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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
The anti to end all airs.
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).
Chains into: None
s.4C
REJECT HUMANITY
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
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
Can be chained into s.5C, while the raw version cannot
Chains into: s.5C, s.2C
s.2B
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
"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
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
Jedah would be jealous
Startup
Active
Recovery
Damage
Guard
9
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
s.j.C
Loooooong loooooong maaaaaaaaaaan!
Startup
Active
Recovery
Damage
Guard
12
3
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
s.j.6A/B/C
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
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
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
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
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
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
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
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
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
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
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
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.