How to get sptw yba

How to get sptw yba

Как получить sptw yba

First of all, get a Stand, it is super important that you do and will help you greatly while leveling.

When completing the Story-line, (the user should be at least Level 20 at Prestige 0), head to ShiftPlox (In-front of the Arcade) and there will be a Sewer man-hole where you can enter. To the left there will be an NPC named «Dracula» who will tell you to kill 3 Zombie Henchman (Doing this Quest will give 300 exp).

When at level 30, head to the mountains where Doppio should be standing. When you talk to him he will ask you to kill DIO 1 time (Quest gives 400-500 exp at Prestige 0). Keep doing the quest and killing DIO until you reach level 35, in which is the max level for Prestige 0.

When you Prestige at max level, It will reset all levels and skill points back to 1 (You do not lose your stand.) and give you 5 extra levels for the max. (Look at the bottom of the page for more info).

If you are Prestige 1 after redoing all the steps. (except How to get sptw yba. Смотреть фото How to get sptw yba. Смотреть картинку How to get sptw yba. Картинка про How to get sptw yba. Фото How to get sptw ybaand you are level 35. Go to the Train Station ( where you met Giorno ) and turn right near the little booth. Go to DIO and talk to him. He will ask you to kill Jotaro. Keep farming until you are max level. And that’s it. Repeat all 4 and you will be Prestige 3 in less than 3 days (depending on how much you play).

В чём смысл режима?

В мультфильме было так, что у каждого героя был свой стенд. Стенд представляет собой его суперспособность, которая есть только у данного героя. По сути, получить стенд просто так нельзя, для этого нужно много тренироваться. В целом, в данном режиме всё именно так.

Первым делом игрок получает свой стенд, прокачивает его и старается стать сильнее со временем. Использовать стенд можно в сражениях и не только.

Режим достаточно простой и удобный, поэтому каждый сможет найти занятие для себя.

Гайд на сптв

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способы получения: либо пройти сюжет либо вы должны сначала получить задание от Мастера Престижа Уилла, которого можно найти рядом с палатками в начале Пробега. Как случайные, так и соревновательные забеги стальных шаров можно выиграть, чтобы завершить квест «Реквием стрелы». (Примечание: Стрела Реквиема не может быт сброшена никакими средствами, а это означает, что единственный способ получить её-сделать это самостоятельно.)

Дальше вы получаете его

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Удар по земле — наносит урон по области отталкивает с уроном — 24.4

Чаппалах сзади-если на навести курсор на врага и прожать скил сптв телепортируется за врага и даст Чаппалах с уроном 22.5(может быть перфект блокнута

Za WARUD0. — останавливает время на 7 сёк

Бустит урон 15% и улучшаная защита

Тайм скип — просто маленький телепорт

Удар просто нанесёт — 10.1

Билды (хамон, плак, бокс)

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Итог мой : Стенд офигенный как помне он лучше твоха имееться виду ясен время и сила, а так твох сильнее. 10/10

Extra Information

    0 max is level 35 1 max is level 40 2 max is level 45 3 max is level 50

Every-time you prestige, the amount of Exp you get from quests is increased based on your Prestige:

YBA | Почему Tusk 4 плохой стенд?

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Начнем с того, что сам Tusk 4 очень трудно делается, вам надо сначала выбить его с клетки святого трупа, затем получить в SBR спин, руку, найти Иисуса и взять таз, а самое главное, у вас вряд-ли это получится сделать сразу же, т.к SBR тимерская помойка, где вас сразу же завалят, тем более если у вас Tusk 1

2.Большие затраты на дерево прокачки

Довольно большой минус Tusk 4, это то что он забирает достаточно много поинтов, целых 66

3.Плохая связка с стилями боя

Tusk 4 очень плохо сочитается с многими стилями боя, единственный стиль который к нему более менее подходит это спин, и то многие юзеры его и не используют

4.Плохой урон станда

Tusk 4 сделан довольно слабо, его атаки можно было бы сделать посильнее, к примеру: выстрелы ногтей, червоточины, червоточины затем маленький beatdown, все что я щас перечислил можно законтрить обычный блоком, также можно законтрить beatdown Tusk 4 перфект блоком, так как перед тем как ударить beatdown отдает отличительный звук, и можно сразу же поставить блок, лично я так и делаю постоянно

Также у Tusk 4 есть пару плюсов, пробивание защиты как тень SCR и LOVE TRAIN D4C, также игнорирование TS на определенный промежуток, это в некоторых случаях полезно, но учитывая атаки Tusk 4, ему что максимум можно будет сделать BeatDown, и то, если кто-то другой заюзает TS, а Tusk 4 этим воспользоваться сможет, также если человек не будет иметь противостояние к TS, но эти плюсы не компенсируют минусы.

