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A Bizarre Run The Sun Guide: Skills and Combat Tips

A Bizarre Run The Sun guide covers Solar Ray, Pilot, Stand selection, and horse controls to help you prepare for fights during the race's second stage.

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A Bizarre Run The Sun Guide: Skills and Combat Tips

What Is The Sun in A Bizarre Run?

Looking up A Bizarre Run The Sun before your next race? It is one of the game's launch Stands, and its pre-release loadout includes Solar Ray and Pilot. Learn the mount controls early: some abilities cannot be used from horseback, which matters when a fight turns into a chase.

In the pre-release build, The Sun appears as a Legendary Stand. Its ability bar includes Solar Ray and Pilot, alongside the revolver secondary item.

Keep the distinction between your Stand and secondary equipment in mind. Drawing your revolver and bringing out your Stand use different controls, so practice switching between them before entering a combat checkpoint.

Official page: A Bizarre Run (roblox.com)

How to Get The Sun

Your opening Stand selection happens during the introductory desert sequence. After an arrow strikes your character, you choose between three options that determine your starting Stand. The Sun can appear through this opening selection.

A Bizarre Run — How to Get The Sun

For changing Stands later, the race includes two important pickups:

  • ROAS: Used to reset your Stand; look for them while traveling through the stages.
  • Stand arrows: Found during stage two and used to obtain new Stands.

Watch the terrain for these pickups as you race. Resetting your current Stand and obtaining another are separate parts of the process, so collect with both steps in mind.

Controls to Practice Before Fighting

The Sun shares the game's Stand, horse, and secondary-item controls. These are the inputs to learn before trying to pursue another racer:

A Bizarre Run — Controls to Practice Before Fighting

ActionKey
Bring out your StandB
Mount or dismountN
Call your horse after falling offT
Draw your secondary itemC
Choose your secondary itemHold C
Run while on horsebackShift
Use your one-time boostF

Dismount before attempting an ability that cannot be used while riding. Pressing an ability repeatedly during a pursuit can leave you losing ground without landing an attack.

Keep your horse within your escape plan, too. Practice dismounting, bringing out your Stand, and getting back into the race before committing to a longer fight.

The launch controls also include Q to hang from your horse, letting you jump other players and initiate fights. Practice that input alongside mounting and dismounting before trying it during a pursuit.

Using The Sun During the Race

Stage one limits direct combat: you cannot shoot other players, although secondary items can affect the course. Revolvers can trigger environmental destruction, and dynamite can knock racers off their horses. Focus on navigating those hazards and managing your mount.

Shooting TNT can trigger explosions and falling boulders, and bridges can be destroyed. Watch the route ahead for those changes instead of assuming the crossing will remain intact when you reach it.

Running consumes horse stamina, while riding behind other horses can provide a slipstream boost. Save stamina when you have room to recover, and reserve your one-time boost for an opening you intend to use.

After each stage, you move to a train where you can spectate remaining racers and purchase secondary items for upcoming stages. Use that break to prepare your equipment before returning to the course.

Stage two allows players to shoot one another and introduces combat checkpoints. At the first checkpoint, you must survive until the fog arrives. The Boom Boom family then targets nearby players.

Avoid stretching a chase into that transition. Break off if pursuing an opponent leaves you behind the pack, and get moving when the checkpoint ends. A fight over one target can leave you exposed to both other racers and the approaching NPCs.

Secondary options in this stage include revolvers, shotguns, and a lasso that can capture players. The second checkpoint is a town whose border opens after a required number of players have died. Beyond that checkpoint, explosions threaten racers in the river area before the long ride to the finish line.

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