them and dealing medium knockback. On impact the punch does 25 dmg. Breaks block and can be parried. Cooldown: 25 seconds

King Crimson
Moveset:

Barrage: Same as usual

Barrage Finisher: Same as usual

THE MOMENT THAT ANYONE SEES KING CRIMSON: You splash blood in their eyes and chop off a leg or arm dealing 18.5 dmg with the blood lasting for 10 seconds. The blood splash is blockable. If you don't block the blood and block the chop, you get block broken. Has low knockback and ragdolls. Cooldown: 23 seconds.

Ground Smash: You smash the ground dealing AoE dmg dealing 20 dmg and ragdolls and some knockback. Cannot be blocked but can be parried. Cooldown: 27 seconds.

Impale: You know what this is.

Time Skip: Same

Time Erase: Same

Blood Splash: You splash your own blood dealing yourself low dmg and blinds the enemy for 10 seconds. Has the range of a little over a finisher's range. Blockable. Cooldown: 25 seconds.

Chop: Same

Lali Ho
Passives -

Dreamscape: You take 0.8x the dmg done to you in the dream world.

Dream Stand - Your stand is completely useless in the real world and is nearly invisible in the real world.

Moveset

Z - Dream World - Anyone within 5 studs (idk how big) taken with you into the

dream world when used. You stay in the dream world until you die or last for 30 seconds. Cooldown: 40 seconds.

E - Scythe Barrage - You swing your scythe multiple time each hit dealing 1.2 dmg.

R - Barrage Finisher - A finisher dealing 17 dmg.

G - Scythe Impale - You impale the player with the scythe working just like KC's Impale dealing 23.2 dmg. Can be parried. Cooldown - 30 seconds.

Pilot - Self Explanatory. Can only be used in Dream World.

T - World Control - You create multiple copies of yourself circling players around the map doing whatever you do. Cooldown - 1 minute

X - Stand Control - You control the stand of the player your cursor is near for 30 seconds with all moves unlocked but has no further upgrades in anything not even destructive power. Cooldown - 2 minutes

Y - Body Chop - You chop an enemy in half dealing 30 dmg and removing an arm and leg. Can be parried. Cooldown - 55 seconds

Bad Company
Moveset:

Gun Hail - You command all of the soldiers, tanks, and helicopters to shoot their guns/machine guns dealing 0.4 dmg per hit but has twice the "density" of a barrage meaning that for every regular stand barrage hit, there's 2 hits for Bad Company.

Mini Bomb - A helicopter drops a bomb sky high ragdolling and dealing 16.7 dmg and breaking block. Can be parried ( it's yba logic about how u can parry a bomb)

Homing Missile - You shoot a missile that homes onto the nearest player dealing 20 dmg ragdolling and breaking block but can be parried. Cooldown - 28 seconds

Shell Volley - You command your tanks to shoot At your cursor firing 15 in total each tank firing 3 shells meaning there's 5 tanks. Blocks break at the 10th shell. Each shell does 2.6 dmg. Cooldown - 35 seconds

Pilot - You control 3 helicopters and 3 tanks having the perspective of the middle helicopter able to pilot them manually but having half the dmg on everything such as shell volley, Gun hail, Etc.

All Out Attack - Every single soldier fires in a specific area taking down enemies quickly as well as Tanks shooting there and Helicopters dropping bombs too. Does 60 dmg in total, but during this time if you get attack you're dealt 1.4x the normal dmg. Cooldown - 1 minute 23 seconds

Sticky Fingers Requiem :|
Passives:

None

Moveset:

Barrage: A barrage dealing 1.3 dmg

Barrage Finisher: A finisher dealing 16.4 dmg.

Zipper Dimension: You create a zipper under you making you fall teleporting you to your own pocket dimension in which you can heal and fight other players in the dimension. Anyone near you when you used the move will also be teleported to the dimension. Cooldown: 50 seconds.

Reassemble: Sticky Fingers punches the enemy disassembling and reassembling the enemy removing a limb and randomizing body parts dealing 22.6 dmg. Can be parried. Cooldown: 26 seconds

Reality Assemble: You create multiple zippers through reality making holes through space-time allowing multiple npcs of yourself and others to be created making the area a moving minefield. Each npc explosion does 20 dmg. Cooldown: 70 seconds

Zipper Glide: You glide across the map by gliding on a zipper, going 1.1x the speed of an awakening GER. Cooldown: 35 seconds.

Universe Reassemble: Any player or npc within a 50 stud area will be unable to get out of of an invisible wall. They will be reassembled losing a limb and body parts will be randomized and half of the clothing on the player will be randomly selected to change.