JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar: Difference between revisions

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==Introduction==
==Introduction==
:''This article is about Joseph Joestar's ''Battle Tendency'' incarnation, primarily known as "Joseph". For information about his ''Stardust Crusaders'' incarnation, see [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar|Old Joseph Joestar]].''
:''This article is about Joseph Joestar's ''Battle Tendency'' incarnation, primarily known as "Joseph". For information about his ''Stardust Crusaders'' incarnation, see [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar|Old Joseph Joestar]].''
Insert character introduction here.
The protagonist from ''Battle Tendency'', the second part of ''JoJo's Bizarre Adventure'', Joseph Joestar is a tricky, jack-of-all-trades but master-of-none type of character, with his kit usually having an answer for every situation. On top of this, Joseph has above average mobility and a very solid set of fast normals with excellent range, resulting in a character who is easy to pick, but hard to master.
 
Outside of a basic rushdown strategy, his more advanced gameplan revolves on setting up RPS situations and baiting the opponent with any of his [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236X-4X|three]] [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#421S|different]] [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#63214S|counters]] (each one having a different situational use). This, of course, means that he's heavily reliant on good reads, reactions or knowing the opponent's habits, as well as some risk/reward management.
 
Joseph's strongest options lie in the Hamon versions of his special moves, as they help his neutral in a myriad of ways: setting up screen control, enabling safe reversals, enhancing his routes, or even continuing combos from situations that aren't normally possible. Therefore, he usually prefers to rely on damaging combos that also maximize the amount of meter refunded, rather than dumping all his resources to get the most damage.


*'''I'm so outta here!''': Joseph is one of the only characters that is able to run both forward and backwards, giving him more maneuverability than most characters.
*'''I'm so outta here!''': Joseph is one of the only characters that is able to run both forward and backwards, giving him more maneuverability than most characters.
*'''EX Moves''': For the cost of 0.5 bars, Joseph can perform enhanced versions of his special moves. These enhanced moves cause Hamon Damage against Stone Mask characters, making these moves deal extra damage against them.
*'''Hamon Specials''': For the cost of 0.5 HH Gauge, Joseph can perform enhanced versions of his special moves, which will also cause Hamon Damage when used against Stone Mask characters.
*'''Counters''': Joseph's moveset features several counters, which level up his "Guess I did it again!" mechanic, increasing the damage of his Hamon attacks even further.
*'''Guess I did it again!''': Joseph's moveset features several counters which, if activated, enhance his Hamon attacks by increasing their damage even further.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Joseph_Small_Icon.png|50px]] '''Joseph Joestar''' is a Hamon character who utilizes his crafty nature to mix between quick and punishing counters and high damage offense.
| intro = [[file:JJASBR_Joseph_Small_Icon.png|50px]] '''Joseph Joestar''' is a Hamon character who utilizes his crafty nature to mix between quick and punishing counters and high damage offense.
| pros =
| pros =
* '''High Damage:''' Joseph can do above average damage without spending too much meter, allowing him to make every hit hurt. His damage becomes even higher when he raises his "Guess I did it again!" Level.
* '''Respectable Damage:''' Joseph can do above average damage without spending too much meter, allowing him to make every hit hurt. His damage becomes even higher when he raises his "Guess I did it again!" Level.
* '''Just hit me!:''' Joseph has access to plenty of counters, allowing him to create many tricky situations for the opponent to be in and catch their attacks.
* '''"Just hit me!":''' Joseph has access to plenty of counters, allowing him to create many tricky situations for the opponent to be in and catch their attacks, especially against stagger pressure.
* '''Potent Anti-Airs:''' Both "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#3S|Rebuff Overdrive]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#623X|How 'bout a cold one?]]" allow Joseph to anti-air the opponent very effectively, as well as being able to deal considerable damage.
* '''Potent Anti-Airs:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#623X|How 'bout a cold one?]]" allows Joseph to preemptively set up some screen control to anti-air the opponent very effectively (dash-jumps in particular), as well as being able to convert said options into combos that deal considerable damage.
* '''Adaptable:''' Joseph's options allow conversions into full combos where many characters would not, allowing him to combo on the fly.
* '''Adaptable:''' Joseph's options allow conversions into full combos where many characters would not, allowing him to combo on the fly.
|cons =
|cons =
* '''Meter Hungry:''' Joseph's best tools are all locked behind their EX versions, forcing him to spend meter constantly in order to maximize his damage and options.
* '''Inconsistent Routes:''' Due to the nature of his routing, different factors (such as character height, Stand hurtboxes, positioning and distance to the wall, and the variable hitstops of "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#623X|How 'bout a cold one?]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#214X|Clacker Boomerang]]") will often require for Joseph to improvise and modify a combo on the fly.
* '''Overlapping Commands:''' Joseph's Command List is fairly bloated, with a handful of his special moves sharing similar inputs. For instance, triggering "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#421S|Your next line is:]]" instead of "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#214X|Clacker Boomerang (S version)]]" by accident is a common occurrence.
