*Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation.
*Frame data is variable, based on distance. Minimum and maximum distance calculated.
*If Kakyoin is grabbed or techs a grab, remote mode is disabled immediately. Hierophant Green cannot be grabbed.
*Meter gain:
* *During activation, Hierophant Green cannot be hit (but Kakyoin can!). During these frames, before the animation is finished, you can act and perform normals, specials, and grabs. But not supers or tandems.
}}
}}
}}
}}
{{NavboxHFTF}}
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]
Revision as of 19:52, 5 April 2021
Movelist
There are two important things to note for Kakyoin's Normals. Damage is variable, depending on Player health, Opponent health, who the Opponent is playing, and whether they are in Stand Off or Stand On. All damage numbers are based on a full health Kakyoin vs a full Health Shadow DIO, who has about an "Average" defense value. Numbers in parentheses are block/chip damage. Kakyoin's frame data is slightly deceptive, due to almost every single move being able to cancel into specials, particularly his Nets. His Nets being so quick and non-committal, alongside the fact that having a net on the screen can add hit/blockstun to cover other things you are doing, means that moves being minus on hit or block, doesn't matter as much as you might think.
Normals
Stand Off
5A
The calm before the storm
Startup
Active
Recovery
Damage
Guard
3
2
1
3 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+8
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Mid Air-UB
Straight jab punch. Can combo into several other normals. Kakyoin's fastest Stand Off normal. Combo Filler.
Meter gain: 0 whiff +4 hit
5B (Close)
Would have actually been a decent anti-air
Startup
Active
Recovery
Damage
Guard
6
3
3
4 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+9
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Mid 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).
Meter gain: 3 whiff +4 hit
5B (Far)
How milquetoast.
Startup
Active
Recovery
Damage
Guard
8,5
3
2
5 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+10
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Mid Air-UB
Kakyoin performs a straight mid-level kick. Very bland move with not much use.
Move has less startup if you're already in the 5B pose
Meter gain: 3 whiff +4 hit
5C
I HAVE NO IDEA WHAT'S HAPPENING SO I GUESS I'LL PRESS THIS
Startup
Active
Recovery
Damage
Guard
4
1 (6) 2
20
8,4 (2,1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-4
{{{block}}}
-
SP, SU, TA, ROLL
IPS=Yes Scales=Yes Mid 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.
Meter gain: 3 whiff +4 hit (First hit only)
2A
Don't You (Forget About Me)
Startup
Active
Recovery
Damage
Guard
5
2
6,1
3 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+4,+9
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Low 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.
Recovery shortened by letting go of down, however you it can link into another 2A even if you hold down. Game's weird.
Meter gain: 0 whiff +4 hit
2B
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
4
1
16
6 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-2
{{{block}}}
-
SP,SU,TA
IPS=No Scales=No Low 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.
Meter gain: 3 whiff +4 hit
2C
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
10
1 (8) 1
10
7,5 (2,1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-8/HKD
{{{block}}}
-
SP,SU,TA
IPS=No Scales=No Low,Mid 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.
Meter gain: 3 whiff +4 hit (First hit only)
3B
The move equivalent of slamming your pinky toe on the coffee table
Startup
Active
Recovery
Damage
Guard
5
1
13
5 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-4
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=No Low Air-UB
Kakyoin performs his 2A low kick while moving towards the opponent. Absolutely useless.
Meter gain: 3 whiff +4 hit
j.A
When the imposter has better active frames!😳
Startup
Active
Recovery
Damage
Guard
5
9
Until Landing
7 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+10
{{{block}}}
-
SP
IPS=No Scales=No High
Quick jab pointing downwards. Comes out fast and deals high damage. Useful during combo extensions into Nets.
Meter gain: 3 whiff +4 hit
j.B
Dude's built like a twig
Startup
Active
Recovery
Damage
Guard
6
14
Until Landing
4 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+10
{{{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.
Meter gain: 3 whiff +4 hit
j.C
Welcome... To the True Kusoge World.
