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Stand Out The World

Stand Out The World is a Part 3 close-range kit with cursor-aimed knives, a guard-breaking forward attack and a four-bar Time Stop with Road Roller.

Stand Out The World: choosing an action

The World mixes close-range pressure with a ranged tool you can use while the Stand is unsummoned. Barrage is its repeated punch attack. Knife Throw aims at your cursor, Hole Puncher moves forward through a time-skip attack, and Head Slam drives the target downward. Learn what each action is trying to accomplish before adding Time Stop to the picture.

The important distinction from Star Platinum is the full kit, not just the shared ability to stop time. The World has knives and Road Roller; Star Platinum has Inhale, Star Finger and Platinum Parry. If you are choosing which one to learn, compare the actions you enjoy using rather than choosing solely by a familiar name.

Base abilities and printed cooldowns

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MoveWhat it doesBase cooldown
BarrageRepeated punches; also has a pilot variant.23s
Knife Throw [hold in Time Stop]Throws knives toward the cursor; usable unsummoned.25s
Hole PuncherSkips forward into a guard-breaking punch.30s
Head SlamDrives the target’s head downward for a follow-up opening.15s

Knife Throw is useful to learn on its own because it separates aiming from close-range attacks. Place the cursor deliberately and watch the direction of the volley. Then compare that ordinary use with the held version during Time Stop. The hold condition belongs to that Time Stop interaction, so treat it as a separate control exercise.

Hole Puncher and Head Slam have different outcomes. The former combines forward movement with breaking through a guard; the latter leaves an opening after the slam. Neither description supplies a fixed follow-up sequence. Begin by recognizing the move’s reach and result, then decide what you can actually reach from the position where you finish.

EX costs, cooldowns and Time Stop

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MoveEX conditionBase cooldown
Tandem Flank2 bars45s
Stand Jump1 bar2s
Time Stop / Road Roller / Quick Time Stop4 bars36s

Tandem Flank puts you and The World on opposite sides for a barrage. The extra heavy attack shown after the move in its demonstration is separate from the skill itself. Stand Jump launches you into the air. Learn each EX action independently so that bar spending remains a deliberate choice rather than a surprise during a fight.

Time Stop’s duration increases with Ability; 100 Ability doubles its base duration. Holding uses Quick Time Stop, removing startup while cutting the original duration in half. Tapping again selects Road Roller. That gives the same EX entry several input meanings: normal activation, a held quick version, and a repeat-tap action. Practice one meaning at a time.

Other time-stopping Stands can overwrite a stop. That interaction is another reason to learn the normal and held inputs clearly: a quick stop changes the beginning and duration of the action, while Road Roller is the follow-up tap. Do not confuse either with King Crimson’s Time Skip or Time Erase, which move events forward or conceal the user instead of freezing time.

Pilot and a practical learning routine

Use E for summoning, Left Control for Pilot Mode, and T for EX moves. Barrage has a pilot variant, so try the regular version first and then compare its behavior while piloting. Keep camera control in mind: Left Alt is camera lock, while Left Control is the pilot input. They have different jobs despite being nearby keys.

A straightforward practice order is basic attacks and F block, then one cursor-aimed Knife Throw, followed by Hole Puncher and Head Slam as separate attempts. Once those actions are recognizable, add Stand Jump and Tandem Flank. Finally compare a normal Time Stop with a held Quick Time Stop. This order helps you identify the input responsible for each result without relying on a memorized combo.

When learning a cooldown, follow the same skill from use to availability. Head Slam’s printed 15s and Hole Puncher’s 30s are different timings. Seeing both become ready during ordinary play is more useful than treating every move as though it resets together.

How to get The World

The focused Part 3 Mysterious Arrow lists The World at 5%. It comes from crafting. Start with the arrow comparison to distinguish that named chance from Lucky and Bizarre rarity-tier probabilities. The regular Mysterious Arrow awakens or rerolls a Stand and is available through the tutorial, crafting, bounties, quests, Train Raid and Raid Shop.

Opal Roka affects The World and its Alternative Universe version: a use has a 10% swap chance and a separate 10% Stand-loss chance. Save a Stand you want to retain through D’Arby’s storage before planning a replacement, and read item uses and risks. Compare Star Platinum and King Crimson, or return to all fifteen index entries.

Sources

November 15, 2026.