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

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Movelist

Stand Off Normal Moves

Standing

5A
HFTF NewKakyoin (66)5A.png
Links into everything
Startup Active Recovery Damage Guard
3 2 2 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +7 +4 SP, SU, TA IPS=Yes Scales=Yes
  • Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air
  • Links into the majority of your other normals. Whiffs on some crouching characters
  • Can be crouch canceled


5B
HFTF NewKakyoin (66)5B.png
Not frame 3, but still good
Startup Active Recovery Damage Guard
8 3 4 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 +9 +1 SP, SU, TA IPS=No Scales=No
  • Combos from 2A for easy combos into 214X
  • Your primary meter build whiffing move, because...
  • ...If chained into itself it becomes 2 frame faster on startup and recovery
  • This move is very plus on hit, making it a pretty freeform move


3B
HFTF NewKakyoin 3B.png
HOH!
Startup Active Recovery Damage Guard
5 3 17 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -8 SP, SU, TA IPS=No Scales=No
  • 2A, except it doesn't link into anything at the gained property of no damage scaling
  • Weird move that doesn't have a defined purpose
  • Can combo into 214X if done point-blank


cl.5B
HFTF NewKakyoin cl.5B.png
5B's ugly younger brother
Startup Active Recovery Damage Guard
6 3 3 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 +9 +1 SP, SU, TA IPS=No Scales=Yes
  • Proximity normal, overall outclassed by far 5B due to it initiating damage scaling
  • This move is still pretty plus on hit, making it a pretty freeform move
  • Looks like a great anti-air, but due to it's proximity prerequisite its not good for that role
  • Like 5B, if chained into itself it becomes just 1 frame faster on startup and recovery


5C
HFTF NewKakyoin (66)5C(1).png
HFTF NewKakyoin (66)5C(2).png
Double tap
Hit 1 Startup Active Recovery Damage Guard
3 1 20 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -9 -18 SP, SU, TA IPS=No Scales=No
  • Combos from 2A for Tandem confirms
  • The dashing version of this move is the superior version at all times, try to avoid using the non-dashing version
  • You can roll during the active part of the move. Keep in mind that Hierophant Green leaves his hurtbox behind for a second before you become truly invulnerable


Hit 2 Startup Active Recovery Damage Guard
10 2 20 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -22 SP, SU, TA IPS=No Scales=No





2A
HFTF NewKakyoin 2A.png
I've got the moves like Jagger
Startup Active Recovery Damage Guard
5 2 1 5 +8
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 - - SP, SU, TA IPS=Yes Scales=Yes
  • Your go-to low in Stand off
  • Combos to (66)5B and 66C for easy combos into 214X and Tandem respectively


2B
HFTF NewKakyoin (66)2B.png
What the dog doin
Startup Active Recovery Damage Guard
4 1 16 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -3 -6 SP, SU, TA IPS=No Scales=No
  • Weird move that doesn't have a defined purpose
  • Not punishable on block, so you can poke at the opponents legs with its decent reach


2C
HFTF NewKakyoin (66)2C(1).png
HFTF NewKakyoin (66)2C(2).png
Safe sweep with amazing reward
Hit 1 Startup Active Recovery Damage Guard
10 1 / 1 10 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 +6 -7 SP, SU, TA IPS=No Scales=No
  • Stand Off sweep.
  • Allows you to dash forwards and set up net oki on almost all characters
  • Combos from all falling jumping normals on the last frame of landing, essentially a 1 frame optimal but difficult
Hit 2 Startup Active Recovery Damage Guard
10 1 10 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Sweep KD +6 -7 SP, SU, TA IPS=No Scales=No