Your Bizarre Adventure (YBA) коды

Коды YBA

В режиме есть коды, которые могут дать разные вещи. А именно:

Это лишь небольшой список тех кодов, которые вы можете использовать в игре. На самом деле их гораздо больше и узнать о всех них вы можете на YouTube у русскоязычных блогеров. Однако и эти коды отлично помогают при прохождении режима.

1. Медицинское училище № 24

Адрес: 107014, Москва, ул. Барболина, 3, корп.16
Телефоны:
; ;
Режим работы: пн-пт 09:00-17:00

Сайт:

2. Московское средне специальное училище олимпийского резерва № 2 Москомспорт

Адрес: Москва, ул. Малая Филевская, 34, корп.2
Телефоны:
;
Режим работы: пн 09:00-18:00; пт 09:00-17:00

Сайт:

3. Ветклиника ЗооДом

Адрес: Москва, ул. Малая Тульская, 2/1, корп.3
Телефон:
Режим работы: круглосуточно

Сайт:

4. Медицинское училище № 15

Адрес: Москва, ул. Шкулева, 4
Телефон:
Режим работы: пн-пт 09:00-18:00

Сайт:

5. Профессиональное училище № 36

Адрес: Москва, ул. Подъемная, 15
Телефон:
Режим работы: пн-пт 08:00-19:00

6. Vet-Clinika Rich

Адрес: Москва, ул. Артековская, 3, корп.2
Телефон:
Режим работы: круглосуточно

7. ПУ № 38

Адрес: Москва, Чонгарский бул., 20
Телефон:

YBA SPTW BEATDOWN COMPARISON

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YBA Sptw Beatdown Comparison Old Vs New