* '''Meter Management:''' Joseph's best tools are all locked behind their Hamon versions, forcing him to spend meter constantly in order to maximize his damage and options. This means he has to rely on routes that refund his meter, limiting opportunities to cash out with big finishers.
| tablewidth = 80
| tablewidth = 80
}}
}}


==="Guess I did it again!" Level===
==="Guess I did it again!" Level===
<center>
<gallery mode="nolines" widths="200" heights="200">
File:JJASBR Scarf Icon (1).png
File:JJASBR Scarf Icon (2).png
File:JJASBR Scarf Icon (3).png
File:JJASBR Scarf Icon (4).png
</gallery>
</center>
Joseph can buff the amount of damage dealt by any Hamon Damage-dealing attack in his arsenal, increasing his overall damage output. This is done by successfully using any of Joseph's counters ("[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236X-4X|Don't you get it?]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#421S|Your next line is:]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#63214S|Guess I did it again!]]").
Joseph can buff the amount of damage dealt by any Hamon Damage-dealing attack in his arsenal, increasing his overall damage output. This is done by successfully using any of Joseph's counters ("[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236X-4X|Don't you get it?]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#421S|Your next line is:]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#63214S|Guess I did it again!]]").


The system features 4 levels, and Joseph's current level is represented by an icon of his striped scarf next to a number above his Heart Heat Gauge; upon successfully triggering any of Joseph's counters, the level will increase by 1. Levels gained are permanent; they will remain for the rest of the match, and will not reset in-between rounds.
The system features 4 levels, and Joseph's current level is represented by an icon of his striped scarf next to a number above his Heart Heat Gauge. Upon successfully triggering any of Joseph's counters, the level will increase by 1; levels gained are retained for the rest of the match.


===Stats===
===Stats===
Line 45: Line 59:
  |damage=14
  |damage=14
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-4
  |hitadv=+2
  |hitadv=0
  |description=
  |description=
Joseph performs a jab.
Joseph performs a jab.
*Standard jab, good for stopping dash jumps.
*Standard jab, good for pokes.
*Links after the Heavy version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236X|Clacker Volley]]" on specific conditions.
  }}
  }}
}}
}}
Line 66: Line 81:
  |damage=22
  |damage=22
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
Line 74: Line 89:
Joseph performs a horizontal chop.
Joseph performs a horizontal chop.
*Moves Joseph forward.
*Moves Joseph forward.
*Good range for pokes and counter-pokes.
*Good normal to whiff punish thanks to its speed and deceptive range.
  }}
  }}
}}
}}
Line 88: Line 103:
  |damage=32
  |damage=32
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-14
  |blockadv=-14
  |hitadv=-6
  |hitadv=-8
  |description=
  |description=
Joseph performs a roundhouse kick.
Joseph performs a roundhouse kick.
*Moves Joseph forward.
*Moves Joseph forward.
*Good anti-air button.
*The hitbox makes it a serviceable anti-air button but not the best option.
*Good range for pokes.
*Decent range for standing pokes, but it might whiff against crouching opponents.
  }}
  }}
}}
}}
Line 111: Line 126:
  |damage=13
  |damage=13
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-6
  |hitadv=+2
  |hitadv=-2
  |description=
  |description=
Joseph performs a stationary crouching kick.
Joseph performs a stationary crouching kick.
*Good range for pokes.
*Fastest low normal.
*Can chain into itself 3 times.
*Average range.
*Ideal for hitconfirms and excellent for stagger pressure.
  }}
  }}
}}
}}
Line 133: Line 149:
  |damage=21
  |damage=21
  |guard=Low
  |guard=Low
  |startup=9
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-8
  |hitadv=+2
  |hitadv=-4
  |description=
  |description=
Joseph performs a crouching hook.
Joseph performs a crouching hook.
*Moves Joseph forward.
*Good for juggles.
*Good for juggles.
*Good range for pokes and counter pokes.
*Great range for pokes and whiff punishes.
  }}
  }}
}}
}}
Line 155: Line 172:
  |damage=34
  |damage=34
  |guard=Low
  |guard=Low
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Joseph performs a backwards kick as he turns around.
Joseph performs a backwards kick as he turns around.
*Provides hard knockdown.
*Causes hard knockdown unless it connects during a juggle.
*Good range for pokes.
*Slow start-up and bad disadvantage on block makes it risky to use. Still, it has good range for poking, making it fairly useful to punish detached Stands.
  }}
  }}
}}
}}
Line 177: Line 194:
  |damage=32
  |damage=32
  |guard=Overhead
  |guard=Overhead
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-10
  |blockadv=-10
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
Joseph performs a backhanded attack, bringing his fist downwards onto the opponent.
Joseph performs a backhanded attack, bringing his fist downwards onto the opponent.
*Causes a groundbounce on hit.
*Causes a groundbounce on hit.
*Provides hard knockdown.
*Cannot be cancelled into special moves, but can be cancelled into Flash Cancel, HHA or GHA.
*Cannot be cancelled into special moves, but can be cancelled into HHA or GHA.
}}
}}
 
====== <font style="visibility:hidden" size="0">3S</font> ======
{{MoveData
|image=JJASBR_Joseph_3S.png
|caption=
|name=3S
|subtitle=Rebuff Overdrive
|data=
{{AttackData-ASBR
|damage=LV0: 47<br>LV1: 50<br>LV2: 59<br>LVMAX: 69
|guard=Mid
|startup=14
|active=
|recovery=
|blockadv=-18
|hitadv=KD
|description=
Joseph performs a rising attack with his elbows.
