1209: Jojo's Bizarre Adventure \\ Dreamcast \\ Kakyoin HftF JP Story playthrough!
Playing through Noriaki Kakyoin's Story mode in the Japanese version of JoJo's Bizarre Adventure: Heritage for the Future on Dreamcast, on the default 4/8 difficulty!
My JoJo's Bizarre Adventure playlist:
https://www.youtube.com/playlist?list=PLZO3OPzPjIzM32Q2K1tSTKbJSwFtGMWlJ
0:00 - Training - moves
22:14 - Story
34:51 - Death 13!
39:30 - crummy Cream
51:29 - doggone Dio
1:04:55 - ending & credits
1:09:47 - Dio preview
Well it all ended in tears; I could swear Dio was designed specifically to kill Kakyoin (a fate you strive to change in Kakyoin's Story mode, of course!): Dio's moves go right around or through the overpowered moves with which I'd spammed my way through against everyone except kinda Vanilla Ice.
I suppose it's not such a crazy theory maybe because as you see in this surprisingly different Story mode, Kakyoin and Dio have some kind of backstory together.
OH! And that stage with the floating guy with the scythe ("Death 13" tarot card) is in Kakyoin's Story mode (occurring @ Jiddah, apparently)! I hadn't encountered it anywhere else in HftF so far and was starting to think it was only in the first version of the game, JoJo's Venture. This guy is aka "The Nightmare Stand" and his attacks take place in the victim's dreams, according to the Story FAQ on GameFAQs.
The Vanilla Ice battle was kind of interesting though because in desperation I found that if I moved while he was spawning in his Stand, it couldn't come in exactly in the corner above and behind me, so I *could* duck underneath those attacks. Also for some reason I hadn't thought Kakyoin could double-jump, then I found he could. : P But basically I couldn't just stand back and hit Vanilla with single projectile attacks, I had to scoot up and lay a combo on him; otherwise he just got too many ambush opportunities on me with his Stand, whose fixed patterns I'm just too dumb to avoid for long.
But yeah otherwise you can mostly just--in Stand mode--projectile and down-forward Heavy super-long-range poke your way through all the fights. He's got some really funky combo possibilities with his Stand, especially during some of of his trickier supers (for at least a couple of them you have to remember to activate them from uh either Stand on or Stand off mode--I think mostly Stand off--otherwise you can't move freely as Kakyoin to combo off the Stand's super attack), but they're short range and why bother when you can just super projectile from relative safety instead.
You can cheese the first round of the Dio fight by Stand-off crouch turtling. It's so lame. In the next round though he starts using a specifically anti-turtle Stand teleport (overhead?) attack, gee. : P So you've got to go at him more then, but at least he won't use his screen-crossing eye lasers again. Your Stand's ridiculously long-range pokes don't work against his Stand as they're suddenly just your own huge hit-boxes, which is really frustrating. AND he starts spamming an air spike super that can do absurd damage; I don't think he's even used that against the other characters I've played, except I think once vs Joseph where I was like what just happened to my health meter.
I suppose probably on higher difficulty settings those super combos would help but I don't think I want to play more of Kakyoin anyway, I prefer more brawler types--and outside of those super Stand combos, he's clunky in close melee combat, so mostly it's just boring projectile spamming and long-range pokes. ... And I really don't want to do that Dio fight ever again. ; P
11/17/22
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