Stand Out Emperor
Compare Emperor’s guided shots, Fan The Hammer variants, charged blast and stationary EX fire.
Stand Out Emperor Moves and Inputs
Stand Out Emperor suits a player who wants several distinct shooting patterns: guided bullets, ricochets, a short-range instant-hit volley and a chargeable blast. Its strongest practical distinction is how each attack aims. Blind Shots follows the camera; Fan The Hammer and Emperor Shot fire in the direction you face. Choose your orientation before committing to either facing-based attack.
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| Move / input | Effect and restriction | Base cooldown |
|---|---|---|
| M1 Light Combo / M2 Attack | Named basic attacks; additional mechanics not listed. | Not listed |
| Hol Horse Philosophy — hold / release | Run forward; release, stun or time limit ends the run. | 55s |
| Blind Shots — camera steering | Guide a bullet group while stationary; each bullet disappears on hit. | 35s |
| Fan The Hammer — tap / hold | Tap ricochets; hold through startup for slower, instant hits at shorter range. | 23s |
| Emperor Shot — hold / release | Charge up to two seconds; slow movement and no jumping during charge. Firing pushes you backward. | 28s |
Choose tap or hold for Fan The Hammer
Tap Fan The Hammer when you want the short volley whose bullets bounce off surfaces. Hold through its startup when you want the shorter-range version that hits instantly and fires more slowly. Both aim forward from your facing direction. The held version therefore trades reach and firing speed for its instant-hit behavior; it is not simply a larger version of the ricochet volley.
The two demonstrations show the tap volley and held volley. Both fire in the direction your character faces.
Steering, charging and stopping
Blind Shots leaves you in place while you steer by turning the camera. Its control window ends when all bullets are gone, the group hits a wall, or six seconds pass. A hit consumes that bullet.
Emperor Shot charges for up to two seconds and fires on release. Holding increases damage, size, reach and knockback; a full charge doubles size, damage and knockback. The charge slows your movement and prevents jumping. Face the shot’s intended direction before releasing, and account for the backward push when it fires. A full charge offers a stronger blast but commits you to those movement restrictions for longer.
Hol Horse Philosophy is the movement choice: start facing the direction you want to run, keep holding to continue and release to stop. Stun or the move’s time limit also ends it. This is a controlled commitment with a 55s base cooldown. Release when you reach the position you need.
EX: Emperor Pulemet
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| EX move | Cost / base cooldown | Effect and restriction |
|---|---|---|
| Emperor Pulemet | 4 bars / 120s | Short charge, then nearly four seconds of continuous fire across the area in front. Cannot move while firing; can turn to aim. Repeated hits push enemies back and wear down guard. |
Pulemet spends four bars on a firing commitment. Turning lets you redirect the stream, but it does not remove the stationary restriction. Choose it for sustained pressure in front of you when remaining in place fits the situation.
Arrows and preserving a loadout
Emperor is a Part 3 Stand that takes the form of a handgun and comes from arrows. The arrow guide explains awakening, rerolling, crafting and focused arrow rules without treating tier percentages as individual Stand odds. Before rerolling an equipped Stand you want to keep, use D’Arby’s Stand Storage at the Docks. Using a Stand Chip permanently replaces the currently equipped Stand.
Return to the Stand directory to compare ranged tools, or use the overall tier list to weigh Emperor’s shooting commitments against gathering and other progression utility.
Sources
Sources checked November 15, 2026. Emperor primary moveset; Official Trello board.