New Kakyoin

## Introduction

**Noriaki Kakyoin** *(花京院 典明 Kakyōin Noriaki)*, who is known here as **New Kakyoin** (恐怖を乗り越えた花京院 lit. "**Kakyoin who overcame his fears**"), is an alternative version of Kakyoin wearing sunglasses. This is due to an attack from N'Doul's stand Geb which nearly made him blind. Community calls him Sunglasses Kak or Cool Kak, alternatively Hipster Kakyoin due to his altered playstyle. He is one of the six hidden characters.

In *Jojo's Bizarre Adventure: Heritage For The Future*, New Kakyoin gains a more simplified moveset in his Stand Off, while receiving an almost completely new one in his Stand On mode. New Kakyoin difficulty wise is just as hard to play, if not harder, than Kakyoin.

While he has worse tools at his disposal in general and his combos become much harder and shorter due to that, in Stand On he receives a unique dash which makes him rise into the air at roughly 30°. This gives him a much faster and more unpredictable offensive ability and footsies, turning him into a generally more unique character.

If you like footsies, hard combos, having alot of options, uniqueness and medium risk/high reward, then New Kakyoin is the character for you.

### **Pros & Cons**

+ Insanely fast mobility, now including his bizarre Stand On dashes
+ 66C is a frame 5 reversal that can combo into either wrap, 236AA or Tandem. Also doesnt scale your combo
+ His Stand On normals have crazy range
+ Has a fullscreen super
+ Has amazing matchups, even against the top tiers
+ He's wearing some cool shades

- His new Stand On dash is difficult to get a hang off
- Remote mode is very, very slow
- His combo's are generally much harder to perform
- Playstyle relies on switching between spacing, footsies and aggressiveness, which is difficult to master.

## Movelist

### **STAND OFF**

#### **Command Normals**

4C/6C(close)- Hierophant grabs you and uses emerald splash. It does  about half the damage then average, but can throw the opponent away fullscreen and set up his powerful okizeme.

### **STAND ON**

#### **Normals**

s.5A- F9. Hierophant jab that's very slow at frame 9, youre better off using the infinitly better S.2A.
s.6A- F7. Hierophant delivers an uppercut vertically infront of him. Potent close-up anti-air, but not a great normal otherwise.
s.5B- F9. Arm extends from Hierophant. Overall decently fast normal able to combo into knockdown.
s.6B- F11. Arm extends much further than 5B; One of of his best ranged attacks. It can cancel to s.5C. Cannot cancel into net on its own.

s.5C- F12, F16. Hierophant arm extends into a diagonal shape. The 2nd hit has a very deceptive hitbox, stretching all the way to near the top of Hierophant's head. When chained its hitbox shifts downwards to about s.6B level. It can be instant cancelled allowing for s6B to effectively be net cancelled if you cancel chained s.5C into net before it comes out. A neat little quirk is that the tip of the chained variant becomes unblockable if the opponent isn't in blockstun, and can be used as a poke against stand on opponents or even for oki.

s.4C- F3, F12. Hierophant attacks with a double double blow. 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. 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.

s.2A- F5. Hierophant attacks below the body. The second quickest stand normal. Despite the sprite animation, it is not an overhead.

s.2B- F9. Hierophant attacks the opponent from below. Like most of his normals, New Kakyoin can net cancel this move to make it a safe poking move.

s.2C- F14Hierophant extends their foot across the floor. Hits low. Can start New Kakyoin's powerful okizeme and is part of his 50/50 game. Very unsafe on block if chained, slightly safer raw. Avoid comboing into s.2C on stand on opponents, as it is punishable on hit if they have been hit 3 or more times.

s.j.5A- F7. Hierophant drills infront of him. Decent speed. Use s.j.5B instead for combo openers, s.j.5a has little hitstun.
s.j.5B- F10. Hierophant uses his entire body and arms to attack. Good hitbox, leads to his knockdown and combo's.
s.j.5C- F12. Hierophant stretches his arm out into a long apendage downwards. Weird hitbox with decent disjoint, can be used to fake out a s.j.5B.

s.j.6A/B/C- F11. Hierophant drills infront of him. Long lasting hitbox while moving forward. Can be cancel into his other air normal s.j.3A/B/C for a double overhead.
s.j.3C- F5. Hierophant drills diagonally downwards. Long lasting hitbox with nearly perfect diagonal movement. Hits overhead. Most used out of his s.j.3A/B/C overheads since he moves the furthest

#### **Dashing Normals**

s.665C (Grounded)- F17. Hierophant extends his arm diagonally infront of him. Has INSANE horizontal disjoint.
s.66B (Airborne)- F10. Hierophant uses his entire body and arms to attack. It is one of his Okizeme options. Also a great rushdown tool.