Aerial

j.A
HFTF NewKakyoin j.A.png
Watch the nails
Startup Active Recovery Damage Guard
5 9 (until landing) 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +10 +6 None IPS=No Scales=No
  • Pretty good air normal
  • Combos into all of your ground normals, including 2C if you hit j.A on the last airborne frame


j.B
HFTF NewKakyoin j.B.png
Can't touch this
Startup Active Recovery Damage Guard
6 14 (until landing) 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +10 +6 None IPS=Yes Scales=Yes
  • Amazing disjoint for a Stand Off air normal
  • Interchangeable with j.A for the most part


j.C
HFTF NewKakyoin j.C(1).png
HFTF NewKakyoin j.C(2).png
Nerfed but still broken
Hit 1 Startup Active Recovery Damage Guard
4 1 (until landing) 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +10 +4 None IPS=No Scales=No
  • Godly air normal that flat out beats anything that contests it in the air
  • Good at making the opponent air-block, and round transition skirmishes






Hit 2 Startup Active Recovery Damage Guard
8 1 (until landing) 2 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 +10 +4 None IPS=No Scales=No








Dashing

66A
HFTF NewKakyoin (66)5A.png
One inch chest punch
Startup Active Recovery Damage Guard
3 2 8 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +1 -2 SP, SU, TA IPS=Yes Scales=Yes
  • Forwards moving version of 5A which can't combo into anything besides canceling into 214X
  • ...unless you hit 66A on it's last active frame, which makes it +3 on hit


66B
HFTF NewKakyoin (66)5B.png
Premium punish normal
Startup Active Recovery Damage Guard
5 3 15 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -10 SP, SU, TA IPS=No Scales=No
  • Forwards moving version of 5B which combos into 214X on an early cancel, opening up the unscaled wrap routes
  • In order to get the most possible hitstun out of this move, special cancel it as soon as possible


66C
HFTF NewKakyoin (66)5C(1).png
HFTF NewKakyoin (66)5C(2).png
5C but it go brrrrrr
Hit 1 Startup Active Recovery Damage Guard
3 1 20 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-17 -13 -22 SP, SU, TA IPS=No Scales=No
  • Combos from 2A for Tandem confirms
  • The superior version at all times, try to avoid using the non-dashing version
  • You can roll during the active part of the move. Keep in mind that Hierophant Green leaves his hurtbox behind for a second before you become truly invulnerable


Hit 2 Startup Active Recovery Damage Guard
10 2 20 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -5 -22 SP, SU, TA IPS=No Scales=No




663A
HFTF NewKakyoin 2A.png
I've not longer got the moves like Jagger
Startup Active Recovery Damage Guard
5 2 6 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 +3 +0 SP, SU, TA IPS=Yes Scales=Yes
  • Unlike 2A, this normal no longer is plus enough to combo out of, which makes this normal more of a tic-grab and pressure oriented move
  • ...unless you hit 663A on it's last active frame, which makes it +3 on hit. Due to this normal's reach however, this is extremely rare


663B
HFTF NewKakyoin (66)2B.png
We still don't know what the dog doin
Startup Active Recovery Damage Guard
4 1 15 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -3 -9 SP, SU, TA IPS=No Scales=No
  • The same move as 2B, with 1 less frame of recovery
  • Weird move that doesn't have a defined purpose
  • Not punishable on block, so you can poke at the opponents legs with its decent reach


663C
HFTF NewKakyoin (66)2C(1).png
HFTF NewKakyoin (66)2C(2).png
Safe sweep with... alright reward
Hit 1 Startup Active Recovery Damage Guard
10 1 / 1 17 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-21 +6 -13 SP, SU, TA IPS=No Scales=No
  • Stand Off sweep.
  • Allows you to dash forwards and set up net oki on almost all characters
  • Less advantageous on hit compared to 2C, which for example prevents cross up oki on Petshop


Hit 2 Startup Active Recovery Damage Guard
19 1 10 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Sweep KD +6 -14 SP, SU, TA IPS=No Scales=No




Stand On Normal Moves

Standing

s.5A
HFTF NewKakyoin s.5A.png
HFTF NewKakyoin s.5AA.png
Not the worst move to misinput, at least it has active frames for people to run into
Raw Startup Active Recovery Damage Guard
9 5 8 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -1 -4 SP, SU, TA, 236S IPS=No Scales=Yes
  • At frame 9, this is the slowest jab in the game
  • Chains into: s.5AA, s.5B, s.2B, s.5C, and s.2C (last one doesn't combo)





