@Ultra perfect block what? Infinite speed? What about the other moves? Speed slice does around 30 dmg and can't be pb'd and heavens judgement if you get a guardbreak or just throw the move out you get huge damage, you can bait people into not pbing infinite speed, throw knives, they block , infinite speed, can't pb because there's a parry window (idk what it's called)
In the manga Diego, when he was fighting with Johnny, stops time and throws a canister with kerosene at him. Then he throws matches and ends stopping time. I think it will be awesome if Diego had this move as timestop cutscene
Your idea for ts is exactly what i want ts to be like: Startup determines duration aswell as cooldown. And the ability to choose how long the duration and cooldown is. Meaning i can do a short duration short cooldown timestop style or a long duration long cooldown type of style. Aswell as the fact to choose when to move in stopped time like jotaro. And wormehole nails effect for knives in ts so they don’t bug and actually hit the target. However i would change the fact that only rage stands can move in enemy ts. I think it would be better that all ts stands can choose if they move in ts or not at the cost of their own ts giving themself a ts cooldown but allowing them to move through the ts of the enemy. Which means they have to choose either to take the dmg or save up the ts for a complete unmove ts for the enemy because then the enemy will be stuck at a cooldown meaning they can’t move in ur ts.
A lot of people complain about how uzu only listens to eclipse, but come on, he is THE voice of the people. He is a voice of reason, he is creative with his suggestions, and takes into consideration about the after effects of such suggestions. We should all be incredibly thankful that we have such a prominent community figure like eclipse.
Idea for ts rework: all damage caps are removed but stands can’t use there normal moves, and instead they have 1 or 2 new ones to use. For example tw would only be able to use knives and road roller in ts meaning that you can’t just do a ton of damage with m1s but it’s still a good move and could be considered an ultimate move of sorts
with the fact that you can only use a singular/or 2 move/moves, this nerfs all ts stands to hell. not even to the ground, just straight to the underworld
@@starscream8989 worse. if tw is using ts, then it's only moves are road roller and knifes. knifes are bugged so the user has no choice but to use road roller. this makes ts very limited, and ruins the balance YET AGAIN altogether. if this was added, beach boy would probably overpower twoh
@@The-one-who-cookss but the stand itself can still make damage without timestop, and the Timestop is like a pseudo ultimate where you use time stop to throw knives then use your damage buffed roadroller, its just that now it can just m1 away and bipptty-boppitty-boo your health is gone
@@starscream8989 i agree with you. however, we should give the time stop stands a sort of move you can ONLY use in ts, and which deals as much damage as a sptw beatdown
@@n0cky1 just perfect block/dodge every move (its the most predictable stand in the game) and cancel the ts with an R or a right click or if you not at range jump in his animation and gg you won against sptw
@@oilivre1485 that doesnt take away the fact at how braindead it is. It literally the strongest stand in the game because of its stupidness. For the stands that dont have ts movement is game over. Even if you pb all the other moves like skull crusher and the slam, 1 ts is enough for half or health or more to just vanish. I'm a Mih user and its so stupid how i cant even use TA cuz 1. the windup is slow as hell, 2. the TS windup is too fast so TA doesnt even activate and 3. even if i was to try and get some distance, they can easily close the gap with skull crusher. It gets to the point where i have to predict the ts before it happens by activating TA so TS is sped up, yet half my health still vanishes :/ and even then it doesnt even gurantee that I'll win against the sptw user. All of this combined with beatdown being completely uniteruptable unless u pb it makes the stand itself a free dub. Apologies for the long paragraph lol
Normal SP has a balanced TS I think, i use SP and it only lasts like 5 seconds at most and you can get a few good hits in and end with a kick barrage, doing a fair amount of dmg not to high but not too low
Also a fix where non-ts resist stands can't see/hear anything going on in timestop (such as when you can see barrage effects and hear attacks being used) would be nice.
how does that make sense time is stopped you are frozen if u could see what happened then it wouldnt require kakyoin to die to figure out dio's ability
@@ramen3611 I’m not sure who you are replying to but just to make sure everyone is on the same page, I was saying you SHOULD NOT be able to see stuff in TS if you DON’T have TS resist, which is an issue because you can often see and hear barrages and such in TS without TS resist.