01:20 1.75 MB 25.3K

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11:28 15.09 MB 563.3K

YBA Doing A Double Beatdown On Jotaro

01:46 2.33 MB 606.1K

YBA New ORA Beatdown SPTW

18 404.30 KB 23.5K

YBA New SP TW Beatdown Is Still BUSTED

09:16 12.20 MB 384.9K

YBA Sptw Beatdown Sound Design Remake

28 628.91 KB 3.8K

YBA SPTW Beatdown SFX Remake

39 875.98 KB 65.4K

YBA SPTW Beatdown Finished

14 314.45 KB 79.4K

YBA Sptw Skins New Beatdown SFX And Voicelines Concept

50 1.10 MB 106.4K

YBA One Shot Double SPTW Beatdown Pls Buff SPTW

YBA PARAGON SPTW BEATDOWN Ft Sheikal

38 853.52 KB 197.5K

YBA NEW SPTW BEATDOWN SFX WITH JOTARO THEME

22 494.14 KB 2.1K

Novo Ora Beatdown Rework Your Bizarre Adventure

21 471.68 KB 30.5K

AUT SPTW Beatdown

24 539.06 KB 24.4K

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YBA SPTW Exe TS Beatdown

01:53 2.48 MB 1.7K

YBA New Reworked SPTW Beatdown

14 314.45 KB 6.2K

YBA SPTW Beatdown Range

32 718.75 KB 74.3K

YBA SPTW Hamon Beatdown

29 651.37 KB 146.3K

Star Platinum The World BeatDown Different Jojo Game

02:13 2.92 MB 83K

YBA Sptw Beatdown With Combat Precision Hamon

28 628.91 KB 5.7K

YBA SPTW BEATDOWN TRAIN

01:04 1.40 MB 97.5K

YBA GER Awakening Precision SPTW Beatdown

YBA The Beatdown Men Return To SBR

14:21 18.89 MB 374.1K

How To Walk In SPTW Beatdown YBA

30 673.83 KB 2.1K

YBA All Beatdown Cinematics

02:17 3.01 MB 73K

All Star Platinum Beatdowns In Part 3 And 4

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YBA SPTW New Beatdown

YBA SPTW Beatdown Rework

04:17 5.64 MB 19.2K

Ora Beat Down Trolls Your Bizarre Adventure

09:59 13.14 MB 54.6K

YBA SPTW Beatdown V4

14 314.45 KB 33K

YBA SPTW Beatdown Hitbox Too The MAX

20 449.22 KB 100.4K

YBA SPTW Beatdown Hitbox Be Like

26 583.98 KB 119.4K

Blind SPTW Beatdown YBA

YBA SPTW S Beatdown And Time Stop Is Very Fair And Balanced

20:24 26.85 MB 95

YBA SPTW Awakening Hamon Beatdown On A Vampire LOL

25 561.52 KB 19.1K

YBA SPTW Beatdown Slow Motion

17 381.84 KB 548

YBA SPTW Beatdown Got Reworked And Everyone Ignored It

29 651.37 KB 44.8K

YBA SPTW Beatdown On A Boxing User

30 673.83 KB 1.6K

YBA SPTW Hamon Beatdown Is ALMOST 1 SHOT

15 336.91 KB 178.7K

YBA SPTW Beatdown Version A

12 269.53 KB 17.5K

YBA SCR Reworked Sptw Beatdown

17 381.84 KB 3.6K

YBA Every Single Variation Of SPTW S Beatdown Including The New Updated One

01:41 2.22 MB 1.3K

SPTW BEATDOWN LOUD YBA

YBA SPTW OVA BEATDOWN EDIT

01:54 2.50 MB 1.5K

YBA NEW SPTW BEATDOWN REWORK

YBA Jotaro Vs Kira Ora Beatdown

01:36 2.11 MB 21.9K

YBA Sptw Beatdown Max Volume Not As Loud As You Think Tbh

19 426.76 KB 28.7K

Для вашего поискового запроса Sptw Beatdown Yba мы нашли 50 песен, соответствующие вашему запросу. Теперь мы рекомендуем загрузить первый результат YBA SPTW BEATDOWN COMPARISON который загружен Rexy размером 2.74 MB, длительностью 2 мин и 5 сек и битрейтом 192 Kbps.

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Guides/How To Counter Every Stand

Contents

Introduction

YBA’s vast majority of stands are all different from each other, but that doesn’t take away the fact that they have certain weaknesses to one another. This page will give you the information needed to exploit their weaknesses, so that it will give you a good idea of how to defeat them when encountering them.

Purple Haze (Violet Fog)

Poison can be very deadly if the stand user runs. Purple Haze users usually spam abilities and leech your health to zero if you pursue or try to tank them, so try to avoid their poison attacks. Blocking can counter their ragdoll but you will still be poisoned, but in order to chase after runners it is suggested to block. Some attacks will poison themselves, so use that to your advantage. Mobility stands can easily demolish them. If you have a stand with time skip, try to time skip away from the poison or towards the opponent to avoid the poison.

Cream (Void)

Tips: Save your dashes and if you have boxing with dash mastery it will help out a lot. Pay attention to the cream’s cooldowns as they may mix up to catch you off guard.

Void Surprise: this move is very easy to dodge with a limb and if you have a dash, if you lose a limb you have to save your dashes for when a cream user does anything, dash and hold block afterwards, as if it was a void surprise you would avoid it and if it was a dark space you would block it, but this does come with a consequence, if it was a dark space then you wasted your dash and get ready for the cream to void surprise you, so I recommend just remembering the cream’s cooldowns and having vampirism for faster limb regeneration.

Dark Space: this move is VERY easy to counter, if you are far enough away from the cream you can easily react to it and block, if you are having trouble blocking it out of nothing then it has to be a ping problem or it was confirmed off of endlag/stun.

Dimensional Dip: This is a hard move to counter since you never know when the cream’s gonna come out and what they’re gonna use after it since you have no idea of their cooldowns since they probably already have them all off cooldown, I would suggest dash + block in any situation against a dimensional dipping cream.

Sticky Fingers (Zipper Fingers)

Try to perfect block the Zipper Uppercut, it’s normally the main combo starter so perfect block to avoid the danger of SF combos. Try and bait their arm pull, as this is their main way of hitting you with Zipper Punch.

Avoid being hit by Zipper punch as much as you can. Whenever you get hit by Zipper Punch your walking speed is lowered. This effect can be stacked infinitely, leading you to a complete standstill. That’s especially deadly considering that would let your enemy repeatedly Zipper punch you with no way to escape without a mobility move or a lucky dash.

The arm pull into Zipper punch combo can be avoided by time skipping away, or by dashing while you’re being pulled. Don’t try to barrage when you get arm pulled, as Zipper punch can be used as a barrage finisher and it can’t be escaped, unlike a barrage finisher.

The World: Alternative Universe (The Universe: Alternate Universe)

TW:AU is an absolute beast. It has insane projectiles which can be used to combo or pick off opponents from a distance, and a close range move that can break a combo. The most CRUCIAL part of fighting TWAU is movement. Always keep moving, as it will make their projectiles an absolute pain to land. When you engage in CQC with them, try to bait out the chop as that is their only offensive close range move. Try not to m1 too much, as they can just mash knives to break your combo. TWAU’s timestop isn’t that long, so try to keep a good distance when in rage mode. Running isn’t effective against TWAUs, because haha 1.5 second cooldown blockable knives go brrr.

A handy trick you need to know if you’re fighting TW:AU is that a block break means death. If a TW:AU uses revolver, don’t try to block it. It’s better to take 30 damage than to tank an entire combo. Also, remember to jump. As stated earlier, always moving will make it difficult for the TW:AU to land projectiles. Jumping can make it even MORE difficult for the TW:AU to land projectiles. One more thing is that knives combo into jawbreaker. If you get hit by the knives into jawbreaker combo, don’t get block broken by the jawbreaker. It’ll let the TW:AU combo you further. Instead, tank it.

