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

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   |description=
   |description=
*Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful.
*Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=My fist is the divine breath.
Blossom O fallen seed and draw upon thy hidden powers.
Grant unto thee the power of the glorious "mother of destruction".
|name=S.5A
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=WIP
  |properties=IPS= Scales= Air-UB
  |description=
*Absolute bonkers normal, while it isn't huge like some of the other insane normals in this game, it's absolutely ridiculously safe, fast, and a pure disjoint. Your best anti-air for when opponents are right on top of you, or just anti-airing in general. Good for tech chasing, used in combos, gives Kak the 3rd fastest meterbuild in the game and easily the safest. There are many times where you could just sneak one in such as Mariah trying to wear your patience with 236X>623X>repeat. Only real downside is it whiffs on crouching characters and short characters.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|image2=Kakyoin_move_placeholder.png
|caption2=Congratulations, you've learned 50% of this character.
|name=S.5B
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=WIP
  |properties=IPS= Scales= Air-UB
  |description=
*Contender for the best normal in the entire game. Fast initial hit, but that second hitbox is where things get nutty. Ludicrous disjoint, this move alone gives Kakyoin better Anti-Air potential than almost anyone who isn't S tier. 6f with that range still isn't anything to scoff at either, making this an extremely powerful button to just throw out in close range scrambles. This move, S.2C, S.6B, and Net together will invalidate a chunk of the cast.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|image2=Kakyoin_move_placeholder.png
|image3=Kakyoin_move_placeholder.png
|caption3=What do you mean I have to actually think about when to use a move?
|name=S.5C
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=WIP
  |properties=IPS= Scales= Air-UB
  |description=
*Tied for S.5A as your fastest S.on normal, this isn't really a button you press in scramble situations. The strict cancel window and lengthy recovery means you'll generally only use this during combos as a tandem link, or in the corner loop. If you've conditioned your opponent to stick to the ground, it can be good to keep certain characters out, but is not as reliable as Kakyoin's many many other strong normals.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=Up your ass and to the left
|name=S.6A
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=WIP
  |properties=IPS= Scales= Air-UB
  |description=
*Very outclassed move. Slower than S.5B ad a worse overall hitbox for anti-airing and a large horizontal hurtbox makes it really bad at anything else. You'll only use this move when you get crossed up while doing S.4A, in which case it will usually hit the opponent anyways, but overall underwhelming. It does have use in tandems to hit shorter opponents.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=Sit your ass down.
|name=S.6B
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=S.5C
  |properties=IPS= Scales= Air-UB
  |description=
*While slower than some of your other options, S.6B has a load of range and is one of your strongest pokes. It also can work well as a preventive anti-air, slapping them early out of their jump from a distance. The strange cancel option of S.5C makes this move a little more awkward than your other pokes however, since the hitstop can make cancelling into S.5C and quickly cancelling that first hit harder to do when you hit S.6B.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=Fatass
|name=S.4C
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=WIP
  |block/pushblock=WIP
  |damage=WIP
  |cancel=WIP
  |properties=IPS= Scales= Air-UB
  |description=
*While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny.
   }}
   }}
}}
}}
{{NavboxHFTF}}
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 05:56, 26 March 2021

Movelist

Normals

Stand Off

5A
Kakyoin move placeholder.png
The calm before the storm
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • Straight jab punch. Can combo into several other normals. Kakyoin's fastest Stand Off normal. Combo Filler.
5B (Close)
Kakyoin move placeholder.png
Would have actually been a decent anti-air
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • Proximity normal. Kakyoin performs a straight high kick. While it does come out faster than the far version, its hitbox covers a very weird area, which makes this move ineffective against most crouching or short characters. This move can combo into most dashing normals and 5B (Far).
5B (Far)
Kakyoin move placeholder.png
How milquetoast.
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • Kakyoin performs a straight mid-level kick. Very bland move with not much use.
5C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
I HAVE NO IDEA WHAT'S HAPPENING SO I GUESS I'LL PRESS THIS
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • Hierophant appears on top of Kakyoin to use his Drill, hitting the opponent twice. Strong normal with good priority, and a massive disjoint. Powerful panic button in almost any scenario.
2A
Kakyoin move placeholder.png
Don't You (Forget About Me)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin have options like nets to start combos and moves like 2B and 5C to counterpoke with, but is a good combo starter nonetheless. Hits low.
2B
Kakyoin move placeholder.png
I HAVE NO IDEA WHAT'S HAPPENING BUT I WANT TO HIT LOW SO I GUESS I'LL PRESS THIS
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=No Scales=No Air-UB
  • Hierophant Green turns its arm into a drill and attacks the opponent's legs. Comes out very fast and has decent range. Good poke and counterpoke. Hits low.
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Friendly reminder that even the best opponents will have habits that you can exploit, like leaving their homes unlocked or sleeping with the lights off.
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=No Scales=No Air-UB
  • Hierophant Green attacks the opponent twice with its arms. Good move to end combos with as it gives very good oki. Don't overuse this. Only the first hit is low. Second hit can whiff at max range.
3B
Kakyoin move placeholder.png
The move equivalent of slamming your pinky toe on the coffee table
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=No Air-UB
  • Kakyoin performs his 2A low kick while moving towards the opponent. Absolutely useless.
j.A
Kakyoin move placeholder.png
When the imposter has better active frames!😳
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIp IPS=No Scales=No High
  • Quick jab pointing downwards. Comes out fast and deals high damage. Useful during combo extensions into Nets.
j.B
Kakyoin move placeholder.png
Dude's built like a twig
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - SP IPS=Yes Scales=No High
  • A far-reaching kick. Slower than j.A and does less damage, but covers more range and has more active frames. Best hitbox for jump-ins.
j.C
Kakyoin move placeholder.png
Welcome... To the True Kusoge World.
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - SP IPS=No Scales=No High
  • Hierophant turns its arm into a drill and hits the opponent twice. Has an insane disjoint and will beat almost every other air move. But, the hitbox is kind of high and will whiff shorter characters. Does high damage.

