Combat Guide

## Info

Combat in ROTP is very unique and vastly depends on your own playstyle, there is no "good" or "bad" stand, hamon path, vampire rather only the player. This guide will bring a detailed description to every single stand flaw and how to counter it, including secondary abilities.

### Tier 5 Stands (30 XP Levels)

* Hierophant Green
* Magician's Red
* Silver Chariot
* Crazy Diamond

### Tier 6 Stands (45 XP Levels)

* Star Platinum
* The World

**The powers are ever changing, this guide is primarily that of the latest beta from the discord (0.2.2 pre2), soon to be released** https://discord.com/channels/912347321633755156/913016125120479232/1144612144185364552.

## The basic mechanics

###### Currently the stands rely much more on up-close combat and physical damage, since they are inherently combat stands, however they have a lot of hidden features and utilites you can read up on their own pages.

* **Stamina bar-** The current power systems are all reliant upon stamina, the general trend is the more powerful the move the bigger the cost. To improve one's stamina usage, one must play enough to get a feeling of how much each move costs. The more durable stand will always use less stamina than the less durable, for it is how the stand stats have been written. **One full barrage uses up to 2 whole stamina portions (8/10), while other stands will take up 2.5.** **One stand jump uses up to 1 whole stamina portion (9/10), while others use up to 2.Fully setup emerald splash uses 5 whole stamina portions (5/10)Crossfire hurricane, and its variant, use up to 3.5 whole stamina portions (7.5/10)** Hamon users at max breathing technique, will have their stamina regeneration doubled, if not trained it will go down. Vampires that have a lot of blood (8/10) are considered "High", which makes them have near infinite stamina and therefore thinking about stamina isn't really an issue. One must not become unskillfull by neglecting their stamina usage, it is been seen that vampires will be unable to play as Human/Hamon users do to the vast stamina usage change and take some time re-adjusting. **To regenerate stand stamina, it is strongly advised to unsummon the stand, when unsummoned the stand stamina will regenerate twice as fast.**
* **Blocking-** The most essential but overlooked tool, depending on the stands durability and strength, blocks all incoming damage. However it is not automatic and not covering from all sides, one must look in the general 30° angle to get it to work. All blocks use stamina upon being hit, the lesser the stamina the weaker the block meaning that even the strongest stand **blocks can be broken** by the weakest when they get hit by a heavy punch/finisher. **Blocking is very powerful against all moves besides stand barrages, Sendo Overdrive, crossfire hurricane, 20M emerald splash.** To effectively use block, one must carefully watch the movements of the opponent, especially when they are using their stand; out of all attacks they best counter **Normal and Heavy punches.** **While Blocking all stamina regeneration will be completely stopped.**
* **Stand Jump (shift+space)-** The most used mechanic in the entire mod, it only works whenever the bottom right icon of a bunny (jump boost icon) is filled. This is not only a great movement move but also great for retreating, attacking, counterplay in general. Whenever a player misses a huge cost move, it is advised to slowly approach them more and more since their stamina will be smaller and you are forcing them to either get away (using their own stand jump) or fighting back. This move is especially good in Time Stop Combat. **The less stand/hamon/blood stamina one has, the smaller the stand jump.** One cannot get in cheap hits by jumping back and forward for it has a cooldown, most players will also re-act in that time. **Stand jumping is widely considered as the most important move to master, all stand jumps force diffrent types of playstyles. Once mastered, combat will go a lot smoother.**