Tusk Act 4 (Golden Nail IV)

Tusk Act 4 specializes in projectile spam. Its arsenal consists of very spammable but blockable nail shots, an unblockable ragdoll projectile in the form of golden rectangle nail and wormhole nails, which redirect all missed nails back at the target and add a few more nails, alongside wormhole uppercut and a beatdown. Something to keep in mind while fighting Tusk Act 4 is that the F key is your best friend. Like stated before, the regular nail shots are blockable, making them easy to counter. Golden rectangle, however, bypasses block and ragdolls. It applies to wormhole nails, meaning even if it misses, it might still hit you. It does, however, have a higher wind-up than regular nails, so it can theoretically be reacted to and escaped by dashing or using a movement ability. Wormhole nails can be blocked most of the time, unless golden rectangle nail is included, and even then you’ll only need to tank the golden rectangle nail. Next up is wormhole uppercut. This move is blockable, and you can punish it if you do block it. Last but not least is Tusk Act 4’s beatdown. If it lands, it initiates a

20 second cutscene during which the Tusk Act 4 is seen barraging the victim, dealing around 0.3 damage per hit. This move is parriable, so it can be easily punished if the enemy doesn’t try to confirm it. Tusk Act 4 also has a heal which heals

45 damage and Nail glide, which significantly speeds up the user. Be on the lookout for it, as people can use Nail glide to try and beatdown.

A very important thing to note is that Tusk’s nails tend to freeze mid-air and don’t end up hitting the target. You can use this to your advantage.

The Hand (That Hand)

There are several ways to counter The Hand. When they use a combo starter move such as zoom punch and you see them starting to erase, barrage. Tanking the damage from a barrage is better than taking 60+ damage from 2 erasures, and there is no way to link barrage to secondary erasure in any way. You also can use moves such as Your Own Shadow or Love Train to avoid taking damage from erasures. Try to parry the First Erasure. If you parried it, push the user away by m1s or ragdoll moves.

Scary Monsters (Horrorsaur)

Knocking SM out wouldn’t work and staying a far distance also won’t work, since the Stand gets a speed boost and pounce. Minions will just stop a runner. Instead, Ragdoll the minion (due to a glitch this will instant-kill the minion) and dodge the slam and bite. Then, trap the SM in a combo or just spam attacks for the time frame those moves are on cooldown. If you see the SM monsters attempt to head charge make sure to save any mobility tools to either dodge or run away from the SM. Time skip for instance away from the SM in order to avoid getting hit. The minions also die to a single knockdown/ragdoll ability, such as your stand finisher.

Scary Monsters is a great stand at stomping unaware/worse players, it struggles against stands that have area denial, big hitboxes and the ones that are faster than it, and no timestop resistance makes it your biggest weakness. Long story short, just abuse meta on it, use epitaph on minion/pounce, out space it with MIH, infinitely keep it trapped with KCR and so on.

Crazy Diamond (Shining Sapphire)

CD doesn’t have many offensive moves, so use this to your advantage. Dodge the bearing shot whenever they use it. When they go into rage mode, parry the finisher (RISKY!) then push them away. DO NOT LET YOURSELF GET PARRIED OR BLOCK BROKEN BY A RAGE MODE CRAZY DIAMOND! In an event that they do land their rock trap on you, then barrage them. Tanking a barrage is a lot better than getting combo’d to death, and there is no reliable way for a CD to link a barrage into a rock trap.

Hermit Purple (Violet Vine)

HP can be a beast if used right. The main way HPs will get damage is from their vine traps and Hamon burn, so reaction time is key here. If they use grapple on you, then make sure to parry it. If they use vine trap 2, then block it. Try to avoid double slap as much as possible, and parry the finisher if they throw it out. Do note that HP’s m1s can proc burn when paired with Hamon, giving the stand a good damage output.

White Album (Ice Album)

Try to put pressure on them and do not let them regenerate. You can dash sideways when they do the Flash Freeze so that you have less chances of being hit by the ice, and in case you do, you won’t get trapped by it. When using ranged stands, be wary of its Gently Weeps move. Do note that the Flash Freeze move will ignore block and dash sideways to avoid it.

The World Over Heaven (The Universe Over Heaven)

TWOH is one of the harder stands in the game to counter. Try to dodge the knife AOE damage as much as you can, because if you get hit by that then it’s a easy combo for the TWOH. If they throw out Reality Overwrite Punch outside of a block break, then parry it or cancel it; if you have TS resist then barraging to cancel it is worth taking the heavy damage as getting hit by the punch will make your hitbox huge and possibly remove a leg. If they charge up a smite then either counter or (if you don’t have a counter / damage negation move) then tank the hit, as 35 damage is a lot better than a 50+ damage combo. Be wary of jaw breaker, since jaw breaker to smite is true due to the large lingering hitbox. If you don’t have timestop resistance, try to cancel the timestop. (unless you use KC/Requiem, in that case you can TE to avoid the TS) If you do have a TS resist stand, then try not to get block broken, as a smart player will use TS spam m1s to get the most damage out of you. If you have a TS stand, then this trick can be used on the TWOH to get some free damage.

