King Crimson

There isn't much to say at the beginning of this, as the stand is literally what the stats say. You dont want to get close while you can push very heavy. Your combo game is extremely good while you can be taken out in about two hits depending on the stand you're fighting. Optimal playstyle is midrange and baiting punishes into combos that deal incredible amounts of damage using V to help you punish or move away from attacks. Dont use V as a dodge though since it doesn't dodge through attacks like C (some KC's do this and I just want to point that out).

E: Throws the enemy forward, might combo if there's a wall but mainly used to end combos and get the enemy away from you. This move does ragdoll.

R: Good combo starter and ragdolls. Leads into any attack that KC has.

T: Epitaph but now its good since you can get an easy combo off of stands that get too close.

Y: A kick that's usually good after you land R and can lead into literally any other move that KC has.

F: Time Erase, really good. Can be used for running to get into a superior position OR used to do a more readable move, J.

J: It's good against stands with bad blocks and bad mobility but otherwise people usually easily run around it using their mobility moves. This doesn't mean it wont hit at all, it just means its less likely to ever work as a damage option.

V: The best time erase movement option, your main pushing tool. Sends you forward a huge amount making it really good for pushing targets trying to space and run.

The most balanced stand, it dishes out what its defense cant take. Its a good combo stand, being able to fight literally any stand in the game (besides obviously staff stands), but it has no defense. Its best counter is actually KC itself, being able to take itself out in one combo.