If you whiff, he might land is 214AA super and deal large damage. Frame 3, tandem confirm, safe on (push)block, shreds the opponents Stand Gauge even on block, this move has it all. While it does do decent damage if it connects, since it launches the opponent on hit, they can most likely tech out of it either towards you or backwards to block the rest of the super. Ice is one of those characters that have that has a wacky short wakeup time, which makes it hard to do your okizeme. All Nets will disappear if you grab the opponent, and automatically activate after Tandem attack activation. 214A 214B (Hold) s.5C (Release B) 214A (Hold) s.5C (Release A) - Kakyoin's corner loop, prone to the infinite protection system leaving you in a bad spot. The Stand On version seems to recover slightly faster, giving you more time to perform okizeme. F + a number means how fast it is. Don't be the one in Stand Off. Can start New Kakyoin's powerful okizeme and is part of his 50/50 game. Hierophant Drill. Hierophant drills diagonally downwards. If you like footsies, hard combos, having alot of options, uniqueness and medium risk/high reward, then New Kakyoin is the character for you. less hitstun, and oesn't scale.66C- F4. 4C/6C(close)- Hierophant grabs you and uses emerald splash. Videos of WJ's New Kakyoin (one of the best Japanese players), for reference: Take your favorite fandoms with you and never miss a beat. Stand
Useful in his Net air juggles. It cannot be canceled.d.s.5C - Kakyoin performs his s.4C while dashing. Longest reaching normal in Kakyoin's arsenal. The 2nd hit recovers very fast and has a lot of active frames, making a whiffed s.4c extremely hard to punish. Midler has many zoning options like you. Weakest grab in the game damage wise, however, it allows you to set 50/50 mixups in most situations.
The best thing to do is to net him to use your supers. They make the opponent guess which will come next, since both come out really quickly. 5A - Straight jab punch. Weakest grab in the game damage wise, however, it allows you to set 50/50 mixups in most situations. Kakyoin has possessed this Stand since birth. Alternate low kick. Hierophant's Field is an extremely useful special move that's both a great defensive and offensive tool. 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. Above Average 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. New Kakyoin difficulty wise is just as hard to play, if not harder, than Kakyoin.
Unlike the Stand Off variant, this move is a good harassment tool for basic zoning game since it travels fast and fullscreen. Great against opponents below Kakyoin. Only use this super to punish your enemies or when they're caught in your airborne net. This is Kakyoin's main anti-air, and possibly the best anti-air in the entire game.s.5C - Hierophant Green strikes the opponent with his tentacles, hitting up to 3 times, dealing high damage. d.s.2B - Same as his s.2B but while dashing. If you make sure to hit him before he hits you, you're fine. By placing down A or C webs midscreen, B is often the less desired versionas you lose Kaks most powerful buttons when its out, you can force the opponent to break the web in order to get in, and to do so they will need to attack it with any stand on normal, allowing you to whiff punish them in neutral if they try to haphazardly break the web. j.s.3A/B/C - Hierophant Green forms a drill and descends quickly towards the opponent from midair. Anti-airing him is difficult, use s.6b and s.5C if you're planning on beating his aerial assaults. 2A 2A 66 d.C 214S ABCxN 8 j.A/B/C 214A 5A 214B 214C(hold) 9 66B (Release C) 463214A 5AxN 214A 214B 236AA - Kakyoin's BNB with tie wrap snake included. Abdul has a very quick recovery time, so, you better make sure that you plan far ahead. Hierophant sets up nets that can stun the opponent for a short period of time. Since she has a slow wakeup time, you can place nets, prepare Tail wrap, or whatever for your okizeme.
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. Boring match tbh. Since he's very quick stand off, always keep your guard up. The trick here is to emerald splash when she whiffs her special moves or supers.
s.4C- F3, F12.
This gives him a much faster and more unpredictable offensive ability and footsies, turning him into a generally more unique character.
Kakyoin's best special move and the driving force behind his gameplan. While it's not the fastest move, it can catch late jump-ins and causes wall splat. Nets will be your best friend in this match. Net traps are great if he is stand off and rushing in. If you want to win this matchup, you can mostly flowchart this one out. If you land his 66C, use tandem or wrap. On his command grab oki, allow yourself to be hit by his j.C by holding up, and keep holding up. New Kakyoin's raging demon is one way to end the match with style. ABSOLUTELY GODLIKE NORMAL. 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. Hierophant wraps around the opponent if landed.
The input is 8 j.A/B/C 214A 5A.
Right after the startup, Kakyoin is free to move and attack the opponent (in some situations even before the Super Flash). Ice's damage comes from his tandems.
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