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

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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

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: