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Oyecomova — A Bizarre Run Stand Guide

Ranged PvP pressure · Race B / PvP A · 1 moves documented

Racing tier
B
PvP tier
A
Consensus
A
Acquisition
Stand Arrow

Overview

Oyecomova is the long-range gun-Stand of the SBR roster, ranked A by AxeeTech's four-list aggregation for PvP pressure from range. Community documentation of its exact moveset is thinner than for the headline Stands — we'll fill in per-move details as updated tier lists and guide coverage land. For players who prefer to fight at distance without Tusk's nail shots, it's the alternative pick.

How to get it: Stand Arrow draw. Since Arrow draws show three random cards, plan the hunt with our Arrow & Spin Planner and bank free codes Arrows first.

Oyecomova Moveset

MoveWhat it does
MovesetCommunity-documented as ranged/bomb-focused; per-move details pending official sources

JoJo Origin

Oyecomova from Steel Ball Run — the Neapolitan bomber with the gun-Stand. Since A Bizarre Run is an unlicensed fan game, expect names and kits to riff on the source rather than replicate it exactly — and expect evolutions that follow the manga's logic (community guides already anticipate Tusk's later Acts and a Scary Monsters evolution path).

How Oyecomova Fits The Meta

The two-mode structure means Oyecomova gets judged twice. In the race stages, what matters is movement, boosts and utility; in Battlegrounds, it's damage, combos and survivability. Ranged PvP pressure is where this kit earns its keep. Where it sits in the full picture, see the tier list.

Playing Oyecomova: The Short Version

Every Stand in A Bizarre Run runs on the same combat skeleton — M1 string, dash, barrage on E, four ability slots, Awakening on G — which means learning Oyecomova is mostly learning when, not how. Read the moveset table above in combo order rather than list order: most kits open with a gap-closer or trap, convert through their mid-string, and finish with the knockback or grab. This kit has no documented Awakening cutscene, which makes its ability slots the entire payload — learn their cooldowns cold.

In races, Oyecomova is a Battlegrounds-first kit (B racing grade) — bring it to the arena, not the course, and let a movement Stand handle the racing half of the game.

Oyecomova vs The Roster

Matchup knowledge in A Bizarre Run is thinner than in established fighting games, but the tier consensus gives working answers: ranged kits (Tusk Act 1, The Sun) punish melee approaches; ambush kits (D4C's Dimension Warp) punish static zoning; utility kits (Coco Jumbo's room) stall burst damage. Whatever Oyecomova's weakness is, the counter-play usually lives in a different tier bracket — which is why rerolling with Rokakaka instead of main-playing a bad matchup is often the correct ladder strategy in the game's first months.

The roster is still growing — the developers tie new Stands to like goals and shipped D4C and Scary Monsters within the first nine days. Every addition shifts the meta; this page and the update log track the changes as they land.

How To Get Oyecomova: The Full Acquisition Path

The full path, in spending order: first redeem every working code (the current eight hand out roughly five Arrows and five Rokakaka Fruits between them — that's up to five three-card draws with five resets, free). Second, complete the Gyro quest for Spin regardless of whether you plan to main it, because a guaranteed Stand costs nothing and Spin is S-tier racing anyway. Third, feed Spin Tickets into the wheel — community-tracked odds put direct Arrows at 5% and Fragments at 20% per spin, with five Fragments crafting one full Arrow. Fourth, reroll: a Rokakaka clears the slot, an Arrow rolls again. Run the exact numbers on the Arrow & Spin Planner before spending Robux on the paid third slot — most players reach Oyecomova (or something they prefer) before the slot becomes the bottleneck.

Common Oyecomova Questions From Live Players

The questions that actually come up in A Bizarre Run's communities, answered with what's verified: "Is Oyecomova worth a Rokakaka reset?" — if you race more than fight and it grades B for racing, generally yes; if it grades A for PvP and you're an arena regular, the reset math flips. "Does it work on horseback?" — every Stand deploys mid-race with B, but kits built for foot combat lose most of their value mounted; the tier list's race column is the honest guide. "Will it be nerfed?" — the developers balance fast (the anti-teaming hotfix shipped inside 72 hours of launch), so any dominant kit is a temporary state; the update log records every balance pass. And "Shiny variants?" — the wheel tracks a Shiny Stand Arrow at 0.5% community-tracked odds, consistent with D4C's three documented skins, but the exact cosmetic system hasn't been fully documented yet.

FAQ

How do you get Oyecomova in A Bizarre Run?
Stand Arrow draw. Using a Stand Arrow shows three hidden cards and you pick one, so getting Oyecomova specifically is RNG: roll, and Rokakaka-reset anything you won't keep. Codes, the spin wheel and race rewards all supply Arrows.
Is Oyecomova good in A Bizarre Run?
Oyecomova grades B for racing and A for PvP across current published tier lists (A). Oyecomova is the long-range gun-Stand of the SBR roster, ranked A by AxeeTech's four-list aggregation for PvP pressure from range. For the full comparison, see our Stand tier list.
What are Oyecomova's moves in A Bizarre Run?
Oyecomova has 1 documented moves: Moveset. An Awakening cutscene effect has not been documented for this Stand yet.
What JoJo Stand is Oyecomova based on?
Oyecomova from Steel Ball Run — the Neapolitan bomber with the gun-Stand. A Bizarre Run is an unlicensed fan game inspired by Steel Ball Run, so names and kits riff on the manga without official licensing.

Data checked November 15, 2026. A Bizarre Run updates often — we re-verify numbers after each update.

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