NotAGodzillaFan's Concept Page

Welcome!
Welcome to my page. I make cool concepts. Not just stands and JoJo-related stuff, I also make plenty of other stuff. These concepts are usually for video game ideas and movesets. Enjoy your stay here!

Note: All these reworks are based around the player having a base 200 HP.

Concept 1: Star Platinum The World
OBTAINMENT METHOD

The first step to obtaining this stand is getting Star Platinum. Once you obtain it, you need to talk to the Joseph Joestar NPC and get a quest to find and defeat DIO (much harder than the Doppio quest DIO). DIO has a spawn rate of 30 minutes and will spawn randomly across the map in the middle of the night. After defeating DIO and completing the quest, you must find a Clock, an ultra-rare item that seemingly has your stand age (it has a 1/50 spawn rate every 20 minutes). If you use it after you completed the quest and got Star Platinum, you get Star Platinum: The World

PASSIVES

Timestop Movement: Self-explanitory.

STANDO POWAH!: Every attack has a 1/20 chance to get a critical hit, which deals 1.5x damage MOVESET

M1: Punch Combo - Similar to a barrage, SPTW does a series of quick punches, each dealing 6.2 damage and having 9 punches. This move is blockable, but you cannot block in the middle of it.

Cooldown: 6 Seconds

E: Ora Barrage - SPTW does a barrage dealing 1.6 damage and ending with 3 punches, similar to those of the M1 move (same damage too)

Cooldown: Default Barrage Cooldown

R: "That's a nice watch." - SPTW punches the opponent twice, each punch dealing 14.7 damage. Only the last punch is perfect-blockable.

Cooldown: 10 Seconds

T: Bearing Shot - SPTW launches a bullet using just hit fingers, dealing 34.4 damage and going in the direction your camera is facing. This move breaks block.

Cooldown: 15 Seconds

X: Redirect - SPTW stops time to change the direction of the bullet towards the nearest opponent. If you use this move, the Bearing Shot will bypass block.

Cooldown: 30 Seconds

Y: Skull Crusher - Remains the same but does 32.2 damage.

Cooldown: 20 Seconds

H: "Star Platinum, The World!" - SPTW stops time for a maximum of 6 seconds.

Cooldown: 1 Minute and 30 Seconds

Y + H: "Yare yare daze..." - During H, the Y move becomes a gut punch move that deals 52.9 damage. This move can only be used during H and cannot be perfect blocked (if you attempt, SPTW will teleport behind the victim and proceed to use the move.)

Cooldown: 1 Minute

G: "I'll break your face, that is." - The user will enter a counter, and if he's hit at the time of the counter, SPTW will teleport to the enemy and then punch the enemy in the face, dealing 35.4 damage

Cooldown: 1 Minute

Concept #2: C-Moon
OBTAINMENT METHOD

The first step to obtaining this stand is of course getting Whitesnake. After that is done, you must befriend DIO (you need to talk to the one that gives the Jotaro quest), and complete some tasks, which include: Killing 100 people (any gamemode), defeating Jolyne (roughly the strength of Diavolo), and then beating DIO himself in a fight (also roughly the power of Diavolo). After completing all of those tasks, you obtain DIO's Bone, which will become the Green Baby after winning one SBR (what place you got doesn't matter). Using the Green Baby, you can merge it with Whitesnake and get C-Moon

PASSIVES

The Universe's Gravity: Due to the fact that C-Moon can accelerate time to a minimal level, getting closer to him will cause you and all of your attacks to slow down.

Inversion: None of C-Moons moves are blockable (though some are perfect blockable), due to the fact that he inverts the surface of whatever he touches.

Gravitational Force: 50% of the projectiles fired at the user will be reflected due to the gravity that pushes them away. MOVESET

M1 - Inversion Combo: C-Moon does a punch combo with four punches (each punch dealing 5 damage) and ends with a kick (dealing 15 damage). A few seconds later, you will get hit by another 15 damage, due to the kick.

E - Inversion Barrage: C-Moon does a barrage which only deals 0.5 damage. 3 seconds after the barrage, there would be another barrage which deals 0.4 damage.

Cooldown: 5 Seconds

R - Heavy Inversion Punch: Basically Surface Inversion, but instead of being blockable, it's perfect blockable and you can't block midway through.

Cooldown: 20 Seconds

Y - Launch: C-Moon punches the opponent only dealing 10.1 damage, but knocking the opponent back an insane distance and applying ragdoll. Unlike most moves, this move does not deal double damage and is perfect blockable.

Cooldown: 20 Seconds

T - Gravitational Boost: Similar to C-Moons T in ABD, the user speeds up and gains a higher jump boost temporarily. The maximum amount of time this lasts is 20 Seconds.

Cooldown: 40 Seconds

X - Gravitational Manipulation: If you point your cursor at a player, they will get the current Gravitational Negation effect. They can still use all of their stand moves during this time, though not the spec moves. This move is not perfect blockable and deals no damage.

Cooldown: 45 Seconds

Z - "My body is the basis!": Sort of like a mix of the current Z and T. C-Moon will remove all the gravity around it (range is around 100 studs), which will cause everyone to fly up into the air. He will then increase the gravity to the point where everyone affected by the move will shoot back into the ground, dealing 50 damage. This move can be blocked, but if blocked, it has a lot of stun.

Cooldown: 2 Minutes

H - Quick Escape: C-Moon will toggle timestop movement for less than a second, just enough time to dash away from an attack.

Cooldown: 30 seconds

Concept #3: Made in Heaven
OBTAINMENT METHOD

In order to finally obtain Heaven, you need C-Moon. The first step to obtaining MiH is befriending Jotaro (Part 6), a new NPC. He gives you the mission to break Jolyne out of prison, which teleports you to a wave-based gamemode in which you need to fight off waves of police officers and make sure Jolyne doesn't die. At the final wave, you'll need to take on Enrico, the strongest boss in the game. Once you complete the mission, Jotaro will tell you the final step to attaining Heaven, which still remains as going to the highest peak.

PASSIVES

"Time will accelerate...": While using MiH, you have a 10% chance for an attack to phase through you, do to you being so fast that you can dodge it without thinking.

Endless Speed: Your moves are so fast, that none of them can be perfect blocked.

Passive Speed Boost: Self explanitory, but you go at 1.4x speed of a normal player. MOVESET

M1: Chop Frenzy: MiH does 10 chops, each dealing 7 damage. It's so fast that it acts like a barrage, but it's too short to be countered, unless you block beforehand.

Cooldown: 15 Seconds

E - Instant Chop: MiH will chop in an extremely short range, which will deal 1.4 damage 50 times and inflicts extreme stun, so it acts like a sped-up barrage. This move can be blocked

Cooldown: 20 Seconds

R - Lightspeed Dash: MiH dashes forward with a cross-chop (basically thunder cross split attack) which deals 20.1 damage, ragdolls, bypasses block, causes bleed, and removes a random limb.

Cooldown: 20 Seconds

T - Knives: The user throws 4 knives that go extremely fast, but it has a 1.5 second windup in return. These bypass block and deal 11.7 damage each

Cooldown: 4 Seconds

G - Heaven's Judgement: Remains the same but deals 6.7 damage each normal hit and 17.1 damage on the last hit.

Cooldown: 30 Seconds

Y - Throat Slit: MiH and the user run in a zigzag pattern. Anyone caught in it will heave 78.4 damage dealt to them, along with ragdoll and LOTS of bleed. In total, this move deals 102.1 damage. In return, it's fairly easy to avoid, considering the pattern is slow, which gives you time to escape. This my bypasses block.

Cooldown: 1 Minute and 30 Seconds

Z - Time Acceleration: MiH and the user start accelerating time. The users speed triples and all cooldowns are half the duration during this time. This will last for a maximum of 30 seconds.

Cooldown: 1 Minute

H + Z - Universe Reset: If you press H during Time Acceleration, the universe will begin to reset. You will enter the same cutscene that the current YBA has, and the following affects will apply; First, you'll be in the SBR lobby map after the Universe Reset happens. Second, your avatar will be replaced by one of your out-of-game outfits. If you don't have any, you get a random avatar. In addition, you have a 50% chance to end up with a different stand, or if you have an alternate universe version of your stand, it's 100%. The only way to end these effects are to rejoin or die.

Cooldown: 2 Minutes

Concept #4: Cream
OBTAINMENT METHOD

1.5% Chance with Arrow.

PASSIVES

Blood of DIO: If this stand has the Vampirism spec, it gets a passive 1.25x damage boost.

Double Moveset: This stand has 2 different movesets. PHYSICAL MOVESET

M1 - Claw Slash: Cream will do 2 slashes with his claw, each dealing 15.2 and minor bleed (around 5 damage of bleed). This move breaks block.

Cooldown: 5 Seconds

E - Skull Bash: Cream quickly punches an opponent directly in the head using all of its strength, dealing 34.4 damage along with ragdoll. This move bypasses block and cannot be perfect blocked

Cooldown: 20 Seconds

R - Ground Slam: Cream slams the ground, dealing 21.1 AoE damage. This move is almost exactly like SPTW's Platinum Slam, but the windup is much quicker and it's harder to perfect block.

Cooldown: 20 Seconds

T - Lunge: Cream will lunge at the opponent and pin them to the ground. Afterwards, he will tear off an arm, dealing 17.1 damage, removing a limb, and 6 damage worth of bleed, making it 23.1 damage all together.

Cooldown: 30 Seconds

Y - Chop: A basic chop which deals 16.1 damage and 10 bleed damage. This move is blockable.

Cooldown: 15 Seconds

G - Void Maw: Cream's beatdown move. Cream will prepare to thrust his arm with a VERY long windup. If this move hits, Cream will grab the opponent by the neck, and bite the opponents head off, sending it into the void and instantly killing them. This move is perfect blockable.

Cooldown: 2 Minutes

Z - Void Moveset: Switches you to your void moveset

VOID MOVESET

M1 - Claw Slash: Remains the same.

Cooldown: Remains the same.

E - Void Dash: Cream will very quickly enter his void ball form and dash forward, dealing 65.5 damage to whatever it hits and also removing a random limb.. This move is not blockable nor perfect blockable, but fairly easy to dodge.

Cooldown: 20 Seconds

R - Void Ball: Cream and the user will become a void ball, which will deal DoT to anything in its way (15.9 dmg every 1.5 seconds). Every 7 seconds, it removes a single limb. With max upgrades, the max amount of time you can spend in this form is 30 seconds, and without any, you only spend 15.

Cooldown: 30 Seconds

T - Void Frenzy: Cream will begin spinning in a spiral very quickly, dealing 70.1 damage to whatever gets caught in it, as well as removing a limb.

Cooldown: 30 Seconds

G - Void Maw: Remains the same.

Cooldown: Remains the same.

Z - Physical Moveset: Switches you to your physical moveset.

Concept #5: Gold Experience Requiem
OBTAINMENT METHOD

Use a Requiem Arrow on Gold Experience, with a 50% chance of success and a 50% chance of the arrow failing.

PASSIVES

Power of Requiem: All of your attack deal percentage damage (of the opponents TOTAL HP), along with the benefit of bypassing any defense other than block.

Korega Requiem... Da: You can see through KC's Time Erase, bypass D4C's Love Train, and you automatically cancel TS when you're in range of it. MOVESET

M1 - Muda!: You do a slow barrage of 4 punches aimed at the stomach, dealing 5% of your HP, and ending with an uppercut dealing 7.5% of your HP. This move is blockable.

Cooldown: 7 Seconds

E - Muda Barrage: A generic barrage that deals 0.75% of your HP every hit. This barrage is faster and gives more stun compared to others. This move is blockable.

Cooldown: 10 Seconds

R - Zero Finisher: GER will do a very short RTZ, healing all the damage the user took in the past second and rewinding both you and the opponent back to the place you were a second ago. Immediately after, you do a powerful punch dealing 20% of the users HP. In return for this move being extremely hard to hit, it cannot be blocked nor perfect blocked.

Cooldown: 15 Seconds

T - Life Creation: Heal: GER summons life on a player which you have your cursor aimed on, healing their HP 2.5% every quarter of a second, which lasts depending on upgrades. The minimum time is 1 second and the maximum is 2.5 seconds. If you don't aim the move at a player, it heals the user instead.

Cooldown: 45 Second

Y - Requiem Combo: GER punches the opponent in the face twice (each punch dealing 7.5% damage) and then hitting the opponent with a roundhouse kick (dealing 15% damage) dealing heavy knockback and ragdoll. This move is not blockable, but it is perfect blockable.

Cooldown: 20 Second

X - Life Creation: Scorpions: GER will summon 4 beams, each dealing 6.5% damage if hit. If they miss, they will each summon a single scorpion NPC that goes after the nearest target. If it hits a target, it will deal poison damage to it. Unlike other poison moves, the poison will stack if all of them hit.

Cooldown: 15 Second

Z - Life Creation: Tree: GER summons a tree that it's forced to stay on for 4 seconds. Anyone who attacks the tree/user at this time will have their damage reflected back to them.

Cooldown: 20 Seconds

U - Return to Zero: Using this move will rewind all negative effects that the user had within the last ten seconds (this includes damage in general) and rewind everyone to their original positions 10 seconds ago, along with a 2 second stun to whoever dealt damage to the user within those 10 seconds. This will also cancel any time-related moves that it's in range of.

Cooldown: 2 Minute and 30 Seconds

Concept #6: Speed King
OBTAINMENT METHOD

Find a Clock (shown in my SPTW rework) and use it on TA4, with a 20% Chance to obtain Speed King

PASSIVES

Extreme Heat: Every time this stand hits an opponent, it has a 10% chance to inflict burn damage. Unlike burn damage from other stands, this gets worse every time that opponent gets burned. MOVESET

M1 - Heat Storage: SK will begin storing heat on an item/player. The heat will deal DoT, which increases over time. It can last for a maximum of 20 seconds, and can deal a maximum of 3 damage per second. If you use M1 again, it will make a sudden burst of heat, dealing a little less than all the passive burn damage combined. This move cannot be blocked nor perfect blocked.

Cooldown: 30 Seconds

E - Barrage: A generic barrage dealing 1.4 damage per punch.

Cooldown: Default Barrage Cooldown

R - Pummel: SK will punch the enemy in the head, dealing 20.1 damage, ragdoll, an a stun similar to that of Reality Overwrite. This move is perfect blockable.

Cooldown: 12 Seconds

T - Heat Stroke: SK pounds the opponent with a long windup, dealing 10.9 initial damage. Afterwards, an effect will be applied which has the user fall asleep in a random time within 15-30 seconds after the initial attack. This will put them in a state similar to that of Conquerors Will for around 8 seconds. This move is both blockable and perfect blockable. The cooldown begins once the user falls asleep, and cannot be used again until the cooldown starts.

Cooldown: 40 Seconds

Y - Beetle: SK will release a random beetle from his pocket, each giving different effects, each lasting 20 seconds: Stag Beetles will deal 5 damage every 4 seconds. Hercules Beetles will lower defense by 20%. Rhinoceros Beetle will lower both attack and walk speed by 20%.

Cooldown: 40 Seconds

H - Heatwave: SK will start charging heat in its hands. After 10-15 seconds of charging, he will release a huge blast of heat dealing 50.7 damage to anything in its radius. In addition, anyone hit by it will take double damage for a solid 15 seconds, making this one of the strongest abilities in the game.

Cooldown: 3 Minutes

U - Melting Grab: SK will begin to thrust his arm, with the windup of TWOH's Reality Overwrite. If this move hits, SK will grab the opponent by the neck and begin melting them. It will deal damage very rapidly, with damage being dealt around every 0.1 seconds. This will not end until it reaches 60 damage. It also lowers spec damage for 20 seconds. This move is perfect blockable

Cooldown: 1 Minute

Concept #7: Chariot Requiem
OBTAINMENT METHOD

Use a Requiem Arrow on Silver Chariot, with only a 25% chance of success.

PASSIVES

Double Moveset: CR has two movesets, depending if it has an arrow or not.

Path of Requiem: CR itself is invincible, but the user can still be hurt.

Berserker: If CR loses the arrow while using the arrow moveset, he will go berserk and automatically send everyone around it to sleep, as well as switching to the physical moveset until it gets the arrow back. It goes into pilot mode as soon as it starts, and also increases damage by 1.35. It does not get the arrow back until it defeats the player that took it.

The Requiem Arrow: Instead of taking damage when hit, CR's Arrow Durability will drop. It has the HP of the user, and when dropped, the passive "Berserk" will activate. ARROW MOVESET

M1 - Rapid Slash: Every time you click, SCR will slash the opponent, dealing 10.9 damage and minor bleed (doesn't stack). This move has no cooldown, but it has a windup which can make it easy to avoid.

Cooldown: None

E - Slash Barrage: CR will barrage the opponent with arrow slashes, dealing 1.5 damage per slash. This barrage deals more stun compared to other barrages. This move, unlike other barrages, will only deal half of the damage if blocked.

Cooldown: Basic Barrage Cooldown

R - Final Stab: CR will lunge forward and stab the opponent, dealing 43.9 damage. This move is perfect blockable.

Cooldown: 20 Seconds

T - Arrow Throw: CR will throw its arrow towards the mouse cursor, which will switch you to the physical moveset for the 4 seconds the player is stunned. If it hits, it will deal 43.9 damage and stun the opponent for a solid 3 seconds, giving great opportunities for combos and other attacks. This move is blockable.

Cooldown: 13 Seconds

Y - Pincushion: CR will turn back into SC for the duration of this move. It will then quickly dash in front of the user and grab the opponent by the neck. If it hits, SC will stab you 20 times, with each stab dealing 1.5 damage. This move block breaks.

Cooldown: 20 Seconds

U - Power of the Arrow: CR will stab its own user with the arrow, buffing their defense, power, and speed by 1.25x for 30 seconds.

Cooldown: 1 Minute and 30 Seconds

H - "It's gone berserk!": Basically just CW but renamed.

Cooldown: 2 Minutes

Z - Pilot: The stand goes into pilot mode.

N - Physical Moveset: CR hands the arrow over to the user and swap to their physical moveset.

PHYSICAL MOVESET

M1 - Punch Combo: CR will punch the opponent 5 times, each punch dealing 9.1 damage. The moves stuns the opponent for 0.5 seconds after the move is complete. This move is blockable.

Cooldown: 7 Seconds

E - Quick Punch: CR will very quickly dash forward and punch the opponent, dealing 20.1 damage and breaking block.

Cooldown: 17 Seconds

R - Stomp: CR will kick the opponent down, stunning them for 1.5 seconds. This move is perfect blockable and bypasses block.

Cooldown: 21 Seconds

T - Ram: CR will run ahead of its user until it hits something. If it hits a player, it will deal 29.7 damage and ragdoll. This move breaks block.

Cooldown: 20 Seconds

Y - Pincushion: Remains the same.

Cooldown: Remains the same.

U - Corrupted Atmosphere: An effect similar to that of H appears, and everyone randomly switches bodies. This will also give everyone who was swapped a temporary debuff lasting for 30 seconds, lowering their damage, defense, and speed by 1.25x.

Cooldown: 1 Minute and 30 Seconds

H - "It's gone berserk!": Remains the same

Cooldown: Remains the same.

Z - Pilot: Remains the same.

N - Arrow Moveset: If Berserk isn't active, the users hands back the arrow to CR, swapping it to the arrow moveset.

Concept #8: Purple Haze
OBTAINMENT METHOD

1.5% Chance with Arrow.

PASSIVES

Capsules: PH has 6 virus capsules, and they get used up with the moves that inflict poison damage. 2 bulbs regenerate every 10 seconds

Distortion Meter: PH has a meter, similar to that of Rage, which takes a long time to fill up. After it's filled up, you can enter Distortion Mode, where your stats get buffed and you get a new moveset. Your bulbs regenerate twice as fast. Plus, the poison damage increases, but doesn't last as long. MOVESET

M1 - Triple Punch Combo: PH will punch the opponent 3 times, each punch dealing 15.7 damage. All punches but the 2nd are blockable. This move doesn't use bulbs and has VERY short range..

Cooldown: 8 Seconds

E - Capsule Sweep: One of the capsules on PH's arm will crack open, and PH will do an uppercut, dealing 21.7 damage. This will also inflict small amounts of poison damage. The initial damage is blockable, but the poison damage isn't. This move uses 1 capsule.

Cooldown: 15 Seconds

R - Kick: PH will do a basic kick to the opponent, dealing 18.7 damage. This move breaks block, ragdolls, and cannot be perfect blocked. This move doesn't use any capsules.

Cooldown: 10 Seconds

T + Hold - Capsule Shot: PH will start shooting the capsules from his hands aimed at your cursor. The amount of capsules depend on how long you hold the button. Every second the button is held, PH will shoot another capsules. These do not deal initial damage, but they deal AoE poison damage wherever they hit, therefore this move is not blockable.

Note: This is a projectile move.

Cooldown: 15 Seconds

H - Haze Valley: PH will break all his capsules, making a huge field of its virus, which deals very small poison damage, but it stacks. Every second in the field will affect you with poison, so if you've been in the field for more than a second, the poison will start stacking. This move is around 1.5x the size of PH's current Bulb Breaker Punch.

Cooldown: 1 Minute

U - Antidote: The user will inject himself with an antidote they made for the virus, dealing 15 damage. If you inject yourself with the antidote, you will be immune to the virus for 30 seconds. This move can be cancelled midway through.

Cooldown: 20 Seconds (begins when the antidote wears off)

Z - Distortion: If your Distortion Meter is full, you will enter Distortion Mode.

Cooldown: 40 Seconds

DISTORTION MOVESET

M1 - "UBASHAAAAAA!!" - PH does a short, slow barrage, with a total of 10 punches. Each punch will deal 12.7 damage. This move is blockable.

Cooldown: Basic Barrage Cooldown

E - Fury Kick Barrage: PH does a kick barrage almost identical to SP's, but the animation is different and the last punch uses 1 capsule and inflicts poison damage. The last punch bypasses block, but the rest is blockable.

Cooldown: 15 Seconds

R - Distortion Knockout: PH will punch the opponent directly in the face, dealing 32.7 damage. Instead of dealing poison damage, the virus will eat away at the eyes, blinding the opponent for 5 seconds. This move is perfect blockable and takes up 2 capsules.

Cooldown: 15 Seconds

T + Hold - Advanced Capsule Shot: Identical to the original in every way, except for the poison damage, and the fact that each capsule that actually hits a target will deal 0.5 seconds of stun, allowing for great opportunities.

Cooldown: 12 Seconds

Y - Chokehold: PH will grab the opponent by the neck, and punch them three times in the face, each time breaking a capsule (3 capsules). Each punch deals 9.7 damage, but the poison damage stacks. This move is only perfect blockable.

Cooldown: 12 Seconds

H - Haze Valley: Remains the same except for the poison damage

Cooldown: 1 Minute

Y + G - Extermination: If you press G during Y, PH will impale the opponent through the chest instead of grabbing them. During that, it will place a broken capsule inside the body, instantly killing the enemy. If this move hits, it will drain the entire Distortion Meter

Cooldown: 2 Minutes

U - Antidote: Remains the same

Cooldown: 20 Seconds

Concept #9: Diver Down
OBTAINMENT METHOD

2.5% Chance with an Arrow

PASSIVES

s i m p: If there's a StoneF user nearby, DD, the user, and his/her spec will deal 1.25x damage to everyone except for the StoneF user.

Stored Damage: All damage has a 1/20 chance to have a delayed reaction. If it does, the stun, ragdoll, and/or other effects will be delayed, and the damage will be 1.5x higher if this passive activates. MOVESET

M1 - Diver Combo: DD will punch the opponent 3 times (each punch dealing 7.1 damage), then kick the opponent twice (each dealing 10.9 damage), and then do a roundhouse kick to finish off the combo (16.2 damage). It is all blockable but the roundhouse kick, which breaks block.

Cooldown: 8 Seconds

E - Kick Barrage: DD does a kick barrage, which has more range than other barrages. This barrage deals 1.7 dmg with max destructive power and is blockable.

Cooldown: Basic Barrage Cooldown

R - Dive-In Chop: DD will use a chop move on the opponent, dealing 17.1 damage and 6 damage worth of bleed. If this move is blocked, DD will dive through the opponents body and punch them from the back, dealing 20.1 damage, but ragdoll.

Cooldown: 20 Seconds

T - Guard Dive: DD will dive into either an object or a player (it cannot use other moves at this time), aimed with your mouse cursor. Once someone gets close to the object/player, DD will punch the opponent dealing 24.4 damage. This deals 1.5x damage if the player that this move is used on has StoneF. If this move is not aimed, it will enter the user. If no one goes near it within 10 seconds, it will automatically leave and be put on cooldown. Otherwise, the cooldown will start once the move takes effect. This move bypasses block.

Cooldown: 12 Seconds

Y - Reconstruction: Heal: DD will enter a players body aimed with the cursor. It will heal a maximum of 38.3 HP from the player. If it is not aimed, it will go to the user.

Cooldown: 40 Seconds

H - Reconstruction: Amputation: DD will dive into the NEAREST foe, automatically dealing 5 damage. 5 seconds later, it will remove the opponents limb from inside his/her body, dealing 35.2 damage, 10 bleed damage, and removes a random limb. This move can be perfect blocked.

Cooldown: 45 Seconds

H + J - Reconstruction: Inversion: If you press J while H is in progress, DD will start inverting pretty much everything in the body. It will play a cutscene which will show the opponents ribs coming out of his back, followed up by the opponent being instantly killed. Players cannot be hurt during the cutscene.

Cooldown: 2 Minutes and 30 Seconds

Z - Diver Surf: DD will dive into the ground and carry its user with it, speeding it up similarly to WA's Ice Skate, Tusk's Nail Glide or StickyF's Z move.

Cooldown: 15 Seconds

X - "I need to marry Jolyne!": The user will pull out a ring from his pocket for 3 seconds. If he is attacked during that time, DD will impale the user with his fist, dealing a solid 40.1 damage and 5 damage of bleed. If this move doesn't hit, it applies a 1 second stun to the user.

Cooldown: 30 Seconds

Concept #10: The World Over Heaven
OBTAINMENT METHOD

The first step to obtaining TWOH is of course, obtaining The World. After you've obtained TW, you must talk to Enrico, and he'll immediately recognize your stand. The first quest he'll give you is to kill 97 players in any gamemode, but it cannot be the same player. After completing this quest, you must talk to Enrico once again. After that is done, he shall give you one more quest, which is to defeat 3 bosses: Jotaro (P6), Johnny, and Giorno. Each boss is extremely difficult. After this is done, you talk to Enrico one last time, before he gives you DIO's Bone and tells you to go to the Highest Peak. After all of that is done, The World Over Heaven is obtained.

PASSIVES

Over Heaven: TWOH deals percentage damage (of the opponents TOTAL HP) with every move except for X, and bypasses all defense except block.

Overwrite: Every attack will have a 1/25 chance to overwrite a block or perfect block, ending the block and making it have no effect.

Blood of DIO: If paired with vampirism, this stand deals 1.25x damage. MOVESET

M1 - Muda, muda!: TWOH will begin with a punch combo of 5, each punch dealing 5.5% of the opponents HP. This will slowly speed up until it turns to a short punch barrage dealing 0.9% damage with each hit.

Cooldown: 12 Seconds

E - Muda Kick Barrage: TWOH will perform a kick barrage dealing 1% damage every hit and ends with a round kick, dealing 9% damage.

Cooldown: 8 Seconds

R - MUDAA!!: TWOH will perform 3 punches, each dealing 7.5% damage and ending with an uppercut, dealing 10% damage. The final uppercut move breaks block.

Cooldown: 15 Seconds

T - Checkmate: TWOH would kick the enemy in from of it, knocking him/her back, and then proceeding to throw 4 knives, each dealing 5% damage. This move is perfect blockable, but breaks block.

Cooldown: 10 Seconds

Y - Reality Overwrite: Stand Removal: TWOH will wind up a punch which deals 10.5% damage. If it hits, it will remove the opponents stand for 15 seconds. This move is perfect blockable if the Overwrite passive doesn't get applied.

Cooldown: 30 Seconds

Z - Timeskip: Remains the same but has more range.

Cooldown: 5 Seconds

U - Smite: TWOH will punch the ground, making multiple thunderbolts appear around it. The thunder would be sorted into waves: The first wave of thunder is the one closest to TWOH. It deals 10% damage, doesn't ragdoll, and is blockable. The second wave is not that far from TWOH either. it deals 10% damage again, but breaks block and doesn't ragdoll. The third wave is still not that far from TWOH, but it's a good distance away. This time, it deals 20% damage, bypasses block, and ragdolls.

Cooldown: 45 Seconds

H - "THE WORLD! OVER HEAVEN!": A basic timestop move lasting for a maximum of 10 seconds. The damage cap becomes 60% instead of 50%.

Cooldown: 1 Minute

X - The Greatest High: TWOH and the user will strike a pose for 4 seconds. If the user is attacked during this time, a cutscene similar to that of Raging Demon, where TWOH kicks down the opponent and hits him with multiple lightning strikes, guaranteed to deal 63.8 damage. If this move misses, it applies endlag.