*Consumes 0.5 HH gauge.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Levels.
*Launches on hit.
*Joseph is armored for the duration of the attack.
*Can be canceled into any special move, but not into "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#4S|Hamon Guard]]".
**It's possible to delay the special cancel a couple of frames, which is essential for some of his more advanced juggles.
  }}
  }}
}}
}}
Line 200: Line 243:
  |damage=17
  |damage=17
  |guard=Overhead
  |guard=Overhead
  |startup=9
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
Line 207: Line 250:
  |description=
  |description=
Joseph performs a falling elbow attack.
Joseph performs a falling elbow attack.
*Stubby yet active aerial, good for jump-ins.
*Small hitbox with a lot of active frames, excellent for jump-ins.
*Can cross up.
  }}
  }}
}}
}}
Line 222: Line 264:
  |damage=26
  |damage=26
  |guard=Overhead
  |guard=Overhead
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
Line 230: Line 272:
Joseph performs a kick outwards.
Joseph performs a kick outwards.
*Good for air-to-airs.
*Good for air-to-airs.
*Very wide hitbox, making it his best cross-up move.
  }}
  }}
}}
}}
Line 243: Line 286:
  |damage=36
  |damage=36
  |guard=Overhead
  |guard=Overhead
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
Line 250: Line 293:
  |description=
  |description=
Joseph performs a kick downwards.
Joseph performs a kick downwards.
*Good for jump-ins.
*High amount of active frames, good for jump-ins.
*Can cross up.
*Can hit as a cross-up, though not as easily as [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#JM|j.M]].
  }}
  }}
}}
}}
Line 267: Line 310:
  |damage=61 (25, 4*4, 20)
  |damage=61 (25, 4*4, 20)
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=+6
  |hitadv=+4
  |description=
  |description=
  }}
  }}
Line 279: Line 322:
  |damage=61 (25, 4*4, 20)
  |damage=61 (25, 4*4, 20)
  |guard=Mid
  |guard=Mid
  |startup=19
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=+6
  |hitadv=+4
  |description=
  |description=
  }}
  }}
Line 291: Line 334:
  |damage=61 (25, 4*4, 20)
  |damage=61 (25, 4*4, 20)
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=+6
  |hitadv=+4
  |description=
  |description=
  }}
  }}
Line 301: Line 344:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 105 (5*10, 50)<br>Level 1: 109 (34, 5*5, 50)<br>Level 2: 118 (38, 6*5, 50)<br>Level MAX: 137 (42, 7*5, 60)
  |damage=LV0: 105 (5*10, 50)<br>LV1: 109 (34, 5*5, 50)<br>LV2: 118 (38, 6*5, 50)<br>LVMAX: 137 (42, 7*5, 60)
  |guard=Mid
  |guard=Mid
  |startup=19
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-2
  |blockadv=-2
  |hitadv=+6
  |hitadv=KD
  |description=
  |description=
Joseph spins a pair of clackers, infusing them with Hamon.
Joseph spins a pair of clackers, infusing them with Hamon.
*Low recovery allows Joseph to link back into 5L against ''most'' characters.
*The distance Joseph moves varies depending on the version used.
*Cannot be Flash Canceled.
*Low recovery allows Joseph to set up RPS situations on block.
*On hit, Joseph is able to link into [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#5L|5L]] against certain characters.
----
----
'''L version:'''
'''L version:'''
Line 319: Line 365:
----
----
'''H version:'''
'''H version:'''
*Moves Joseph the furthest.
*Moves Joseph even further.
----
----
'''S version:'''
'''S version:'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increased by "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Moves Joseph the furthest.
*Causes knockback on hit.
*Causes knockback on hit.
*Goes further than the H version.
*Has partial upper-body invulnerability on startup.
*Has invul on startup.
*Cannot be Flash Canceled.
  }}
  }}
}}
}}
Line 345: Line 390:
  |damage=69 (2*8, 5, 8, 40)
  |damage=69 (2*8, 5, 8, 40)
  |guard=Mid
  |guard=Mid
  |startup=13(12)1
  |startup=12(11)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 355: Line 400:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 81 (2*11, 3, 10, 46)<br>Level 1: 95 (2*11, 3, 10, 60)<br>Level 2: 110 (2*11, 3, 10, 75)<br>Level MAX: 125 (2*11, 3, 10, 90)
  |damage=LV0: 81 (2*11, 3, 10, 46)<br>LV1: 95 (2*11, 3, 10, 60)<br>LV2: 110 (2*11, 3, 10, 75)<br>LVMAX: 125 (2*11, 3, 10, 90)
  |guard=Mid
  |guard=Mid
  |startup=13(12)1
  |startup=12(11)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Joseph spins a second pair of clackers in addition to the first, hitting the opponent away at the end.
Joseph spins a second pair of clackers in addition to the first, hitting the opponent away at the end.
----
----
'''Normal version'''
'''Normal version'''
*Launches on hit.
