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Stand Database

Super Fly

Super Fly is an Epic Stand from Part 4 in Stand Out. It has 5 base abilities and 1 awakening (EX) move, with cooldowns and ability-scaling notes below.

Stand Out Wiki Editors Updated November 12, 2026
RarityEpic
PartPart 4
TagsPHYSICAL
Data checked2026-11-12

Lore

Background

“Someone has to stay.”

The Stand of Toyohiro Kanedaichi, bound to the transmission tower he calls home. Anyone left alone inside becomes its prisoner, turning to metal if they try to leave without a replacement. Attacking the tower is no way out: it stores the force of each blow and sends it back.

Abilities

Prisoner Boundary

If you are the tower’s lone prisoner, crossing outside its boundary turns you to metal. Another occupant is needed before the prisoner can leave normally. Attacking the tower feeds Damage Redirection.

Deploy Power Line

Throw a power line where you aim. Anyone can click near the top to zip down, or near the landed hook to climb back up. Click again to let go.

Tap to deploy a line. Any player can aim at the top and press M1 nearby to ride down, or do the same at the bottom to climb up more slowly. Press M1 again while riding to drop.

Cooldown: 12s

Screw Volley

Fire three screws from the tower. Shiftlock aims them at the target closest to your mouse. Screws stick into whatever they hit.

Cooldown: 23s

Damage Redirection

Super Fly stores damage from attacks against it. Tap to fire it at your target, or hold to send each attacker their share back. You can hit the tower to charge it yourself. While someone else is trapped, it fires back automatically.

Cooldown: 15s

Super Leap

Hold to pick a ledge on your tower, then release to jump there.

Cooldown: 35s

Moves without written notes

These moves have animation clips but no written description: M1 Light Combo & M2 Attack.

Awakening (EX) moves

Tower Reposition

Send the whole tower spinning into the sky, then bring it down where you’re standing. The landing sends nearby enemies flying and plants Super Fly in its new spot.

Cooldown: 75s

Ability scaling

What Ability changes

Damage Redirection’s max damage stored scales with ability, from 120 up to a max of 180.

How to obtain

Rarity and arrow rolls

Epic can come from a Mysterious Arrow or from a Lucky Arrow, which rolls Epic at 42.5%. The Bizarre Arrow excludes Rare and Epic Stands. These are rarity-level odds, not odds for this exact Stand.

Super Fly is in the modified pre-storyline arrow pool. Since October 23, 2026, arrows used before storyline completion draw from a modified pool that excludes Stands that are bad to progress with, such as Super Fly, Rolling Stones and Cinderella. The modified pool applies only to arrows used before storyline completion, not after it.

See the Stand arrows guide for the full arrow table, crafting costs and reroll rules.

Update notes

Dated developer entries

  • 2026-10-20 — Using an arrow no longer rerolls both your previous and your current Stand, preventing Super Fly → Rolling Stones → Super Fly loop patterns.

  • 2026-10-18 — Fixed the Super Fly power line and Mandom interaction.

  • 2026-10-06 — Super Fly’s metal execution and Rolling Stones’ fate contact now deal at most 100 damage to bosses.

  • 2026-10-06 — Super Fly’s reposition now uses normal placement ground and clearance checks.

  • 2026-10-05 — Reduced Super Fly’s Tower Reposition cost from 4 to 2 EX bars.

Related Stands

Stands that share this Stand's rarity or part.