### **Special Moves**

#### ***Emerald Splash (Stand OFF) 236 + A/B/C***

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.

#### ***Emerald Splash (Stand ON) - 236 + A/B/C***

Hierophant unleashes his signature move, Emerald Splash. Unlike regular Kakyoin, This move only covers half of the original Emerald Splash's range. It’s still useful, but can be punished more easily.

#### ***Mystic Cloak/Tailwrap snake (Stand OFF) - 214 + A/B/C***

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 combo's and okizeme.

#### ***Mystic Web/Hierophant Field (Stand ON) -  214 + A/B/C***

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. 214 + B/C are pretty similar (Minor differences is the hitboxes). s.214B/C are not useful in a match due to them taking away your s.6b>s.5c. I suggest you stick with s.214a. UNLIKE normal Kakoin, New Kakyoin's nets \*DO NOT\* scale.

#### ***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.

### **Super Moves**

#### ***Super Emerald Splash (Stand OFF) 236 + AA***

Hierophant's Super Emerald Splash. Similar to Original Kakyoin's 236+AA, New Kak unleashes a full screen Emerald Splash. Use this super when they your opponent is launched after Tailwrap Snake or when they whiff with their stand.

#### ***20-Meter Emerald Splash (Stand ON) 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***

Hierophant attacks the opponent by making his arm electrical. Stand OFF India's arm has many different combinations by the buttons that were pressed, Similar to Vanilla Ice's 214+AA. Stand ON India's Arm functions by inputting the direction of where the arm goes. Pretty low damage and you can get punished on hit alot of the times, only use this as a very fast medium range punish tool in Stand On.

#### ***Raging Demon (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. He is one of the few characters that have a raging demon. Comes out frame 1 after the superflash, and can be combo'd into by anything as long as Hierophant's slow moving butt can catch the opponent before they recover from hitstun.

## Combos

   There are a lot of strange quirks in New Kakyoin's combo game, primarily RNG, Wallbounces, and scaling. Getting used to confirming into combos when the time arises allows for devastating damage and okizeme.

### **Stand OFF Combos**

If ya wanna be da’ kool Kak, ‘den ya gotta be trippin’ with ‘dem combos! They combos bein’ here belo’: (In order of importance)

#### **Beginner**

2A 2[A] xx 214]A[ 66A cl.5B x N dash to other side

2A 5B xx 214X 66B cl.5B x N dash to other side

2A 2A 66B xx 214X 66B cl.5B x N dash to other side

2A 2A 66C xx 214X 66A (wrap hits) 5A cl.5B x N dash to other side

2A 2A 66C xx 236AA o.66C (emeralds hit)

2A 2A WC s+2A > 2B > 2C

#### **Intermediate**

2A 2A 66C xx 214S {2A 5BB ABC x N} d.j.B 5A x N 2A 2[A] xx 214]A[ 5A x N 66A dash to other side

2A 2A 66B xx 214S {2A 5BB ABB x N} Roll/Jump over 2A x N 2A 2[A] xx 214]A[ 5A x N 66A dash to other side

66C xx 214X o.66C o.66C o.44C o.66C dash to other side 236AA

s.214A 66B xx 214X o.66C o.44C o.66C dash to other side 236AA

214X knockdown s.214[A] s.j.3C ]A[ stand off 2A 2A 66C xx 214S {2A 5BB ABB x N} Roll/Jump over 2A x N 2A WC s+2A > 2B > 2C

5A (airborne opponent) s+j.B xx s.214A s.236AA

5A (airborne opponent) s+j.B xx s.236AA

2A 2A 66B 214X cl.5B x N dash halfway to other side s+236AA s.66 s.214A s.214B stand off 236AA

