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Noriaki Kakyoin (花京院 典明 Kakyōin Noriaki) is a core ally in Stardust Crusaders.

Initially a Japanese student visiting Egypt, he is manipulated by DIO and sent to kill Jotaro Kujo. After being freed from DIO's influence, he decides to join Jotaro on his quest to Egypt to save Jotaro's mother and find redemption. Kakyoin is a Stand User and wields Hierophant Green.


Hierophant Green is the very first Long-Range Stand shown in the series, and it has a large amount of abilities to assist it in combat and scouting. However, the Stand is relatively weak in direct hand-to-hand combat, as a trade-off for its great distance-based abilities.

Coiled Body 

As Hierophant Green's original appearance is not humanoid, but instead just a group of connected membranes, it is able to unravel itself into multiple long strings for multiple puposes such as acting like ropes[2][3], avoid damage without hurting Kakyoin himself (as shown in the battle against Death Thirteen)[4] or weave out a network of sensitive strings that detects the enemy's movements, as during the battle with DIO.[5]

As such Kakyoin can control how Hierophant Green unravels, creating strong ropes or unraveling them into invisible strings. A single string has the ability to sense when someone is touching it and can attack either automatically or at Kakyoin's command. When a string is broken, Kakyoin is unharmed but attacking a sufficient number of them or Hierophant Green's main body will harm him.

Marionette Control 

Hierophant Green's most unusual ability, by extending its coils and sliding them into a person, Kakyoin is able to control that person.[6]

Hierophant Green is also capable of sliding into a normal person's body, allowing Kakyoin complete control of the person. This serves to protect Hierophant Green from attacks if he targets someone unwilling to harm the innocent. Additionally, he can completely destroy the controlled being's air passage as he emerges, as well as the host's internal organs. When this ability is first used, Kakyoin is shown holding a marionette by the strings, but it is unknown if this is actually part of the ability, or just for dramatic effect.

Emerald Splash (エメラルドスプラッシュ Emerarudo Supurasshu

Hierophant Green's most powerful ability.[7] It gathers energy into its body, causing it to glow bright green, before firing off a large amount of energy which takes the form of emeralds.

The blast's range and shotgun-like dispersion, along with its incredible destructive power and high speed, make Hierophant Green an extremely capable combatant. Before the blast is fired, a green slime-like material covers Hierophant Green's hands, a byproduct of the large amount of energy the attack is giving off. Interestingly, it seems that though this blast is extremely powerful, it is extremely taxing on neither Kakyoin nor Hierophant Green.


  • 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.
  • 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, 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.


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.


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


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.

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

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

While Hierophant Green is off:

  • Let's shake on it.: Kakyoin elbows the opponent in the face. Every single one of Kakyoin's skills can be performed instantly following this move. (Comboable)
  • Emerald Splash (Normal): Kakyoin summons Hierophant Green to fire a number of homing Emeralds. Depending on the attack button inputted, the homing capabilities are altered. (Comboable through Puttsun Cancel)
  • Hierophant's Barrier: Kakyoin generates a net of tentacles at specific distances depending on the attack button inputted. Only two may be out at once. If the opponent walks, runs, or is otherwise pushed into a net, it will explode as Emeralds fly in all directions. This move is unblockable on the initial trigger. (Comboable)
  • How's this!: A Throw. Hierophant Green flies forward before having its tentacles jut 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.

While Hierophant Green is on:

  • Emerald Splash (Stand): Hierophant Green fires a number of Emeralds. Depending on the attack button inputted, the number of projectiles is altered. A Stand Rush skill that Kakyoin can disconnect from to attack the opponent while it is executing.
  • Didn't you notice?: Hierophant Green sends a tendril along the ground, going an extremely long way if the attack button is held. If it comes in contact with the opponent, it wraps around them before Hierophant Green 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!: 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. (Comboable through Puttsun Cancel)

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

Kakyoin's HHA, "Time for your punishment!", has Hierophant Green shoot out its tentacles from a high point at a downward angle. If it connects, Hierophant Green will enter the enemy's mouth and damage them internally with enough strength to force them into the air (similar to his assault on Death Thirteen).

Kakyoin's GHA is his "20m Radius Emerald Splash". Hierophant Green fires a large number of Emeralds covered in its tentacles. If they hit the opponent, Kakyoin deploys a 20m radius barrier field around them made of Hierophant Green's tentacles. The opponent is promptly 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 this 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 of Part 3).

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 afterwards, making his way to the finals.


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.


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 ranged attacks and can set traps with Hierophant Green's Barrier. Kakyoin's normal attack combo consists of 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 around 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, and will be sent flying towards 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 get closer to the opponent just as quickly. Certain types of environmental objects, such as lampposts, allow Kakyoin to stand on them, allowing him to attack from out of reach of close-ranged attacks. Kakyoin may also lock onto any of Hierophant's Barriers to use as anchors, though doing so will undo the 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 the tentacles will attack 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.
  • When it rips things apart, it writhes—with euphoria!: Kakyoin must connect "When it rips things apart, it writhes—with euphoria!" 3 times.
  • I know I am.: Kakyoin must use "Noriaki Kakyoin contemplates Hierophant Green!" 3 times.
  • You won't be able to hide a single movement from me now!: Kakyoin must send an opponent into all three of Hierophant's Barriers in a single chain.
  • I don't like this either!: Kakyoin must survive the first 15 counts of the battle timer without taking damage.
  • Noriaki Kakyoin doesn't fall for mind games!: Kakyoin must survive the first 30 counts of the battle timer without taking damage.
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 from behind him directly at 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.