22:36 good idea but if we use r in the time stop the person fly back like a knockback (Only the time stop user will work) and if they dont use R only barrage it will make them knockback and ragdoll for 2 seconds and while in the ragdoll you cant hit him and if we use m1s, make them does ragdoll for 2 seconds or can't hit each other for 3 seconds or the time stop user moves slowly after the time stop for 2.3 second
Yes yes yes yes yes yes yes yes yes yes! SBR is near impossible without ts / ts resist stands its a joke. Its bearly fun to play with ts at this point its so op. It 101% needs a rework.
Timestop does not belong in any fighting game. You can stop their movement, all defenses, etc etc unless they've grinded for a certain thing they may or may not find fun. It is impossible to find balance in a button that can disable EVERYONES defenses and offenses, plus movement. I press H, now I win, that's all it is and should never find any place in a real jojo game.
@@yoshikagekira1260 that would make sense but this is a jojo game not a random game with random powers so its not the devs fault araki made the anime have a stand that can stop the time, but it is the devs fault that they did not balance it. Note: You said real jojo game but in almost the exact start of the Anime they introduced time stop so how does that make any sense? And by the way didnt your whole character get bodied by the exact person who uses timestop?
Dude imagine eclipse made a jojo game based off of all his knowledge in tb2 and yba! He’s so good with game balancing that I think he could design things amazingly if he had developers on board to do the scripting
I’d like to say that since time is related to gravity, and cmoon can somehow affect time as shown in the manga before cmoon fully manifested why not change the way cmoons gravity shift to where you can charge it in order to have a larger area of affect and duration? that way the gravity shift charge can also act as the bar used for ts resist however, that bar decreases at the fastest rate of all because it’s not fully time related, and only gives cmoon around a second or half a second to move/react to time stop stands
Your holding button Idea sounds like so much fun to play with, like it gives time stop so much utility. If they add that using a time stop stand would be so much fun. I'm praying for it man, even thought the mods are probably way to lazy to actually make it happen. It is the best solution hands down My only flaw is that time stop stands without rage bars should at least have some kind of Ts resist, nothing big but at least something.
alternative(adding to cutscenes): all stands have unique cutscenes that activate IF you are caught in ts which would now be a sphere(size depends on stand). Also road roller would be a cutscene in ts as well as donut.
the cutscene idea at the end was very good. basically how i think of it is if you press the key it does the current timestop and automatically teleports to the nearest enemy and uses a beatdown. this move will be available to all timestop stands and their cutscene and beatdown animation will be unique, at the end of the timestop there will be a huge knockback (just like kakyoin) and the cutscene will end there.
ok i liked eclipse's solution until i heard the "ts bar" introduced i mean if it charged up like hamon it would be ok but any slower i would just hate it and sptw only having 3 second ts
@Bilal Junaid The difference is that not all things from the anime are directly translated into the game for balance. A requiem stand having a less timestop length than its former form is silly
@@dillama13yearsago10 That's YBA's fault for making sptw a requiem stand to begin with. But besides that, it's not silly when you realize that you're trading TS length for being able to TS more. So if you like length over anything just keep sp, but if you rather TS more in exchange for less length then use sptw. It's not a bad trade off if you take the time to get used to using TS more efficiently.
Eclipse, I fully understand your *Time Stop* concept, And it's great! For TA4, I think *Infinite Rotation* should be an attack move where you can hit yourself or another player (Similar to *Self Injury Overwrite* and *Injury Overwrite*) which gives a poison effect lasting for 30 seconds, however, grants you the ability to move in *Time Stop* and attack damage reflectors such as *Love Train* and *Your Own Shadow* for the duration of the poison. What do you think of that idea?
That holding for ts is good, but for it to be easier to determine the amount of time, you could tap the key AGAIN in the timestop to cancel it, and ts stands could steal the timestop if they ragdoll the person cancelling the timestop, as they would again have unique animations.
Hey Eclipse! I think that's an extremely well thought out idea, but here's another way that can work. Timestops should be activated by a rage-type of a mechanic. This should work by the timestop stand getting rage. Once the person gets rage, they can time stop. For example, if they get a quarter of their rage bar, they can activate a 2-second time stop. If they get half of their rage bar, they could get a 4-second timestop. Finally, if they get a full rage bar, they can get a 7-second timestop. Cooldowns will vary depending on what kind of timestop you use. For example, if you get a quarter of your rage bar and use timestop, the cooldown will be shorter, somewhere around 20 seconds of cooldown time. If you use a half bar timestop, the cooldown will be 35 seconds. If you do a full timestop, the cooldown should be 50 seconds. This way, people won't be spamming timestop nonstop, and it would still be canon to the anime. Another proposal is that for a 2 second time stop, you should be able to run so you can basically use it as a projectile avoiding move, kind of like how Jotaro avoided Rat's missiles by using timestop. But as the bar gets above 2 seconds, you still should not be able to run in timestop, because you're going to be using that long timestop for free damage. A damage cap shouldn't be a thing, but it should be activated when you use a 7 second time stop, with a small damage cap of 80%. Anyways, this is my idea on the timestop. It will also keep everything else that you said because a 2-second startup is great for the opponent to cancel your timestop. (Sorry if this was really messy, I haven't thought it out much, but I'll try to improve this later on.)