Startup
Active
Recovery
Damage
Guard
4
1 (3) 3
Until Landing
10,10 (3,3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
10,10
{{{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.
Meter gain: 3 whiff +4 hit (First hit only)
Dashing
665A
JAB FACTORY
Startup
Active
Recovery
Damage
Guard
3
2
8
3 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+2
{{{block}}}
-
WIP
IPS=Yes Scales=Yes Mid 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.
Meter gain: 0 whiff +4 hit
665B/665C
Time to abuse those ice physics
Startup
Active
Recovery
Damage
Guard
5
3
15
4,8 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-3
{{{block}}}
-
WIP
IPS=Yes Scales=No Mid 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.
Meter gain: 3 whiff +4 hit
662A
In case you weren't already scared of blocking high while 30 feet away
Startup
Active
Recovery
Damage
Guard
7
2
6
3 (0)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+4
{{{block}}}
-
WIP
IPS=Yes Scales=Yes Low 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.
Meter gain: 0 whiff +4 hit
662B
FNAF Jumpscare
Startup
Active
Recovery
Damage
Guard
6
1
13
10 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+1
{{{block}}}
-
WIP
IPS=No Scales=No Low Air-UB
Oddly more plus and damaging 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.
Meter gain: 3 whiff +4 hit
662C
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
13
1 (8) 1
14
7,5 (2,1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
HKD
{{{block}}}
-
WIP
IPS=No Scales=No Low,Mid 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.
Meter gain: 3 whiff +4 hit (First hit only)
Stand On
S.5A
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
3
5
1
4 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+7
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Mid 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.
Meter gain: 3 whiff +4 hit
S.5B
Congratulations, you've learned 50% of this character.
Startup
Active
Recovery
Damage
Guard
4
1 (2) 4
19
10,10 (3,3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-10,-7
{{{block}}}
-
SP,SU,TA
IPS=No Scales=Yes Mid 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.
Meter gain: 3 whiff +4 hit
S.5C
What do you mean I have to actually think about when to use a move?
Startup
Active
Recovery
Damage
Guard
3
1 (4) 3 (8) 4
12
5,7,12 (1,2,3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+3
{{{block}}}
-
SP,SU,TA*
IPS=No Scales=Yes Mid 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.
Third hit does 10 if the first 2 hit
Only first hit can be canceled
Meter gain: 3 whiff +4 hit (First hit only)
S.6A
Up your ass and to the left
Startup
Active
Recovery
Damage
Guard
7
6
16
5 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-9
{{{block}}}
-
SP,SU,TA
IPS=Yes Scales=Yes Mid Air-UB
Very outclassed move. Slower than S.5B and 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.
Meter gain: 3 whiff +4 hit
S.6B
Sit your ass down.
Startup
Active
Recovery
Damage
Guard
9
3
18
11 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-5
{{{block}}}
-
S.5C
IPS=No Scales=Yes Mid 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.
Meter gain: 3 whiff +4 hit
S.4C
Fatass
Startup
Active
Recovery
Damage
Guard
13
8
15
12 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
HKD/Wallbounce
{{{block}}}
-
SP,SU,TA
IPS=No Scales=Yes Mid Air-UB
While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny. Good to use as a counterpoke or a preventive option to cover certain moves/angles your myriad of other Anti Airs struggle to cover.
Meter gain: 3 whiff +4 hit
S.2A
ᴹᴵᴺᴵ...ᴰᴿᴵᴸᴸ...ᴮᴿᴱᴬᴷᴱᴿᵎ
Startup
Active
Recovery
Damage
Guard
4
3
10
4 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+0
{{{block}}}
-
SP,SU,TA,Chain
IPS=Yes Scales=Yes Low Air-UB
Quick low. Good for up close mixups and keeping your pressure going after IADs.
Meter gain: 3 whiff +4 hit
S.2B
Now that we've found this precious place
How do we keep from going crazy now?