214X knockdown s.214[A] stand off 3B ]A[ 66C xx 236AA 66C

### **Stand ON Combos**

#### **Beginner**

s.665B s.2A > 2A > 2B > 2C

s.j.3C s.2A > 2B > 2C

s.665B s.4C xx s.214[A]

s.665B s.2A > 2A > 2B xx s.214[A]

s.214A (opponent airborne) s.j.214B s.236AA

s.214A (opponent airborne) s.j.B xx s.j.214B s.236AA

s.214A (opponent grounded) s.665B s.2A > 2B > 2C

214X knockdown s.214[A] s.2A (net hits) s.2A > 2A > 2B > 2C

#### **Intermediate**

s.665B s.j.3C s.2A > 2B > 2C

s.665B s.4C (delay) 214S {2A 5BB ABC x N} d.j.B 5A x N 2A 2[A] xx 214]A[ 5A x N d.j.B dash to other side

s.665B s+2A 66C xx 214S {2A 5BB ABC x N} d.j.B 5A x N 2A 2[A] xx 214]A[ 5A x N d.j.B dash to other side

214X knockdown s.214[A] s.2A (net hits) s.214[C] s.214B jump over s.665B ]C[ s.214A s.214B stand off 236AA

### **Stand Crash Combos**

2A 2A 66C xx 214S {2A 5BB ABB x N} d.j.B 5A x N j.A s+4C !SC s.214A stand off 2A 2A 66C xx 214S {2A 5BB ABC x N} d.j.B 5A x N 2A 2[A] xx 214]A[ 5A x N d.j.B dash to other side

j.C 2A 66C xx 214S {2A 5BB} d.j.A s+4C !SC s.214A stand off 2A 2A 66C xx 214S {2A 5BB ABC x N} d.j.B 5A x N 2A 2[A] xx 214]A[ 5A x N d.j.B dash to other side

2A 2A 66C xx 214S {2A 5BB ABB x N} d.j.B 5A x N j.A s+4C !SC s.214A s.214[C] s.214[B] jump over ]B[ stand off (while in air) 214X f.5B x N dash to other side ]C[ before opponent unwraps s.214A s.214B stand off 236AA

## General Strategy

### Overview

New Kakyoin excels when it comes to controlling the midrange, with normals such as s.6B > s.5C, s.5B, s.2B, s.665B, and s.5C to cover several approach methods. While N. Kak thrives in the middle range, he also has quite a devastating presence up close or after a knockdown. Although playing a lifelead and holding down the mid range is more stable and where N. Kak feels the safest, strong pressure and okizeme vortex can turn games around incredibly quickly. However, N. Kak can struggle to deal with quick and punishing jump-ins, such as Chaka’s hyperhop s+j.C, as N. Kak has a difficult time anti-airing these kinds of jump-ins due to s.5C being quite slow and s.6A having a relatively bad horizontal hurtbox. Additionally, N. Kak can have a difficult time approaching in some matchups, and his approach tools vary in effectiveness depending on the enemies toolset. For example, approaching with s.665B is impractical versus projectile characters, with movement options such as 66 stand on being far more effective. In lower tier matchups or against characters with poor anti-airs double jumping can be quite useful. All in all, N. Kak really shines when he secures the lifelead and holds down the midrange with an iron fist. How exactly do you get lifelead?

The answer to this question is once again quite matchup dependent, however, you will usually be getting your hits from 1) poking/stuffing your opponents out in the midrange 2) Securing a knockdown and succeeding on okizeme 3) Low profiling an attack in stand off and 4) Hitting a net. While capitalizing on hits will always be ideal, as long as N. Kak can score a knockdown or get damage and run away, he is in a good spot. One clean hit can turn the game on your favor, so capitalizing on mistakes and punishing whenever possible is desired.