not going to lie, this could probably work, but there are some flaws, this doesn't address any start up which means that if someone TS, then they get free damage and would just combo after TS. this also means people will still spam m1's and still have it do majority of a persons health without giving a real downside. still, this is really thought out and i can respect the work you put into it.
Paragon’s changes are good just that it needs at least -able to use 8 m1s at max -only able to use one stun move of the user -able to use knives from the user of time stop OR -nerf damage of abilities while used in time stop
I had an idea about the ts in yba, like it would be more efficient if they had a type of deadzone in-between each one of your moves in ts, slow down the speed your stand attacks. Basically in a sense it'd work like you'd m1 someone but the punch would be slow or there would be a time gap between each punch.
They should make it that while you are in timestop,you can only use 2 specific moves that can be different for example what timestop stand you use like one could be a mini beatdown that would take 25% health max and a heal move and you have to choose
You could add quick time events using the arrows on a keyboard. You need to hit these quick time events in order to maintain ts. They also become quicker in order to make it harder, the longer you stop time.
(I'm pretty sure he didn't mention this in any part) But I have a cool idea where every stand has a unique timestop animation. Like for example, Star Platinum (and) Star Platinum: The World have the user move their hand to their head, swiping it across their forhead and then proceeding to point in front of them, Star platinum (The World) coming out and doing the same pointing animation. And for The World (and) The World: Over Heaven, the user holding both their arms in front of them in an "X" Formation, slowly spreading them out behind them, as the world (Over Heaven) comes out, doing the same animation (Kinda like a "WRRRRY!!" pose) . And too implement the whole charging ts thing, the longer you charge the timestop, the slower the animation comes out, and once you let go of that timestop key, the animation plays at normal speed, you proceeding to do the timestop,
Heres my idea : the time stop will have a short animation during which if you get hit your ts is cancelled and theres a 5 -10 second period after the time stop where the damage you've done in the time stop doesn't register so theres 10 seconds for the enemy to react attack or use a healing move and also m1 in ts means that you can do 2 m1 at a time and you stop for a second and once ts is over and the damage has registered the opponent gets ragdolled super far away from you so he has some time to react while you charging at him and the damage cap should be removed and this is where the stand speed comes into play if your stand has a high speed your m1 reloads more quickly meaning that you can get more m1 or less m1 based on your stand speed like if you're using a super strong stand like twoh your m1 speed can be reduced so that you do 2 m1s pause for some time because of m1 cooldown and do m1 again while a stand like twau which has relatively lower m1 damage your m1 cooldown is reduced and the best part of my idea is to make it so that while in ts you can only do true damage so that some guy with hamon and sptw awakening doesn't come over with hamon and m1 you over and over and your health gets eaten away because of hamon + awakening and when you're in a time stop your speed is reduced by a small percentage so that you cant just run over and m1 and all stands must have an ability that allows them to react to timestop and move in it for a second or two while the ts resist stands have a bar of how much they can move in ts before dying for which you have to press a key and hold to give yourself ts resistance for the duration of your key holding so if people just use the bar and run away from ts this bar will go down crazily but if people move a short distance and stop holding the key which activates the ts resist bar and stop this makes it so that the bar doesn't quickly go down and ts will no longer require rage bar
1st, time stop windup being longer is needed. 2nd, i think it would be cool if, when someone fully charges the timestop bar it refreshes all of his cooldowns except big moves like beatdowns and stuff.