My life was leading to this day
Watching the whole thing slip away
Startup
Active
Recovery
Damage
Guard
9
2
21
8 (2)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-7
{{{block}}}
-
SP,SU,TA,Chain
IPS=No Scales=Yes Low Air-UB
With decent startup and great range, this is a powerful low to allow you to play your mixups and pressure the opponent from a distance.
Meter gain: 3 whiff +4 hit
S.2C
It's comical really, how little I'm trying right now.
Startup
Active
Recovery
Damage
Guard
14
10
16
12 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
HKD
{{{block}}}
-
SP,SU,TA*
IPS=No Scales=No Low Air-UB
The legendary sweep. Hits from 3/4ths of the screen away, comes out way fast than you'd expect something this huge to, and can be really difficult to punish due to the sheer size and disjoint. The advantage on knockdown is nothing to scoff at either. Easily one of Kakyoin's best moves, however it is one of his most committal as well, it can leave you open to well-timed jumps if they read you, as well as other moves like Ice's Ball. So y'know, have a LITTLE bit of thinking while you use it.
Only cancellable before the first active frame.
Meter gain: 3 whiff +4 hit
S.8A
Startup
Active
Recovery
Damage
Guard
4
3
Until Landing
5 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
16
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
Good range and good speed, and even a disjoint before recovery frames. But the damage leaves much to be desired compared to its rival in S.8C, and is worse at being an IOH due to the higher hitbox.
Meter gain: 3 whiff +4 hit
S.9A
You're a disgrace to my A button.
Startup
Active
Recovery
Damage
Guard
7
3
Until Landing
4 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+11
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
The 1 niche this move has is being Kakyoin's highest hitting normal during airdashes, but otherwise...you're not gonna use this
Meter gain: 3 whiff +4 hit
S.J.B
The sensation of hopelessness and helplessness you will feel while mid-air of an ego shattering super will be a sobering moment for the both of us
Startup
Active
Recovery
Damage
Guard
7
3
Until Landing
10 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+11
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
Can work as a replacement for S.9C for IADs, but only do his if you really want to keep C net held. Better air-to-air during airdashes than S.9C Best normal for Air Net juggles.
Meter gain: 3 whiff +4 hit
S.8C
Startup
Active
Recovery
Damage
Guard
7
3
Until Landing
13 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+16
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
Neutral jump is a strong option for Kakyoin, and S.8C and its brother S.8A is a definite factor for it. Hard to contest fast air normals to swat at anyone while keeping your powerful aerial state. Similarly it can be used as an IOH alternative instead of S.J.3x on taller enemies to stay airborne.
Meter gain: 3 whiff +4 hit
S.9C
Get over here coward, you're not an intellectual! You're a fake and a fraud!
Startup
Active
Recovery
Damage
Guard
7
3
Until Landing
13 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+11
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
Your best move for IAD, and generally your best for jump ins as well. Hits lower than S.J.B but less disjointed. Will usually give better advantage.
Meter gain: 3 whiff +4 hit
S.J.3X
Ah gottem ggs
Startup
Active
Recovery
Damage
Guard
5
Variable
Until Landing
4 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+11
{{{block}}}
-
SP,SU
IPS=No Scales=Yes High
Kakyoin's Instant Overhead. Used to mix your opponent endlessly combined with his strong lows, nets, and IAD to cover any distance created. Easily combos into low chain. Button strength determines angle that Kakyoin travels at.
If done frame perfectly, the hitbox won't come out at all
The same bonkers normal, but on the move. Can allow you to "chain" dashes to try and make up distance for oki if you aren't confident in your IADs (can also lead into a sneaky grab for oki). Doesn't chain into itself as quickly or easily, but can still allow you to press buttons while running away for squeezing a bit more meter out of everything you do. Good for tech chasing, combos, and pressure against tall opponents as well.