*All meterless versions are identical.
*All meterless versions are identical.
*Last hit has a gap, allowing it to frametrap but leaving it susceptible to Stylish Guard.
*Launches the opponent away on hit.
*Last hit has a gap, allowing it to frame trap but leaving it susceptible to Stylish Guard or other reversals.
*Used early during some high damage combos, otherwise being a decent combo ender.
----
----
'''Style version'''
'''Style version'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increased by "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Causes a hard knockdown.
*Launches on hit and causes hard knockdown.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236X-4X</font> ======
====== <font style="visibility:hidden" size="0">236X-2X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Joseph_236X-4X_(1).png
|image=JJASBR_Joseph_236X-2X.png
|caption=
|caption=
|image2=JJASBR_Joseph_236X-4X_(2).png
|name=I'll smash you good!
|caption2=
|input=236L/M/H/S > 2L/M/H/S
|name=Don't you get it?
|input=236L/M/H/S > 4L/M/H/S
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Normal
  |version=Normal
  |damage=120 (0, 120)
  |damage=20
  |guard=Unblockable
  |guard=Overhead
  |startup=
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-10
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
  }}
  }}
Line 401: Line 445:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 130 (0, 130)<br>Level 1: 140 (0, 140)<br>Level 2: 150 (0, 150)<br>Level MAX: 180 (0, 180)
  |damage=LV0: 35 (5, 30)<br>LV1: 40 (5, 35)<br>LV2: 45 (5, 40)<br>LVMAX: 50 (5, 45)
  |guard=Unblockable
  |guard=Overhead
  |startup=
  |startup=24(1)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=-8
  |hitadv=
  |hitadv=Crumple
  |description=
  |description=
Joseph hides his clackers behind his back, attacking the opponent if they attack him while he is doing so.
Joseph performs an overhead slam with the clackers.
*The first hit binds the opponent, making the second hit inescapable.
*All versions increase the "Guess I did it again!" Level.
----
----
'''Normal version'''
'''Normal version'''
*Launches the opponent on a successful activation.
*All meterless versions are identical.
*Launches the opponent on hit, which then transitions into a groundbounce.
*This move will catch enemies trying to crouch block or jump out of Joseph's 236X RPS.
*Won't combo against crouching or short opponents ({{NotationIcon-ASBR|Iggy}}, {{NotationIcon-ASBR|ShigechiMini}}, and a Dismounted {{NotationIcon-ASBR|JohnnyMini}}).
----
----
'''Style version'''
'''Style version'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Level.
*Damage increases with "Guess I did it again!" Levels.
*Launches the opponent far away on a successful activation.
*Causes crumple on hit.
*Causes hard knockdown.
*Unlike the regular version, this will combo against crouching and short opponents (except for Iggy).
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236X-2X</font> ======
====== <font style="visibility:hidden" size="0">236X-4X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Joseph_236X-2X.png
|image=JJASBR_Joseph_236X-4X_(1).png
|caption=
|caption=
|name=I'll smash you good!
|image2=JJASBR_Joseph_236X-4X_(2).png
|input=236L/M/H/S > 2L/M/H/S
|caption2=Catches enemies trying to mash out of Joseph's 236X RPS
|name=Don't you get it?
|input=236L/M/H/S > 4L/M/H/S
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Normal
  |version=Normal
  |damage=20
  |damage=120 (0, 120)
  |guard=Overhead
  |guard=Unblockable
  |startup=25
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-10
  |blockadv=
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
{{AttackData-ASBR
{{AttackData-ASBR
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 35 (5, 30)<br>Level 1: 40 (5, 35)<br>Level 2: 45 (5, 40)<br>Level MAX: 50 (5, 45)
  |damage=LV0: 130 (0, 130)<br>LV1: 140 (0, 140)<br>LV2: 150 (0, 150)<br>LVMAX: 180 (0, 180)
  |guard=Overhead
  |guard=Unblockable
  |startup=25(2)1
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Joseph performs an overhead slam with the clackers.
Joseph hides his clackers behind his back, attacking the opponent if they attack him while he is posing.
*All versions increase the "Guess I did it again!" Level ('''+'''{{NotationIcon-ASBR|Scarf1}}).
*On a successful activation, the first hit binds the opponent, making the second hit inescapable.
*Loses against Throws, projectiles, HHAs, GHAs, and Assists.
*The second hit is coded as an Overhead, despite being Unblockable.
*On a successful activation, Joseph can Flash Cancel the second hit for a juggle.
----
----
'''Normal version'''
'''Normal version'''
*Causes a launch that transitions into a groundbounce on hit.
*All meterless versions are identical.
*Can be combo'd into against tall opponents (Wamuu, Baoh, and Mounted characters).
*Launches the opponent on a successful activation.
----
----
'''Style version'''
'''Style version'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Causes crumple on hit.
*Launches the opponent far away and causes hard knockdown on a successful activation.