Or how about this, the amount of DAMAGE you do in TS will affect your TS movement. Let’s say you did around 50 damage, which will be the required amount to have TS movement, and the opponent you did that damage on uses TS (with the same rules you applied on your solution to TS), you can move for a second (ofc no moon gravity). Now, I have another thing. Whenever someone uses TS, I don’t want your TS movement timer to start immediately as the TS starts. Your TS movement begins whenever you hit any of your movement keys. Let’s say someone uses their TS, they will start running up to you and you will move away or attack (if you want to) when they are about to hit you, starting your TS movement timer as soon as you hit the movement key. This can encourage players to use their timestop movement wisely, instead of just jumping into the air with low gravity and evading all attacks in TS if you have TS movement. Oh, but what if your TS movement lasts as long as the TS? Well, part 3 Jotaro’s TS movement lasted 3 seconds against pre-greatest high dio. His TS was 5 seconds. You can see where this is going. Adding TS movement according to the TS length feels unfair, because it’s basically saying “the damage you inflicted on your enemy will be bottlenecked because of the length of the TS”. You earned the TS movement. No reason to add TS movement according to the TS length. In your TS movement you are not allowed to use high knockback moves, such as jawbreaker, smite, slams, etc. You are also not allowed to use high stun moves, such as vamp freeze, eye gouge (if it somehow manages to not get cancelled as it is 80% of the time), or any counters, like GER’s and C-moon’s. Yes, TS will have the 50% damage cap. (Although around 55%-65% sounds a bit better because half of your hp being gone just because the player tapped or held a certain key down. Although this is optional. Why am I adding this new cap? Because of what I’m gonna say next. Hamon punch passive will still be available during TS.. but all defense passives will be disabled. This means that your TS damage won’t be completely destroyed by a max tough skin boxing, a mr pres popping out turtle form before the TS, a max hamon defense hamon user, or golden skin on a spin user. Skull crusher and time skip will be disabled during TS (obv) but other non-timestop related gap closers will still be available. It makes sense, I don’t see why you can’t bring out a sword and dash to your opponent, or jump in the air towards your opponent. M1’s will be disabled during TS except for the person being timestopped (if they have TS resistance). Oh, and you can actually time skip in rage mode while having TS unlocked in your skill tree, so you don’t get either confused and time stop on accident thinking you’re gonna time skip, or, why the hell should TS and time skip be the same key, just make them both separate moves.. problem solved, So yeah, that’s basically it for my TS rework. 50+ = 1 second 85+ = 1.5 seconds 115+ = 2 seconds 155+ 2.4-2.5 seconds 190+ 2.9 seconds
I have an idea as well, maybe not as good as eclipse's tho. When you stop time you have a bar which depletes when you use abilities and m1s (kinda like rhcp's electric charge bar) and if its empty you cant attack anymore at all, but make it deplete really fast when using moves that do a lot of damage (like 1 m1 is 20% of the bar, you dont have to charge it up it just appears when you stop time. i dont really know what to do about ts resist
I actually realy like the sound of a rework like that. It would make someone want to learn how to use the ability correctly, and create their own strategies for different situations.
how to fix time stop and ts resist -any free time stoping stand (examples include star platinum the world *sptw* and the world over heaven *twoh* will have a taunt for the amount they have charged is how long they can walk (all stands are different) -rage mode stands rage mode decrease to walk in time stop by holding a button - ger should get a pilot so its user cant move in time stop but the stand can -time stop damage cap removed time stop launch’s anyone who was frozen in time stop (thats taken damage) back (maximum of c moons lunch back move) (this will fix the stunning ts the end of time stop problem -to truly fix time stop they will need to fix m1 damage (reduce m1 damage so it only stuns doing low damage as a combo extender) (will prob never happen or this list) -add a wind up time to time stop (could add a charging time stop bar to choose how long it lasts and its cooldown) -make time stop cancellable (only on rag doll) -add reduce cool down on all moves so the time stop user doesn’t get punished after
i do have another alternative but i dont know if it could be a good adding to the game: my idea is that every time stop stand, have 2 ts, a fast one and a long one the fast one you can run in it and do any attack (excepting some that inculude a time skip or the sptw beatdown) and it has no start up, it lasts 2/3 seconds the long one has a startup and theres two optional for this one, to be a cutscene (80 dmg or more) or to be an normal ts, max duration, 6/7 sec
i would like to change the fact that u can charge your ts like RHCP's charge for electricity so that all stands that have ts can spend their ts to counter the opponent's time stop, so that not only the rage stands can move something like that.