Dashing S.6A does not exist, this comes out regardless of what standing direction you input
Meter gain: 3 whiff +4 hit
S.66B
I said SIT YOUR ASS DOWN
Startup
Active
Recovery
Damage
Guard
9
3
18
11 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-5
{{{block}}}
-
None
IPS=No Scaling=Yes Mid Air-UB
Dashing momentum allows you to hit people early out of jumps from even farther away, however it is completely uncancelable and unsafe even on hit, so you'll want to use it sparingly. The disjoint can help you from eating full combo punishes, but you'll definitely be giving up your turn when using this.
Dashing S.5B does not exist, this comes out regardless of what standing direction you input
Meter gain: 3 whiff +4 hit
S.664C
Startup
Active
Recovery
Damage
Guard
13
8
15
12 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
HKD/Wallbounce
{{{block}}}
-
SP,SU,TA
IPS=No Scaling=Yes Mid Air-UB
Can be used as a moving cancelable disjoint, a last ditch meaty to dissuade jumping due to active frames, but is a pretty niche move. Used in Wallbounce loops in the corner.
Dashing S.5C does not exist, this comes regardless of what standing direction you input
Meter gain: 3 whiff +4 hit
S.662A
Startup
Active
Recovery
Damage
Guard
4
3
10
4 (1)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+0
{{{block}}}
-
SP,SU,TA
IPS=Yes Scaling=Yes Low Air-UB
Useful as a tick for Raging Demon, but otherwise pretty mediocre.
Meter gain: 3 whiff +4 hit
S.662B
Stop worrying about pleasing others Do more of what makes you happy
Startup
Active
Recovery
Damage
Guard
9
2
21
8 (2)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
-7
{{{block}}}
-
SP,SU,TA
IPS=Yes Scaling=Yes Low Air-UB
Due to retaining its cancel properties, this is an excellent poke and approach tool.
Meter gain: 3 whiff +4 hit
S.662C
There is not a single fucking pixel of this screen where you are safe
Startup
Active
Recovery
Damage
Guard
14
10
16
12 (3)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
HKD
{{{block}}}
-
None
IPS=Yes Scaling=No Low Air-UB
The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it.
Meter gain: 3 whiff +4 hit
Specials
Stand Off
236X (Emerald Splash)
Startup
Active
Recovery
Damage
Guard
WIP
WIP
WIP
2x4 (8)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+26 +43* +17 +34**
{{{block}}}
-
None
IPS=No Scaling=No Mid
*Frame data is variable, based on distance. Minimum and maximum distance calculated.
**Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
Meter gain: 0.
214X (Hierophant's Field)
NET MY BELOVED
Startup
Active
Recovery
Damage
Guard
WIP
WIP
WIP
2x4 (8)
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
+83 (+74*)
{{{block}}}
-
None
IPS=Yes Scaling=Yes Mid
*Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
Meter gain: 0 whiff/ 4 hit
463214X (Tie Wrap Snake)
Startup
Active
Recovery
Damage
Guard
WIP
WIP
WIP
1x8
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
Untechable Launch
{{{block}}}
-
None
IPS=No Scaling=No Low
Frame data is variable, based on distance. Minimum and maximum distance calculated.
**Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
Meter gain:
236S (Remote Mode Activation)
Startup
Active
Recovery
Damage
Guard
WIP
N/A
WIP
N/A
-
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel
Properties
N/A
{{{block}}}
-
None*
IPS=N/A Scaling=N/A
Puts Kakyoin in remote mode. In Remote Mode, you control Hierophant Green directly. Your walk speed is increased, you gain a triple jump, and you take less stand gauge damage on hit but more on block. If Kakyoin is hit, he will take massively increased damage and stand gauge damage, however Hierophant Green will be put in little to not hitstun, even if swept to the floor, allowing for instant retaliation.
If Kakyoin is grabbed or techs a grab, remote mode is disabled immediately. Hierophant Green cannot be grabbed.
*During activation, Hierophant Green cannot be hit (but Kakyoin can!). During these frames, before the animation is finished, you can act and perform normals, specials, and grabs. But not supers or tandems.