Cooldown: 1 Minute

G - "THIS IS REALITY!": TWOH will charge up a punch taking a long time. After finally being charged up, it will strike the opponent, dealing a whopping 90% DAMAGE! If this move kills the foe, the user will obtain 50% of his/her HP back.

Cooldown: 1 Minute and 30 Seconds

N - Heal Overwrite: Remains the same, but needs to aim at a player with the cursor to work. If not aimed, it will be a self-heal.

Cooldown: 30 Seconds

Concept #11: The World
OBTAINMENT METHOD

1% Chance with arrow OR 7.7% chance with Vampirism and Arrow

PASSIVES

Blood of DIO: If you use this stand with Vampirism, all of its attacks deal 1.25x damage.

Battle Experience: Because the original user of this stand is over 100 years old, he has a 1/20 chance to dodge any attack, unless the stand you're fighting has the Infinite Rotation, Over Heaven, or Power of Requiem passive.

STANDO POWAH!: Every attack has a 1/20 chance to get a critical hit, which deals 1.5x damage. MOVESET

M1 - MUDA!: TW punches the user 3 times, each punch dealing 10.1 damage, and then quickly stops time to teleport behind the user, with another punch dealing 20.1 damage and ragdoll. All of the punches are blockable except for the last, which breaks block. The last punch only applies if all the other punches hit.

Cooldown: 9 Seconds

E - "WRYYYYY!!": TW does a barrage, with different damage depending on the kind. the Kick Barrage will deal 1.7 damage but be slightly slower, but the Fist Barrage will deal 1.6 damage and be as fast as a normal barrage. Each barrage has a 50% chance if being chosen. This move is blockable.

Cooldown: Basic Barrage Cooldown

R - "Korega... Za Warudo da!": TW will do a basic finisher dealing 22.4 damage, but TW will stop time in the middle of it, causing it to bypass any kind of block or perfect block.

Cooldown: 15 Seconds

T + Hold - Knive Frenzy: The user will withdraw exactly 10 knives. He will then start holding the knives as T is held. They bypass block, but have no stun. Every 0.5 seconds, one knife is thrown. Each knife deals 5.3 damage. Once you've thrown all 10 of the knives, the move gets put on cooldown. This move can be perfect blocked though, but that is extremely hard to pull of. If it is perfect blocked, the opponent will catch the knife and the move will end, since the user of the move will be in shock. These knives are fairly slow, so they can be avoided if you know how to properly dodge projectiles.

Cooldown: 15 Seconds

Y - "THIS IS THE GREATEST HIGH!": TW will charge up a kick, which would lead into a mini-beatdown. If hit, TW will kick the opponent into the sky dealing 7.1 damage. and punch him 10 times midair, dealing 3.7 damage each punch, and finally kicking them into the ground, dealing 10.1 damage for the punch and 11 damage for the impact. This move can be perfect blocked.

Cooldown: 40 Seconds

H - "ZA WARUDO!": TW will stop time for a maximum of 9 seconds. During this timestop, there will be a 25% damage reduction. This only applies to the timestops of TW, SP, and TWAU.

Cooldown: 1 Minute

U - Vehicle Slam: Along with this move, a new feature would be added where vehicles would randomly spawn on the road. During this move, TW will quickly stop time to take the nearest vehicle. Afterwards, time will resume and the user will crush the opponent with the vehicle he/she found. Depending on the vehicle, the damage varies. Bicycles deal 15 damage, motorcycles deal 25, cars deal 40, trucks deal 50, and steam rollers (of course) deal 65. This move is not blockable nor perfect blockable, but if you block right before the attack begins, 33% of the damage will be reduced.

Cooldown: 1 Minute

Z - Timeskip: Basic timeskip.

Cooldown: Basic Timeskip Cooldown

X - Road Sign Chop: The user of TW will take a road sign and chop the user with it, dealing 20.1 damage, 5 damage worth of bleed, and removing a random limb. This move is perfect blockable.

Cooldown: 20 Seconds

Concept #12: D4C
OBTAINMENT METHOD

Use a Heart of the Saints Corpse with only a 25% chance of success.

PASSIVES

Ammo: The user of this stand has a revolver and 60 bullets in total. Every 6 bullets, the player has to reload. Once you're out of bullets, you cannot use your revolver anymore.

Perfect Stats: The stand has almost perfect stats, with and A in everything except range. Due to this, the stand is so strong, fast, and precise, it has a 1/10 chance to bypass a perfect block whenever it is perfect blocked.

Double Moveset: This stand has 2 movesets, which are the revolver moveset and the stand moveset.

STANDO POWAH!: This stand has a 1/20 chance to get a critical hit on all moves in the Stand Moveset: which deal 1.5x damage. REVOLVER MOVESET

M2 - Aim: The user will begin aiming with his/her gun, giving them a more precise point of view, but lowers their walkspeed.

Cooldown: Irrelevant

M1 - Revolver Shoot: The user will shoot a basic revolver, dealing 7.5 damage every shot. Blocking the bullet shots will make the bullets deal 25% less damage.

Cooldown: 0.5 Seconds

E - "D4C!": The user will quickly withdraw only D4C's arm, which will chop the opponent in front of it, dealing 32 damage and 5.5 bleed damage. This move breaks block.

Cooldown: 20 Seconds

R - Reload: The user reloads their revolver.

Cooldown: 5 Seconds

T - Gun Slam: You slam the opponent in front of you with your gun, dealing 10.1 damage and bypassing block. This move ragdolls but can be perfect blocked.

Cooldown: 10 Seconds

Y - Quick Shot: The user will withdraw his/her gun very quickly. It will shoot towards the nearest opponent, dealing 13.3 damage OR breaking block. This move can only be used when you do not have M2 toggled.

Cooldown: 15 Seconds

Z - Full Reload: The user will completely refill all his ammo back to 60, but in return, this move has a long cooldown.

Cooldown: 1 Minute

Q - Stand Enable: You release your stand, D4C, and switch into the stand moveset.

STAND MOVESET

M1 - Bone Breaker Combo: D4C will punch the opponent 5 times, gradually speeding up with every punch. Each punch deals 12.1 damage, and the 4th punch breaks block, along with the 5th punch which bypasses it. All of the punches are blockable other than the 4th and 5th, since the 4th breaks block and the 5th bypasses it.

Cooldown: 9 Seconds

E - Heavy Chop: D4C will chop the opponent, dealing 40.2 damage and removing a limb. Blocking will nullify the damage to 20.1, but the move can be perfect blocked.

Cooldown: 20 Seconds

R - Breaker Punch: D4C will do a quick punch dealing only 7.1 damage. This move does not ragdoll, but it gives a solid 2 seconds of stun, or breaks block. The main purpose of this move is to give an opening, so you can fit in a combo. This move can also be used while being barraged, which will cancel the barrage.

Cooldown: 17 Seconds

Y - Roundhouse Combo: D4C will kick the opponent in the stomach 3 times, each kick dealing 6.3 damage, and ending with a roundhouse kick dealing 20.1 damage. All kicks are blockable but the roundhouse, which bypasses block and ragdolls.

Cooldown: 15 Seconds

X - Dimensional Clone: Another You: Remains the same as the current Dimensional Victim Clones, but has more cooldown and despawns 15 seconds after they're summoned so the move wouldn't be spammable.

Cooldown: 30 Seconds

U - Dimensional Clone: Self Clone: D4C will summon a clone of the user with a revolver, dealing 10 damage per shot. The clone only shoots 3 times before despawning, and it shoots every 3 seconds. It will stand still, unless the opponent leaves its range of attack, in which case it will move closer to the opponent. The bullets break block,

Cooldown: 20 Seconds

Z - Dimensional Hop: Remains the same.

Cooldown: 1 Minute

Concept #13: Whitesnake
OBTAINMENT METHOD

1% Chance with an Arrow.

PASSIVES

Avenge DIO: This stand will deal 1.25x damage to SP, SPTW, and StoneF.

Best Disciple: When nearby a TW/TWOH user, this stand will deal 1.25x damage.

Illusionist: WS has a 1/20 chance to distort the opponents screen every hit. The maximum amount this can last is 7 seconds and the minimum is 3

Death by Discs: If WS hits one of its disc moves while another disc move is already in effect, then the opponent will fall asleep in a state similar to CW until the effects are over. MOVESET:

M1 - Range Combo: WS will punch the opponent in front of it, dealing 7.1 damage and knocking him/her back a good range. It will then punch the opponent 2 more times from that range, dealing 10.1 damage per punch and knocking them back even more. Finally, WS will kick the opponent twice, with the first kick dealing 7.1 damage and the last kick dealing 20.1 and ragdolling the opponent. The entire move is blockable except for the first kick, which breaks block, and the second kick which bypasses it.

Cooldown: 9 Seconds

E - Knockout Combo: WS will quickly punch the opponent twice, the first punch dealing 10.1 damage and the second dealing 12.6. WS will end a combo with an extremely fast and powerful punch to the face dealing 32.7 damage and ragdoll. The first punches are blockable, but the last one breaks block.

Cooldown: 20 Seconds

R - Quick Punch: WS will run up to the foe and punch them, dealing 17.1 damage. If the foe attempts to block and/or perfect block the move, the actual WS will appear behind the opponent and punch them dealing 23.4 damage, suggesting that the WS in front of them was an illusion.

Cooldown: 15 Seconds

T - Disc: Spirit: Remains the same as the current WS stand disc, but the animation is different and it cannot be blocked, but rather perfect blocked. If this move is used while Y is in effect, the Death by Discs passive will apply.

Cooldown: 30 Seconds

Y - Disc: Memory: Disc: Spirit: Remains the same as the current WS memory disc, but the animation is different and it cannot be blocked, but rather perfect blocked. If this move is used while T is in effect, the Death by Discs passive will apply.

Cooldown: 25 Seconds

X - Gun Combo: WS will take out a gun and shoot it 3 times, each shot dealing 9.8 damage and breaking block. Afterwards, WS will throw the gun towards the opponent that was shot, dealing 20.1 damage. The gunshots break block but the gun throw is blockable.

Cooldown: 20 Seconds

H - Melt Your Heart: WS will do an animation similar to SCR's while using CW, and will change the screens of the players in range drastically for 15 seconds. The blur effect applied by the current Acid Spray move will be applied, and everyone in the victims sight will appear different and appear to have different stands. You will not be able to see name tags, so you will not be able to tell who the WS user is. If the WS user begins to attack, it will appear like there are multiple versions of the WS user, to confuse the victim.

Cooldown: 1 Minute and 30 Seconds

Z - Pilot: Remains the same but with more range and a different keybind.

Cooldown: 3 Seconds

Z + J - Disguise: If you press J while in pilot, your stand will transform the the entity that they have their cursor on for as long as they're in pilot.

Cooldown: None

Concept #14: King Crimson
OBTAINMENT METHOD

1% Chance with Arrow

PASSIVES

I Shall Remain King!: KC has a 1/15 chance to deal a critical hit with every attack, which deals 1.3x dmg.

Boss of Passione: KC deals 1.25x dmg to all Golden Wind stands except GER.

Second Personality: If the user if KC isn't in combat, their avatar will be slightly altered. This can include different skin color or accessories, different hair, etc. MOVESET

M1 - Crimson Combo: KC will do a single punch dealing 15.5 dmg, follow it up with a jab dealing 20.4 damage, and then end it with a kick which deals another 15.5 dmg and ragdoll. The punch is blockable, the jab breaks block, and the kick bypasses it.

Cooldown: 8 Seconds

E - Heavy Chop: Identical to D4C's: KC will chop the opponent, dealing 40.2 damage and removing a limb. Blocking will nullify the damage to 20.1, but the move can be perfect blocked.

Cooldown: 20 Seconds

R - Triple Punch Combo: KC will punch the opponent twice, dealing 12.7 damage each punch. It will then do an uppercut, which deals 22.2 damage and ragdoll, along with extreme knockback. The first two punches are blockable, but the uppercut breaks block.

Cooldown: 20 Seconds

T - "Epitaph!": The user will become intangible for a minimum of 5 seconds or if upgraded to the highest, 10 seconds. This does not apply if the opponent has the Infinite Rotation, Over Heaven, or Power of Requiem passives.

Cooldown: 30 Seconds

Y - Waist Slicer: KC will do a chop to the side and across the stomach, dealing 15.5 damage, but then the same amount of damage in bleed, adding up to exactly 31 damage. This move is blockable.

Cooldown: 25 Seconds

X - "This is... King Crimson's ability!": A basic timeskip with a different name.

Cooldown: 7 Seconds

Z - Time Erase: Remains the same but with a different background effect instead of just turning everything red.

Cooldown: 30 Seconds

U - Impale: Remains the same.

Cooldown: 40 Seconds

H - Crimson Wrath: KC will enter a counter for only 1/3 of a second, making it extremely hard to hit. If it hits, KC will chop the opponents head of and instantly kill them. This move is ridiculously hard to it and has high cooldown, so it should be used wisely.

Cooldown: 1 Minute and 30 Seconds

Concept #15: DaBaby (best concept by far)
this stand is very balanced

OBTAINMENT METHOD

Meet dababy!!1!!!!!111111!!!11!1

PASSIVES

dababy: you are dababy

dababy: your moves have no cooldown

dababy: a random dababy song will play in the backround if u are there

dababy!1!!!!!111: less gooo MOVESET

M1 - fart: fart

E + hold - less goooo: dababy and its user will teleport to the closest player, instantly killing them. If the button is held, it just repeats that process until the user lets go of the button.

R - n word pass: dababy uses the n word pass killing everyone thats playing roblox

T - convertible: you turn into a convertible

Y - c o n v e r t i b l e: Identical to the E move, but instead of killing them, you turn them into convertibles for eternity. The effect will never wear off, not even when you leave the game or reset. Convertibles are extremely fast but have no attacks

H - try not to turn into a convertible challenge: dababy will teleport everyone that plays yba to one huge server. In this server, everyone cannot leave and everyone has a 1/10000000000000000 chance to turn into a convertible every second. Turning into a convertible gets you perma-banned. The players will not be allowed to leave the server, until theres one last person standing. The last person standing will obtain the legendary dababy stand.

Z - fly: fly

X - epofwiugwehj1rwfhgfdsdhj: dababy crashes the entire internet and destroys every electrical object known to man while screaming "lEsS gOooooOoooOoOooOo"

Concept #16: D4C Love Train
OBTAINMENT METHOD

The first step to obtaining D4C LT is of course getting D4C. Afterwards, you must make sure you are prestige 3 and at least level 40. If you are, you talk to Valentine in the SBR lobby. He'll give you the mission of obtaining all the corpse parts in order to obtain Love Train. Once this is done, you must talk to Valentine again, and this time he will take the corpse parts and assemble the holy corpse. You must use the holy corpse with a 66% chance of success. If it succeeds, you obtain D4C Love Train.

PASSIVES

Perfect Stats: The stand has almost perfect stats, with and A in everything except range. Due to this, the stand is so strong, fast, and precise, it has a 1/10 chance to bypass a perfect block whenever it is perfect blocked.

STANDO POWAH!: This stand has a 1/20 chance to get a critical hit on all moves in the Stand Moveset: which deal 1.5x damage.

Holy Corpse: Aside from the LT move, D4C has a 1/25 chance to redirect the damage from an attack. This passive does not apply if the opponent has the Infinite Rotation or Over Heaven passives. MOVESET

M1 - Heavy Barrage: D4C LT will kick the opponent 3 times, each time dealing 10.1 damage, and finishes with a hard punch, dealing 24.2 damage. The entire move is blockable, but the last punch breaks block.

Cooldown: 10 Seconds

E - Bone Breaker Barrage: D4C LT will do a barrage dealing a whopping 2 DAMAGE per punch. This barrage will have little to no knockback, but a good amount of stun compared to other barrages.

Cooldown: Basic Barrage Cooldown.

R - Breaker Punch: D4C LT will do a quick punch dealing only 10.1 damage. This move does not ragdoll, but it gives a solid 2 seconds of stun, or breaks block. The main purpose of this move is to give an opening, so you can fit in a combo.

Cooldown: 17 Seconds

T - Triple Gunshot: D4C LT will summon 2 clones of the user. Both the clones and the user will shoot a bullet each, one after another, with each bullet dealing 10.1 damage and breaking block. They will all aim at the cursor.

Cooldown: 10 Seconds

Y - False Combo: D4C LT will use a very weak punch dealing only 2 damage but breaking block. It will then be followed up with either an uppercut or a chop dealing 42.1 damage. There's a 50/50 chance of it being an uppercut or a chop. If it's an uppercut, it will apply a temporary damage debuff to the enemy. If it's a chop, it will remove an arm.

Cooldown: 20 Seconds

U - "I took the first napkin!": D4C LT and its user will enter a counter, which shows them giving a speech, for 3 seconds. If they are hit during this counter, a clone of the user will appear behind the enemy and hold then down for 3.5 seconds, giving you a chance to attack.

Cooldown: 1 Minute

G - Pilot Impale: D4C LT will start moving away from its user very quickly until it hits an object/player. If it hits a player, it will deal 30.2 damage and 5 damage of bleed. This move will be cancelled if it hits an object and doesn't have very good range.

Cooldown: 45 Seconds

X - Dimensional Clone: Another You: Remains the same as the current Dimensional Victim Clones, but has more cooldown and despawns 15 seconds after they're summoned so the move wouldn't be spammable.

Cooldown: 30 Seconds

H - "Love Train!": Beams of light will manifest around the user as they activate their newly-earned ability: Love Train. During this state, all damage is redirected. This lasts for a minimum of 5 seconds and a maximum of 15 seconds. Unlike the current LT, the user can attack during this move, in turn for a longer cooldown. This move does not apply if the foe has the Infinite Rotation or Over Heaven passives.

Cooldown: 45 Seconds

Z - Dimension Hop: Remains the same.

Cooldown: 1 Minute

Concept #17: Star Platinum
OBTAINMENT METHOD

1% Chance with Arrow

PASSIVES

Perfect Stats: The stand has almost perfect stats, with and A in everything except range. Due to this, the stand is so strong, fast, and precise, it has a 1/10 chance to bypass a perfect block whenever it is perfect blocked.

STANDO POWAH!: This stand has a 1/20 chance to get a critical hit when using a move, which deal 1.5x damage.

"I can't beat the sh*t out of you without getting closer...": This stand will deal 1.25x damage to vampires and 1.5x damage to TW users.

A Moveset and a Half: SP's moveset will change depending on the moves used on the user. For example, if he got hit by knives, his T move would change. MOVESET

M1: Bone Crusher Barrage: SP will send out 4 very fast punches which each deal 8.3 damage and block break. After that, he does an uppercut dealing 23.3 damage, knockback, and ragdoll. The uppercut also breaks block.

Cooldown: 8 Seconds

E - ORA Barrage: SP fires a barrage of punches with each punch dealing 1.6 damage. This barrage tends to be faster than others.

Cooldown: Basic Barrage Cooldown

R - ORA Finisher: SP charges up an extremely powerful punch, and then releases it, dealing 30.2 damage. This move is not blockable nor perfect blockable, in exchange for being easily avoidable.

Cooldown: Basic Finisher Cooldown

T - Star Finger: Remains the exact same way it is, it really doesn't need any changes.

Cooldown: 20 Seconds

T + Knives: Lightspeed Knife Throw: If a stand used a Knives move on the user of SP, SP will take the knife and throw it at light speed. If it hits a target, it will deal 10.1 damage. Immediately afterwards, SP does a timeskip-type move and teleports to the opponent who was hit with the knife, punching them in the face and dealing 20.1 damage. This move will deal 2x dmg to TW users, and cannot be blocked. This move can only be perfect blocked, in which case you'd be shown catching the knife.