  }}
  }}
}}
}}
Line 479: Line 531:
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 491: Line 543:
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=9(2)1(2)1
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 503: Line 555:
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 513: Line 565:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 55 (50, 5)<br>Level 1: 60 (55, 5)<br>Level 2: 75 (70, 5)<br>Level MAX: 90 (85, 5)
  |damage=LV0: 70 (50, 20)<br>LV1: 75 (55, 20)<br>LV2: 90 (70, 20)<br>LVMAX: 105 (85, 20)
  |guard=Mid, Overhead
  |guard=Mid, Overhead
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-20
  |blockadv=-20
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Joseph uses Hamon to pop the cap off of a soda bottle, using it as a projectile.
Joseph uses Hamon to pop the cap off of a soda bottle, using it as a projectile.
*The version used alters the trajectory of the projectile.
*Launches on hit.
*Launches on hit.
*Will not hit crouching opponents unless at point-blank range.
*One of Joseph's best anti-air options.
*One of Joseph's best anti-air options.
*Produces a heavy hit at close range; will become a light hit at longer ranges.
*Produces a heavy hit at close range; will become a light hit at longer ranges.
Line 528: Line 582:
'''L version:'''
'''L version:'''
*Shoots the cap at a low arc.
*Shoots the cap at a low arc.
*On hit, launches mostly horizontally.
*Excellent for space control and anticipating dash-jump approaches.
----
----
'''M version:'''
'''M version:'''
*Shoots the cap more vertically.
*Shoots the cap more vertically.
*Hits 3 times on block, dealing big Guard Damage. Most likely a bug.
*On hit, launches more vertically.
----
----
'''H version:'''
'''H version:'''
*Shoots the cap the most vertically.
*Shoots the cap the most vertically.
*This version can be used in juggle combos.
*On hit, launches the most vertically.
*This version is mostly used for juggle combos.
----
----
'''S version:'''
'''S version:'''
Line 541: Line 598:
Joseph shoots the cork off of the top of a tequila bottle, sending down a coconut after the cork hits.
Joseph shoots the cork off of the top of a tequila bottle, sending down a coconut after the cork hits.
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Uses the L version's arc.
*Launches on hit and causes hard knockdown, enabling some follow-ups.
*Uses the L version's arc, along with a launch angle closer to the M version.
*Cannot be Flash Canceled due to minor invincibility frames on activation.
*The coconut can hit OTG.
*The coconut can hit OTG.
**Using Flash Cancel after the cork is fired will make the coconut come out faster.
  }}
  }}
}}
}}
Line 560: Line 618:
  |damage=25
  |damage=25
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-12
  |hitadv=-8
  |hitadv=-6
  |description=
  |description=
  }}
  }}
Line 572: Line 630:
  |damage=35
  |damage=35
  |guard=Mid
  |guard=Mid
  |startup=23
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-12
  |hitadv=-8
  |hitadv=-6
  |description=
  |description=
  }}
  }}
Line 584: Line 642:
  |damage=45
  |damage=45
  |guard=Mid
  |guard=Mid
  |startup=25
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-12
  |hitadv=-8
  |hitadv=-6
  |description=
  |description=
  }}
  }}
Line 594: Line 652:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 60 (30*2)<br>Level 1: 66 (33*2)<br>Level 2: 84 (42*2)<br>Level MAX: 102 (51*2)
  |damage=LV0: 60 (30*2)<br>LV1: 66 (33*2)<br>LV2: 84 (42*2)<br>LVMAX: 102 (51*2)
  |guard=Mid
  |guard=Mid
  |startup=13(10)1
  |startup=16(9)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=+2
  |blockadv=-8
  |hitadv=+10
  |hitadv=-2
  |description=
  |description=
  }}
  }}
Line 606: Line 664:
  |version=Style (Return)
  |version=Style (Return)
  |header=no
  |header=no
  |damage=Level 0: 24 (12*2)<br>Level 1: 26 (13*2)<br>Level 2: 32 (16*2)<br>Level MAX: 44 (22*2)
  |damage=LV0: 24 (12*2)<br>LV1: 26 (13*2)<br>LV2: 32 (16*2)<br>LVMAX: 40 (20*2)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 615: Line 673:
  |description=
  |description=
Joseph throws a clacker forward as a projectile.
Joseph throws a clacker forward as a projectile.
*Damage and startup increase proportionally to the strength of the button pressed.
*Damage and startup change depending on the version used, inversely affecting travel speed.
*Produces a heavy hit at close range; will become a light hit at longer ranges, impacting juggle height in combos.
*Produces a heavy hit at close range; will become a light hit at longer ranges, impacting juggle timing in combos.
*None of the versions can be Flash Canceled.
*Cannot be canceled into HHA nor interrupted with a Flash Cancel, so it's fairly risky to use as a zoning tool.
*The regular version has low durability, making it impossible to use in zoning wars against better projectiles.
*For the regular versions, the clacker will return and hit on the way back if it gets blocked or triggers a Guard Point, but not if it hits a move with Super Armor, triggers a Stylish Evade/Stylish Guard, or if it causes a Guard Break.
**If Joseph is standing still or crouching when the Clackers return, he'll perform a "catch" animation, which can be canceled.
----
----
'''L version:'''
'''L version:'''
*Fastest travel speed.
*Fastest travel speed.
*An actual zoning tool with very good speed and recovery.
*Exclusively used to pressure the opponent from a long distance and force them to approach, not really used in combos.
