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"THIS IS THE GREATEST HIGH!"- "High" DIO (DIO, ćƒ‡ć‚£ć‚Ŗ)[]

Summary:[]

Heritage The World often shortened and commonly referred to as HTW, is the Stand used by DIO, a playable character featured in JoJo's Bizarre Adventure: Heritage For The Future, a JoJo themed arcade fighting game developed by Capcom.

This stand is obtainable through using a Sacred Papyrus on Retro The World.

Appearance:[]

Heritage The World looks similar to Retro The World (Over Heaven).

Having an humanoid build, with green and white colors.







Movesets/Abilities:[]

Type of Ability Name Description
Passive (Stand Mode OFF)
Learned
You're able to cancel any move you have performed just pressing the same button again.
Passive (Stand Mode ON)
"This is a stamina battle!"
The stand has his own health bar, having 300 HP.

Key Name Description Damage Cooldown
M1
Weak Punch
The player jabs the opponent with a fast punch, if it hits the opponent will become a ragdoll, dealing good knockback.
Great Damage
15 damage
1 seconds
Q
"Checkmate-Da!"
The user quickly throws three pairs of knives that do 12.5 damage each with a cooldown of around 3 seconds. This move is pretty good if you want to chip away an opponent's health. Try using this when your enemy is far away.

Note: you cannot move while using this ability. Do also note that this move can also be used during Timestop, however, stand mode has to be switched (Z button) between on (Timestop) and off (Knife Volley) in order to successfully execute this combo.

Good Damage
12.5 damage per knife
3 seconds
In The Air
M1
Aerial Swing
While in air, the player quickly dashes forwards, punching the first enemy that they come in contact with while at the same time knocking them back and dealing moderate damage.
Great Damage
37.5 damage
3 seconds
Ekey
Medium Kick
The user grunts and kicks the enemy doing knockback into the air (which can allow air combos). If used right, this can turn into a time stop combo.
Great Damage
30 damage
3 seconds
R
Heavy Hit
The user performs a quick swing with his arm which launches the opponent.
Great Damage
40 damage
4 seconds
Hold
T
Space Ripper Stingy Eyes
The player covers their eyes for a few seconds, channeling pressurized fluid into their eyes. Soon after, they bend back and fire two fast laser-like projectiles from their eyes which pierce the opponent and deal great damage. However, if the move is charged, they will instead fire two red laser-like projectiles that deal superior damage on contact. (Using this during time stop will trick the game into thinking the laser is constantly touching the player and will multiply damage over time dealing lethal damage)
Great Damage (Uncharged)
30 damage per projectile


Superior Damage (Fully Charged)
70 damage per projectile
4 seconds
Y
Heavy Dash
Very similar to Heavy Hit but does not launch. Great offensive tool.
Great Damage
37.5 damage
8 seconds
F
+
Cursor on target
"Die!" ("Shinei!")
The user poses while yelling "WRYYY!" and sends out Heritage The World that disappears and floats behind your enemy to throw out a punch which will knock them down. Can combo with Heavy Dash and Space Ripper Stingy Eyes.

Note:This move is highly punishable but does amazing damage and opens up for combos.

Great Damage
45 damage
15 seconds
B
Draining Grab
Plunge your arm into your foe and take their blood (while doing a pose) for your own while also dealing and healing a great amount, specifically healing 30 damage. Then you will throw the opponent. During this, you will yell "Jitsuni Nazimuzo!(It really suits me!)ā€ This move is also shared with vampires, Vampiric The World and Shadow The World, and similar to Kars' healing ability as well. You cannot move during this bloodsuck when it successfully hits, unlike other bloodsucks. This move can cancel barrages.
Good Damage
20 damage
9 seconds

Key Name Description Damage Cooldown
Zkey
/
L. Ctrl
Toggle Stand Mode
Stand mode can be enabled/disabled by pressing either Z or Left Ctrl. By toggling stand mode on and off, the user can switch between the stand's different movesets. The moves listed below can only be used while stand mode is active. The moves above can't be used while Stand mode is active and viceversa (There is an exception to the rule).
N/A
No Cooldown
(7 times)
M1
"Mudada!"
Heritage The World will launch to where the cursor is, punching and kicking, if someone is hitted they will be damaged until you stop spamming the button.
Pitiful Damage
2 damage per punch/kick
14.5 seconds
Hold
Ekey
Light MUDA Barrage/Blazing Fists
Heritage The World unleashes a flurry of fast punches while shouting his catchphrase 'Muda muda!'.
Good Damage
4.5 damage per punch
3 seconds
Hold
B
+
Ekey
Heavy MUDA Barrage
Heritage The World will start homing the closest player, going forward, in this state the user can move freely and even attack by it's own.
Devasting Damage
4.5 damage per punch
6 seconds
R
Slash Jab
A dashing jab with a little bit slow startup, able to start a combo with Heavy Dash and "Die!".
Good Damage
15 damage per punch
5 seconds
F
The World "Time Stop!"
Stops time up to 5 seconds, being able to stack up any damage.
No Damage
N/A
45 seconds
H
"This is The World's true ability..."
The user will timestop-teleport to the position where the cursor is located (about 10 studs as limit).
No Damage
N/A
15 seconds
J
"ROAD ROLLER DA! WRYYYYYYY!"
The user flies and drops down onto the opponent with a summoned steamroller. If it connects, The user will punch the steamroller with his opponent trapped underneath about 20 times, causing it to explode.

should almost always be used for timestop combos due to it's lengthy startup time and telegraphed animation.

5 Damage per punch
50 Damage on the last strike
120 seconds
V
Stand Jump
Shared with most Stands/Specs.
No Damage
N/A
10 seconds
(2 times)
W
/
A
/
S
/
D
Roll
If the player presses the same movement button two times, he will make a roll referencing DIO's roll in Heritage for the Future, this has low cooldown and can dodge most projectiles.

Note:This movement is shared in both modes.

No Damage
N/A
~0.5 seconds

Gallery:[]

Stand Mode: OFF[]

Stand Mode: ON[]