JoJo's Bizarre Adventure: Heritage for the Future/Kakyoin: Difference between revisions

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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 =
 
== Normal Moves ==
 
(( Alizarin now, and my j.A# listings assumes that you are moving backward or forward as you jump. Despite what I've written, my knowledge of Kakyoin is KINDA limited ... ))
 
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.''
 
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.''
 
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.''
 
-
 
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.''
 
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.''
 
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.''
 
-
 
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.''
 
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....''
 
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.''
 
== Special Moves ==
 
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.''
 
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.
 
== Super Moves ==
 
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.''
 
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.
 
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.
 
LA, LA, F, MA, HA - Command Grab, Hierophant Green moves forward about 2 character lengths, if it hits, he goes into the opponents head for a decent bit of damage.
 
= The Basics =
 
A few pointers;
 
Kakyoin is a character that can have a lot of control over the fight. His attacks have range and decent power, and his QCB+A trap can get your enemy ready for your next combo or attack, or to get a little breathing room. Well played Kakyoin characters can potentially demolish most other characters.
 
Basically, unless you are using a Stand-Off combo, keep Hierophant Green out because his abilities become more effective with it on (as opposed to Jotaro, who can destroy others with his Stand off while his Stand offers a nice hot cup of ORA ORA).
 
You don't HAVE to get right in someone's face with Kakyoin, so don't do it if the other player has to. Lay a trap and pepper the enemy with Emerald Splash. If the opponent is caught by it when you set it off, Super him or start a combo. If the player is not too skilled, you can destroy him easily like this. Otherwise, this tactic will still be a bit of a pain, but either way, realize that an attack placed in the trap's location will destroy it.
 
= Advanced Strategy =
 
= Match-ups =
 
== Vs. Jotaro Kujo (JoJo): ==
 
 
== Vs. Joseph Joestar: ==
 
 
== Vs. Muhammed Abdul: ==
 
 
== Vs. Kakyouin Noriaki: ==
 
This is a straight-forward fight unless the other Kakyoin is the kind that knows a LOT of good combos. In which case, good luck getting him off of you. Either way, you MIGHT want to keep your Stand on a lot depending on how he fights.
 
If you hear the Trap sound, consider using (standing) Forward+A2 to destroy it before you run into it.
 
Trip him with Down+A3 (Stand off or on)! If his stand his On when you trip him, you might be able to fit in a few more attacks and "juggle" him before he recovers. Although it can be smart to do against more characters than just Kakyoin, this should not be forgotten.
 
If the other Kakyoin is throwing Emerald Splashes like there's no tomorrow, start dodging them to try to catch up. If he backs up, he's probably not a smart player and will be beaten quickly because you would eventually corner trap him. HOWEVER, if he is setting you up for a QCB+A trap, listen carefully for that sound and either avoid it or destroy it. In any case, depending solely on Emerald Splash against another Kakyoin can be a potentially bad move.
 
== Vs. Jean Pierre Polnareff: ==
 
 
== Vs. D'Bo: ==
 
 
== Vs. Iggy: ==
 
 
== Vs. Midler: ==
 
 
== Vs. Alessi: ==
 
 
== Vs. Chaka Khan: ==
 
Chaka is strong in melee range. This means you MAY want to stay out of melee range, unless you plan on hitting him first.
 
Chaka, and all Anubis-Stand characters (Black Polnareff and this one guy I forgot the name of), have a Parry-attack - they will flash blue for a while... if you hit them while they are flashing, your attack will deal no damage, and you will be knocked into the air a little (having damage dealt to you instead).
 
Other than that, have fun.
 
== Vs. Vanilla Ice: ==
 
 
== Vs. Dio: ==
 
 
== Vs. Mariah: ==
 
 
== Vs. Hol Horse: ==
 
 
== Vs. Pet Shop: ==
 
Pet Shop is an annoying flying bird that can throw ice shards at you and root you in place if you're on the ground, or charge into you as an ice-block. In any case, this damn bird is pretty vulnerable to your trap. Take advantage of that.
 
I have nothing to say here otherwise.
 
== Vs. Black Polnareff: ==
 
 
== Vs. Shadow Dio: ==
{{JJBA}}
[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Latest revision as of 13:34, 24 March 2021

Kakyoin-challenger.png

Noriaki Kakyoin (花京院 典明 Kakyōin Noriaki) is a core ally in Stardust Crusaders. He is the Stand master of Hierophant Green.

Initially, a Japanese student visiting Egypt, he is manipulated by DIO and sent to kill Jotaro Kujo. After being freed from DIO's influence, he decides to join Jotaro on his quest to Egypt to save Jotaro's mother and find redemption.

Kakyoin is considered to be the best character in the game, right next to Pet Shop due to having excellent offense, defense, setups, mixups, high combo potential, and supers as well as long reaching normals and pokes.

conman
Pros Cons
  • Amazing Mobility with a Fast ground Dash and Infinite Airdashes in Stand ON
  • Nets are the single best move in the game and invalidate certain characters on their own
  • Incredibly powerful Normals in both Stand OFF and ON
  • Slim and Short Hurtbox in Stand OFF can make it hard for the opponent to hit
  • Tools that are easy to learn and abuse
  • Huge damage output, especially from Extended Tandems
  • Easy 50/50's on Okizeme which can loop into themselves
  • No Losing Matchups
  • Strong Throw that gives you Okizeme
  • Stylish Combos
  • Second Slowest Wakeup time tied with New Kakyoin
  • Struggles against Top tiers in certain close situations and will have to play lame to beat some characters
  • Banned in almost every tournament
  • You will likely never reach his skill ceiling due to expansive toolkit
  • People will call you uncool
  • I'm gonna be honest these are barely cons, he doesn't really have any
Kakyoin

Kakyoin A.png

Stand: Active

Defense Value Stand OFF: 89

Defense Value Stand ON: 78

Stand Durability: 88

Roll Speed: 34

Wakeup Speed: 40

Prejump Stand OFF: 6 (5 if jumping forward/backward)

Prejump Stand ON: 4

Notable Players

Color Nickname Country Platform Accounts Notes
Jojobanr1-03-24-114935.png
Pathetic. USA Fightcade Fightcade: pathetic., Echtastic, shmimbo, Brian Bell
Discord: Pathetic.#0738
One of the Ancient Ones, loves playing stylish
Status: Active
Acute.png
Acute Angle USA Fightcade Fightcade: Acute_Angle1
Discord: ???
Dominated an entire season of Weekly Tournaments.

Patented the 16-rep tandem.
Status: Retired

Sereja.png
Sereja Russia Fightcade 1+2 Fightcade: sereja Known for aggressive plays.
Status: Retired
Mewtastic.png
Mewtastic USA Fightcade 2 Fightcade: Mewtastic Futaba Sakura
Twitter: @Mevvtastic
Youtube: Match Playlist
Discord: Mewtastic#7777
Current most active Kakyoin.
Status: Active
Balada.png
Balada878 Brazil Fightcade 1+2 Fightcade: balada878 Twitter: @poltergaist08
Discord: poltergaist08
Prefers playing a more constant pressure game with combos rather than defensively.

Plays more casually than competitively
Status: Retired

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph