JoJo's Bizarre Adventure: All-Star Battle R/Noriaki Kakyoin: Difference between revisions
No edit summary |
No edit summary |
||
Line 15: | Line 15: | ||
* '''Independent Trap:''' Because "[[JoJo's Bizarre Adventure: All-Star Battle R/Noriaki Kakyoin#22X|Hierophant's Barrier]]" is independent of Kakyoin, he is able to set it up as a defensive measure against opponents who are trying to approach, allowing him to keep up his gameplan even after getting hit. | * '''Independent Trap:''' Because "[[JoJo's Bizarre Adventure: All-Star Battle R/Noriaki Kakyoin#22X|Hierophant's Barrier]]" is independent of Kakyoin, he is able to set it up as a defensive measure against opponents who are trying to approach, allowing him to keep up his gameplan even after getting hit. | ||
* '''Damage:''' Kakyoin does great damage and builds great meter with his combos. Using meter or Assists allows him to convert long range pokes into high damage, sometimes making these combos uninterruptible by Reversal Assists. | * '''Damage:''' Kakyoin does great damage and builds great meter with his combos. Using meter or Assists allows him to convert long range pokes into high damage, sometimes making these combos uninterruptible by Reversal Assists. | ||
*'''Matchups:''' Kakyoin does not lose many matchups. | *'''Matchups:''' Kakyoin's toolkit allows him to turn a large majority of the cast completely helpless and he does not lose many matchups. | ||
|cons = | |cons = | ||
*'''Too Close! Too Close!!!:''' As expected, Kakyoin's performance is very below average at closer ranges, and can very easily be taken apart due to the combination of poor up-close frame data and mediocre reversal options. | *'''Too Close! Too Close!!!:''' As expected, Kakyoin's performance is very below average at closer ranges, and can very easily be taken apart due to the combination of poor up-close frame data and mediocre reversal options. |
Revision as of 14:52, 3 May 2023
Introduction
One of the major allies of Stardust Crusaders, the third part of JoJo's Bizarre Adventure, Noriaki Kakyoin is the zoner of All-Star Battle R, with outstanding long range pokes that span half-screen and the god of all projectiles: his signature "Emerald Splash", which fires 9 small projectiles with low recovery and beats out nearly every projectile in the game. Outside of this, he has "How's this!" and "You're already in my grasp!" which have Hierophant Green attack with tentacles from the ground as alternate zoning options if the opponent has an answer to "Emerald Splash". Kakyoin's zoning is extremely oppressive and will shut down a good part of the cast, and on top of this he has a solid mixup option between 2M and dash-jump j.H as ways to catch people sleeping or who are too focused on moving around his zoning. Lastly, despite being a zoner, Kakyoin does really above average damage, making him great at creating huge lifeleads to sit on.
Despite all these strengths, Kakyoin is not entirely flawless. Much like the zoners he is inspired by, Kakyoin becomes increasingly weaker the closer the opponent gets due to his very lackluster pressure options, lack of a strong reversal, and poor movement. To win with Kakyoin you must snipe every approach from the opponent and to be prepared to cover all of their options. Good Kakyoin play will leave opponents entirely hopeless as they watch every approach they attempt get stuffed out.
With his amazing zoning, damage, and great matchup spread, Kakyoin is one of the strongest characters in All-Star Battle R.
- Long Range Normals: Kakyoin has access to long-reaching normals that can combo from afar, allowing him to play from his most effective distance.
Noriaki Kakyoin is a Stand character who zones with a diverse toolkit that covers anything. | |
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 1000 | Rumble | #ASBR_KAK |
Move List
Stand Off
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6M
6M
Let's shake on it. |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Emerald Splash
236L/M/H (Air OK) |
---|
214X
How's this!
214L/M/H |
---|
22X
Hierophant's Barrier
22L/M/H |
---|
Stand On
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
Stand JL
j.L
|
---|
Stand JM
j.M
|
---|
Stand JH
j.H
|
---|
Special Moves
Stand 236X
Emerald Splash
236L/M/H |
---|
Stand 623X
You're already in my grasp!
623L/M/H |
---|
Stand 63214X
Didn't you notice?
63214L/M/H |
---|
Stand J236X
Emerald Splash (Air)
j.236L/M/H |
---|
System Mechanics
Throw
Throw
No match for my Stand! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
You're already in my grasp! |
---|
5S
Stand On/Off
5S |
---|
Heart Heat Attack
Time for your punishment!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
20m Radius Emerald Splash
236L+M+H |
---|