Made In Heaven (The Way To Heaven)

This stand is known to be a pain fight. And typically, YBA player see only five ways to get some damage in on a MIH.

Star Platinum: The World (Platinum Sun: The Universe)

Gold Experience (Golden Spirit)

Most GE’s will most likely go for their beatdown, in which case you should always be on the look out to parry it. They will also probably attempt to use there life creation whenever possible, in which case you should try to dodge, as blocking is probably there plan to block break you, and then combo you. Always be aware of there location, and don’t let them heal, by either canceling it, or not giving them the chance to do said heal. This stand tends to fight a battle of attrition, where low damage stands fail to outlast it due to its self heal, high damaging projectile stands such as Tusk Act 4 or SPTW will easily beat this stand. Do also watch out for their frog move, if a player attacks the frog the damage will be dealt to you.

Gold Experience Requiem (Golden Spirit Requiem)

When they use Awakening, bait it out by running away. It is recommended to use Hermit Purple or Made In Heaven. Most GER users tend to barrage first and use scorpions to hold you in place, attempt to block both the barrage and scorpions and barrage back before they attempt to break your block. RTZ will be used to either to provide invincibility frames or to cancel abilities, so this is a way GER may get out of a barrage, if you see a GER do this while you are barraging, cancel the barrage and hold block as to not get comboed by the GER. One of the best ways for GER to get a large amount of damage is through its counter. In order to «bait out» a counter, a great way is to purposely miss obvious projectiles or use 2 mouse 1s and back away, usually, a GER will counter expecting to be hit, and you will be able to punish the GER due to the end lag of the counter. Do also note that the player will shine when the counter is used so watch out for that!

The World (The Universe)

The knives from The World are blockable. The World users tend to use Kick Barrage immediately after a barrage, but in order to avoid the last kick, you are able to use mobility such as time skip to teleport out of kick barrage, or use a counter such as Epitaph. Stands such as Anubis, which can cancel roadrollers through its counter, perform well against The World. Overall, the best play style against The World is to block knives and punish kick barrage. This stand is very basic and doesn’t have any strong abilities otherwise, and suffers heavily against counter stands. One more thing to note is that The World can de-summon its stand while kick barraging to cancel it and allow them to use a move such as jawbreaker. If you notice that your opponent tends to do this, you can barrage back so they won’t do the extra 20 damage. Normally, this is not a good idea, but it is better than tanking a kick barrage plus jawbreaker. If your enemy doesn’t realize what you’re doing and still de-summons their stand while you’re barraging, great! If they don’t, when you get knocked down by the final hit, immediately summon your stand and dash away. Do your best to not get hit with the upcoming barrage. The best way of dodging it is using a movement ability to escape, or using a counter. If you don’t have any of that, you should hold block.

Mr. President (Ms. Vice President)

Mr. President users look to get a Kidnap that will trap you inside a room, and attempt to trap you there and continue harassing and doing damage to you. If a Mr. President attempts to dash at you, you can predict the kidnap and block to perfect block it (fairly easy because it has long startup similar to a barrage finisher). If a Mr. President lands a stun on you, remember that you are able to barrage mid stun in order to cancel the Kidnap ability. You can safely barrage the Mr. President as that stand cannot barrage back. When your kidnapped inside the room, pose and use any damage reduction or reflection abilities to prevent damage as much damage as possible (i.e. Hamon Defense, Spin’s Golden Skin).

Six Pistols (Six Pistols)

Two words: Close range. Also, 6P users tend to dash out of every combo, so try to read their dashes. They can also dash out of your barrage and retaliate quickly with a Redirection Barrage. Also, 6P users damage mostly comes from multi shot, practice blocking this ability as it greatly improves your chances of losing more than half your health in one combo. Overall, this stand has little weaknesses outside of Time Stop and abilities that prevent movement and is very obnoxious to play against.

They will try to go for their multi shot which is blockable. If you block it, you will avoid losing 25% of your HP.

Try to hit click combo them. DO NOT BARRAGE (Unless you know they’ve used improved dash or redirection barrage) clicking is your best source of damage.

If you have any limb removal moves, use them as soon as possible to stop them from running/to improve damage.

Try to bait them if you see them using a shooting animation counter they’re super easy to read.

If they dash towards you block because they will probably use their multi shot barrage.

If they attempt Redirection barrage, either block it, hit them with projectiles or barrage back.

