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

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= The Basics =
= 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 =
= Advanced Strategy =

Revision as of 04:47, 18 October 2008

Introduction

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.

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.

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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.

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.

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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.

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:

Vs. Jean Pierre Polnareff:

Vs. D'Bo:

Vs. Iggy:

Vs. Midler:

Vs. Alessi:

Vs. Chaka Khan:

Vs. Vanilla Ice:

Vs. Dio:

Vs. Mariah:

Vs. Hol Horse:

Vs. Pet Shop:

Vs. Black Polnareff:

Vs. Shadow Dio: