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Kakyoin

Introduction

Movelist

Normals
Command Normals
Special Moves
Supers
Frame Data Table
Move Start Up Active Cool Down On Hit On Block


Combos

Basic Combos
Intermediate Combos

"BnB" Combos

"BnB" Combos are known as "Bread n' Butter" combos. This pretty much means that these are the simplest and most effective way of doing damage to your opponent. If you want to have an effective way of attacking your opponent, BnB's are the way to go. In this game, one of the greatest players to play the game has outlined the BnB's for each character. Here we have the BnB's to playing Kakyoin effectively.


*BBC BASIC COMBOS*: http://www.youtube.com/watch?v=RpDdRTgnC10&feature=related

This section is probably going to prove VERY helpful seeing as how you have a visual aid of what’s going on for each combo.


00:00-00:24


2A, 2A, (dash) 66, 5C (or B), Tandem ( A, B, C x N), Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on right side of screen), 8 (can be any jump), (in air) 5A, 236 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 236 + C (hold C), 236 + B. 7 (jump over opponent, now on left side), (in close) 5B, 5B (release C), (walk in) 236 + A, 236 + B, 44 (dash back), 236 + A + B (emerald splash super).

00:25-00:48


(stand mode enabled) 66 (dashing) 5A, 5A, 66 (dashing) 5A, 5A, 5C, (on first 5C hit Tandem) Tandem (A, B, C) x N, Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on right side of screen), 8 (can be any jump), (in air) 5A, 236 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 236 + C (hold C), 236 + B. 7 (jump over opponent, now on left side), (in close) 5B, 5B (release C), (walk in) 236 + A, 236 + B, 44 (dash back), 236 + A + B (emerald splash super).


00:49-01:11


66 (dash in), 2A, 5A, 2A, 66 (dash in) 5C (or 5B), Tandem (A, B, C) x N, Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on right side of screen), 8 (can be any jump), (in air) 5A, 236 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 236 + C (hold C), 236 + B. 7 (jump over opponent, now on left side), (in close) 5B, 5B (release C), (walk in) 236 + A, 236 + B, 44 (dash back), 236 + A + B (emerald splash super).

01:12-01:36

66 (dash in), 2A, 5A, 5A + S, 66 (dash in) 5A, 5A, 5C, (on first 5C hit Tandem) Tandem (A, B, C) x N, 66 (dash in), Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on right side of screen), 8 (can be any jump), (in air) 5A, 236 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 236 + C (hold C), 236 + B. 7 (jump over opponent, now on left side), (in close) 5B, 5B (release C), (walk in) 214 + A, 214 + B, 44 (dash back), 236 + A + B (emerald splash super).

01:12-02:10

(stand mode enabled) 214 + A, 214 + C (hold C), 214 + B, 9 (jump over opponent), 44 (dash mid air towards opponent), 5B (mid air during dash), (release C), (land) 236 + A, 236 + B (hold B), Tandem (A, B, C) x N (hold S during/after Tandem), (release B and keep inputting A B C for the tandem until the stand gauge nearly runs out (release S before it runs out)), Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on left side of screen), 8 (can be any jump), (in air) 5A, 214 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 214 + C (hold C), 214 + B, 9 (jump over opponent, now on right side), (in close) 5B, 5B (release C), (walk in) 236 + A, 236 + B, (walk or dash back) 214 + A + B (emerald splash super).

02:11-02:49

(stand mode enabled) 214 + A, 214 + C (hold C), 214 + B, 9 (jump over opponent), 44 (dash mid air towards opponent), 5B (mid air during dash), (release C), (land) 236 + A, 236 + B (hold B), Tandem (A, B, C) x N (hold S during/after Tandem), (release B and keep inputting A B C for the tandem until the stand gauge nearly runs out (release S before it runs out)), Backlash/Roll (A + B+ C), 5A (realistically, what you do in between tandems is up to you), (now on left side of screen), 8 (can be any jump), (in air) 5A, 214 + A (this has to be done really fast AFTER the 5A in the air hits). (land) 5A, 214 + C (hold C), 214 + B, 9 (jump over opponent, now on right side), 641236 + A (or B), 44 (dash in) 5A, (continue dashing to the end of the screen. you are now on the left side. then wait for the opponent to be released from heirophant green and 236 + A + B (emerald splash super)), 66 (dash in all the way towards opposite end of the screen where the C web trap is set), (release C when opponent is near C web trap), 214 + A (hold A), 214 + B, 44 (dash back a small distance), 236 + A + B (emerald splash super), 44 (dash all the way back to the end of the screen), (release A), 236 + A + B (emerald splash super).


02:50-02:49

This part is more or less a wake-up option you can use to catch an opponent in a Tandem on their wake-up.