Whitesnake (White Poison)

Dash away from their gun and acid spit, block spirit disk and parry memory disk, it may be hard to distinguish the 2 but blocking will prevent both from applying, so its your safest choice. Instead, bait them into barraging first and then combo them to death. Note: Even if you get a Whitesnake to barrage first, they will most likely use the «pilot» trick to push you back and avoid being combo’ed. Try not to barrage Whitesnake. (In other words, don’t barrage a Whitesnake unless it is desperate.) When your stand is removed, just run and block/parry as Whitesnake has no mobility and pretty much no way to stop you, as it has no stun besides its gun, which has little stun at all.

King Crimson (Scarlet King)

When they erase time, some counter methods you can use are:

IF YOU HAVE A HIGH MOBILITY STAND, use Time Skip right after the time erase stops, Nail Glide (Tusk)when the time erase has been going for a few seconds, Stand Jump, Secret Joestar Technique or grapple (Hermit Purple) when you think it won’t take long for the time erase to end. You may also use Double Vine Slap when Time Erase ends to punish them. You may also do Aerial Ace if you have the Pluck spec.

IF YOU HAVE A COUNTER STAND, try not to waste your counter outside of time erase scenarios and only use it when time erase ends, so that you can evade the KC user’s attacks or punish them if they fell for the counter.

FOR OTHER STANDS, there are multiple ways. Using Gold Experience Requiem, you can Return To Zero KC’s Time Erase which is highly punishing for the KC because of the cutscene. You can dimension hop if you have D4C (or D4C LT). Do note that Dimension Hop can be cancelled and use Love Train if you have one. You can do cycle slash if you have Silver Chariot. You can do bulb breaker ground punch if you have Purple Haze to make a poison haze. You can do a Wormhole/Zipper Uppercut if you have Sticky Fingers or TA3/TA4. Basically use AOE moves in order to hit the KC when they get out of time erase.

Regarding Epitaph, try to bait it out, since a lot of people started not using skill points on the passive and instead take advantage of the stun so that they can impale. In case they’re going to impale, you can parry it with ease if you haven’t been stunned in a combo before it. KC users usually do chop when you get up right after impale, but you can just buffer block (hold F so that you block once you get up) or just block when you get up, and then dash away.

Try to not play too aggressive until you’ve baited Epitaph. During Time Erase, keep doing M1s, as you’ll likely cancel the move they are going to do this way, and if they do chop, which is their only uncancellable move, you can just block it, as it has an obvious sound cue, and you can easy block it.

If you get impaled, they will likely do a blockable stun when you get up. Block buffer (Hold F constantly to avoid this) or dash away. In case they do a true block break, which is the other option, let the block go. Keep in mind it might not be easy to react accordingly all the time, so if you know your enemy likes to use a stun or a block break, you can try predicting what they’re gonna do.

You can also desummon your stand early when you get impaled then summon it afterwards when you are on the ground.

King Crimson Requiem (Scarlet King Requiem)

Try to bait Epitaph by using one or two clicks and avoid using predictable projectiles when it is up. GER is probably (and ironically) the hardest counter to this stand as it cancels 2 of its abilities, Reality Marble and Time Erase, limiting the KCR’s options. Try to stay as out-of-reach from KCR as you can unless you’re confident they won’t hit you, since KCR’s raw damage output is really good. If you’re stuck in Reality Marble and the user is out of sight, pay attention turn your volume up a lot to listen for Dimension Slash. When Dimension Slash is used, there are many ways to counter it:

Silver Chariot (Gray Rapier)

Blocking is your friend against this stand, as all of its moves can be blocked (except the heavy punch and last shot). It also does very little damage and is very fragile against Time Stop stands which can easily run circles around it.

Silver Chariot Requiem (Gray Rapier Requiem)

Your Own Shadow: Most of the time SCRs will try to get you into a barrage combo as soon as they use this move, so try to dodge asap and zone around until it runs out, which is usually around 8-10 secs, if your dash is on cooldown then try using strong punch in order to get I-frames and time to escape since it’ll get reflected (Note: This one’s risky because you can get parried). if you think their Your Own Shadow is on cooldown, play as aggressive if you can, if it’s not then play careful.

Arrow Barrage: This move can’t be cancelled, but it can be dodged and blocked (not after a normal barrage or M1 stun though). Try predicting when they’ll use it and use strong punch to knock them down and dash away (this time using strong punch is safe since arrow barrage can’t be undone once it’s used) or block and dash forward. Try to take the damage for this move, do not barrage back. However, you may barrage back the arrow barrage and the opponent may barrage back, allowing you to use your counter (if you have any) against your opponent.