----
----
'''M version:'''
'''M version:'''
*Average travel speed.
*Average travel speed.
*Used to throw off the opponent's timing when they're used to the L version.
----
----
'''H version:'''
'''H version:'''
*Slowest travel speed.
*Slowest travel speed.
*The speed and damage makes this version excellent for combo extension juggles.
*Joseph is also able to run behind this projectile at the right distance to cover his approach.
----
----
'''S version:'''
'''S version:'''
Line 632: Line 698:
Joseph throws a second Clacker Boomerang shortly after the first.
Joseph throws a second Clacker Boomerang shortly after the first.
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Travel speed is identical to the L version.
*Travel speed is identical to the L version.
*Holding the button causes the Clacker Boomerangs to come back, even if Joseph gets hit.
*One of Joseph's strongest tools to fight zoners, close the gap and pressure from mid-range distance.
**The Clacker Boomerangs will travel about half-screen before coming back.
*Holding the button during startup causes the Clacker Boomerangs to travel about half-screen before coming back, even if Joseph gets hit.
**If Joseph is standing still or crouching when the Clackers return, he'll perform a "catch" animation that will leave him vulnerable for approximately a second and a half.
**If Joseph is standing still or crouching when the Clackers return, he'll perform a "catch" animation, which can be canceled.
*With the right position, the Clackers will combo on the way back and/or allow to link an attack in-between projectiles. If performed along the side wall position, however, the Clackers will not combo.
*One of the projectiles with the highest durability in the game, beating almost all non-HHA/GHA projectiles except for the following: Zeppeli's "Hamon Cutter" (S version; both [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#236X|grounded]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J236X|aerial]]), Caesar's "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" (S version), Johnny's "[[JoJo's Bizarre Adventure: All-Star Battle R/Johnny Joestar#ACT 2 236X|Golden Spin Nail Bullets]]", Gyro's "Scan" (both [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 236S|Mounted]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Dismounted]]), and the projectile created by Wonder of U's "[[JoJo's Bizarre Adventure: All-Star Battle R/Wonder of U#421X|You... attacked me? Me... How...]]".
  }}
  }}
}}
}}
Line 654: Line 722:
  |damage=50 [110]
  |damage=50 [110]
  |guard=Overhead [Unblockable]
  |guard=Overhead [Unblockable]
  |startup=29
  |startup=28
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-36
  |blockadv=-36
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
  }}
  }}
Line 666: Line 734:
  |damage=60 [120]
  |damage=60 [120]
  |guard=Overhead [Unblockable]
  |guard=Overhead [Unblockable]
  |startup=31
  |startup=30
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-36
  |blockadv=-36
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
  }}
  }}
Line 678: Line 746:
  |damage=70 [130]
  |damage=70 [130]
  |guard=Overhead [Unblockable]
  |guard=Overhead [Unblockable]
  |startup=33
  |startup=32
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-36
  |blockadv=-36
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
  }}
  }}
Line 688: Line 756:
  |version=Style
  |version=Style
  |header=no
  |header=no
  |damage=Level 0: 88 [152]<br>Level 1: 98 [162]<br>Level 2: 108 [172]<br>Level MAX: 118 [192]
  |damage=LV0: 88 [152]<br>LV1: 98 [162]<br>LV2: 108 [172]<br>LVMAX: 118 [192]
  |guard=Overhead [Unblockable]
  |guard=Overhead [Unblockable]
  |startup=29
  |startup=28
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-36
  |blockadv=-36
  |hitadv=
  |hitadv=Groundbounce
  |description=
  |description=
Joseph swings a sledgehammer down on the opponent.
Joseph swings a sledgehammer down on the opponent.
*The version used changes the hammer's timing.
*Causes a groundbounce on hit.
*Can hit OTG.
*Can hit OTG.
*Charging the move completely will increase the damage and make the attack Unblockable. [] is for the fully charged versions.
*Charging the move for a specific amount of frames will increase the damage and amount of HH Gauge gained, as well as reduce recovery frames and make the attack Unblockable. Data in [] is for the fully charged versions.
**It's possible to keep charging the move beyond the threshold required to activate the Unblockable variant, but this won't trigger any extra effects and merely exists to modify the attack's timing.
*Mainly used as a combo ender or to set up specific okizeme situations.
----
----
'''L version:'''
'''L version:'''
*Fastest variant.
*Fastest variant.
**Takes 48 frames to achieve a full charge.
----
----
'''M version:'''
'''M version:'''
*Average variant.
*Average variant.
**Takes 50 frames to achieve a full charge.
----
----
'''H version:'''
'''H version:'''
*Slowest variant.
*Slowest variant.
**Takes 52 frames to achieve a full charge.
----
----
'''S version:'''
'''S version:'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon damage.
*Deals Hamon Damage.
*Can hit OTG.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*When fully charged, an OTG hit will cause a groundbounce, allowing for ways to pick up and continue the combo.
