"The Grand Finale was unexpectedly simple." - OVA DIO (DIO, ディオ)[]
Summary: []
The World: OVA is the Stand of DIO, the main antagonist of JoJo's Bizarre Adventure: Stardust Crusaders.
The World: OVA is an exceptionally powerful Close-range Stand, much like Star Platinum. With its powerful dealing moves, this stand can be very powerful when utilized correctly.
This stand can be obtained by using a Film Reel on The World.
Appearance:[]
The World: OVA has a very muscular appearance and humanoid build, being the same as its base form and similar to Star Platinum. It wears a heart-shaped headpiece, covering its face to below the place of its nose.
However, The World: OVA has major differences in terms of its color scheme. Based on the Stardust Crusaders OVA, this version of The World is colored white, with shades of grey, gold and bronze on different parts of its body. The back of both its hands bears the shape of a humanoid face. Its chin, the base of its abdomen, penile region, chin, and knees are topped by bronze heart shapes.
Movesets/Abilities:[]
Type of Ability | Name | Description |
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You regenerate health every second. The amount regenerated per second is half that of the Vampire spec. (.75% per second.) | ||
You will take 25% more damage from Hamon users. |
Key | Name | Description | Damage | Cooldown |
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The player swings their arm at the opponent dealing 10 damage. On the bright side, the attack stuns slightly and slows the opponent down. This is good for making sure your opponent doesn't escape your combos. The animation for this attack is a reference to DIO's 2B from Heritage for the Future. | ||||
The user quickly throws two pairs of knives that do 12.5 damage each with a cooldown of around 5 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 (Q button) between on (Timestop) and off (Knife Volley) in order to successfully execute this combo. |
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The user plows their hand through the ground, creating a small AOE effect that stuns enemies. This is a reference to DIO’s
2C in HFTF. |
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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. This is one of the most important moves in The World: OVA's gameplan, as you can combo it with almost every other move. | ||||
The user grunts and does an uppercut, with enemy getting knocked into the air (which can allow air combos). If used right, this can turn into a time stop combo. | ||||
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) |
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The player tilts back, and then dashes forward a good distance forward, and then slams the ground with their fist. This move is a reference to DIO’s d.2C in HFTF. | ||||
The player pushes themselves off the ground, traveling a good distance forwards. This dash is similar to Kars and Vampire's dash move. | ||||
Shared with many other stands. The user leaps high into the air. covers good horizontal and vertical distance. | ||||
The user performs a quick swing with their arm which launches the opponent, dealing lots of stun. This is a good move to start and finish combos with. This can also bypass things like Epitaph, Prime Number Counting, and STW’s AYRTTSM. This move is based off of HFTF DIO’s 5C. | ||||
The user dashes forward, with The World: OVA’s arm charging with a shoulder bash. If it hits, the enemy is pulled to the user, and the user plunges their 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. This move is also shared with vampires and Vampiric 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. This move is a reference to HFTF DIO’s move of the same name. If the move hits, the rest of your stand summons itself and you will have your stand mode on. |
Key | Name | Description | Damage | Cooldown |
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Stand mode can be enabled/disabled by pressing either Q 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. Blocking is only usable while Stand mode is active and you can't roll while Stand mode is disabled. | ||||
The World sends a flurry of 20 quick punches with speed similar to star platinums ORA barrage. Deals alot of stun. You cannot cancel this move. | ||||
The World rushes forward and strikes your opponent with a very strong punch dealing incredible damage. This move makes you dash forward. | ||||
The World throws a wall of 30 knives in a shotgun manner, with alot of spread, making it hard to hit all of the knives without being point-blank. This move has a second of startup, so its best to use this far away from the opponent. | ||||
Impaling
Thrust |
The user poses, and The World shortly stops time and appears behind your opponent thrusting its fist into them, knocking them towards you. This attack cannot be dodged | |||
The World stops time while the player shouts “Za Warudo, Toki wo tomare!” This freezes all users in the server for up to 7 seconds. However, Simply pressing F will end your Time Stop early. It can be hard to kill with this if the opponent has A or higher durability.
Note: Other stands such as Made in Heaven or Gold Experience (Requiem) can simply eliminate your time stop, causing time to resume. Tusk Act 4 can move through stopped time. |
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Time stops, then the player flies up in the air for about 2 seconds, then dashes down with a oil tanker, dealing 45 damage. The user will then punch the Oil Tanker rapidly dealing 3 damage with each punch, after that the player will perform a heavy punch, blowing up the Oil Tanker and creating 50 small explosions which will amount to 100 damage. This move is your strongest move, but can be hard to hit. If you are hit by one of the explosions, you will be set on fire, similar to being hit by one of Magicians Red’s attacks. Be careful as this move can be canceled by Made in Heaven. | ||||
Do a roll that most stands/specs can do. | ||||
Shared with many other stands. Leap high into the air with the help of your stand, covers good horizontal and vertical distance. |