Proper utilization of nets is incredibly important to your stand on and even stand off gameplan. Nets are an incredibly strong defensive tool and can be used to patch blind spots up such as right above you in difficult to anti air places. N. Kak gets stable confirms off of net hits that can help secure lifelead, so having them up adds to N. Kak’s defensive presence. While you can set nets raw, an incredibly useful way of setting them in neutral is by net cancelling. All stand on normals except for s.6B (can be chained into s.5C which can be instant cancelled, effectively making s.6B net cancellable) and s.2C (only cancellable in first couple of frames) can be cancelled into s.214X on whiff. This makes the normal incredibly safe on whiff, block, and hit, and allows you to back off, wait, or apply pressure afterwards all while you set another net. Strong net cancelling is incredibly useful to N. Kak to maintain a strong defensive game and score damaging hits.

### Stand ON/OFF

While there are a lot of allures of playing in stand OFF, namely massive damage, better oki from combos, more typical movement etc. in a majority of match-ups you will want to be controlling the midrange with N. Kak's powerful stand ON zoning tools (more below in the neutral/footsies section). Being in stand ON enables you to poke with strong normals while setting one of the greatest defensive tools in the game in place: nets. Stand ON can feel as if it has some blind spots, namely right above your head and up close just outside of s.4C(1) range. Nets are incredibly vital to patch these flaws as effectively as possible, and through strong repositioning and usage of nets, you can completely wall your opponent from starting anything meaningful and keep them right where you want them, at s.6B range.

Stand ON sounds great! Why do I need stand OFF? At a lower level, it's suprisingly easy to go far simply with strong use and understanding of stand ON. However, stand OFF can provide large benefits when transitioned into and out of correctly. One of the biggest advantages is the overall safer movement. This differences becomes incredibly obvious against projectile opponents, where it becomes quite difficult to approach with just s.665B. Turning stand off allows you to use your fast, grounded dash, and can be cancelled into stand on normals, stand ON, roll, or jump, not to mention all of your dashing normals. Transitioning into stand off after a net cancel can help reposition where stand ON wouldn't have the same finesse or precision. You can also go in following the net cancel to apply brief stand OFF pressure, usually leading to IOHs such as s+j.C and s+j.3C that help open the opponent up, especially when you have already exhausted your stand on options. (Note: net cancel -> stand OFF -> dash up -> stand ON (slight delay) s.4C is quite a cheap strike/throw setup and can lead to vortex.) Another advantage of stand OFF is the incredibly low hurtbox, tied with the original Kak for the 4th lowest crouching hurtbox in the game. Through properly timed stand OFFs, you can open up whiff punish opportunities that would not be possible with stand ON. To name a few examples, S. DIO j.S pressure, Rubber Soul j.A, and the Joseph's 236B. This combined with the massive damage N. Kak is able to dish out in stand OFF makes proper transitions into stand OFF an incredibly important skill for every intermediate N. Kak. (There are even more advantages such as unique approach and anti air opportunities for certain moves that s.5C and s.6A struggle to deal with, but this is slightly more matchup specific.

## Okizeme

### s.2C Okizeme

The most basic okizeme to familiarize yourself with is post s.2C knockdown. By walking forward a little bit into s.665B range, where you will now be able to 50/50 between s.665B and s.2B. Additionally as an extra threat you can do s.665C (whiff) into grab, a gimmick option that also adds another layer and vortexes into more oki. Having a strong handle on this oki is vital. It might be quite difficult to meaty some characters, especially with s.665B, so whenever in doubt, meatying with s.2C or simply staying in place and placing a net are your safest options. Note that raw/unchained s.2C leaves you with more time than chained.

### Throw Okizeme

Post grab oki is also vital and is an easy way to capitalize on such a strong game mechanic. You can normally find yourself getting throws from s.4C OS (more on this later sounds smarter than it is), tick throws, and normal roll punishes. Your oki game is different depending where you are on the screen and what mode you are in. Beginning in midscreen, in stand off simply run up and 50/50 with s+2B (or s.2A) and s+j.3C. Note that turning stand on while you are jumping completely negates the rest of your prejump, so the input should look like 66 9+S s.j.3C. In stand on, s.665B once and on a majority of wakeups you get the same 50/50 as stand on s.2C. In the corner, stand off doesn’t change much, as Heirophant is still recovering from the throw. In stand on, however, you simply place and hold s.214[A] then 50/50 between s.j.3C and s.2B/s.2A then release. You will be able to get a full combo after, making it quite a strong and valuable oki. Do note that you CANNOT COMBO INTO WRAP ON A MEATY HIT. Another note, for some bizarre reason, you will not be able to get oki midscreen against Chaka if you throw him to the left.

