Noriaki Kakyoin ★ Video Games

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A summary of Noriaki Kakyoin's history and movesets in video games.

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Famicom Jump II

Kakyoin appears as a supporting character for the JoJo's Bizarre Adventure world, where the player can talk to him in order to obtain some information.

Jump Super Stars (DS)

Kakyoin appears as a special attack for Jotaro's 5-KOMA, where he shows up on the screen, ahead Jotaro and attack the enemies with Hierophant Green's Emerald Splash.

Jump Ultimate Stars (DS)

Kakyoin returns as Jotaro 5-KOMA's special attack. But he also appears during the JoJo's Bizarre Adventure world intro, along with the others Part 3: Stardust Crusaders protagonists.

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JoJo RPG (SFC)

Kakyoin is one of the six main playable characters. Much like the manga, the events from Kakyoin's debut makes him appear as an antagonist and fight against Jotaro (first using the School Nurse to attack Jotaro and then fighting by himself). After the battle Kakyoin joins the group and can be used as a playable character. During a fight, Kakyoin uses Hierophant Green's elasticity to attack the opponents and its Emerald Splash as a super attack.

Unlike in the source material, one can keep Kakyoin alive all throughout the game, even avoiding his death at DIO's hands depending on if he has HP left after the battle.

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Heritage for the Future (PS1/DC/Arcade)

Kakyoin pl.GIF

Noriaki Kakyoin appears as a playable character in the Capcom game, and his gameplay is primarily designed for defense. In the Heritage for the Future release, a separate character is included referred to as Fearless Kakyoin (恐怖をのり越えた花京院) or simply "New Kakyoin" in the English Localization.

It is noteworthy that even in the video games (excluding the Super Famicom RPG), especially in the fighting game made by Capcom, Kakyoin's fate in his own storyline is to apparently die, whereas other characters have more pleasant endings (except Midler, who also dies, but by DIO's hands). However, because of how the dialogue was done in the game, some may argue that it could be open-ended, suggesting a possibility of his survival.

The ending seems to imply that Kakyoin died on the trip home inside the airplane, due to the wounds he suffered in the battle with DIO (he unleashes a barrage of knives and one of them hits Kakyoin before DIO himself is decimated from the crossfire), and him keeping quiet about it. This could be otherwise explained as fainting or severe weakening, in the absence of solid illustration that he did die. On the other hand, New Kakyoin's storyline in the game confirms his death, just as it occurred in the original storyline from the manga.

The endings where Kakyoin survives the adventure are in Iggy's and Avdol's storylines. This is because DIO attacks Iggy or Avdol before going after Jotaro, Kakyoin, and Joseph.

