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Stand Out King Crimson

Stand Out King Crimson is a Part 5 kit built around Doppio and Alter Ego forms, prediction, forward time movement and concealed repositioning.

Stand Out King Crimson: Doppio and Alter Ego

King Crimson’s full form follows three Frog Phone calls. King Of The Court unlocks its full potential and switches your avatar to the Alter Ego appearance. Set that appearance through ALTER EGO in the character customizer. At stage 3, hold E to transform. Holding E outside combat returns you to Doppio at stage 0.

Learn that form condition before reading the full moveset as a set of immediately available actions. Doppio can borrow King Crimson’s arms and Epitaph, while the full form has its own kit below. The Frog Phone calls are part of this form progression; they are different from the inventory Phone Meryl gives you for applications and codes.

Full-form base abilities

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MoveWhat it doesBase cooldown
BarrageA two-second punching barrage.23s
ChopBlockable stun; hit recovery is twice as fast; ends Time Erase.14s
DecreeArmored guard break; can be parried; rear hit deals double damage.22s
EpitaphDodges up to two hits over two seconds, or three with both arms out.18s

Chop has a 25% chance to sever the enemy’s left arm and add damage. Its successful-hit recovery is faster than its ordinary recovery, so watch the difference between a landed attack and a miss. Decree also rewards positioning: attacking from behind causes an impale for double damage, while missing leaves slower recovery. Both Chop and Decree end Time Erase.

Epitaph gives directional control as well as a defensive effect. Move left or right to choose the dodge direction. Red outlines indicate where nearby enemies and projectiles are heading. Learn to read those outlines before combining prediction with a movement skill. With both arms out, its hit allowance changes from two to three over the same two-second period.

EX moves: costs and cooldowns

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MoveEX costBase cooldown
Tandem Combo2 bars45s
Time Skip1 bar24s
Time Erase2 bars30s
Blood Blind1 bar plus 5 health12s

Tandem Combo sends King Crimson behind the enemy for three hits, with the final hit knocking them away. You can move and attack while it runs. Learn to distinguish your own movement from the Stand’s sequence so you can see where the last hit sends the target.

Time Skip advances two seconds within 100 studs. People, projectiles and cars move forward, and ongoing attacks, cooldowns, bleeding, burning and healing advance too. Hold to preview your destination and release to skip. Epitaph can help predict where things finish. This is forward time movement, not The World’s frozen-time action.

Time Erase leaves a double while you move unseen. Hold to choose whether the double fights, runs or stays still. It can attack and take damage normally. Other Time Erase users can see and hit you. Tap again to end early and reappear at your current location. Duration is 5 seconds at 1 Ability and 10 seconds at 100 Ability.

Blood Blind spends 5 health and blinds an enemy for 3 seconds. During Time Erase, the blood waits on the target’s face and the blindness begins when erasure ends. That timing gives you a concrete distinction to learn between using it normally and using it while erased.

Learning hold, release and early endings

Practice the form switch outside combat first, including the return to Doppio. Then learn one base move at a time. For Epitaph, concentrate on choosing a dodge direction and recognizing the prediction outlines. For Decree, compare a front approach and a rear approach without assuming a fixed combo will follow.

Next try Time Skip’s preview and release as a single deliberate action. Time Erase uses a different hold function: it selects double behavior. Its repeat tap ends the effect early. Finally, notice that Chop and Decree also terminate erasure. Keeping those ending conditions in mind helps explain why an effect stopped before its full duration.

For general controls, E summons, T accesses EX moves, F blocks and R/Mouse2 performs a heavy attack. The beginner guide puts these inputs beside the first fight and early story route.

King Crimson arrows and chips

The Part 5 Mysterious Arrow lists King Crimson at 5% and comes from crafting, Train Raid and the shop. A King Crimson Chip is also listed at 1% from Hard Train Raid or for 200 Tokens in Raid Shop. Compare these routes in the arrow guide and item guide before spending materials.

Using a Stand Chip permanently replaces the equipped Stand. D’Arby at the Docks provides storage and can turn your Stand into a chip, so decide what to keep before equipping another. Browse the Stand index or compare The World and Star Platinum for the separate Time Stop mechanics.

Sources

November 15, 2026.