* **Barrage-** The most common move new players spam and use, by themselves they are completely fine but not optimal for combat against a skilled player. Barrages deal extreme damage up-close and feel very comfortable handling, you are basically immune from any vanilla mob during them from the side they are attacking (completely immune from projectiles) and can break a vast amount of blocks depending on the stands strength. However in a pvp situation they are hardly used, **all heavy punches can completely stop the barrage. Stand clashes** are unique interactions between all stands, most likely when using the second move from their attack hotbar, one must face the truth that if their stand is taking damage from them, the best thing they can do is heavy punch to cancel it. However, barrages rely specifically on the strength and amount of hits the stand is producing for them to be effective, if a player is cornered they will be hitting less hits with their stand and start taking damage because not all of them are connecting. If they are low on stamina or outside of their effective range, their stand will weaken in general making barraging with another stand completely pointless. Star Platinum=>The World==Armorless Silver Chariot- When Star Platinum and The World are barraging, they will be dealing no damage to each other, as if they are in sync. When a armorless chariot barrages with any stand of the mod, it will always win but lose at the same time. It has the most damaging barrage but do to its low durability, medium strenght but high speed it can outdamage all stands but will suffer and most likely die. Crazy Diamond=>Chariot- They both have the same stat speed, crazy diamond is just physically stronger which is why the chariot takes damage. Magician's Red>><<Hierophant Green- These are very specific cases, arguable Magician's Red has the best and worse barrage since he can do it infinetly but cannot stop any projectiles and or close up attacks. Hierophant's "barrage" is his normal emerald splash, he will lose up close range and it is not worth it to barrage them back since you can just do the simpler option of stand jumping away. **One must time when they can do a barrage against another player, otherwise they will be hit by a heavy/finisher and most likely lose. Not a single man has won a encounter simply by barraging.**
* **Combos and finishers-** All stands, besides Hierophant Green, have a "1-2-3 combo" of normal punches, which unlocks the finisher. Normal punches and barrages fill the finisher meter, speed icon in the middle of your screen, the fastest and easiest. The more **white** the finisher icon the faster the heavy punch will be, the more **green** the finisher the faster the finisher will be. **One must decide for themselves when they are to use a fast heavy punch or a slow finisher, if its fully green the finisher will be faster than all.** The finishers are very powerful, they each do something diffrent and or apply debuffs to the opponent, however all of them do the same damage as a heavy punch, just with diffrent properties. **The** general way to deal damage, in ROTP, is to move around while doing normal punches and timing heavies/finishers while other moves like barrages are a secondary way to deal damage. This is assuming you are playing with only the stands most default attacks, without the need to be creative and or use any abilities.