Pilot Mode: Pilot mode is a MASSIVE pain to deal with, since it can be used as a No-barraging-first rule bypass, as well as a cheap get-out-of-combo card, its passive slows you down, making you very vulnerable. The best you can do is to remain close to the user and play aggressive with M1s and barrage back if they try to escape, unless they’re using Your Own Shadow (there you need to keep your distance and try blocking and dodging the stand until it runs out, then immediately get close to the user), and if you’re far away, go to him ASAP because most probably they’ll make their stand run in order to catch you. If Pilot is used, try to stand crash your enemy.

A Helping Hand: Most of the time SCR users will use this in order to run away and heal or zone around, if you got any projectiles use them in order to cancel their healing or stun them for a bit so that you can catch them.

Conqueror’s Will: The only real ways to counter Conqueror’s Will is to either cancel it (extremely hard) or hold block before it’s used so that during the time your character is asleep it will block the M1s. You can also use this in order to trick them into using strong punch or any move that ragdolls and releasing block right before it hits so that your character wakes up.

Conclusion: SCR is the hardest meta to counter along with KCR, you need to be a really good aggressive player in order to stand a chance against any SCR that knows what they’re doing, however, like with all stands, if the SCR user is bad, it’ll be way easier.

Magician’s Red (Magician’s Ember)

This stand is also very obnoxious, due to its block breaking and wonky hitbox combo starter. Most of the time its users aren’t very good, so stands that can reflect damage such as Silver Chariot Requiem or D4C: Love Train when they attempt to use cross fire hurricane. REMEMBER: you can dash to the side or backwards to put out the flames DOT that comes with most of Magicians Red’s abiilties, that dash key will prevent lots of damage that comes with burning.

Keep in mind: barraging first against this stand is especially deadly. It’s bad to barrage first in general, but Magician’s red has red bind, which is confirmed by a barrage. This lets them deal massive damage.

Aerosmith (Airsmith)

Get close to the user. If the user is using pilot mode, go after the user and ragdoll them so their Stand gets put away, then barrage them. Try to avoid Vola Barrage best you can, as its ranged barrage can’t be escaped once you’re caught in it. While blocking it will eventually result in block break, you will take significantly less damage.

Killer Queen/Killer Queen:Bites The Dust (Deadly King/Deadly King:Bites The Dust)

Parrying bomb now doesn’t let the bomb be planted, which is quite useful, and on top of that, Plant Bomb has now more startup.

If the user attempts to BTD, run as fast as you can, use your mobility moves. If you have GER, you are able to cancel it with RTZ. Counters such as Cursed Blade from Anubis, Epitaph from KC/KCR, Gravitional Negation from C-Moon will not work. If you use Love Train (D4C) no one takes damage. If you use Your Own Shadow (SCR), the user WILL take damage.

If you have a stand with Time Skip, you can nullify Sheer Heart Attack’s damage by time skipping right when it’s about to explode in front of you. This requires proper timing, but it isn’t hard to get.

If you have a Time Stop stand, be careful with Killer Queen users because they can make you waste your timestop, because if they put Sheer Heart Attack as you stop time, their SHA will move while time is stopped and explode on you, not letting you get as much if any damage at all on the KQ user.

Beach Boy (Ocean Boy)

You are able to parry its Auto Rod Pull by holding block while you get pulled, this means you can pretty much combo the beach boy for free. Overall, humanoid stands will win against this stand. Just try not to get into a M1 battle since Beach Boy has extended M1 range.

BB also has 2 ranged moves and an infinite Auto Rod Pull range. The knockdown time on Rod Slap is around 4-5 seconds. Be aware that the Hook Pierce does bleed, Rod Slap and Rod Throw always Stand Crash and all pull moves have INFINITE RANGE.

Hierophant Green (Tentacle Green)

Try not to get baited into the barrier and try to dodge the Emerald Splash, as it has hard to aim if you move quickly with a teleport. If you are stuck in the barrier, time skip out of it, or just simply dash out of it. if you have a fast and strong barrage then barrage first, HG barrage is terrible and HG cant follow up with much afterwards. Stands that ragdoll a lot such as SP:TW or Scary Monsters demolish this stand. Also, if you have a counter, use it during Emerald Barrier. If you have KC or KCR, you can turn on Epitaph and run into the barrier.

Tusk [Acts 1-3] (Golden Nail I-III)

Try to get as close as possible and barrage; Tusk has the same downside as Beach Boy, not having a barrage until Act 4. Dodge the nails by sprinting and jumping unless they’re Wormhole Nails, because if you block them you will likely not be able to dodge a Golden Nail if it is shot right after. The F key and the E key will prove very useful fighting the Tusk line.