Chained Startup Active Recovery Damage Guard
9 5 24 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -10 -17 SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Chains into: s.5AA, s.5B, s.2B, s.5C, and s.2C (last one doesn't combo)






s.6A
HFTF NewKakyoin s.6A.png
A better(?) version of s.5A
Startup Active Recovery Damage Guard
7 6 16 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -10 -13 SP, SU, TA, 236S IPS=No Scales=Yes
  • Could anti-air if you're good at reacting, otherwise a very niche normal
  • Chains into: s.5B, s.6B


s.5B
HFTF NewKakyoin s.5B.png
HFTF NewKakyoin s.5B.png
YOU HAVE BEEN NOT BEEN PERMITTED TO LAND YOUR VEHICLE IN THIS AREA
Raw Startup Active Recovery Damage Guard
9 6 10 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -1 -7 SP, SU, TA, 236S IPS=No Scales=Yes
  • Very good speed for its range and recovery
  • Good at catching people who air-tech down
  • Chains into: s.5C (doesn't chain on whiff)



Chained Startup Active Recovery Damage Guard
8 6 9 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 -1 -7 SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Chains into: s.5C (doesn't chain on whiff)




s.6B
HFTF NewKakyoin s.6B.png
HFTF NewKakyoin s.m.6B.png
Please maintain social distance while committing murder.
Raw Startup Active Recovery Damage Guard
11 4 18 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -15 None IPS=No Scales=Yes
  • Extremely long ranged poking move, contests an area that other's can't even dream of swinging at, abuse this
  • Good at catching any kind of air-techs
  • Doesn't cancel into anything on its own, however if you chain it into s.5C, you can immediately cancel the start-up of that move instead, effectively "canceling" s.6B
  • Chains into: s.5C


Chained Startup Active Recovery Damage Guard
11 8 16 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -17 None IPS=No Scales=No
  • See above
  • Cancels into: s.5C




s.5C
HFTF NewKakyoin s.5C(1).png
HFTF NewKakyoin s.5C(2).png
The anti to end all airs.
HFTF NewKakyoin s.m.5C.png
OOPS! ALL UNBLOCKABLE!
Hit 1 Startup Active Recovery Damage Guard
12 3 - 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -16 SP, SU, TA, 236S IPS=No Scales=Yes
  • Bad hitbox, this isn't what you want from this move
  • Chains into: None


Hit 2 Startup Active Recovery Damage Guard
16 8 13 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -1 -7 SP, SU, TA, 236S IPS=No Scales=No
  • Extremely good hitbox anti-air, with a bit of disjoint as frosting on the cake



Chained Startup Active Recovery Damage Guard
8 9 14 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -11 SP, SU, TA, 236S IPS=No Scales=No
  • Also has a good anti-air hitbox, but the real attraction is...
  • ...This move doesn't give the opponent time to enter preblock and is unblockable as a result (so long as the opponent is not still in blockstun from the rest of the chain).
  • Tiny pixel of a hitbox directly below nkak. Most likely the devs forgot to remove it, best used for hitting Alessi's wide stand, and sometimes crouching Devo. Realistically you won't use it on purpose.
  • Chains into: None



s.4C
HFTF NewKakyoin s.4C(1).png
REJECT HUMANITY
HFTF NewKakyoin s.4C(2).png
EMBRACE KUSOGE
Hit 1 Startup Active Recovery Damage Guard
3 2 - 12 -8
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 - - SP, SU, TA, 236S IPS=No Scales=Yes
  • ABSOLUTELY GODLIKE NORMAL. Frame 3, tandem confirm, safe on (push)block, shreds the opponents Stand Gauge even on block, this move has it all. The 2nd hit recovers very fast and has a lot of active frames, making a whiffed s.4C.
  • Extremely hard to punish when paired given the ability of cancelling into Tandem
  • On block this move is anywhere from +4 to -9, depending if they pushblock
  • Chains into: None


Hit 2 Startup Active Recovery Damage Guard
11 8 5 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+6 +5 -8 SP, SU, TA, 236S IPS=No Scales=Yes
  • Recovers very fast and has a lot of active frames, making a whiffed s.4C extremely hard to punish when paired given the ability of cancelling into Tandem
  • Won't hit if Hit 1 already connected
  • Additionally, due to the command overlap with throw, it can be used for an incredibly rudimentary option select (OS) where you press s.4C in situations where you want a throw if they are up close or a button whiffed, but would benefit from s.4C if the opponent is out of throw range or blocked the prior attack. The most basic example of this is s.665B s.4C after s.2C knockdown, if you hit meaty you can cancel s.4C into net and back off or continue pressure, and if you whiff and they roll, you grab them
  • Chains into: None



s.2A
HFTF NewKakyoin s.2A.png
HFTF NewKakyoin s.2A.png
Looks like an overhead, stings like a low
Raw Startup Active Recovery Damage Guard
5 4 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -11 SP, SU, TA, 236S IPS=No Scales=Yes
  • Your fastest Stand On low attack, chains into sweep for your easy knockdowns
  • Plenty active frames for oki
  • Chains into: s.5AA, s.5B, s.2B, s.5C, s.2C* (doesn't combo)





Chained Startup Active Recovery Damage Guard
9 2 24 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 -14 -17 SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Can be chained into s.5C, while the raw version cannot
  • Chains into: s.5C, s.2C








s.2B
HFTF NewKakyoin s.2B.png
HFTF NewKakyoin s.2B.png
If your opponents smells, use this as conditioner
Raw Startup Active Recovery Damage Guard
9 2 21 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -16 SP, SU, TA, 236S IPS=No Scales=Yes
  • Long, low poking move, extremely oppressive if net canceled
  • Big early hurtboxes & not as disjointed as you would expect, don't throw this out against preemptive attacks
  • Vital to learn how to use in neutral
  • Chains into: s.2C


Chained Startup Active Recovery Damage Guard
9 2 24 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 -14 -17 SP, SU, TA, 236S IPS=No Scales=No
  • Chain filler
  • Can be chained into s.5C, while the raw version cannot
  • Chains into: s.5C, s.2C




s.2C
HFTF NewKakyoin s.2C.png
HFTF NewKakyoin s.m.2C.png
"The priest will set its value, whether high or low; the price will be set as the priest makes the assessment for you." Leviticus 27:12
Raw Startup Active Recovery Damage Guard
14 10 16 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD -8 -21 SP*, SU*, TA* IPS=No Scales=Yes
  • Fullscreen sweep. One of this game's most defining moves
  • Sets up easy high/low oki between s.j.B and s.2B/s.2C
  • Can ONLY be canceled before its first active frame.
  • Punishes any whiffed fullscreen action that isn't an invincible super
  • Not impossible to get around, be careful for super-jumps and hyper-hops
  • But still fat enough to catch people before they land
  • Chains into: None


Chained Startup Active Recovery Damage Guard
14 8 18 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD -14 -17 SP*, SU*, TA* IPS=No Scales=No
  • Sweep ender, combos from any Stand On move except s.2A and s.5A
  • Sets up easy high/low oki between s.j.B and s.2B/s.2C* Because of the lack of hitstop during hitstun with this version, you lose 12 frames of advantage compared to the raw version. Depending on the other character you should consider that if you want oki afterwards
  • Can ONLY be canceled before its first active frame.
  • Because of the thinner hitbox, this move doesn't hit aerial opponents as well as the raw version.
  • Chains into: None




Aerial

s.j.A
HFTF NewKakyoin s.j.A.png
Just wait until I get my bigger brother s.j.B!
Startup Active Recovery Damage Guard
7 3 until landing 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 - - SP, SU IPS=No Scales=Yes
  • Fast aerial right in front of Hierophant Green
  • Faster than s.j.B, and therefor easier to combo into Raging Demon with due to it being the starting input of said Super.