**Takes 48 frames to achieve a full charge.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">421S</font> ======
====== <font style="visibility:hidden" size="0">63214S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Joseph_421S_(1).png
|image=JJASBR_Joseph_63214S_(1).png
|caption=
|caption=
|image2=JJASBR_Joseph_421S_(2).png
|image2=JJASBR_Joseph_63214S_(2).png
|caption2=次におまえは...
|caption2=
|name=Your next line is:
|name=Guess I did it again!
|input=421S
|input=63214S
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=0
  |damage=LV0: 77 (4*18, 5)<br>LV1: 90 (4*19, 14)<br>LV2: 114 (4.5*2, 5*17, 20)<br>LVMAX: 137 (5*2, 6*17, 25)
  |guard=
  |guard=Mid
  |startup=5
  |startup=2(9)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=Crumple
  |description=
  |description=
Joseph poses, taunting the opponent by telling them what they will say next if they attack him.
Joseph poses, countering an opponent's attack with Hamon.
*Costs 0.5 HH Gauge.
*Deals Hamon Damage.
*Damage increases with "Guess I did it again!" Levels ('''+'''{{NotationIcon-ASBR|Scarf1}}).
*Increases the "Guess I did it again!" Level.
*Increases the "Guess I did it again!" Level.
*Causes minor hitstun; follow-up combos are possible depending on the opponent's position after triggering the counter.
*Upon successful activation, causes a bind that transitions into a crumple, allowing enough time for a jump-in starter or other advanced combos.
*Grants Joseph 0.5 HH Gauge and takes away 0.5 HH Gauge from the opponent on a successful activation.
*Loses against Throws, projectiles, HHAs, GHAs, and Assists. Uniquely, it also loses against Overhead attacks.
*Successful activation disables the move for the rest of the match.
*This move will cause massive Guard Damage if the opponent manages to activate the counter but ends up blocking the follow-up attack.
*Amazing move to punish gaps in stagger pressure.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">63214S</font> ======
====== <font style="visibility:hidden" size="0">421S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Joseph_63214S_(1).png
|image=JJASBR_Joseph_421S_(1).png
|caption=
|caption=
|image2=JJASBR_Joseph_63214S_(2).png
|image2=JJASBR_Joseph_421S_(2).png
|caption2=
|caption2=次におまえは...
|name=Guess I did it again!
|name=Your next line is:
|input=63214S
|input=421S
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=Level 0: 81 (4*19, 5)<br>Level 1: 90 (4*19, 14)<br>Level 2: 115 (5*19, 20)<br>Level MAX: 139 (6*19, 25)
  |damage=0
  |guard=Mid
  |guard=
  |startup=3(10)1
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
Line 761: Line 841:
  |hitadv=
  |hitadv=
  |description=
  |description=
Joseph poses, countering an opponent's attack with Hamon.
Joseph poses, taunting the opponent by telling them what they will say next if they attack him.
*Costs 0.5 HH Gauge.
*Increases the "Guess I did it again!" Level ('''+'''{{NotationIcon-ASBR|Scarf1}}).
*Deals Hamon damage.
*A successful activation disables the move for the rest of the match.
*Damage increases with "Guess I did it again!" Levels.
*Causes minor hitstun; follow-up combos are possible depending on the opponent's position after triggering the counter.
*Increases the "Guess I did it again!" Level.
*Grants Joseph 0.5 HH Gauge and takes away 0.5 HH Gauge from the opponent on a successful activation.
*Overhead attacks will not trigger this counter.
**{{NotationIcon-ASBR|Wonder of U}} will not fall for Joseph's taunt if used against it, so no amount of HH Gauge will be lost. Joseph will still gain the usual amount of HH Gauge, however.
*The timer keeps ticking down during this move's cutscene. This makes it possible to stall a round for as long as 20 seconds (and for a match to end during the cutscene).
  }}
  }}
}}
}}
Line 787: Line 868:
  |damage=130 (20, 30*2, 50)
  |damage=130 (20, 30*2, 50)
  |guard=Throw
  |guard=Throw
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
  }}
  }}
Line 799: Line 880:
  |damage=130 (40*2, 50)
  |damage=130 (40*2, 50)
  |guard=Throw
  |guard=Throw
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
'''Forward Throw'''
'''Forward Throw'''
Line 813: Line 894:


Joseph head-locks the opponent and gives them a noogie before sending them away.
Joseph head-locks the opponent and gives them a noogie before sending them away.
*Leaves the opponent far away from Joseph.
*Leaves the opponent at a mid-distance from Joseph.
*It's possible to microdash after the animation ends and connect "[[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#22X|Time to bring down the hammer!]]" for some extra damage and HH Gauge, as well as create a more favorable and auto-timed okizeme situation.
  }}
  }}
}}
}}
Line 824: Line 906:
|caption2=
|caption2=
|name=Assist
|name=Assist
|subtitle=Now who's laughing?!
|subtitle=Now who's laughing?!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 833: Line 915:
  |recovery=
  |recovery=
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Joseph spins a pair of Hamon-infused clackers, following up with a second pair.
Joseph spins a pair of Hamon-infused clackers, following up with a second pair.
*Assault Assist Stocks: 2
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 1
*Reversal Assist Stocks: 1
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236-6X|236H > 6H]]
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#236X-6X|236H > 6X]].
*Final hit launches.
*The final hit launches opponents away.