Techniques

  • Emerald Splash: Best used as part of a combo. It has shorter range without the Stand activated but reaches full screen with the Stand activated. The only downside is that the move cannot be integrated into combos in the way 2 in 1 attacks are performed. New Kakyoin's version of this move is reduced in terms of range, reflecting his eye injury in the story.
  • 20m Radius Emerald Splash: The powered-up version of "Emerald Splash." If the opponent doesn't have an active Stand, this inflicts massive chipping damage. Done with the Stand active, the emerald's spread can be controlled, either for a more-focused attack (best for mystic trap victims) or to widen the attack radius of the emeralds (for keep-away and nullifying projectiles).
  • Tie Wrap Snake: Used for both offense and defense, this is one of Kakyoin's lesser-known but most feared moves. Without his Stand activated, he can join in and punch the enemy, but with his Stand activated, buttons can be pressed repeatedly to fire emeralds. Expert players can inflict massive damage from just this move alone.
  • Mystic Trap: Likely inspired by the appendages he casted to try to capture DIO in his final battle, the move is a snare that can be deployed at will. It can't be sensed until unleashed, by releasing the button used. It can be hit with another Stand attack, but some realize the position of the traps too late. With this technique used in conjunction with specials or super moves, Kakyoin wears down an enemy very quickly, even though the damage is limited. In the newer Heritage for the Future version, being hit by the trap causes an instant Stand Crash, forcibly dismissing the enemy's active Stand.
  • Oshioki no Jikan (Time for Punishment): Demonstrates Hierophant Green's ability to enter an enemy's body, an attack he once used as an antagonist, and against Death Thirteen. This move is executed similar to Akuma's Shun Goku Satsu (Raging Demon), but inflicts damage from within the body, instead of it attacking the opponent's spirit, just like the former. While the damage it inflicts fares lower, the fact that it cannot be blocked and can be incorporated into combos provides a pressure tactic in battle. Unlike with the SGS aka. Raging Demon, players can jump in with the attack easily for an unexpected hit. His Stand must be kept active for the move to be available.
  • India's Arm: Hierophant Green's arms can be steered by the player to attack at unique angles and directions. Done without an active Stand, the arms instead do predefined patterns depending on the button combinations used. (eg. QCB + LA & MA have patterns different from QCB + MA + HA) The move can be used right after a Mystic Trap to juggle an enemy upwards.
  • Hierophant Finish: A combination of Emerald Splashes from different directions that end with a 20m Emerald Splash. The effectiveness of the attack depends on where the enemy is when the move connects. A standing enemy can yield more hits as compared to an enemy juggled by this move.
  • New 20m Emerald Splash: A move only available to New Kakyoin, Mystic Traps appear everywhere, that upon connecting, holds the enemy in place as Kakyoin moves far to the background where he strafes the victim with Emerald Splashes. This move is likely a recreation of his trap-like attack that he could've unleashed against DIO, an idea later revisited in All Star Battle.

Strategy

Easily one of the most powerful and mindgame-rich character, Kakyoin can take almost anyone on, provided he can properly zone, bait and punish. This allows him to provide a serious challenge to powerful characters like Jotaro and DIO. He has limited options up close, but is a very dangerous character played with range.

With the Stand activated, he can dash and double jump in the air. He also has one of the longest reaches in terms of physical attacks - particularly with his Stand attack. His command throws likewise inflict significant damage depending on button presses. His most powerful ability is the Mystic Trap, which can easily pick out careless opponents for a consistent punishing, especially with his 20m Radius Emerald Splash.

Players using Kakyoin must remember, even though this makes him quite an unfair character, that distance is the key. He has plentiful techniques for striking back, punishing or even ticking.

In the arcade version, he has considerable offense power but is slightly slow. This was changed in the PlayStation port and the updated arcade version, but at the price of losing damage strength. He also gained a new super move that helped him in his offensives. Additionally, his appearance with sunglasses (a result of his encounter with N'Doul) is named New Kakyoin or 恐怖を乗り越えた花京院 (lit. "Kakyoin who overcame his fears") in the Japanese version of the game, having different attack methods and physics offsetting him from the original. New Kakyoin loses his mobility, some moves, and some range, making him substantially inferior in comparison to his original self.

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All Star Battle (PS3)

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Kakyoin, voiced by Kōji Yusa, returns as a playable character in the PS3 title. Most of his attacks are similar to those from the Capcom game (Heritage for the Future).

As one of the mass majority of playable characters in the game with the "Stand" Style, Kakyoin can turn Hierophant Green on/off, changing movesets, as well as having access to the Stand Rush ability returning from the Capcom game, being able to attack in conjunction with his Stand. Kakyoin has 1000 HP.

Kakyoin's battle introduction is him lowering his sunglasses before raising them back up (similar to his re-introduction to the group after his recovery from the hospital, minus the visible scars across his eyes). Kakyoin possesses an alternate costume based on his first appearance in the manga (with his hair slicked further back and him wearing his scarf).

Kakyoin is also a character who made an incredible achievement in the JoJo's Bizarre Adventure: All Star Battle League, being eliminated in the F Group. He was the character most voted to rejoin the League, coming back into G Group (notably composed of only antagonists) and won the battle afterward, making his way to the finals.