s.j.B
HFTF NewKakyoin s.j.B.png
Jedah would be jealous
Startup Active Recovery Damage Guard
9/11 3/2 until landing 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 - - SP, SU IPS=No Scales=Yes
  • Your go-to aerial attack to IOH with
  • Combos into all of your important ground normals, like for example 2A and even 2C
  • Becomes an anti-air if it hits on the same frame you land
  • Air dash versions have slightly different frame data, those are the second numbers


s.j.C
HFTF NewKakyoin s.j.C.png
Loooooong loooooong maaaaaaaaaaan!
Startup Active Recovery Damage Guard
12/17 3/4 until landing 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 - - SP, SU IPS=No Scales=Yes
  • Long range aerial, if spaced nothing can anti-air this
  • Lower hitstun allows for sneaky tick grabs
  • Air dash versions have slightly different frame data, those are the second numbers


s.j.6A/B/C
HFTF NewKakyoin s.j.6x.png
Ray Dar- wait wrong move
Startup Active Recovery Damage Guard
11 28 until landing 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 - - SP, SU IPS=No Scales=Yes
  • Halts previous momentum and drills into the opponent's direction
  • Each button goes a different velocity; A goes slow, B goes faster, and C is the quickest
  • Faster than s.j.B, and therefor easier to combo into Raging Demon with due to it being the starting input of said Super
  • Chains into: s.j.3A/B/C


s.j.3A/B/C
HFTF NewKakyoin s.j.3x.png
Wanna see me throw out hitboxes without committing? Wanna see me do it again?
Startup Active Recovery Damage Guard
5 85 until landing 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 - - SP, SU IPS=No Scales=Yes
  • Very fast instant overhead drill
  • Each button goes at a different trajectory; A goes straight down, C goes diagonal, B goes somewhere in the middle
  • Has a big of disjoint so this move beats stuff it REALLY shouldn't
  • Chains into: s.j.6A/B/C


Dashing

s.66A
HFTF NewKakyoin s.5A.png
But if you close your eyes...
Startup Active Recovery Damage Guard
10 3 7 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +2 -1 SP, SU, TA, 236S IPS=No Scales=Yes
  • Your only plus-on-hit normal
  • A straight upgrade from his normal s.5A, except you can't chain it
  • Chains into: None


s.66B
HFTF NewKakyoin s.5B.png
But if you close your eyes...
Startup Active Recovery Damage Guard
11 4 17 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 -6 -12 SP, SU, TA, 236S IPS=No Scales=Yes
  • S.5B except you can't chain it and it moves you forwards at the cost of more recovery
  • Chains into: None


s.66C
Startup Active Recovery Damage Guard
17 6 13 5 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 -1 -10 SP, SU, TA, 236S IPS=No Scales=Yes
  • Same kind of move & animation as chained s.5C, except it has SIGNIFICANTLY more reach
  • ALSO unblockable, however the region where it can't be blocked is smaller
  • Chains into: None


s.663A
HFTF NewKakyoin s.663A(grounded).png
Looks like an overhead, stings like spongebob
Startup Active Recovery Damage Guard
5 4 16 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -11 SP, SU, TA, 236S IPS=Yes Scales=Yes
  • Stand On dashing moves are done on the one frame new Kakyoin is grounded during his Stand On dash, making them significantly harder to do then other characters
  • The literal only remarkable thing about this normal is that it's the only Stand On normal that activates IPS.
  • Chains into: None


s.663B
HFTF NewKakyoin s.663b(grounded).png
Shmovin'
Startup Active Recovery Damage Guard
9 2 21 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -8 -8 SP, SU, TA, 236S IPS=No Scales=Yes
  • Stand On dashing moves are done on the one frame new Kakyoin is grounded during his Stand On dash, making them significantly harder to do then other characters
  • See s.2B


s.663C
HFTF NewKakyoin s.663C(grounded).png
Whoever programmed this normal and thought to themselves "Yeah, this is alright", Please contact me I need to speak to your dealer
Startup Active Recovery Damage Guard
14 10 16 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD -8 -21 SP*, SU*, TA* IPS=No Scales=No
  • Stand On dashing moves are done on the one frame new Kakyoin is grounded during his Stand On dash, making them significantly harder to do then other characters
  • Incase you thought it couldn't get any better, I present to you; Raw s.2C moving forwards
  • Truly fullscreen


Special Moves

Emerald Splash (Stand Off) 236 + X

236X
HFTFNewkak236x.png
Zoning
Startup Active Recovery Damage Guard
15 25 10/19* 2x4 All
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? No IPS=No Scales=No

Hierophant Green unleashes his signature move, Emerald Splash, allowing New Kakyoin to instantly move after. This special sends out a smaller ranged emerald splash. It's great to push your opponents away with a quick ranged attack.

