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A Bizarre Run Scary Monsters Overview & Moveset Guide

Robert Altman by Robert Altman
November 14, 2026
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The Scary Monsters Stand is part of the Stage 3 + Scary Monsters update in A Bizarre Run. This Stand features a flexible moveset with both regular and transformed states, functioning well in melee combat. Its focus on knockback attacks provides strategic options to control the battle against opponents.

Here’s what Scary Monsters can do in A Bizarre Run.

Breaking down Scary Monsters in A Bizarre Run

Overview and how to get

The Scary Monsters Stand draws its inspiration from Diego Brando’s Stand from JoJo’s Bizarre Adventure: Steel Ball Run. Renowned for its ability to transform, it boasts a versatile moveset that promotes controlling neutral play effectively. This melee-focused Stand is also capable of executing surprise ambush attacks on adversaries.

Similar to other Stands, Scary Monsters is obtainable via a Stand Arrow. While the exact drop rate remains a mystery, it has proven to be relatively rare. Players who appreciate its moveset should consider keeping it in an available Stand slot for strategic use.

This article provides details on the updates made to A Bizarre Run with the Stage 3 + Scary Monsters release.

Moveset and game plan

The core strategy with Scary Monsters centers on utilizing knockback moves to maintain distance from your opponent. Its M1 string is slower compared to many other Stands and concludes with a knockback effect, making follow-ups somewhat challenging. Success in neutral engagements relies on maximizing its skills alongside the use of your Revolver.

Here are the skills available to Scary Monsters:

  • Barrage: A standard barrage move that can be canceled.
  • Jurassic Veil: A quick kick that propels the opponent away, ideal as a combo finisher.
  • Feast: A grab move where your avatar bites the opponent, suitable for ending combos or integrating into a combo sequence.
  • Fossilization: A high-impact move with a lengthy wind-up, inflicting substantial hitstun, perfect for extending combos.
  • Dino Legion: Summons a dinosaur to attack a selected opponent for a short duration.

Upon filling the Awakening Gauge, pressing G transforms you into a dinosaur, unlocking an array of new moves. While in this mode, the Awakening Gauge depletes slowly, providing ample time to capitalize on your heightened abilities.

In dinosaur form, the M1 string changes but retains a slow tempo, gaining access to the following skills:

  • Tail Whip: Executes a tail swipe, effective for neutral play but lacking follow-up potential.
  • Maul: Pins the opponent, allowing for a combo before launching them away, best used as a combo finisher.
  • Stampede: Charges toward the opponent and throws them back, capable of chaining multiple instances, useful for ambushing.
  • Dino Legion: Summons two dinosaurs to attack a designated opponent.

The focus of Scary Monsters is on neutral play over combos, enabling you to effectively pair it with your Revolver to deliver rapid hits that chip away at your opponent’s health. Its strength as an anti-meta option stems from its melee attacks, although it might struggle against ranged characters like Tusk and The Sun, who specialize in keeping opponents at bay.

Upcoming updates are expected to introduce an Evolution for this Stand, likely transforming it into The World from Steel Ball Run. Specific details regarding this upgrade will become available post-update.

FAQs on A Bizarre Run

How do I get Scary Monsters in A Bizarre Run?

You can randomly obtain Scary Monsters by using a Stand Arrow.

What is Scary Monsters’ specialization in A Bizarre Run?

Scary Monsters specializes in neutral control through powerful knockback hits.

When was Scary Monsters added to A Bizarre Run?

This Stand was introduced with the Stage 3 + Scary Monsters update on November 13, 2026.

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Robert Altman

Robert Altman

A former news writer turned gaming guide creator, RAMIREZ teams up with Robert to deliver strategic tips. In his free time, he likes fishing and playing guitar.

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