Moveset

During a fight, Kakyoin can use several different attacks that were featured in Stardust Crusaders.

Kakyoin falls firmly into the "zoner" archetype of fighting game character, possessing medium- to long-ranged normal attacks and a plethora of skills that attack the opponent from different ranges, while being more vulnerable than the average character up close. His different attacks cover a large area with some only landing at very specific distances from him, and he is a rarity in being able to execute full combos purely from range. By utilizing abilities such as setting unblockable traps, multiple ranged command grabs, one of which extends along the ground, and applying pressure from afar with his signature Emerald Splash, Kakyoin very easily punishes unwise actions taken by the opponent as they try to close the distance.

Kakyoin does indeed begin to struggle if the opponent successfully gets him into their own attack range, as his abilities are somewhat punishable when properly blocked, though he still has some methods of dealing with foes at close range. Compounding this is severely low damage output to offset his range and esoteric skills, partly due to the combo damage scaling each individual Emerald of the Emerald Splash imparts. As such, Kakyoin must repeatedly and continuously win exchanges to succeed, more-so than other characters.

In all, Kakyoin has much greater control of the battle arena space than most, and excels at keeping his opponent away and out of range while whittling down their health with his various attacks. He forces them to try to maneuver around his tricky onslaught in order to be able to deal any damage to him, lest he retains the advantageous position and steadily secures victory.

Style/Specials/Etc
Stand On/Off
ASBS.png ON GROUND

Kakyoin can summon or recall his Hierophant Green, shifting his available abilities.

Hierophant Green
Passive

Kakyoin's normal attacks are different from most others in that they possess great reach, allowing him to attack from medium and long ranges. Medium attack (ASBM.png) summons Hierophant Green to strike with its tentacle in a straight 'punch', hitting at medium-long range and acting as a form of anti-air if performed while in mid-air. His Heavy attack (ASBH.png) sends out a short-ranged Emerald Splash, splays tentacles downward while in mid-air, or uses tentacles to knock the opponent upward while crouching.

Let's shake on it.
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Kakyoin elbows the opponent in the face. A command normal that can chain into any of Kakyoin's skills. (Comboable)

Special Moves (Stand Off)
Emerald Splash (Normal)
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Kakyoin summons Hierophant Green to launch a number of homing Emeralds. Depending on the attack button inputted, the homing capabilities can be altered between horizontal (following the opponent if the battle plane shifts, such as if they Sidestep), or vertical (following the opponent if they jump). (Flash Cancel comboable)

Hierophant's Barrier
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Kakyoin generates a dense net of tentacles at specific distances depending on the attack button inputted. Only two of these traps may be out at once. If the opponent makes contact with a net, it will explode as Emeralds fly in all directions and knock them into the air. This move is unblockable on the initial trigger. (Comboable)

How's this!
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A ranged command throw. Hierophant Green flies forward before suddenly and forcibly jutting its tentacles out of the ground at specific distances depending on the attack button inputted. If the tentacles hit the opponent, they will wrap around them before squeezing and crushing them.

Special Moves (Stand On)
Emerald Splash (Stand)
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Hierophant Green launches a number of Emeralds. The number of Emeralds fired is dependent on the attack button inputted. This is a Stand Rush skill that Kakyoin can disconnect from to attack the opponent while it is executing. (Flash Cancel comboable)

Didn't you notice?
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Hierophant Green sends a tendril along the ground, extending to an extreme length if the attack button is held. If it comes in contact with the opponent, it wraps around them before Hierophant Green flies in and fires a point-blank Emerald Splash that sends them flying. This move is also a low attack along with a Throw, requiring the opponent to jump in order to evade it.