Dashing

665A
Kakyoin move placeholder.png
JAB FACTORY
Startup Active Recovery Damage Guard
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WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • 5A, but dashing. You will maybe use this for a cheeky air-ub hit when they have 1HP left, otherwise it has no use.
665B/665C
Kakyoin move placeholder.png
Time to abuse those ice physics
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=Yes Scales=No Air-UB
  • Kakyoin performs his kick attack while dashing. Used to confirm into his Tandem attack in Stand Off. The Roll Cancel is only on whiff, but can allow you to dodge some supers on reaction (S.on Knives). Not safe on block, but can create some ghetto pressure by repeatedly dashing and cancelling into net, or even remote mode for a cheeky mixup.
  • B and C are both the same move in every single way except for damage, which C does more.
662A
Kakyoin move placeholder.png
In case you weren't already scared of blocking high while 30 feet away
Startup Active Recovery Damage Guard
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WIP {{{block}}} - WIP IPS=Yes Scales=Yes Air-UB
  • This is your main combo starter in stand off (aside from...you know.). The extra range from dashing momentum more than makes up for the slightly slower startup.
662B
Kakyoin move placeholder.png
FNAF Jumpscare
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=No Scales=No Air-UB
  • Oddly more plus than the regular version, but they're both cancellable so who cares. Has more range than 662A, so can be slightly better for poking, but honestly this move is very underwhelming.
662C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
And he goes forward and he runs and he starts shooting, and he gets backstabbed by a spy that's been sitting with the cloak and dagger in the corner for at least the last 68 seconds.
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS=No Scales=No Air-UB
  • Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful.
S.5A
Kakyoin move placeholder.png
My fist is the divine breath.

Blossom O fallen seed and draw upon thy hidden powers.

Grant unto thee the power of the glorious "mother of destruction".
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS= Scales= Air-UB
  • Absolute bonkers normal, while it isn't huge like some of the other insane normals in this game, it's absolutely ridiculously safe, fast, and a pure disjoint. Your best anti-air for when opponents are right on top of you, or just anti-airing in general. Good for tech chasing, used in combos, gives Kak the 3rd fastest meterbuild in the game and easily the safest. There are many times where you could just sneak one in such as Mariah trying to wear your patience with 236X>623X>repeat. Only real downside is it whiffs on crouching characters and short characters.
S.5B
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Congratulations, you've learned 50% of this character.
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS= Scales= Air-UB
  • Contender for the best normal in the entire game. Fast initial hit, but that second hitbox is where things get nutty. Ludicrous disjoint, this move alone gives Kakyoin better Anti-Air potential than almost anyone who isn't S tier. 6f with that range still isn't anything to scoff at either, making this an extremely powerful button to just throw out in close range scrambles. This move, S.2C, S.6B, and Net together will invalidate a chunk of the cast.
S.5C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Kakyoin move placeholder.png
What do you mean I have to actually think about when to use a move?
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS= Scales= Air-UB
  • Tied for S.5A as your fastest S.on normal, this isn't really a button you press in scramble situations. The strict cancel window and lengthy recovery means you'll generally only use this during combos as a tandem link, or in the corner loop. If you've conditioned your opponent to stick to the ground, it can be good to keep certain characters out, but is not as reliable as Kakyoin's many many other strong normals.
S.6A
Kakyoin move placeholder.png
Up your ass and to the left
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS= Scales= Air-UB
  • Very outclassed move. Slower than S.5B ad a worse overall hitbox for anti-airing and a large horizontal hurtbox makes it really bad at anything else. You'll only use this move when you get crossed up while doing S.4A, in which case it will usually hit the opponent anyways, but overall underwhelming. It does have use in tandems to hit shorter opponents.
S.6B
Kakyoin move placeholder.png
Sit your ass down.
Startup Active Recovery Damage Guard
WIP WIP WIP WIP -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - S.5C IPS= Scales= Air-UB
  • While slower than some of your other options, S.6B has a load of range and is one of your strongest pokes. It also can work well as a preventive anti-air, slapping them early out of their jump from a distance. The strange cancel option of S.5C makes this move a little more awkward than your other pokes however, since the hitstop can make cancelling into S.5C and quickly cancelling that first hit harder to do when you hit S.6B.
S.4C
Kakyoin move placeholder.png
Fatass
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
WIP {{{block}}} - WIP IPS= Scales= Air-UB
  • While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny.

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