66 (dash in ) 2C, 66 (dash in near opponent), S (stand mode enabled), 214 + A (hold A), 2B (release A), 214 + C (hold C), 214 + B, 9 (jump over opponent, now on the right side), 44 (dash mid air), 5B (in air during dash), (release C), (land), 236 + A

*UNDER CONSTRUCTION*


Advanced Combos

Strategy

General Strategy

  • No Stand Strategy

Kakyoin is somewhat limited without his stand, but his speed makes up for it. You definitely want to get familiar with the long dashes. If done correctly you can always put pressure on your opponent. Along with dashing comes jumping. This is perhaps his strongest point(for quick dodging and air attacks) and yet his greatest weakness if you get caught in an anti-air move(s), supers, etc. As for attacking; buttons [A], [B],and [C] can be canceled into a roll immediately after. This doesn't apply to crouching moves(maybe crouching [A] if timed right). Button [A] is best for starting simple combos and or throw setups, also for some fast pokes. Button [B] is very good when used during a jump followed by [web(A)]. If it doesn't connect you still have a good tick setup. Also crouching B is nice in poking battles. Then there is Button [C], which is somewhat (if not) a cheap move. It does a 2-hit combo. Crouching [C] does a very good 2-hit sweep. Utilized with dash you get a nice rush attack which can be linked with a throw. When used during jumping tactics, if timed right you can get a 6 or 7 hit pseudo air combo. It may be cheap, but [C] comes in handy in tight situations. Combining all these things together you can pretty much psych out opponents as well as never concerning yourself with those annoying stand crashes.

  • Throws/Ticks

To start off Kakyoin's throw does an 8-hit combo along with no chance of recovery tech for the opponent, and throws them at a somewhat short distance. This is good for consecutive throwing. There are a couple of gimmick setups that can be done for effective tick throws. Assuming your opponent is always guarding the easiest setup is crouching [C], followed by dashing [C], into a throw. You can do variations of this setup i.e. jumping [A],then crouching [C], to dashing [C], into a throw. Doing dashing [A] or [B], into a throw has the same effect as dashing [C] into a throw. Though the timings may vary, which is crucial for throwing games. For consecutive throwing, you can corner your opponent and pray you get lucky with a throw chain when your opponent is getting up. Another corner gimmick is to first throw in the corner, then once the opponent is getting up, high jump into the corner and do another throw then repeat (if jumping is timed right, you can avoid close ranged supers). Another variation for consecutive throwing is to start off a throw, when the opponent flies back immediately dash jump so you are close to the character and do a reverse throw. For example, you are at the left side of the screen and throw Dio, Dio flies to the righte side. Kakyoin dash jumps to be close to Dio. Now you throw Dio to the left. Rinse and repeat. Other than that you can mix these setups together to make a long tick throw setup. Have fun throwing.

  • Don't play Fei(sf2feilong)

Hi, sf2feilong or simply Fei here ^_^. It has come to my attention that "certain" players on ggpo and etc say my style of play is frustrating. This eventually leading to players leaving JoJo's... Pretty much I wrote the no stand and throwing strategies on this page. The only things I left out are pressure and aerial strategies. For pressure I usually always dash in to get attacks/throws/etc. There is a chip damage setup I do followed by the 236 super, this usually can be Guard Cancelled out. The setups are: Dashing 2A, 5C, 236super, (Loop,however many supers you have left) Jumping C, 5C, 236super, (Loop) After 236super: Dashing A into throw. For air games, if the opponent tech in the air most likely i'll dash jump and attack confirm hits. Due to Kakyoin's dashing ability if timed right I can get hits for every air tech unless you hit me first. As for my weaknesses, if i do any crouching move or dash crouch, this is a good time to start attacking. Anubis Users, since I jump quite a lot if you anubis super when I fall down from a jump it will connect*. This and the no stand/throwing strategies is what makes up my basic style.

*This isn't actually very true. Kakyoin's hop jump height is low and startup time on most of the anubis supers (Anubis Pol will be best if you just start early in the jump) which cannot be airblocked will not start up fast enough to punish Kakyoin's jumps - Fayk

Matchup-specific Strategies

vs Abdul
vs Alessi
vs Black Polnareff
vs Chaka
vs Devo
vs Dio
vs Hol Horse
vs Hol Horse (Boingo)
vs Iggy
vs Jojo
vs Joseph
vs Jotaro
vs Khan
vs Kakyoin
vs Mariah
vs Midler
vs New Kakyoin
vs Petshop
vs Polnareff
vs Rubber Soul
vs Shadow Dio
vs Vanilla Ice

SOKUDAH! 15:00PM, 05 November 2010 (UTC)




Abdul | Devo | Dio | Iggy | Jotaro | Kakyoin | Midler | New Kakyoin | Polnareff | Vanilla Ice Active Stand
Alessi | Chaka | Joseph Weapon Stand
Black Polnareff | Hol Horse | Hol Horse & Boingo | JoJo | Khan | Mariah | Petshop | Rubber Soul | Shadow Dio Passive Stand