### Wrap Okizeme

Now for the strongest oki of the basic options: Post wrap oki. Midscreen stand off combos that aren’t done from meatying someone’s wakeup or landing, or catching someone’s prejump will end in a wrapped opponent. (Don’t worry you don’t need to sweat about all these instances at first, as you don’t need to full combo from oki as a new player, just another knockdown like s.2C). Once wrapped, hit them a couple times then run to the other side of the screen. To get oki, you must prevent their wallbounce. Jumping between the edge of the screen and the opponent helps a lot in preventing wallbounce. From here, turn your stand on and place s.214[A]. Then 50/50 with s.j.3C or s.2B/s.2A and release. This will allow you to get a full combo on hit. This oki is consistent on all wakeups, and gives you incredible frame advantage to use other options (that will be discussed in the advanced okizeme section).

## Advanced Okizeme

The prior 3 okizeme options are vital to learn, whereas these range from superfluous  yet applicable to rather impractical. There is something to be said for intimidating the opponent by showing them that there are more layers than just high/low.

### s.665B cross up

This oki revolves around a.665Bing over knocked down (or iggy) opponents. There are two primary ways to set this oki up. When attempting this after wrap, turn stand on and net (s+214[A]) as soon as possible. From here you can either stay on the same side or crossover with s.665B. What’s nice is that you still get the high/low either way and it simply serves to add more factors to overwhelm your opponent. On slower wakeups you can even crossover twice. This method is quite risky on faster wakeups, further testing soon. The other method is opened up by using a specific netloop combo to create an incredibly advantageous knockdown even on a meaty hit. s.214[A] s.j.3C/s.2A/s.2B ]A[ s.214[C] s.214B jump over s.j.665B ]C[ s.665B s.214[A]. Now you are incredibly plus and have a net set up point blank. From here, do the same cross up oki. On faster wakeups, you can omit the s.214[A] and cross over with no net, but this is inferior to just taking the normal 50/50 which has higher reward and works well on fast wakeups.

### s.j.3B/C cross up

Set up in the same ways prior but with one major difference: the cross up is near unreactable. This is because s.j.3B and s.j.3C are indistinguishable from this close to the ground, and s.j.3C crosses up while s.j.3B doesn’t. To stay same side, jump back (7) and do s.j,3B and you are free to high/low on the original side. To cross up, jump forward (9) and do s.j.3C. However, the specifics of this oki aren’t set in stone, and true 25/25/25/25 oki is not needed just yet as s.665B cross up oki is still quite new and much more straightforward. Keep an eye on this though. Note: This is primarily for somewhat average wakeups, in the realm of Jotaro. Additionally, due to the Kak's weird collision boxes on wakeup, the crossup will either not crossover or be incredibly reactable, so stick to the others until this has been labbed further.

### Unblockable Oki

Probably the most unconventional unblockable oki in the game aside from Alessi gun. It is preformed by chaining into s.5C and hitting the opponent at its tip. While this is incredibly alluring, chained s.5C unfortunately does not hit many characters crouching, meaning the oki can be avoided by simply crouching for some characters. The most susceptible characters to UB oki are DIO and the Josephs, however, a new interaction with Avdol, Petshop, and Alessi shown off by WJ shows that even when crouching, if you meaty then with a move that doesn’t trigger preblock, they will have their standing hurtbox, leaving them susceptible to chained s.5C. https://twitter.com/wj\_hd/status/1318584326758412288?s=21