  • New Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.


Emerald Splash (Stand On, Air OK) 236 + X

s236X
HftfNew kak s236x.png
Dont even try
Startup Active Recovery Damage Guard
23 20 19 2x8 All
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? No IPS=No Scales=No

Hierophant Green unleashes his signature move, Emerald Splash, this time a volley of 8 projectiles while keeping New Kakyoin in place. Compared to his OG counterpart this move is extremely bad and underwhelming.


Mystic Cloak/Tie Wrap Snake (Stand OFF) - 214 + X

214X
HFTFNewkak214x.png
Combo tool
Startup Active Recovery Damage Guard
18 17 10/19* ? Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
? ? ? ? IPS=No Scales=No

Hierophant wraps around the opponent if landed. It’s one of his greatest pressure tools. Nothing won’t affect the move depending on the buttons that were pressed. Note: It cannot be used during Stand ON, so setting up Nets and Tailwrap are possible in a stand crash combo. Leads to his biggest damaging combos and okizeme.

  • New Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.


Mystic Web/Hierophant Field (Stand ON, Air OK) - 214 + X

s214X
S.214x.png
That's all you need
Startup Active Recovery Damage Guard
21/15* 3 15 1 All
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+71 +23 ? No IPS=No Scales=No

Hierophant sets up nets that can stun the opponent for a short period of time. Surprisingly enough, New Kak’s nets are similar to Kakyoin’s nets in JoJo’s Venture. s.214A Net just stuns the opponent. No stand crash included, but you can tandem off of it like Regular Kakyoin. s.214 + B/C are pretty similar (Minor differences is the hitboxes). s.214B/C are more situational in a match due to them taking away your s.6B>s.5c, and also send the opponent into the air. They can still be used in specific combos and for catching the opponent off guard with their slightly different placements. UNLIKE normal Kakyoin, New Kakyoin's nets *DO NOT* scale.

  • It takes 15 frames for an already placed net to become active.


236 + S (Stand OFF) or 6+AA (Stand ON)

Hierophant dashes out and is controlled via New Kakyoin. There’s nothing really much about it, except that It'll cause New Kakyoin to receive more damage if New Kakyoin is attacked. 236S Has invincibility on startup and can grab while activating. However, s.6AA is significantly faster.

Super Moves

Super Emerald Splash (Stand OFF) 236 + AA

Hierophant's Super Emerald Splash. Similar to OG Kakyoin's 236+AA, New Kak unleashes a full screen Emerald Splash, except a small tad slower. Use this super when they your opponent is launched after Tiewrap Snake or when they whiff with their Stand.

Shin/True 20 Meter Radius Emerald Splash (Stand ON, Air OK) 236 + AA

Hierophant fills the entire screen with Mystic Traps. If hit, Kakyoin will unleash a barrage of Emerald Splashes onto the screen. This super does less damage than stand off 236+AA against some characters. Only use this super to punish your enemies or when they're caught in your airborne net.

India's Arm (Stand OFF) 214 + AA or (Stand ON) 214 + AA

If done with Stand ON you can manually control Hierophant's arm. If with Stand OFF it forms different patterns according to the buttons used, as follows:

  • A + B: Goes forward then up-forward
  • A + C: Goes forward then does a U turn
  • B + C: Does a wave trajectory
  • A + B + C: Forms a five-pointed star

Oshioki no Jikan~/Punishment Time~ (Stand ON) 5A>5A>6>5B>5C

New Kakyoin's most coolest and stylish special, The Raging Demon. This special can only be used with Stand On. Comes out frame 1 after the superflash, and can be comboed into by anything as long as Hierophant's slow moving butt can catch the opponent before they recover from hitstun.

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