Cooldown: 30 Seconds

Y - Kick Combo: SP uppercuts the opponent launching them up, dealing 10.3 damage. He will then do a simple kick to the opponents torso mid-air, dealing only 5.3 damage. Finally, he'll roundhouse kick the opponent into a wall, with the impact dealing 10.7 damage and the initial attack dealing 7.7 damage. This move is perfect blockable if you perfect block the uppercut, but other than that, the move bypasses block.

Cooldown: 25 Seconds

G - Stand Judgement: SP will trigger a mini-beatdown, where he grabs the opponent by the neck, dealing 5.4 damage. He will then punch the opponent 8 times with his other hand, dealing 2.5 damage each punch. Finally, he'll do a move similar to a finisher, dealing 20.1 damage. This move is blockable.

Cooldown: 1 Minute

H - Timestop: Basic timestop which lasts a maximum of 6 seconds.

Cooldown: 2 Minutes

X - Timestop Combo: SP 3 punches/kicks in a random order and stopping time before each hit, dealing 60.3 damage all together. This move will use up the cooldown of Timestop, and is not blockable nor perfect blockable. This move is meant to be used outside of timestop and will not work in timestop.

Cooldown: Scales with TS Cooldown (If TS CD is 30 seconds left, so is this move)

Z - Timeskip: Basic timeskip.

Cooldown: 7 Seconds

U - Stand Jump: A basic stand jump.

Cooldown: 20 Seconds

U + H - Flight: Yes SP can fly. In the anime AND manga, it literally showed that SP and its user can fly. If you use U while in timestop, well... fly

Cooldown: 30 Seconds

Special Concept: HaHaNTWAUgoBangBangStabbyStabBRRRR
Since everyone is making stands for everyone, I decided I'd make one for the person I learned it all from, @HaHaNTWAUgoBangBangStabbyStabBRRRR ! :D

I wouldn't have been able to get far without him as an inspiration and I can't thank him enough. Anyways, onto the rework... OBTAINMENT METHOD

Be the epic dude @HaHaNTWAUgoBangBangStabbyStabBRRR

PASSIVES

Rework Maker: The user cannot be hurt by any stand or spec

Too Pog to be True: The user is invincible and has no cooldowns.

Yes: Yes MOVESET

M1 - Persona Slap: The user activates the Persona (idk never played it) and somehow slaps the enemy out of existence

E - NTWAU Barrage: The user brings out NTWAU (Neo The World Alternate Universe) and it does a 3 punch barrage dealing 15 damage per punch while saying the stand cry "Muda Da Muda!"

R - Cringe Exterminator: The user charges a punch and punches the nearest enemy. Depending on how cringey they are, he will either ban them from ROBLOX or give them the Inspiration passive, which gives them a random Reworker spec (HaHaNTWAUgoBangBangStabbyStabBRRR, NotAGodzillaFan, TheUnionArmy, BIGYOSHIFAT, Skilled Pot, etc.)

T - Pancake Pummel: The user claims that pancakes are better than waffles and immediately teleports to the nearest enemy, flattening them WITH a pancake and turning them INTO a pancake. This move deals 169 damage in total.

Y - "Interesting as usual": The user will check out another players rework. It's a good rework, so he'll rate it as a good rework. The player who got the compliment will get full HP again and have a 2x damage boost for the rest of the time they are alive.

H - World Combiner: The user literally holds ABD and YBA in his hands and smashes them together, which will combine the maps, stands, etc. When this move is used, each player will have a 50/50 chance of death and life. If they die, they get banned from both games.

H + J - World Crusher: The user crushes both of the worlds in his arms, shutting down both games.

G - "This literally makes no sense": The user will check out another players rework. It's a really bad rework. He would rate it as really bad, causing the player to die from a heart attack.

Z - Flight: You fly as high as the sky!

X - Pancake Meal: The user summons a stack of pancakes and eats it, making him go super saiyan, which makes him deal 100x damage and have 5x speed.

Concept #19: King Crimson Requiem
''As most of us know, requiem abilities are based off of ones deepest desires and dreams. For example, Giorno's requiem ability was created to punish Diavolo for his crimes. If, let's say, DIO, had a requiem ability, it would be related to defeating the Joestars or taking over the world. Diavolo's desire is to remain hidden and to make sure no one who finds his identity gets away with it. Therefore, this is his ability:'' OBTAINMENT METHOD

The first step to obtaining King Crimson Requiem is to first of course obtain King Crimson. This will be the hardest requiem to obtain, so many steps will need to be followed. The next step is to talk to Polnareff. Not knowing who you are, he will explain how the arrows work, and give you one after developing trust in you. Once you have your hands on the arrow, you would attempt to use it. Nothing would happen. The arrow would claim you are not worthy. You think to yourself, that if you defeat another requiem user, you can prove your worth. The next step will be to beat either Chariot Requiem or Giorno in his requiem forms, which are both extremely hard. Chariot Requiem has a ton of HP and is very annoying to fight, Giorno spams Awakening and other high damage moves to hurt the opponent. After one of these have been defeated, the arrow will see you as worthy as you stab it into your stand. You will obtain King Crimson Requiem. This is meant to be one of the hardest-to-obtain stands in the game.

PASSIVES

Hidden Identity: To all other players, the KCR user will appear with a different stand and will appear as a totally different player, cloaking your true identity. The passive will turn off if the user is in combat.

Perfect Stats: This stand has an A in every single stat. Therefore, it is so strong, fast, and precise, it has a 1/10 chance to bypass perfect block.

STANDO POWAH!: This stand will have a 1/20 chance to get a critical hit which deals 1.5x damage.

Menacing Aura: If the level and/or prestige of the enemy is lower than the user, the damage of the enemy will be 1.25x lower and they will be slower.

Absolute Epitaph: Instead of making Epitaph a move, it's a passive. Since the original user has been through many deaths, the stand itself gained a lot of experience. He learns how to utilize the future and bend it to his will. Right before the user gets hit, KCR has a 1/35 chance to teleport the user out of the attack radius.

MOVESET M1 - Barrage Swap: KCR will do a short kick barrage with 3 kicks, dealing 8.1 damage per hit. It will then swap to a punch barrage using only one arm (also with 3 punches), each dealing the same damage. It will then quickly swap back to a single kick, dealing 15.3 damage and ragdoll, along with some decent knockback. All of it is blockable except for the last kick, which breaks block.

Cooldown: 8 Seconds

E - Chop Barrage: KCR will do a barrage that is 2x slower than others, but lasts for the same duration. Each chop deals 8 damage. The chops deal very good stun but no knockback. This move is blockable.

Cooldown: Basic Barrage Cooldown

R - Heavy Jab: KCR does a heavy jab to the stomach, dealing 41.7 damage, ragdolling, and breaking block. This move will be so powerful, that is has a 1/4 chance to impale the target, which adds 8.3 damage worth of bleed.

Cooldown: 20 Seconds

T - Pilot Kick: Due to the fact that KCR now has more range than its previous evolution, it can move away from its user. It slowly starts drifting away from its user in the direction the user is facing. If he hits a player, he will kick them into the nearest object, with the kick dealing 10.1 damage and the impact dealing 19.9 damage. This move cannot be blocked nor perfect blocked, but it's pretty slow and not hard to avoid.

Cooldown: 20 Seconds

Y - Cross-Chop: KCR will do 2 chops, forming a cross like shape in the initial state. Each chop deals 15.1 damage and applies either bleed or limb removal. There is a 50/50 chance for each effect, and it's done two times because there are two chops. This move is blockable.

Cooldown: 25 Seconds

H - False Memory: KCR creates some sort of AoE field, similar to the one caused by Universe Reset, except it's actually visible. Anyone in this field cannot leave, and anyone who enters will also have the move applied to them. Anyone in the field will begin losing their sanity, and get slower. The Hidden Identity passive will re-apply, but this time the character and stand will be a different player, which has not been used before for the passive. The opponents screen will become similar to that of Reality Marble, but it will also begin shaking. After being in the field for 5 seconds, the shaking intensifies and the enemy begins to take 1.5x more damage. If the enemy successfully finds and attacks the user, the current Raging Demon will be activated, but with 1.5x damage. If the Raging Demon is triggered, the moves duration will end. If the opponent never hits the user, the move will automatically end after 20 seconds, and the cooldown starts when the move ends. This move is meant to confuse and weaken the opponent.

Cooldown: 1 Minute

U - A King's Requiem: KCR and the user will enter a counter which shows the leaning down in an extremely odd fashion. If they are hit during this, the same visual effects that apply with False Memory apply here, but here the shaking is more intensified and you can see an outline of KCR's face. You will lose 10% of your health along with being stunned for 2 seconds, if you're hit by the counter.

Cooldown: 45 Seconds

Z - Time Erase: Basic time erase but with better effects and longer duration.

Cooldown: 30 Seconds

X - Timeskip: Basic timeskip.

Cooldown: 7 Seconds

Concept #20: Hermit Purple
OBTAINMENT METHOD

Arrow with 5% Chance OR Arrow (with Joseph Hamon) with 100% chance.

PASSIVES

Joestar Blood: The user takes 1.25x damage from Vampiric TW, but in return, the stand deals 1.25x damage if the user has Joseph's Hamon.

Secret Technique: If the user is below 20% HP, they get double speed.

Hamon Link: If this stand is used with any type of Hamon, all moves will have a 1/10 chance to shock the opponent, stunning them for a second. MOVESET

M1 - Grapple: The user uses HP to grab onto an object or player

Cooldown: 5 Seconds

M1 x2 - Swing: HP will pull the user into the spot/player grappled, bringing them towards that object/player.