Ok, that’s all fine and dandy but it’s only a small poke of damage, right? On it’s own it is only good for a small bit of free damage, but coupled with a net or in remote it can result in incredibly large damage due to chained s.5C being unscaled. Starting with net, it’s not often you’re able to set a net and get into position to meaty with s.5C chained, but the simplest way is to grab DIO or the Joseph’s in the corner while in stand on, walk forward slightly and place a net, walk back and do s.6B whiff, s.5C meaty ]A[. You will be able to confirm into 66C 236AA 66C for large damage. Meatying as such can be finicky, so if the opponent isn’t a inclined to pushblock (although most are) meatying with s.5B then delaying s.5C to hit them as they exit block stun can achieve the same effect. This is just an example of ways to setup net for ub oki, and there are several other methods to try, namely mid combo s.214[A]. The remote method is much more akin to a combo extension and looks incredibly strange yet stylish. While the opponent is flying towards you after wrap, turn stand on and quickly s.6AA to quick activate remote. This will crossunder DIO and the Joseph’s, but is generally varied among the cast. Hold forwards and prepare to meaty with s.2A > s.5C. On both hit and whiff, cancel into 214S (this should be done from the view of HG/remote) for safety on whiff and confirm on hit. Confirm the hit with 66C 236AA 66C. Roundabout to the simplest way, sometimes occasionally doing s.2A > s.5C is enough to mess with the opponent a little, so keep it in mind and try it in real games.

### Remote 50/50 -> extended tandem oki

Incredibly niche and incredibly risky. On average wakeups, s.6AA similarly to the unblockable oki. You will generally have remote in front of the opponent, in which case you should s.214[A] and immediately crossover with s.665B. From here; simply high low with s.j.3C s.4C or s.2B then cancel into tandem. Depending on if they are standing or crouching either do as many reps as possible while holding S, or just mash after 1-2 starting reps. This oki is unsafe and gimmicky because of how s.6AA position can vary and the nature of remote oki being very risky.

## Matchup Strategy

Abdul

Abdul's normals are fast and brutal. The best way to get in there is if he whiffs a super, which gives you time to use your super or land your bnb. Abdul has a very quick recovery time, so, you better make sure that you plan far ahead. If Avdol goes to remote stand, IAD to Abdul and land your bnb, or he will just grab you.

Alessi

Alessi's hitbox is low, so the best tool for you is 2C or s.66B. Just like Oldseph, you can GC from blocking his tandem and the punish him from there. The best thing to do is to net him to use your supers. Landing a bnb is hard, but you can use your okizeme to keep him knocked down. If he ever decides to use his special that uses the gun, punish him by going in and using Super. Net camping is a very effective stategy because Alessi's only move which can remove nets is his s.j.A, which you can swat out the air. Tail wrap is great for this matchup because that is the only thing you can mostly *combo off of.*

Black Polnareff

If you want to win this matchup, you can mostly flowchart this one out. Poke him, dont let him get close. Learn your safe neutrals. If you whiff, he might land is 214AA super and deal large damage. Fun fact, if he hits your net with 214AA, it won't hit you. This method can make you punish his super.
If BPol whiffs his 236S, use s.2C, 236AA or s.236AA to punish.
Do not jump a lot or he will punish you by using 214AA, which is an unblockable in air.

Chaka

Chaka is quick and hard to deal if he can respond to your normals with a custom combo.
Since Chaka doesn not have any zoning abilities, you can outzone him, knock him down, okizeme, repeat; but if you ever whiff a stand on normal, get ready to be punished by his tandem/supers.
You can okizeme him to death, but if he blocks and knows how to combo from a GC, use nets with your okizeme options. Anti-airing him is difficult, use s.6b and s.5C if you're planning on beating his aerial assaults.

Devo

DIO

-If the DIO is a beginner, count it as a training session.

If the DIO is experienced, Watch out for his pressure. DIO can move around pretty quickly and can punish you with his s.236AA super. Watch out for his space ripper stingy eyes, either jump or crouch in stand of, because they *are* unblockable.

Try not to whiff long recovery moves, or that's just a free combo for DIO. If DIO decides to timestop, just uses.2C, or your 236AA/s.236AA super to stop him. Learn to Guard Cancel because he'll just be smothering you if you don't do anything other than pushblock.

Hol Horse

Hol has the options to somewhat zone you.
However, once youre on top of him, he cant get you off.

The best thing to do is to pressure him. The only thing Hol can do is shoot a regular bullet or a Slow Bullet, but if it's point blank, you can just 2A him and start your bnb from there. If he's knock downed, you can use that opportunity to land your okizeme.
Most Hol mains use jumping glass, so keep an eye out and poke him in the guts with s.6b.
Do not jump to him or he will use glass or Slow bullet to punish you. Learn how to GC buffer if you don't plan on blocking his 2C. Being in midrange against Hol allows you for reactionary s.2C punishes, keepcan eye on him.