You're already in my grasp!
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Hierophant Green's tendrils quickly spike out of the ground at specific distances depending on the attack button inputted. If the tendrils hit the opponent, they will whip them before flinging them high into the air. (Flash Cancel comboable)

Throw
No match for my Stand!
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Kakyoin hits the opponent away before Hierophant Green's tentacles come out of the ground to whip and trip them into the air.

Heart Heat Attack / Great Heat Attack
Time for your punishment!
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Hierophant Green shoots out its tentacles from above at a downward angle. If it connects, Hierophant Green will enter the opponent's mouth and damage them internally with enough strength to force them into the air (similar to his assault on Death Thirteen).

20m Radius Emerald Splash
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Kakyoin has Hierophant Green fire a large number of Emeralds covered in its tentacles. If they hit the opponent, he deploys a 20-meter radius barrier field around them made of Hierophant Green's tentacles. The opponent is sent bouncing around the field in all directions by a combination Hierophant Green's Emerald Splashes and its tentacles' slingshot properties, before being strung up. Hierophant Green takes the chance to charge an immensely powerful Emerald Splash and fires it at point-blank range (showing the ability's functions had DIO not stopped time and avoided it during the final battle).

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Eyes of Heaven (PS3/PS4)

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Kakyoin was one of the first confirmed characters for the game (alongside Part 2 Joseph, Caesar, Stroheim, Jotaro, Josuke and Diego).

As a Stand User, Kakyoin is one of many characters with wildly varied abilities that grant him uniqueness in battle. Since most of the game's animation and attacks were re-used from All Star Battle, Kakyoin's moveset remains the mostly the same: A distanced character who utilizes many long-ranged attacks and can set traps with Hierophant Green's Barrier.

A unique characteristic of Kakyoin is that he is one of the only two characters in the game whose Normal Attacks consists entirely of projectiles, the other being Johnny Joestar, enforcing his projectile-focused playstyle. With Kakyoin, he can string together minor Emerald Splashes with finite range, both on the ground and in mid-air.

  • Style Action - Hierophant's Barrier!: Hierophant Green extends its arm and deploys a thinly visible net of tentacles as traps. If the initiating button is held, the attack's range can be extended indefinitely. A maximum of three can be out at any time, with a Barrier Icon displaying how many Kakyoin can place, and placing any more than the max will simply undo the oldest barrier. All deployed tentacles are undone if they are used, or if Kakyoin is knocked down, even by soft knockdown that he techs. If an opponent or opponents touch any barrier, the barriers will explode into unblockable emeralds that knock them back. If at least two barriers are deployed when one is tripped, the opponent is instead sent flying straight into the nearest one, provided that there is a direct path between the two. This can potentially send opponents flying long distances across the stage if set up properly. The barriers also have special properties in response to Kakyoin's other skills.
  • Didn't you notice?: Hierophant Green deploys a thick cluster of tentacles as temporary traps. Opponents that trip the trap are paralyzed, bound by the tentacles and open to further attacks. Any of Hierophant's Barriers that are deployed will also transform into the cluster traps.
  • Eat this!: Hierophant Green fires a larger Emerald Splash with infinite range and some homing capability. Any of Hierophant's Barriers that are deployed will also unleash emeralds, which will aim at Kakyoin's target if he is locked on, otherwise scattering in all directions.
  • Noriaki Kakyoin contemplates Hierophant Green!: Kakyoin grabs hold of Hierophant Green as the Stand extends a tentacle at specific points in the stage to pull him to, represented by anchor icons. This allows for quick escapes and inversely can be used to close the distance on an opponent. Certain types of environmental objects, such as lampposts, allow Kakyoin to stand atop them, granting him the ability to recuperate or attack from out of reach of close-ranged attacks. Kakyoin may also lock onto any of Hierophant's Barriers to use as anchors, and doing so will consume the selected barrier.
  • When it rips things apart, it writhes—with euphoria!: Hierophant Green sends tentacles into the ground, appearing at an opponent's feet to skewer them and send them flying with multiple hits. If the initiating button is held, the attack will continue in intervals until it succeeds at the expense of stamina. The attack will target whatever Kakyoin is locked onto, otherwise attacking the nearest opponent.
  • EX - When it rips things apart, it writhes—with euphoria!: Kakyoin is invincible upon activation and recovers from the skill faster.
  • EX - Eat this!: Kakyoin is invincible upon activation.