Cooldown: None

E - Uppercut: A basic uppercut dealing 25.1 damage and breaking block.

Cooldown: 10 Seconds

E + M1: Grapple Punch: If you press E while the enemy is grappled, the user will dash towards the enemy grappled and punch them in the face. Since they were pulled in, it would be a fast punch that bypasses block and deals 30.1 damage.

Cooldown: 15 Seconds

R + M1: Grapple Trap: Remains the same as the current HP R, it doesn't really need any adjustments whatsoever.

Cooldown: 15 Seconds

Y + Hold - Whip Crack: If you hold Y, the user will start charging up a move and tilt hit arm backwards. The longer Y is held, the more damage and range the move will have. If you let go of the button, the user will use HP to whip the enemy, dealing a minimum of 20 damage and a maximum of 45 damage. This moves damage can be nullified by half if blocked.

Cooldown: 20 Seconds

Z + Hold - Advanced Swinging: HP will start swinging off of the closest buildings in a similar fashion compared to Spiderman. This move cannot be used if there is nothing to swing off of. Things to swing off of include buildings, trees, and the mountains.

Cooldown: Scales with M1 Cooldown (this move van be used when M1 is off cooldown.)

Concept #21: Stone Free
OBTAINMENT METHOD

1.5% Chance with Arrow

PASSIVES

STANDO POWAH!: This stand has an A in Destructive Power, which allows it to get critical hits. There's a 1/20 chance that the attack will be a critical hit and it will deal 1.5x damage.

String Composition: Every time the user is attacked, there's a 1/10 chance that they will decompose into string before being hit, causing the move to miss completely. This passive does not apply if the opponent has the Infinite Rotation, Over Heaven, or Power of Requiem passives.

Mobius Strip: StoneF is not affected by C-Moon's Inversion passive. MOVESET

M1 - String Combo: StoneF will punch the opponent once, dealing 10.1 damage. With this punch, they will attach a string to the opponent and lock them into the combo. Once that is done, StoneF will then pull in the opponent with the string and punch them 3 times in the face, with the first 2 punches dealing 12.1 damage and the last punch dealing 20.2 damage. The combo still continues if the first punch misses, but it's less accurate. The first punch can be perfect blocked to stop the combo completely, but other than that, all the moves bypass block.

Cooldown: 9 Seconds

E - ORA Barrage: StoneF will do a quick barrage dealing 1.5 damage every hit. This move is blockable.

Cooldown: Basic Barrage Cooldown

R - ORA Combo: StoneF will do 2 punches, one breaking block and dealing 15.2 damage and the other one bypassing it dealing 20.1 damage.

Cooldown: 17 Seconds

T - Baseball Throw: The user picks up a baseball and throws it aimed at the cursor. It deals 20.1 damage, ragdolls, and is blockable

Cooldown: 10 Seconds

Y - String Slicer: StoneF will attack a string to whoever the cursor is pointed at. They will attach it to a random one of their limbs. Once Y is pressed again, StoneF will pull the string and tear off a limb dealing 20.1 damage, removing a limb, and dealing 5 damage worth of bleed. If you do not press Y again, it just functions like HG's Marionette Control. This move is not blockable nor perfect blockable.

Cooldown: 25 Seconds

Z - String Pull: Identical to the Y move, except instead of tearing off a limb, StoneF will attach the string to their torso and pull them in. Once that is done, StoneF will uppercut them dealing 26.2 damage.

Cooldown: 15 Seconds

U - String Intangibility: For 6 seconds, the user becomes intangible and they cannot be hit due to the fact that they are string. It has an indicator which shows the users torso as completely made of string.

Cooldown: 45 Seconds

X - Stitch Wound: StoneF creates string to stitch up the users wound, healing them by 31.4 HP. This move also stops bleed.

Cooldown: 45 Seconds

H - Barrier Beatdown: StoneF will create a string barrier slightly bigger than HG's Emerald Barrier. If anyone touches any of the strings in there, they will trigger a beatdown. StoneF notices that they're there through feeling the strings, and do a punch barrage dealing 0.6 damage per punch, ending up as a total of 30 damage. StoneF will then uppercut the user sending them farther into the air and dealing 15.4 damage. StoneF then does a very quick barrage dealing 1.5 damage per punching and lasting half a second, then punches the opponent into the rest of the extremely sharp strings, with the punch daeling 5.4 damage and each of the 10 strings dealing 5 damage. This is meant to be the strongest beatdown in the game, dealing a total of around 110 damage.

Cooldown: 2 Minutes and 30 Seconds

''Note: In order for this move to function properly, the user must also remain somewhere within the strings. Otherwise, it will not trigger the beatdown.''

Concept #22: THE WORLD (Alternate Universe/High Voltage)
Fun Fact: I had to make this rework over and over 3 times in a row, because the first time I accidentally closed the tab i was about to upload this on, and the second time which was when my wifi went out. OBTAINMENT METHOD

The obtainment method to this stand is similar to that of MiH currently. The first step to obtaining TWAU is obtaining Scary Monsters. Once that is done, talk to Funny Valentine at the SBR lobby. He will tell you to assemble the entire holy corpse in order to complete his plans. Once this has been completed, talk to him again and he'll warn you about some people trying to foil his plans. They are Johnny Joestar, Gyro Zeppeli, and Hot Pants. You need to choose either Gyro or Hot Pants to fight. Gyro doesn't spam much, but his attacks are extremely powerful. Hot Pants is less difficult, but more annoying. She has a self heal move and spams a blind move, but deals horrible damage. They both have around the HP of Diavolo, but are both stronger. Once you have killed one of them, the other will come in and kill you. But it doesn't end there. It will play a cutscene which shows Valentine being defeated by Johnny, who wields Tusk Act 4. He gets affected by infinite rotation, but proceeds to travel to another universe. The cutscene shows another version of you, and Valentine giving them the Holy Corpse. Using the holy corpse, you obtain THE WORLD.

PASSIVES

Swift Movements: TWAU has very fast attacks that can even pierce bodies. Due to this, all attacks have a 1/20 chance to deal bleed damage.

Johnny's Counter: The user is not affected by the Infinite Rotation passive and bypasses all spin-related defense passives

Jockey: If this user has the Horse Racer spec (hint??), all of their attacks deal 1.25x damage while on their horse.

Double Moveset: This stand has 2 movesets STANDLESS MOVESET

M1 - Stand Chop: The user will quickly unleash TWAU's arm to do a single chop, dealing 16.1 damage, and only 3.9 damage worth of bleed. This move is blockable.

Cooldown: 4 Seconds

E - Triple Gunshot: The user will pull out a revolver and shoot it three times, with each shot dealing 8.1 damage and bypassing block.

Cooldown: 10 Seconds

T - Matches: The user will light some matches. He will throw them at the enemy dealing 2 damage worth of burn every second for 15 seconds. This is not cursor-aimed, it it based on the directing you are facing.

Cooldown: 20 Seconds

U - Fuel Container: The user will take out a gallon of gasoline and splash the gasoline on the enemy in front of them. This has about the range of WS's Acid Spray. Those who have gasoline on them will be get the passive "Slippery", which gives them a 1/20 chance of being ragdolled every step, due to them slipping. This effect lasts for 15 seconds.

Cooldown: 30 Seconds

U + T - "This trial will be 'Subjugation and Certain Death!'": If the user manages to hit U and then hit T after, they will burn almost to death. This attack is guaranteed to deal 60% of the users total HP. In return, these moves have a 5-second cooldown between each other, so you can't just spam T immediately after U.

G - Silver Bullet: The user withdraws their horse, Silver Bullet. Each horse has something different about them. For example, Silver Bullet is more durable than any other horse. The stamina functions from SBR still apply on this horse. If you press Z again, you will simply dismount the horse instead of desummoning it. It has 60 HP, and it will be put on cooldown if it is killed.

Cooldown: 30 Seconds

X - Smoke Bomb: Remains the same as the current smoke grenade and can still be exploded by the Triple Gunshot move. But, this move isn't spammable. It lasts 20 seconds

Cooldown: 30 Seconds

Q - Stand Toggle: The user manifests their stand, THE WORLD, toggling their stand moveset.

STAND MOVESET

M1 - Double Chop: TWAU will do 2 chops, each chop dealing 10.1 damage but no bleed. The first chop block breaks, but the last one is blockable.

Cooldown: 6 Seconds

E - Quick Chop: TWAU will do a quick chop to the shoulder, doing 32.1 damage, 7 damage of bleed, and removing a limb. The initial damage can be blocked, but the limb removal and bleed can only be dodged.

Cooldown: 17 Seconds

E + 30% HP: Frustrated MUDA Barrage: The user gets frustrated due to the fact that they're losing. They do a barrage much faster than others which deals 1.7 damage per hit

Cooldown: Basic Barrage Cooldown

R - Stomach Crusher: TWAU does a hard punch to the stomach, dealing 23.1 damage, breaking block, and ragdolling the opponent. This move cannot be perfect blocked, but has a windup.

Cooldown: 14 Seconds

T - Knife Frenzy: The user will pull out exactly 10 knives, each dealing 7.1 damage. TWAU, with its enhanced precision, will throw all the knives in one direction aimed with the cursor. They can be blocked by using a ragdoll move, but they will not all be thrown at the same time. They'll be thrown in threes, and you can only blocked one round. The last round will be 4 instead of 3 like the first two.

Cooldown: 12 Seconds

Y - Drift Chop: TWAU will start slowly drifting away from its user for 5 seconds and towards the closest opponent. Randomly within those 5 seconds, it will go directly to the foe EXTREMELY quickly, and chop them by the side, dealing 20.1 damage and 7 bleed damage. This move can be perfect blocked.

Cooldown: 20 Seconds

U - Barbed Wire Counter: TWAU will place barbed wire on the user, which is invisible to the enemy but has an indicator that it was placed, which is TWAU appearing in front of the user and setting something. The move lasts for 10 seconds. If the user is hit by a spec move during those 10 seconds, then they will end up trapped in the barbed wire for 3.5 seconds, which gives you a chance to attack.