Hol & Boingo

Hoingo's S Bullet can shutdown your zoning tools because of how fast it is compared to Regular Hol.
Hoingo can instanly standcrash you with his 241AA super and if you don't hit him before the bullets come out of the pipes, say goodbye to that big chunk of health.
If you're knock downed, watch out for his 270 super because it can still grab you even if you block it (most of the time).
The best thing to do is pressure him. Just like regular Hol, Hoingo does not have any good close up options. In fact, he has worse close up options than regular Hol, so, if he misses, land that bnb for some great damage.

Iggy

The only thing you can do is wrap, okizeme and 20 Meter Emerald splash. Boring match tbh.
Avoid close quarter combat with him at all times, getting grabbed means losing alot of life if you're caught unaware. Play this matchup as lame as possible. Zone his sandball turtling with s.6B, and keep flying away until you win.
You can net > s.236AA Iggy after getting released by wrap, making his small hitbox less of an issue with 236AA.

On his command grab oki, allow yourself to be hit by his j.C by holding up, and keep holding up. This forces Iggy to either oki you with 6B, S.On IOH or 2B.

Old Joseph

Oldseph relies on his stand for most of his damage. Since he really doesn't have many defensive options, you can just knock him down and perform your okizeme.
Oldseph's tandem can be easily interrupted if you just GC, which completely stand crashes him. This opens up ways to punish his tandem.

Jotaro

This matchup can end up with you zoning him or going offensive.
If you decide to go defensive, use your nets and use s.5C, s.6B, and s.2B.

Make sure you use safe normals or specials, or you will take lots of damage. If Jotaro decides to jump, hit him with s.j.B>214A or 214B, then use s.214AA. You can also anti-air his jumpins witj s.5C He doesn't have any ranged options, so, you'll be fine as long as you're playing safe. **DO NOT LET HIM STAND CRASH YOU.**

If you go offensive, Landing your BnBs and pressure will be a priority. Use nets to stun Jotaro and land your damaging super or combo. Since he is a active stand user, stand crashing him is free damage.

If he ever decides to use timestop, IOH once and do s.2c, use 236AA or if you're in the air, or s.236AA.

Kakyoin

Kakyoin has more options of zoning than you, but don't worry. You can defend yourself from that. You can either jump or roll to avoid his stand on emerald splash. If he decides to dash in, use net traps to punish. Since he's very quick stand off, always keep your guard up

If you're going offensive, watch out for his nets, especially when you have your stand out. His nets can cause a stand crash that will leave you vulnerable to knockdown. The right time to strike is if he whiffs a stand on normal.

Khan

Okizeme/box him out to death.

He really can't do much to that and your zoning will just make him impatient, which will make him fall for your net traps.
His counter really isn't much of a problem if you play the patient game, grab, and practice your meaties.

Mariah

Mariah relies on leveling up her magnetism. You can jump over her outlet, destroy them easily with s.j.3C, or destroy them with your projectiles.
You can cut the wire with 5C or s.j.B so that won't be a problem. Empty jumps into grab is good against pushblock > outlet shenannigans.

Mariah really doesn't have any close up options except 2A auto combo. If you pressure her, it'll be over for her.

Midler

Midler has many zoning options like you. The trick here is to emerald splash when she whiffs her special moves or supers. Since she has a slow wakeup time, you can place nets, prepare Tail wrap, or whatever for your okizeme.

New Kakyoin
If your opponent is zoning, use your distance normals or Dash in with s.66B. If he has nets placed, it is a great idea to hit him or hit the nets.
If he is going offensive, use your distance normals to keep him from landing a BnB on you. Net traps are great if he is stand off and rushing in.

The match is just one big footsie game. Don't be the one in Stand Off

Petshop

Nets will be your best friend in this match. Lots of GC's recommended, and dont rely on Tailwrap Snake at all.

Polnareff
Place a s.214C net in the top corner behind you because that will protect you from pol's C version of Shooting Star.
Pol's game is pressure, but if you can outzone him, and land your okizeme correctly, he will have a tough time landing a hit on you.

Do not try to jump net the shooting star directly. It won't work most of the time, just stay airborne then.