JoJolities

  • When it rips things apart, it writhes—with euphoria!: Kakyoin must connect "When it rips things apart, it writhes—with euphoria!" 3 times. (200 Points)
  • I know I am.: Kakyoin must use "Noriaki Kakyoin contemplates Hierophant Green!" 3 times. (200 Points)
  • You won't be able to hide a single movement from me now!: Kakyoin must send an opponent flying into all three of Hierophant's Barriers in a single chain. (300 Points)
  • I don't like this either!: Kakyoin must survive the first 15 counts of the battle timer without taking damage. (500 Points)
  • Noriaki Kakyoin doesn't fall for mind games!: Kakyoin must survive the first 30 counts of the battle timer without taking damage. (800 Points)

Dual Heat Attacks

  • Solo - 20m Radius Emerald Splash: The GHA uses a different, "upgraded" animation compared to All Star Battle: The target bounces around the barrier at extremely fast intervals, and the attack ends with Kakyoin turning around (having faced his back to the opponent) and summoning a massive Emerald Splash volley from behind him directly towards them (rather than Hierophant Green firing at point-blank range).
  • With Jotaro - Use the edge of the ringjust like sumo.: Kakyoin holds the opponent in place with Hierophant Green, allowing Jotaro and Star Platinum to pull them in by Hierophant Green's tail and unleash a barrage of punches that sends them flying. Kakyoin appears once more behind the enemy mid-air to deliver an Emerald Splash. Throughout the whole attack, Jotaro and Kakyoin converse about Sumo, referencing the events in the Wheel of Fortune chapters.

In the game's first demo, Kakyoin is Jotaro's default partner, with the latter being the only player-controlled fighter in the first demo.

Jotaro and Kakyoin are the only two characters who have appeared in both demos. Kakyoin is the only returning character in the game whose appearance in the anime has not affected his general color scheme coming from All Star Battle, due to the anime using a very similar color scheme.

Storyline

In the game's parallel continuity, Kakyoin, along with Avdol and Iggy, is resurrected from death under mysterious circumstances. Introduced along with the crusader's own revived enemy, N'Doul, he attacks Jotaro, Joseph and Polnareff on the rooftops of Cairo. After being defeated, Kakyoin's alignment is restored by a time-travelling Robert E. O. Speedwagon through use of the Saint's Corpse. Upon awakening, Kakyoin warns the group of DIO's weakness despite Jotaro having already defeated the vampire. Once he and the group learn of Speedwagon's origins, and the recent phenomenon caused by the corpses' appearance through the time and space, they decide to help Speedwagon to retrieve the corpse parts and recruit allies from various timelines.

At the end of Part 4's chapter, Kakyoin and the group meet up to discuss the true culprit behind the phenomenon. They are shocked to learn that it was DIO, deeming impossible for him to be revived and masterminding this event.

Because of the new reality introduced by the game, Kakyoin and his injured allies survive the fight against the godly foe and live on, though hospitalized for a while.

Tournament

He is paired with Pannacotta Fugo in the Eyes of Heaven Tournament, but was eliminated in the preliminaries by Pet Shop and Kars.

In the semifinals, Kakyoin returns to the tournament, paired with Jotaro. However, they are eliminated by Kars and Pet Shop in the first round.