C-Moon (G-Moon)

If you are hit with Surface Inversion Punch, there are 2 points of damage, the initial contact and the delayed damage, which will do lots of damage and bleed, although it can be blocked. Most C-Moon’s attempt to use a block break in order to predict your block, in order to avoid this all together, either dash after you are hit by surface inversion punch or use a teleport move away from the C-Moon to safely block it out of the range. If you are hit by both surface inversion punch and uppercut to the moon, you are actually able to block while being sent upwards due to an unknown bug, ruining the combo. Try to bait out the counter use the tips mentioned above and Gravity Shift. If they use pilot mode, avoid the stand and throw projectiles, or use a move like Time Skip to get straight to the user and use a barrage or heavy damaging/crippling moves such as Reality Overwrite Punch. Also, if you use a Time Stop on C-Moon that is in pilot mode in the SBR game mode, the user will be unable to move until they are dead (this is a severe bug). Do stay away from its Gravitational Shift.

Star Platinum (Platinum Sun)

Much like other close-ranged stands, this is countered by long ranged stands such as TWAU and Tusk Act 4. However, if forced to fight close-ranged, block their Star Fingers, as it deals some pretty good damage, slows, blinds and stuns the opponent. This move (and Time Stop) is the reason that facing the boss Jotaro Kujo is very tough for some to beat. If Star Platinum tries to initiate a time stop, again, if you don’t have a GER handy, dash away and jump, or if confident, try to get close and interrupt his TS startup, or use a projectile of some sort such as The World AU, D4C and Whitesnake’s pocket revolvers. Always get ready to block if they get close enough to time-skip straight to you or use inhale to force you in front of them. If they attempts to use rage mode instead as a damage and defense booster, try not to stop moving or get too close. Run and attack at the same time with ragdoll moves. Block their kick barrage as soon as it begins, because if the barrage part of the kick barrage initiates, it’s already too late.

How to counter the combos: Do NOT barrage if you get stunned, as Star Platinum can use inhale to combo extend off of a barrage. DO barrage if you’re getting inhaled, as a Barrage and a jawbreaker will do much less damage than 3 m1s, star finger, eye gouge and more.

Dirty Deeds Done Dirt Cheap (D4C, Criminal Tasks Done Cunningly) and D4C: Love Train

Most of the time, despite the high barrage damage, they will most likely spam clones and pistol to kill opponents at long range, and only use moves like barrage, Dimension Hop and Love Train if the enemy gets too close. Due to the extremely high 1.9 barrage damage of D4C: Love Train users, performing barrage tradeoffs is, about half the time, no big deal for D4C users, so try to avoid using barrage, and ragdoll them as much as possible. If fighting at long range and avoiding clones, use barrage on their Dimensional clones as a last resort, and use some kind of long ranged attack (if possible with your stand) to kill their Dimensional Victim clones. If you have some kind of exclusively close-ranged stand without any ranged attacks such as Star Platinum, then take advantage of any agility moves they have, such as using Star Platinum’s Stand Jump and Time Skip to get nice and close to D4C. Then try to rush them (unless they use Dimension Hop, in which case if you have Scary Monsters or a D4C of your own, summon an NPC to track them while in the other dimension) and use a deadly combo. If they initiate a Love Train, hold the block button (F) because when D4C:Love Train users activate Love Train, they either want to reflect a GE or SPTW beatdown back to sender, or they want to barrage the opponent with the last dying-down lights of Love Train protecting them from a counter barrage. If you have a stand with a beatdown (except for Tusk Act 4, as it can bypass Love Train) be very careful using it. Last tip: there is no way to tell D4C from its evolved counterpart other than the voice line when summoned, so when first facing one, always be cautious that one might be the other, and you won’t know until you actually face it.

Anubis (Anubiz)

To counter Anubis you mainly need to find out what spec they are using because that can make how you counter it very hard or easy. With anubis m1’s they have stun on them so if you get hit by the first you will most likely be hit by 3-5 but it has slow m1’s so if you get close you can spam m1’s and you can get 5 off unless they use counter or after image. When they after image you need to start moving as much as you can, most will try after and after image to m1 3 times then use a stun like steel ball, pierce strike, eye gouge or zoom punch. All of them you can block so as you are running and dash spamming try block if you think it has just ended. The anubis counter comes out of frame 5-8 so it can not be used in a fast stand’s m1’s or any kick barrage in game. If you are MR, TH or any other slow stand speed stand watch for the counter when you are comboing. The counter does not do crazy damage but it does set up for an easy combo if the anubis is using vamp/boxing or you and the anubis are close range as you stand up. So basily m1 spam (unless slow speed then you kinda just die), block in after-image and this is very important. Their barrage has no purple streak over the shoulders of a normal avatar the enraged flurry does. If you see purple streaks about the height of your head as they use something looking like a barrage, do not barrage back. That is a move that is like a kick barrage but faster and looks more like the stand barrage. their barrage does not have the blade (purple lines) go above the shoulder. If you time stop they can use a glitch where you after-image as you TS and they are invisible for the TS so try only using a TS when after image is on cooldown.

For high detail tips on how to combat stands or how to be a pro on YBA, go on YouTube.

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[Yba] Sptw In 10 Seconds

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