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A Bizarre Run Stands: Unlocks, Moves, and Combat Tips

Learn how A Bizarre Run stands work, get Stand Arrows, reset with Rokakaka Fruit, and compare Tusk, Anubis, Spin, and the launch roster before your race.

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A Bizarre Run Stands: Unlocks, Moves, and Combat Tips

Which Stands Can You Get in A Bizarre Run?

Your Stand matters when the race turns into a fight for survival. A Bizarre Run stands give you combat options for Battlegrounds and the dangerous second stage, while Spin offers a separate steel-ball fighting style. Learn how your kit works before spending your arrows and reset items.

The November 6 launch lineup includes:

  • Tusk Act One
  • Star Platinum
  • Anubis
  • Boku No Rhythm, Oya Kamova’s Stand
  • Mr. President, also called Coco Jumbo
  • The Sun
  • Sandman, associated with In a Silent Way

Spin is a technique you unlock through Gyro’s quest line, rather than another Stand on that list.

D4C was scheduled to arrive on November 7, one day after release. Scary Monsters and Lonesome Me were reserved for future updates, so keep them separate from the launch choices when planning your rolls.

You can jump into the A Bizarre Run Roblox experience to start your character and choose your initial Stand.

How to Get and Reroll Stands

Your introduction begins with an arrow encounter that gives you three Stand options. That opening choice determines the ability you bring into the lobby.

A Bizarre Run — How to Get and Reroll Stands

Afterward, Stand Arrows let you obtain new Stands. You can craft arrows using Stand Arrow Fragments, which come from race completion rewards and Battlegrounds loot. Daily and weekly quests provide additional resources, including fragments and Rokakaka Fruit.

During races, watch the terrain for Rokakaka Fruit. Stage two also contains Stand Arrows, giving you another reason to pay attention to pickups while traveling between fights.

Resetting Your Current Stand

Using another arrow does not replace an occupied Stand automatically. To change the Stand in your current slot:

  1. Use a Rokakaka Fruit to remove your existing Stand.
  2. Use a Stand Arrow to obtain a replacement.

If you want to keep your current ability, switch to another Stand slot before rolling there. Avoid removing a kit you enjoy simply to experiment with something different.

Check the daily and weekly quest board while gathering resources. Completing its challenges gives you more opportunities to build your inventory without relying entirely on pickups during a contested race.

Tusk Act 1: Nail Shots and Ranged Combat

Tusk Act 1 focuses on ranged attacks. Its kit combines charged projectiles, a rapid nail barrage, healing, and movement.

A Bizarre Run — Tusk Act 1: Nail Shots and Ranged Combat

AbilityFunction
Focused Nail ShotCharge a nail by holding the move, then fire toward an enemy.
Rapid Nail ShotFire successive nail projectiles for repeated ranged damage.
Herbal TeaPassively restore HP.
Nail GlideTravel quickly over a long distance while lining up shots.

Tusk replaces your revolver with 10 nails that recharge over time. That changes how you manage ranged pressure: your basic projectile supply becomes part of your Stand’s resources.

The kit also carries a movement drawback: Tusk users crawl. Nail Glide gives you a way to cover distance, but you still need to account for that slower movement between uses.

Use Nail Glide to create space before committing to ranged attacks. Keep track of your remaining nails, and avoid spending the entire supply without considering how you will handle an approaching opponent.

Anubis: Sword Combos and Counters

Anubis is a sword-based kit built around quick cuts, a counter, and movement attacks. Draw your sword before engaging; otherwise, you enter the fight using your bare hands.

Its abilities give you several ways to connect attacks:

AbilityFunction
Low SlashA fast cut that can start a combo.
Crescent SlashLeap backward and follow with a quick dashing slice.
Anubis CounterRespond to an incoming attack with consecutive slashes.
AfterimageMove rapidly while slashing enemies along your path.

Anubis also has a distinct barrage that can extend combos.

Practice connecting Low Slash with your basic attacks and barrage in Battlegrounds. Work on recognizing incoming attacks before relying on Anubis Counter, and use Crescent Slash with its backward movement in mind.

The separate combat mode gives you room to learn those interactions before stage two adds environmental hazards, NPC threats, and other racers.

Spin: Unlocking Steel Balls and Using Empowered Moves

Talk to Gyro in the lobby and complete his quest line to unlock Spin.

This fighting style replaces your revolver with two rechargeable steel balls. You can throw them during combat or use them from horseback to sabotage opponents.

Its four abilities cover ranged pressure, combo extensions, a finisher, and defense:

  • Double Throw: Throw steel balls from a distance or use the move up close to extend a combo.
  • Kneel: Deal damage in a short sequence. Pressing R during the move spends special meter to add a steel-ball throw.
  • Steel Rush: Send an enemy flying as a combo finisher. Its R follow-up adds a tornado sequence and an aerial attack opportunity.
  • Steel Reversal: Counter an incoming attack.

Plan around having only two steel balls. Watch their recharge rather than throwing both whenever an opponent appears.

Practice Double Throw into Steel Rush to learn how the attacks connect. Save special meter for the empowered follow-up you intend to use, and learn Steel Reversal alongside your offensive moves so you have a response when someone closes the distance.

Using Your Kit During Races and Battlegrounds

The race changes substantially between its opening stages. Stage one restricts shooting other players, but environmental sabotage still matters: revolver shots can trigger TNT, destroy shortcuts, and bring down the bridge.

Stage two allows direct firearm combat and introduces checkpoints, ambushes, and environmental threats. Prepare for fights before leaving the train intermission, where you can purchase secondary items and ammunition.

Tusk and Spin replace the standard revolver with their own projectile resources. Account for that replacement when learning your kit, rather than expecting every character to handle ranged combat the same way.

Sandman also changes how you approach the race. His movement uses stamina, takes time to accelerate, and includes large jumps. Practice building speed and judging jumps before committing to a dangerous route.

For the core controls:

  • Press B to pull out your Stand.
  • Press C to equip your secondary item.
  • Hold C to choose a secondary item.
  • Press T to call your horse after falling off.
  • Use Shift to run while mounted.

Spend time in Battlegrounds learning your basic attack string and how your abilities connect. Then bring that practice into stage two, where surviving an encounter can matter more than chasing the rider immediately ahead of you.

Continue with

A Bizarre Run Tusk Guide: Act 1 Moves and Race TipsLearn A Bizarre Run Tusk basics, from Act 1 nail attacks and recharging ammo to Stand rolls, corpse parts, and surviving the race's dangerous second stage.

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