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Diamond Records (Android/iOS)

KakyoinDR.png
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Noriaki Kakyoin
Kakyoin appears in Diamond Records as a playable character in both the Action Battle and Tactical Battle game modes. He has a variety of unlockable statues between the 'Tactical', 'Unity', and 'Courage' types, ranging from 3 stars to 6 stars. Kakyoin's moveset in both game modes is comprised of various attacks inspired by the anime, using his stand Hierophant Green. His 'Courage' type statues are one of the game's three instances where a character has a same-moveset variation with a visual change from the base version. The other two instances of this are found in Rohan and Kira.

MovelistStatuesVideos
Moveset
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Kakyoin's basic attack string is a combination of up to five various attacks from Hierophant Green, including basic strikes and a single Emerald Splash burst. In Tactical Battle, he only does one hit with a small Emerald Splash.
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Hierophant Green unleashes a long range Emerald Splash that deals multiple hits of damage.
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Hierophant Green unravels its leg, trapping any opponents caught in its range in a coil made of Hierophant's strands. (Unlockable)
DRSP22.png
Hierophant Green unravels both of its legs on the ground, with strands stretching out a wide range. Opponents caught in the range will have strands come up from the ground and strike them. In Tactical Battle, this hits all opponents present on the stage.
DRSP34.png
Hierophant Green uses its strands to shoot Emerald Splash from multiple directions inward at opponents. In Tactical Battle, this hits all opponents present on the stage. (Unlockable)
DRSP29.png
Hierophant Green rises into the air and shoots down at opponents with Emerald Splash This attack replaces SP Skill 1 in Kakyoin's 3 star statue.
DRSP40.png
In the cutscene, Kakyoin uses Hierophant Green to create a barrier. Kakyoin then performs his iconic 20 Meter Emerald Splash against his opponents. In Tactical Battle, this hits all opponents present on the stage.
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JoJo's Pitter-Patter Pop! (Android/iOS)

Bursting EmeraldLonely Nightmare FightJourney to Pursue Arch-EnemyHierophant's BarrierHigh School Students Burdened with Fate
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Kakyoin
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Bursting Emerald ver.
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Rarity: PPPGR.png
Max Power: 1601 (Lvl 50) / 2771 (Lvl 80)
Skill: Emerald Splash
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Replaces panels in a checkerboard pattern with Kakyoin panels
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Skill Lv 1
# of Replaced Panels: 8
Cooldown: 85
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Skill Lv 2
# of Replaced Panels: 12
Cooldown: 85
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Skill Lv 3
# of Replaced Panels: 12
Cooldown: 80
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Skill Lv 4
# of Replaced Panels: 16
Cooldown: 80
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Skill Lv 5
# of Replaced Panels: 16
Cooldown: 75
Kakyoin
Type: EX
Availability: Awakening
Date: August 12, 2020 - September 2, 2021

Bursting Emerald ver.
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Cost: 0
After clearing 30 Kakyoin panels, erases 2 random panels, prioritizing block panels.
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Kakyoin
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Lonely Nightmare Fight ver.
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Rarity: PPPGR.png
Max Power: 1630 (Lvl 50) / 2830 (Lvl 80)
Skill: It's time for punishment, baby
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Skill Lv 1
# of Replaced Panels: 4
Cooldown: 85
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Skill Lv 2
# of Replaced Panels: 6
Cooldown: 85
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Skill Lv 3
# of Replaced Panels: 6
Cooldown: 80
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Skill Lv 4
# of Replaced Panels: 8
Cooldown: 80
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Skill Lv 5
# of Replaced Panels: 8
Cooldown: 75
Kakyoin
Type: EX
Availability: Awakening
Date: November 27, 2020 - September 2, 2021