Shadow DIO

Shadow DIO's damage and ability to pressure you till he gets that one hit is your worst enemy.
Lucky for you, you have the ability to outzone him and do your okizeme on him.

Shadow DIO has the offense, but the defense is where he's lacking. You can place your net traps, 2C him to death, or even emerald splash him and the only thing he can do is GC. If you can keep knocking him down and keep doing your okizeme, easy win for you

Rubber Soul
Watch out for his counter. It can punish your stand on dashing normals. If he ever counters, use super or nets to punish.

If he pressures you in the corner, you can stand on dash out or whiff supers to get out of there. If he whiffs a super, he might want to do chip damage. To counter this, double jump and use s.236AA to punish. If the rubber uses 214A a lot, use j.C to start your BnB.

Vanilla Ice

Ice's damage comes from his tandems. If you play smart and zone him, you don't have to worry about his tandem. You can mostly outbox him, if you use your premium normals smartly. Ice is one of those characters that have that has a wacky short wakeup time, which makes it hard to do your okizeme.

Net traps and s.4c are useful for punishing his ball attacks. Try not to whiff too much, or you'll get punished by ball, super, or tandem.

Landing your BnB will be hard, but you have a higher chance of succeeding if Ice doesn't have meter. Do not jump in or IAD in recklessly because you'll be easily punished by S.On normals most of the time. The strategy is to keep your distance and landing your poking moves.

Young Joseph

It is determined by the first hit. If you make sure to hit him before he hits you, you're fine.

If Youngseph lands the first hit, get ready to deal with his cracker volleys. Luckily, you can duck under all of them in Stand Off. The only way to get in is to IAD to him. Make sure to not whiff anything or you'll be back to the cracker volley spam. On the contrary, if you have the life lead and simply avoid clackers, Youngseph will have a lot of trouble.

You can punish with supers or preferably s.2C if he's in the middle of throwing out another cracker volley.

## Obscure Tech

-New Kakyoin's s.5C has two versions which are vastly different. One is the raw versiom, and the other is the chained version. The chained version is different in that is just 1 hit. However for whatever reason, this move when hit on it's own at a distance is unblockable. Quick setups for this magic series s.5C is for example; s.5AAA, s.2A s.5C, or s.5B s.5C if the opponent blocks the s.5B, but this doesn't work on whiff.

-When you launch someone after a net combo, the optimal thing to go for is 236AA (let them wallbounce behind you) 66c 66c. However, this game treats wallbounces differently depending on if you're Player 1 or 2. If Player 2 gets wallbounced by an un-airtechable move, theyre stuck in a small amount of stun after the wallbounce. However if Player 1 wallbounces, you can tech out after hitting the all almost instantly. Another thing to take note of is that the camera zoom during superflashes treat Player 1 and 2 a bit differently. This is the reason why if you try to do Wrap > (wallbounce) 236AA agaisnt Player 1, they will pop out behind you instead of infront of you. Sometimes they will still pop out infront of you though, strangely.

## Trivia

* He and Regular Kakyoin's taunt is a meme because of his bizarre poses.
* If you hold A while taunting, He will do the infamous "rero rero".
* His nets work the same as how Kakyoin's did in JoJo's Venture.
* He is the only secret character with an active stand

## Reference

https://www.youtube.com/watch?v=XoD54aqdepw - [JojoBA] New Kakyoin BnB

https://youtu.be/Uy\_LtglUHT4 - New Kakyoin Tandem Starters

https://www.youtube.com/watch?v=glKgQlzm98k - New Kakyoin Wrap 236AA BnB

https://www.youtube.com/watch?v=5f4VWLAb7vQ - New Kakyoin non wrap starter BnB

http://jojo.sblo.jp/article/46779055.html - New Kakyoin frame data (立 is 5 or standing 屈 is 2 or crouching, 66 is D, 弱 is A, 中 is B and 強 is C)

http://jojo.sblo.jp/article/43556192.html - SQ's article about chained s.5C's unblockable properties, and a setup for it

**Videos of WJ's New Kakyoin (one of the best Japanese players), for reference:**

https://youtu.be/JO5TLG42OG4

https://youtu.be/TBh7lgodsYU

https://youtu.be/LJaWxtSzc\_0