Cooldown: 45 Seconds

H - "ZA WARUDO!": TWAU will stop time for exactly 5 seconds. This move will have no upgrades nor damage cap, due to it being short compared to other time stops. There's a 1/5 chance that it may be extended by a second.

Cooldown: 1 Minute

Z - Timeskip: Basic timeskip.

Cooldown: 7 Seconds

X - Smoke Bomb: Remains the same as the current smoke grenade and can still be exploded by the Triple Gunshot move. But, this move isn't spammable. It lasts 20 seconds

Cooldown: 30 Seconds

Concept #23: Kars
u guys didnt ask for this but I did it anyways OBTAINMENT METHOD

The first step to obtaining the Kars spec is obtaining Vampirism. Afterwards, you must travel to the Cave (new area behind the castle/colosseum). It will only allow you inside of the cave if you have Worthiness 5. Otherwise, there will be an invisible gate. Once you travel inside that cave, you will find an unfinished vampire mask and a man next to it. He will introduce himself as Santana. When you talk to him as a vampire, he'll tell you that if you want to become stronger, you must get the attention of the strongest ones. The first quest he'll give will be to kill 25 Hamon users in any gamemode. After that is done, you must talk to him again. This time, he'll give a quest to kill Caesar. Caesar has the HP similar to that of Diavolo, and spams projectile attacks. Once he is defeated, you talk to Santana again and he will teleport you to a new area with Kars in it. If you talk to Kars, you will respawn at the Cave entrance. You have evolved. It has a 4/6 chance to be Santana, and 1/6 chance for both Kars and Wamuu. Kars and Wamuu will replace your stand while Santana will remain as a spec. With Kars and Wamuu, you can have any spec except for Hamon or Vampirism.

PASSIVES

Evolved Being: All of your sub-spec moves will deal 1.1x damage and you'll be passively faster than other players.

Vampirism: You have a Blood Bar which helps you regenerate. In return, you are weak to the sun.

Built Different (yes lmao): Instead of having to hold an Umbrella, you can wear a Cloak, which is a passively equipped item that you can still M1 with.

Sharp Blades: All of your attacks have a 1/23 chance to cause 10 dmg worth of bleed. MOVESET

M1 - Light Punch Combo: The user does 2 punches each dealing 8.2 damage, being slightly slower than the boxing barrage. This move is spammable, but doesn't do much stun and is blockable.

Cooldown: None

E - Bone Blade Slicer: The user slices the opponent with their bone blade, dealing 26.7 damage, breaking block, and dealing 5 bleed damage. This move does not have a very big hitbox.

Cooldown: 18 Seconds

R - Kick: The user will turn over and do a kick, dealing 24.4 damage, breaking block, and having about as much ragdoll and knockback as Jaw Breaker. This move has the hitbox of Vampirism's Vaporization Freezing, but can be perfect blocked.

Cooldown: 17 Seconds

T + Hold - Shockwave Slice: The user will hold T, charging up a projectile slash move. At minimum charge, it deals 15.1 damage and is blockable. At max charge, it deals 35.6 damage and bypasses block. The length you hold T also increases the moves size.

Cooldown: 23 Seconds

Y - Light-Slicer Dash: The user will dash forwards, leaving behind a white streak. The move deals 17.4 damage, has a big hitbox, and breaks block. It also deals 5 bleed damage. This is basically the current MiH's Y but stronger.

Cooldown: 20 Seconds

Z - Blood Absorption: Basic bloodsuck, but with a different animation and in the end, you throw the opponent aside, dealing 5.1 damage and ragdolling them.

Cooldown: 13 Seconds

X - Rapid Slice: The user will do a single slice with their bone blade, which deals no initial damage. A second after the move is used, the opponent will have 1.2 damage dealt to them 30 times, all together making 36 damage. This move bypasses block but is perfect blockable.

Cooldown: 30 Seconds

U - Pillarman Counter: The user will enter a counter, which shows them maniacally laughing. If they are hit during this, the user will grab the person who hit them by the neck dealing 5 damage, and then smash their head into the ground, dealing 20.1 damage and ragdolling the opponent.

Cooldown: 40 Seconds

H - Slash Frenzy: The user will use a move with a good amount of windup (around as much as Universe Reset's). Once the windup ends, the user will create and enormous shockwave all around the user, having half the range of Universe Reset. If you are hit by it, you will have 40.1 damage dealt to you. This move bypasses block and cannot be perfect blocked.

Cooldown: 1 Minute and 15 Seconds

Q - Light Dash: The user will do a quick dash at the speed of light, having around as much range as MiH's dash with Double Accel. This move is banned in SBR.

Cooldown: 4 Seconds

Concept #24: Tusk Act 1
ACT 1 ACT 1 OBTAINMENT METHOD

Use Left Arm of the Saints Corpse on Standless with a 50% chance of success

PASSIVES

Nail Counter: The user has 10 nails that they can shoot. Certain moves will use up these nails. 1 nail recharges every 3 seconds.

Jockey: If this user has the Horse Racer spec (hint??), all of their attacks deal 1.25x damage while on their horse. MOVESET

M1 - Nail Uppercut Combo: The user will do an uppercut dealing 10.1 damage and follow up with a nail slash that deals 16.5 damage. The uppercut is blockable, but the nail slash breaks block.

Cooldown: 6.5 Seconds

E + Hold - Nail Barrage: The user shoots out a barrage of slow nails, each dealing 5.1 damage. These bypass block, but are fairly easy to avoid. Depending on how long you hold it, you may shoot out more nails.

Cooldown: 11 Seconds

R - Spin-Infused Gut Punch: The user punches the opponent in the stomach, dealing 17.1 damage and breaking block.

Cooldown: 12 Seconds

T - Charged Nail: The user will shoot a nail with more windup compared to the E move. This nail deals 15.1 damage, bypasses block, and is extremely fast. After using this move, the user cannot attack for 2 seconds. This move uses up a nail.

Cooldown: 15 Seconds

Y - Drill Nails: The user fires 3 nails which drill into the opponent. They break block and each deal 7.1 damage, plus 2 bleed damage for each nail. This move uses up 3 nails.

Cooldown: 20 Seconds

Z - Slow Dancer: The user withdraws their horse, Slow Dancer. Each horse has something different about them. For example, Slow Dancer has a maximum speed of 60 instead of 50. The stamina functions from SBR still apply on this horse. If you press Z again, you will simply dismount the horse instead of desummoning it. It has 50 HP, and it will be put on cooldown if it is killed.

Cooldown: 30 Seconds

Concept #25: Tusk Act 2
OBTAINMENT METHOD

The first step to obtaining Act 2 is of course obtaining Act 1. Once that is done, you must talk to Gyro, found on the 2nd stage of the remastered SBR (hint???). This is the dialogue he'll give while talking to him with TA1: Gyro: Whaddaya want?

You: I want to learn the ways of spin !/ Idk dude

''Gyro: Nyohoho! So you wanna learn to use the Zeppeli's technique? Well ya gotta prove yourself.''

''You: How do I do that? / Hell naw im out''

''Gyro: Well, first thing ya gotta understand is, don’t have any weird hopes in me. That’s lesson 1.''

You: o k e h

Gyro: Next thing ya gotta do is train your wrists, that’s lesson 2.

You: Alright!

Gyro: To do that, kill 15 players in any gamemode using Spin.

''You: Understood. / n o'' Once this dialogue is completed, you shall get the quest “Kill 15 players in any gamemode using Spin. Once you complete this, you must return to Gyro. Here is the dialogue you get: Gyro: So, ya done training?

''You: Yes. / no jajajajajajajajaja''

''Gyro: Alright, then let's move forward for now. I’ll teach ya lesson 3 later.''

''You get teleported to a separate SBR map which shows a cutscene of you and Gyro on your horses. You guys are moving forwards until you get knocked off and you’d fight one of Valentine’s Agents. It will be randomized. Once you get them to half health, they will fall to the ground and you will have the option to talk to injured Gyro. Here is the dialogue you’ll get:''

Gyro: Quick, (player name), he’s knocked out, it’s time for lesson 3!

You: Why now!?

''Gyro: Just listen! Believe in the Spin! The power of rotation is limitless! Trust in that!'' After that, it will play a cutscene of you using a nail spun with the golden rectangle, giving you Tusk Act 2 (with some preset skill points).

PASSIVES

Nail Counter: The user has 10 nails that they can shoot. Certain moves will use up these nails. 2 nails recharge every 3 seconds.

Jockey: If this user has the Horse Racer spec (hint??), all of their attacks deal 1.25x damage while on their horse.

Golden Rectangle: Every nail move has a 1/22 chance to deal 2x damage. MOVESET

M1 - Nail Uppercut Combo: The user will do an uppercut dealing 10.1 damage and follow up with a nail slash that deals 16.5 damage. The uppercut is blockable, but the nail slash breaks block.

Cooldown: 6 Seconds

E + Hold - Nail Barrage: The user shoots out a barrage of slow nails, each dealing 6.1 damage. These bypass block, but are fairly easy to avoid. Depending on how long you hold it, you may shoot out more nails.

Cooldown: 10 Seconds

R - Bullet Nail: The user spins a nail so fast, it molds itself into a bullet-like shape. It will take 0.5 second to fully charge, and then shoot the nail, dealing 21.1 damage, bypassing block, and dealing 1 second worth of stun to the opponent. This move uses up a nail.

Cooldown: 13 Seconds

T - Drill Nail Combo: The user will shoot out one nail. If it hits, they will shoot out 2 more, dealing small damage but causing around 1 second of stun to the enemy. The first nail deals 11.1 damage and bleed, while the 2 others deal 3.1 damage and bleed.

Cooldown: 15 Seconds

(Unfinished, more moves coming soon)