Star Platinum is a melee Stand in A Bizarre Run that you get from a Stand Arrow, though the exact chance of rolling it hasn't been confirmed. It's built for close range, where its moves deal burst damage. Land enough hits to fill its Awakening gauge, and you can switch into Star Platinum: The World, a short window where time freezes in an area around you.
| Move | Mode | What it does |
|---|---|---|
| M1 combo | Standard | Basic attack string that ends in a knockback, with a variant that launches the opponent into the air |
| Uppercut | Standard | Closes in and launches the opponent into the air |
| Barrage | Standard | Multi-hit move that starts or extends a combo, with a finisher for big damage |
| Punishment | Standard | Quick combo that acts like a grab and gets past guard; can be enhanced to end in Time Skip |
| Kick Barrage | Standard | Multi-hit move that knocks the opponent back |
| Star Finger | Standard | Close-range move that launches the opponent sideways; replaced by Time Skip through Enhance |
| Beatdown | Star Platinum: The World | A Punishment variant that starts a cutscene |
| Harpoon | Star Platinum: The World | A projectile thrown at the opponent |
How to Get Star Platinum in A Bizarre Run
- Head to the Devil's Palm, which is where Stands are obtained.
- Use a Stand Arrow to roll for a Stand. Star Platinum is one of the possible results.
The exact odds of getting Star Platinum haven't been confirmed, so no number of rolls is guaranteed to bring it up. Each Stand Arrow is a random roll, so treat it as a chance rather than a sure step. Expect some rolls to come up with something else.

Close-Range Combat With Star Platinum
Star Platinum's plan is to stay close to the opponent and chain hits together. Its moves work as parts of a combo rather than a fixed sequence, so it helps to think of each move's job: open, continue, or finish. Adjust the order based on how the opponent reacts, since there isn't one confirmed combo that works every time.
Uppercut is the move to open with, since it closes the gap for you. Barrage can start a combo or extend one, but it hits hardest when you end it with the finisher. Kick Barrage and Star Finger work better as final hits, because both push the opponent away from you.
Punishment is the move to reach for when the opponent is guarding, since it gets past their defense. The M1 string is the simple option for quick hits when you're already close, and its two variants let you either knock the opponent back or send them into the air.
Filling the Awakening Gauge to Use Star Platinum: The World
The Awakening gauge fills as you land hits, and it fills slowly. Once it's full, you can activate Star Platinum: The World, which freezes time in a moderately large area and gives you a few seconds to attack however you like. Check your in-game controls before a fight so you know how to activate Awakening.
Beatdown is the move to think about during this window. Once it lands, its cutscene can't be interrupted, so save it for the end of the window. That way, your other attacks get the most of the time before Beatdown takes over.
Harpoon is the only projectile in Star Platinum's moveset. It's your way to hit an opponent who's keeping their distance, which the melee moves can't do.
Star Platinum Skins and How to Get Them
Skins come after the Stand. Once you have Star Platinum, you can use a Shiny Arrow to roll for one of three skins: standard Star Platinum, Female Star Platinum, or OVA Star Platinum.
- Get Star Platinum from a Stand Arrow.
- Use a Shiny Arrow to roll for a skin.
The skin is random, so you can't pick the one you want. The in-game skins menu labels the third option "Star Platinum OVA," so look for that name when you're checking what you've unlocked.

Playing Against Ranged Opponents With Star Platinum
A Bizarre Run has a lot of ranged options, and many characters prefer to fight from a distance. Star Platinum's ranged reach is limited, so trading shots from far away plays into your opponent's strengths. A better approach is to set up the fight so it happens up close.
Use your revolver to create an opening, then push the opponent into a corner or a tight space where they can't back away. Once they're stuck, your close-range moves have room to connect. Keep that setup in mind, since the burst damage only pays off when you're close enough to use it.