Lonely Nightmare Fight ver.
PPPStickerKakyoin2EX.png
Cost: 0
After entering Stand Up twice, moves all partner panels to the bottom (up to 5 times per battle).
Skill: Hierophant's Continuous Strikes
PPPSkill4.png
Replaces random panels with partner panels, erasing the longest panel connection
Restores a given percentage of the erased panels as enhanced panels
PPPRangeRandom.png
Skill Lv 1
Restoration Rate (%): 20
Cooldown: 95
PPPRangeRandom.png
Skill Lv 2
Restoration Rate (%): 40
Cooldown: 95
PPPRangeRandom.png
Skill Lv 3
Restoration Rate (%): 40
Cooldown: 90
PPPRangeRandom.png
Skill Lv 4
Restoration Rate (%): 80
Cooldown: 90
PPPRangeRandom.png
Skill Lv 5
Restoration Rate (%): 80
Cooldown: 75
Kakyoin
Type: EX
Availability: Awakening
Date: March 15, 2021 - September 2, 2021

Journey to Pursue Arch-Enemy ver.
PPPStickerKakyoin3EX.png
Cost: 0
After clearing 80 partner panels, replaces a random panel (excluding partner panels) with a partner Box panel.
Skill: 20 meter Radius Emerald Splash
PPPSkill1.png
Erases the lower area. Erasing block panels or intensified panels deals more damage and the skill will reactivate up to 5 times. Panels are replenished while erasing. At the end of the skill, double the amount of reactivations, and replace that many random panels, excluding Kakyoin and block panels, with enhanced Kakyoin panels.
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Skill Lv 1
# of Erased Panels: 8
Cooldown: 80
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Skill Lv 2
# of Erased Panels: 10
Cooldown: 80
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Skill Lv 3
# of Erased Panels: 10
Cooldown: 75
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Skill Lv 4
# of Erased Panels: 12
Cooldown: 75
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Skill Lv 5
# of Erased Panels: 12
Cooldown: 65
Kakyoin
Type: EX
Availability: Awakening
Date: February 27, 2021 - September 2, 2021

Hierophant's Barrier ver.
PPPStickerKakyoin4EX.png
Cost: 0
After dealing 250,000 or more damage in Stand Up, replaces random panel with an intensified panel.
Skill: Keeps you on the edge of your seat
PPPSkill2.png
Replaces panels with the longest connection with Jotaro & Kakyoin panels, without changing the type of panel. Replaces a random panel and its surrounding panels with Enhanced Jotaro & Kakyoin panels, having priority on Block Panels.
PPPRangeRandom.png
Skill Lv 1
# of Replaced Panels: 5
Cooldown: 90
PPPRangeRandom.png
Skill Lv 2
# of Replaced Panels: 7
Cooldown: 90
PPPRangeRandom.png
Skill Lv 3
# of Replaced Panels: 7
Cooldown: 85
PPPRangeRandom.png
Skill Lv 4
# of Replaced Panels: 10
Cooldown: 85
PPPRangeRandom.png
Skill Lv 5
# of Replaced Panels: 10
Cooldown: 75
Jotaro & Kakyoin
Type: EX
Availability: Awakening
Date: June 1, 2021 - September 2, 2021

High School Students Burdened with Fate
PPPStickerJotaroKakyoinEX.png
Cost: 0
After using skill twice, replaces random cheer panel with Jotaro & Kakyoin Box Panel.
[edit]

Stardust Shooters (Android/iOS)

Kakyoin's Metal Striker appears as one of the several available Part 3 Metal Strikers characters. His FINISH move causes Hierophant Green to appear and unleash an Emerald Splash on the defeated opponent.

Last Survivor (Arcade)

Kakyoin was one of the characters first confirmed during the game's announcement.

Noriaki Kakyoin
Skill Name
Button
Description
Release Level
N/A
Emerald Splash
R2 (Hold)
Fires a series of crystal bullets.
-
Long-Distance Operation
L2 (Hold)
Separates the Stand from the User, allowing it to be operated remotely. During this time, the User is defenseless.
-
N/A
20m Radius Emerald Splash
L1
Inflicts continuous damage on all enemies within a 20m radius, ignoring obstacles. Can even be activated during "Long-Distance Operation" and only once per game. Power increases at Level 6.
Level 4
N/A

Character Difficulty: ★ ☆ ☆
Type: Shooter

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