Maybe, for ta4, it could be the ta4 has a chargeable bar of its own, like spin, just attached to the stands skill tree, which is unlocked by infinite rotation. This means that the effects of infinite rotation only occur when the bar is charged. The bar could also increase stand damage temporarily, as to give it a reason to be used outside of love trains, scrs, and time stops. When hit in time stop the charge will lose a chunk of its charge, similar to a horses energy, so it could be a risk reward situation - “do I risk my ts resistance and try to deal some extra damage to the time stopper, as my moves will be harder to cancel now that they can’t use m1s, or do I play it safe and run?”. This could make ta4, a relatively weak evolved stand at best, especially in regards to what you have to do to get it in the first place, much better, with a charge move for damage and a possible complete time resistance, or just as a deterrent to time stop, as then their moves will be harder to cancel. I also think that nails should have ts resist when the bar is charged. Charging the bar has the same consequences as hamon or spin, which makes sense, as ta4 is a spin-based stand, and the evolution comes from a complete mastery of spin (canonically, that is.)
@FilippoAndMind wym tho, that’s his point he’s using the most popular TS stand to show how stupidly busted it is. It’s for the video and to get his point across by showing current gameplay with said TS
I've always thought it would be better where instead of time stop as a whole there should be timeskip moves, like skull crusher or Ora kicks, or an upgrade that makes knife throw done in time stop to where it would hit almost instantly
i do like to explain eclipses ts, basically, if u use ts and pres H again, it resumes time, making ts cooldown faster, also when i charge (hold) H, ts uses to be longer,then the questio nis, ¿how u cancel ts?, well if u attack someone in the animation they just dont ts, this works inside of the time stop aswell, last point to know is that clicks will be disabled in time stop, making this move not an insta kill combo.
when playing with tw I always assumed that road roller was best in ts because the added damage does about 120ish (I think) which is quite a bit not to mention you can follow up with a few m1s afterwards
how i want my reworked ts -time stop is 2 seconds(if your bellow 40hp your ts is 6 seconds) -you can use a move called time stop beatdown which is the beatdown jotaro used on kira(cant use other moves) -you have a passive in the skill tree called time stop dodge(sptw automatically stop time when the enemy uses a unblockable unparryable move)
I main TWAU. I don't projectile spam, but some people (even if I use literally 0 knives, revolver shots, or smoke grenades) will say "BuT tHaT's TwAu So It IsN't FaIr!1!!!11!1!". I don't TS so that it's my undisputed victory. Oh, I also barely use my stand. Just boxing, knives, and my revolver+grenade.
@@haIIucin0 even if you spam knives its ok because thats literally in your kit so why wouldnt you spam it? (And no im not a twau main im just saying whats wrong with spamming ur move when iys in ur kit)
@@dakinoshi5826 it's not the players fault for spamming as that is how the stand is meant to be played even though people blame it on the player instead of the stand lol.
Time stop just needs a large start-up, pretty much making it a high risk high reward type move Edit: this makes it to where if you use it too close you risk getting it cancelled, but if you use it too far, you won’t get as much damage as you would if you timestopped closer to your opponent
A simple way to put eclipse idea is this. Basically hamon charge, but the time that the bar goes down is the time in which timestop is in effect. Just because I had a difficult time understanding until my friend said this
Maybe they could make ts be a cutscene were for example tw sorrounds you in knives and have it be a mouse over to select target and have a longer startup.
i have a pretty cool idea for time stop. its definitely hard to make, but its still a cool concept. every ts stands will have their own "unique" time stop. ragemode time stops: TWAU its time stop will stay the same. but if you want, i guess you can spam your smoke in ts so you can do one big explosion when it ends. SP its time stop will be very short like 2-4 seconds, but in SP ts you can run inside ts. so you can either use it as an escape tool, catch runners or a short combo. TW it has 2 different time stop a normal ts and a rage ts, for its normal ts you can only dash inside of it and it will last 5 seconds. in rage mode you can time stop for much longer maybe 7-9 seconds. also both time stops will drain the rage bar. for rage ts you it will drain all of it, for normal ts it will drain 80-90% of your rage bar. basic ts: SPTW it will be the same as SP ts but a little bit different. you can run inside of it and it lasts for 2-3 seconds. it will basically have the same uses as SP ts, the main difference is that its ts cooldown will be very low. and yes you can use your beatdown inside of ts so i guess beatdown's cooldown will be longer. TWOH time stop will lasts 5 seconds and you can't run inside of ts. but the cool thing is that in the skill tree you can get a passive, that makes TWOH time stop in other peoples time stop. not stealing their time stop, but freezing time in frozen time. it can be called "time stop overwrite" also any time resistant stand that got ts'd in the double ts will stop moving. and any damage you deal in that double ts will give ultra knockback when your ts ends and theirs resume. the cooldown will be very high, maybe even old btd cooldown high. also you can still do your basic ts but the cooldown is the same. and no if you have 3 twoh you can't cancel ts 3 times. the double ts will have its own global cd. this is basically impossible to do but its a fun concept, and if the time stops gets added. i am very impressed
In my opinion, stands with ts resistance should be able to “activate” their ts resistance. Like, press a key or something to start moving in the ts for a set amount of time, rather than immediately after the ts is activated.
