kakyoin theme asb

If the move connects, Hierophant tangles around the opponent and will keep them in place for a while just to launch them into the wall for a wall splat. When Crouching use 6A 6B 6C in tandem - Jotaro has this weird habit of always crouching when you connect two webs, even if he was standing before, heads up. Kakyoin Kakyoin's best special move and the driving force behind his gameplan.

Each character has a Style button which triggers a specific action depending on their Battle Style (バトルスタイル, Batoru Sutairu). Asking this question again because i wasn't specific enough: The dlc characters won't show up, any fixes? This move can combo into most dashing normals and 5B.5B (far) - Kakyoin performs a straight mid-level kick.

It comes fairly quick and covers a very long distance, not to mention it also hits low. 214A S 214B 214C (hold) 9 66 s.jB S (stand off) 9 5b 214A repeat from S - Kakyoin's midscreen loop, builds good meter for tandem looping and 20 Meter Emerald splash purposes. Put your C web where Polnareff's C Shooting Star stays before he puts it up. Technically it is the same move as the Stand Off version, only differences being that Kakyoin cannot move on his own after performing this Super, it can be performed midair, and the spread at which emeralds are being shot can be changed by holding either 8(Up) or 2(Down). You're browsing the GameFAQs Message Boards as a guest. Net utility doesn't end there, however. Upon landing the move will connect instantly. Hierophant Green appears and fires 4 emerald projectiles that disappear after flying a short distance. While the move is activated Kakyoin will stay in place until the move has finished. However it is very prone to the infinite protection system. Share your thoughts, experiences and the tales behind the art. Privacy PolicyCookie SettingsDo Not Sell My InformationReport Ad. He is typically seen wearing a slim-fitting long gakuran/tsume-eriW, but was also shown wearing striped pajamas during his initial encounter with Death Thirteen. The Stand On version seems to recover slightly faster, giving you more time to perform okizeme. This move is highly punishable on block. d.2A 5A 2A 66 d.C 214S ABCxN 8 j.A/B/C 214A 5A 214B 214C(hold) 9 66B (Release C) 236AA - Easier to confirm, damage difference is negligible. It's also a part of Kakyoin's corner Net loop combo. Hits low.2C - Hierophant Green attacks the opponent twice with its arms. 214A 214B 214C(Hold) S 9 66 (backwards towards opponent) s.j.B (Release C), 214A 214B 214C(Hold) S 9 s.2A s.2B (Release C), 214A 214B 214C(Hold) 463214A (Hold) 9 66B (Release Tie wrap snake) AxN 214A 214B 236AA (Release C) 236AA, 214A S+6 (remote stand) 214B 214C 9 66 s.j.B, 214A S+6 (remote stand) 214B 214C 9 s.2A s.2B. By far Kakyoin's best jumping normal. (7/8/9) j.s.B - A downwards pointing swipe from Hierophant Green. Note that it cannot be canceled, but it can follow-up into s.5C, which makes it more or less safe on shorter distances.d.4C - Hierophant Green strikes the opponent with all of its limbs at the same time. Cant tandem while crouching, play the range game in this matchup. Good horizontal range but it doesn't have much use.

Weakest grab in the game damage wise, however, it allows you to set 50/50 mixups in most situations. The Official Deathwing Duck of the Dissidia 012 Duodecim Boards And Official Vanitas of the DDD Boards.

Causes hard knockdown.

Otherwise this matchup is basic. In addition, the tentacle will have to retract all the way trough the path it made, leaving you vulnerable for an attack from the opponent. There is not much use to this move so avoid it. d.5B/d.5C - Kakyoin performs his kick attack while dashing. Using that you can get rid of the ability for Polnareff to really use his mixup. In the anime, he wears the pajamas when admitted to the hospital.Kakyoin keeps medium-length hair, characterized by a large, twisting bang hanging before his face. He is the Stand master of Hierophant Green.Initially, a Japanese student visiting Egypt, he is manipulated by DIO and sent to kill Jotaro Kujo. d.s.2B - Same as his s.2B but while dashing. Strong normal with good priority and his go-to choice for canceling into tandem. 3B - Kakyoin performs his 2A low kick while moving towards the opponent. Note that Kakyoin's nets will also always force a Stand Crash. Heirophant launches itself forwards and moves slowly. However, you still have the range advantage in this matchup, it's not hard as long as you keep Abdul at range and don't needlessly go in after him. Right after the startup, Kakyoin is free to move and attack the opponent (in some situations even before the Super Flash). but releasing them before the opponent manages to attack them will keep them effective. The first hit can be canceled into various Supers. Upload stories, poems, character descriptions & more. This is where it becomes useful to memorize the type of oki you get depending on the range/character you're fighting. Various So this can be from the anime, or a character theme from All Star Battle / Eyes of Heaven. Above Average It is mainly used for its multiple invincibility frames on startup to avoid damage from anything that you can't block or don't have time to avoid. Pretty cool considering I really don't like ACDC. Useful in his Net air juggles. s.2A - Hierophant Green forms a drill and attacks the opponent while pointing it down. It doesn't have much use besides being an inferior anti-air. A+C - Goes along the floor for a while, then goes up and back towards Kakyoin until it retracts. Knockdowns are a powerful tool for Kak as they allow him to enforce the same powerful mixup game with the instant overhead and IAD overhead but also often allows you to first place down a web, assuming: After you place down a web you simply mixup the opponent and combo into the web from the mixup button, from which you can do any manner of whacky kakyoin combo you want.

Just watch out as it can be punished on block. If the move connects, Hierophant tangles around the opponent and will keep them in place for a while just to launch them into the wall for a wall splat.

Hits low.2B - Hierophant Green turns its arm into a drill and attacks the opponent's legs. When Crouching use 6A 6B 6C in tandem. ReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroReroRero. Same as normal Kakyoin, you just have an edge in the damage when you finally touch him. After placing a Net midair, you can perform an air-dash with your Stand On. Getting a knockdown with Kak unsuprisingly happens very often as Kaks longest poke, s.2c, gives a knockdown, however you will often be too far to put down a web or, on some characters, any sort of oki at all. If close enough, it can combo into Kakyoin's Nets. It's an unblockable command grab that does good damage upon hit. After successfully using a Net, they cannot be used again for a brief period of time. Most if not all are completely for style points. Covers a solid area around Kakyoin and pushes the opponent away.

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