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| = Introduction = | | <div style="font-size:0.75em;text-align:left; margin-bottom:0px;">[{{fullurl:{{FULLPAGENAME}}/Introduction|action=edit}} Edit Introduction]</div> |
| Kakyoin the highest tiered character in the game only below, Petshop, who is banned from tourney play. Kakyoin is a high school student just like Jotaro. He also embarks on the journey due to Jotaro sparing him, and wanting revenge on Dio. Kakyoin is mostly a zoning/trap character. He does not accel at close combat. But if used correctly he is one of the most annoying, and dangerous characters in the entire game. He takes a lot of skill to win with, but when all is said and done you will reap the rewards with a vengeance. His stand has insane spacing capabilities, and he takes off tons of damage if your combos are on key.
| | {{Character Subnav HFTF|name=Kakyoin}} |
| | | {{/Introduction}} |
| = Moves List =
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| == Normal Moves ==
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| (( Alizarin now, and my j.?? assumes that you are moving backward or forward as you jump. Despite what I've written, my knowledge of Kakyoin is KINDA limited ... ))
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| s.A1 - A light punch, comes out very fast and has combo potential. ''STAND ON: Same thing, except slightly increased range and a higher-placed hitbox.''
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| j.A1 - A jab in the air, a good combo-starter (provided you don't get knocked out of the air and punished) if well-placed. ''STAND ON: A straight punch in the air.''
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| c.A1 - Kakyoin extends a kick while crouching, a short-range poke that is unlikely to see any practical use outside of a few well-crafted combos. ''STAND ON: Hierophant Green punches towards where one's kneecaps might be.''
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| s.A2 - A well-placed Kakyou-kick with about the same range as the s.A1 and slightly more damage, good to keep an off-Stand combo continuing. ''STAND ON: An awkward stretching punch that can be used against poorly conceived jump-in attacks, as a longer-ranged attack, or versus Petshop, OR if you hold Toward while pressing s.A2, you will use a good ranged "poke" attack.''
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| j.A2 - The longest-range jump-in move Kakyoin has with his Stand off, a kick. ''STAND ON: A jump-in styled punch directed downwards, as if the enemy were almost directly below Kakyoin.''
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| c.A2 - Hierophant Green materializes and delivers a low jab, a better-range poking move if ever needed. ''STAND ON: The longest range non-tripping attack Kakyoin has access to, GREAT for "Comboing" into a trip.''
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| s.A3 - Two of Hierophant Green's limbs attack from just over Kakyoin's head, useful to stop a few jump-in attacks. ''STAND ON: A two-limb ranged punch that will hit one, two, or three times depending on how far or close you are to the target.''
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| j.A3 - Great counter to jump-ins, not too much different from the s.A3. ''STAND ON: An attack that is like j.A2 except for a situation where the target is barely out of reach....''
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| c.A3 - About as much range as the c.A2 with the added bonus of being a two-hit trip. In corners, someone with their Stand on will not like this since, because their Stand is on, they "float" a little instead of falling straight downwards, allowing the Kakyoin player to hit him a few times while the opponent is falling. Unless they Recover of course (two Attack buttons pressed at once). ''STAND ON: His longest ranged "melee" attack and one of the best trips available in the game, Hierophant Green extends a limb that goes far along the ground and trips on hit.''
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| == Special Moves ==
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| QCF+A - Emerald Splash. A few projectiles will spread at Kakyoin's front and disappear at a short range. He can still move while using this. ''STAND ON: This will release a concentrated Emerald Splash in front of Kakyoin, like a more typical projectile.''
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| QCB+A - His "trap", which can be kept in the area it was used in by HOLDING the button that was pressed, can instantly crash the opponent's Stand AND stun him for a second whether the Stand is on or not. This can be followed by a Super'd Emerald Splash, an Emerald Splash, or even get the target ready for *another* QCB+A afterwards, or whatever suitably nasty combos you have lying around in that head of yours.
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| == Super Moves ==
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| QCF+AA - Super'd Emerald Splash, VERY painful if well-placed. A barrage of Emeralds, basically. Holding Backwards AFTER the Flash of the super will spread the Barrage, allowing you to get a FEW hits on a jumping target. ''STAND ON: Will also work in the Air with your Stand on.''
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| QCB+AA - Hierophant Green extends a single limb that you can move around. If the limb connects, try to KEEP it on the opponent until it ends. I personally prefer using it with Hierophant Green on, it keeps Kakyoin in one place and makes things a little easier to control.
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| DP+AA (also known as F, D, DF) + AA - A melee ranged super that, if it connects, has Hierophant Green attack the target before blowing him away from you with an Emerald Splash.
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| = The Basics =
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| = Advanced Strategy =
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| = Match-ups =
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| == Vs. Jotaro Kujo (JoJo): ==
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| == Vs. Joseph Joestar: ==
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| == Vs. Muhammed Abdul: ==
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| == Vs. Kakyouin Noriaki: ==
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| == Vs. Jean Pierre Polnareff: ==
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| == Vs. D'Bo: ==
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| == Vs. Iggy: ==
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| == Vs. Midler: ==
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| == Vs. Alessi: ==
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| == Vs. Chaka Khan: ==
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| == Vs. Vanilla Ice: ==
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| == Vs. Dio: ==
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| == Vs. Mariah: ==
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| == Vs. Hol Horse: ==
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| == Vs. Pet Shop: ==
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| == Vs. Black Polnareff: ==
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| == Vs. Shadow Dio: ==
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| {{JJBA}} | |
| [[Category:JoJo's Bizarre Adventure]] | | [[Category:JoJo's Bizarre Adventure]] |