## Stands

### Tier 5 stands- Generally the most unnoticed stands since they aren't T6, people gravitate towards SP/TW simply because "why settle for less"?

* Hierophant Green- As of 0.2.2, the stand has become way more balanced but not nerfed into oblivion. Hierophant has 50m effective and 100 max range, in remote control one can most effectively use him since no mobs can find you, this is the way to cheese. In PvP the stand isn't as powerful, it has a weak stand jump but has a great amount of movement via the grapple hook. One must outrange all stands by using Emerald splash and grappling away if too close, to create a emerald barrier the most effective way is to **place down one strand, then grapple which deploys another**, to be more precise go in remote control. If stuck with another barraging stand, shifting will switch to the **Concentrated Emerald Splash** which will knockback and hit the stand regardless of its barrage capabilities. The emerald splash barrier is a very powerful move, but regardless of secondary abilities, it costs a incredible amount of stamina. The barrier is dismantled faster than it is setup, since non-stand projectiles, and or any movement, can destroy a strand which makes your stamina regen constantly at diffrent paces. The **String Bind** is a short stun that can let you pull off a single emerald splash, however if it hits the stand while blocking it will not stun them and leave you open. **As with many stand battles, stamina is the key to winning. Hierophant will lose if it cannot damage the opponent with a full barrier or have too little stamina to continously damage them.** If you cannot damage them, setting up a barrier and catching them is your only real way to "defeat" them. IF you are low on stamina and cannot even hit them with any emerald splashes, because of lack of stamina, **unsummoning the barrier will unsummon all teathers and bring your stamina regen to a normal pace. ONLY DO THIS WHEN YOU ARE ABSOLUTELY SURE, YOU ARE SAFE.**
* Magician's Red- This stand is arguably the most powerful stand in pure force, all of its moves will demolish any and all mobs/players but he has a crippling weakness. **Water, following minecraft logic all fire can be extinguished by any amount of water, even rain, making MR completely useless if its raining or if he is underwater with only punching/heavy punching being able to deal damage.** All of his moves set any entity on fire, including stands, if both stand and the opponent are set on fire they will take double fire damage, **to extinguish the stand one can unsummon it.** Magician's Red has a powerful enough stand jump to get away from any "major" threat and extreme fire-power to back it up, the flame breath/barrage is extremely powerful with the added bonus of dealing knockback. All of his moves can be held indefinetly, his barrage lasts as long as you hold it, his fireballs can be spammed at low stamina but will become less accurate, crossfire hurricane will become smaller and deal less damage. His abilities are semi-useless in direct combat, the **red bind** is a close ranged stun that grabs the stand towards the user and or their user. The grabbed stand will move to its max range, likely weakening it. This tatctic is useful but also a double edged sword since it might lead to being barraged at point blank. **Crossfire hurricane is the most costly but powerful move, being able to completely delete any wood block and set surrounding blocks on fire. If hit directly it does 30 damage, 15 hearts, which will kill most players besides vampires. The downside is it has a 1s windup and stops the user from moving, it does not damage the user.**
* Silver Chariot- The best PvP stand, pure combat testosterone, if any stand goes to Valhalla it would be the average chariot user. Apart from TS, it can completely demolish any vanilla mob, any player in a instant. **It has absolutely no utility outside of combat, when people choose chariot they are fated to battle.** When it's armor is taken off, the durability is equal to a **armorless player,** it becomes the fastest stand in the mod. Because of its weak durability, it can stand clash and win but also perish at the same time; **the most optimal way to use at close range is to spam heavy punch/thrust since the stand is incredible fast. The optimal way for range is to shoot the rapier in the general direction of the opponent, the rapier is sentient to some degree and will auto-target when bouncing between blocks.** To retrieve the rapier, one can manually walk up to it or resummon the stand for a free one. **All of chariots attacks are able to deflect projectiles, including stand projectiles. While barraging, the player is not slowed and moves at their normal walking pace. If it deflects a Magician's Red attack, its rapier will be set on fire dealing fire damage.**
* Crazy Diamond- The best utility stand, pure skill, the player must be creative to fully maximize the stand. Many of the abilities for general survival utility can be used as effective tools in pvp; **anchor blocks are the cheapest and most useful "dodge" and movement abilities in the mod, even set-up during a battle it can be used as a cheaper stand jump for evasion and or a quick exact manuever towards the opponent.** The **reppair terrain,** is incredible useful against destructive stands, it is cheaper than any barrage and efficient than any emerald splash barrier, if you build a wall or are in a cave and the person looking for you tries to break the block, repairing it will make it unbreakable as long as you hold it (not a single thing can get past through, not even the entire emerald splash barrier concentrated or not). **The strongest move is the holy, Homing Shot. When the blood cutter, or any splash of blood of the user, gets onto a opponent and the user shoots a block bullet, the block bullet will home towards the opponent (this can be blocked by a stand or blocked by blocks). This also works as a tracker, showing the victim in a 50 block range. Depending on what is shot the user can set the opponent on fire, freeze them, summon a silverfish (magma block, ice, infested block).** How does one lose the blood on them? They have 2 options, first is dying, the second is taking their time to swim in water.

### **Tier 6 stands- There are only 2 stands, in depth check out Time Stop Combat.**

* Star Platinum- The physically best stand in the mod, however there is a significant lack of utility, not as bad as chariot but still present. Without Time Stop, battling against other stands is a death wish, with time stop it is almost a free win.
* The World- The same power,speed, durability as Star Platinum, only suffering in precision sligthly (same as Crazy Diamond). The world is more of a ranged stand than Star Platinum but soly because of the **"Time Stop Punch".**