@@TheRealPillowMan he didn’t say the vid was good he just said he was glad that he is making these type of videos also why did you put ducking in your name instead of fucking
The positioning tool, if it only guaranteed one move, then you dould do the Ora kicks, time stop, confirm a zoom punch, bam free combo on stand less opponent. Same with eye gouge to beatdown.
23:14 so ur thinking of tb2’s ts? After a certain amount of dmg u get flung but if u dont reach that dmg they dont get knocked at all and you’re free to combo them
Hey eclipse, I feel like your idea is very good like seriously, if it happened I would prolly screech in happiness ngl, but I feel like your ts bar idea should be the other way around, it should drain rather than fill, it will be at max automatically (ts cooldown would still be a thing ofc) and the longer you hold it the more it drains, so then, rage mode could be separate entirely, it would also make it so that stands with instant ts would have a reason to deal damage outside of it, and it’s would also make it so they could move in timestop as well given your idea, because then, it would eat away at their bar as well. I also think that it should have to be built up so that when ts comes off cooldown, it’s not just a free full ts, you have to build up the bar for the max ts. Having it like that seems like it’s kinda dumb, but if you think about it like this, with a draining bar that can be built up over time, you can essentially force people to get better because they have to build up their bar to fully ts, as well as it should have a mechanic to where when someone hits a certain amount of health, their bar fills up faster or should be insta-filled(the cooldown yet again, remains)
GOT DAMN, I just realized I wrote a lot, TL;DR ts should be a build-up thing for all stands and the bar of ts also decides how long you can move, the max being half of your max ts duration, except for sptw because his ts is short so his would be 2 seconds rather than 1.5
I always thought ts would be better as like a grab sorta thing like it changes all your moves inside ts completely. Or something like eyes of heavens ts being shorter and taking longer to come out
I think that they make the damage cap on ts 1/3-1/4 there health, then only allow the barrage and knife in ts. You can run but no dash. And then the bar should fill up based on what your ts time is at. So the higher the longer it takes to fill up your rage bar. Then for the stands that can move in ts, the jump on the original ts will be halved then you would only be able to move .75sec and no block. If you get hit during ts then your ts is gone. After ts your enemy will be immune to all damage for have a sec so you can’t one shot them. The damage of your barrage in ta will be .4, and I noticed that you can heal some of your health in ts, so that will be gone as well. My second suggestion is the longer the ts the less damage you do. Then the jump will be cut in half, no block. You can use all your moves, no dash, and stands who can move in ts will be able to move for .75sec. After ts ends both of you will be immune to damage for half a sec(this was added so it would make it harder to gang up on someone, eather the person that did ts or the person sed person hit in ts.
I have quite alot of suggestions : - Your TS can be cancel or not is determined by the HP you have at the moment, meaning that the lower your HP is, the easier your TS can be cancel - After activating TS ( With 2 seconds of startup ), Your default speed and Damage will be reduced by 40% and your M1s gain cooldown which is 2 seconds for each Click - If someone has a TS Resistence, they can't use these moves : + Aerial Ace + Beatdown + Nail Glide - Depend on how many moves you used, the higher there will be after the TS end, max knockback length is the same as C-Moon Inversion Punch - If you choose to make TS require Charge mechanic, make it that no whatever how long you charge ( even if you just spam it ), it will still goes on a cooldown of 45 seconds ( Half reduced ) which makes the TS Stands user have to more cautious when using TS - You can freely moves anywhere, and by that i mean you can even fly on the sky ( canon right ) - make it so TS-Resistence cannot moves in TS, but their Stands can attack ( Just like in the anime ) - If you decide to block a Parriable moves in other TS then give up, because Block is disabled in TS ( Not the one who activated TS ) (Eclipse if you are reading this i hope you can send this to the staff )