*The amount of hits in this Assist can trap the opponent in blockstun for a long time.
*Considered to be 2 moves, therefore adding two steps towards damage scaling.
*The amount of hits in this Assist can trap the opponent in blockstun for a long time, enabling some unblockable setups. This is bolstered by the Assist not having a gap before the final hit, unlike the actual move.
  }}
  }}
}}
}}
Line 849: Line 932:
|caption=逃げるんだよォ!
|caption=逃げるんだよォ!
|name=I'm so outta here!
|name=I'm so outta here!
|input=44
|input=4[4]
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 862: Line 945:
Joseph uses his signature technique and runs away from the opponent.
Joseph uses his signature technique and runs away from the opponent.
*Joseph is able to run backwards, although it is slower than most forward dashes.
*Joseph is able to run backwards, although it is slower than most forward dashes.
*It's possible to reduce some of the move's recovery by whiffing a standing or crouching normal.
  }}
  }}
}}
}}
Line 875: Line 959:
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=8
  |active=
  |active=10~
  |recovery=
  |recovery=Total 12
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
Line 906: Line 990:
Joseph uses his Hamon to give himself an extra layer of protection.
Joseph uses his Hamon to give himself an extra layer of protection.
*Costs 0.1 HH Gauge to use, and drains as it is held.
*Costs 0.1 HH Gauge to use, and drains as it is held.
*While active, Joseph no longer takes chip damage or Guard Damage, and is immune to Guard Breaks and Unblockable attacks.
*While active, Joseph no longer takes chip damage or Guard Damage, and is immune to Guard Breaks and Unblockable attacks (except for {{NotationIcon-ASBR|RisottoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Control iron within 5-10 meters]]").
}}
*Can be canceled into from normals, which is especially useful for [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#5H|5H]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Joseph Joestar#2H|2H]] since it cuts down their recovery by a couple of frames, enabling some frametraps.
}}
 
====== <font style="visibility:hidden" size="0">3S</font> ======
{{MoveData
|image=JJASBR_Joseph_3S.png
|caption=
|name=Rebuff Overdrive
|subtitle=3S
|data=
{{AttackData-ASBR
|damage=Level 0: 47<br>Level 1: 50<br>Level 2: 59<br>Level MAX: 69
|guard=Mid
|startup=15
|active=
|recovery=
|blockadv=-18
|hitadv=
|description=
Joseph performs a rising attack with his elbows.
*Consumes 0.5 HH gauge.
*Joseph is armored for the duration of the attack.
*Launches the opponent on hit.
  }}
  }}
}}
}}
Line 945: Line 1,007:
  |damage=84 (3*28)
  |damage=84 (3*28)
  |guard=Mid
  |guard=Mid
  |startup=1(8)1
  |startup=2+8
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-56
  |blockadv=-56
  |hitadv=-54
  |hitadv=-56
  |description=
  |description=
Joseph pulls out a machine gun and fires at his opponent.
Joseph pulls out a machine gun and fires at his opponent.
*Can be cancelled into "This'll blow you away!".
*Considered as projectiles.
*Does not track Dodges.
*Does not track the opponent's Dodges.
  }}
  }}
}}
}}
Line 963: Line 1,025:
|caption2=
|caption2=
|name=This'll blow you away!
|name=This'll blow you away!
|input=236L/M/H during This means war!
|input=236L/M/H during "This means war!"
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=Level 0: 98 (8*11, 10)<br>Level 1/2: 108 (8*10, 20)<br>Level MAX: 115 (8*10, 27)
  |damage=LV0: 98 (8*11, 10)<br>LV1: 128 (8*11, 40)<br>LV2: 148 (8*11, 60)<br>LVMAX: 168 (8*11, 80)
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-56
  |blockadv=-56
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Joseph smacks the opponent into the air with the butt of the gun before filling it with Hamon and sending it into the opponent.
Joseph smacks the opponent into the air with the butt of the gun before filling it with Hamon and sending it into the opponent.
*This is a hitgrab.
*Does not require additional HH Gauge to be used.
*Does not require additional HH Gauge to be used.
*Moves Joseph forward.
*Will track the opponent's Dodges.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*This is a hitgrab.
*Moves Joseph forward and will track the opponent's Dodges.
*Mainly used as a finisher during max damage routes.
  }}
  }}
}}
}}
Line 995: Line 1,057:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=Level 0: 320 (18*4+8+14+20*4+26*2+38+56)<br>Level 1: 356 (21*2+18*2+0+8+14+20*4+26*2+38+86)<br>Level 2: 391 (25*2+18*2+0+8+14+20*4+26*2+38+113)<br>Level MAX: 429 (30*2+18*2+0+8+14+20*4+26*2+38+141)
  |damage=LV0: 320 (18*4+8+14+20*4+26*2+38+56)<br>LV1: 356 (21*2+18*2+0+8+14+20*4+26*2+38+86)<br>LV2: 391 (25*2+18*2+0+8+14+20*4+26*2+38+113)<br>LVMAX: 429 (30*2+18*2+0+8+14+20*4+26*2+38+141)
  |guard=Low, Mid
  |guard=Low, Mid
  |startup=1(26)1(20)1
  |startup=2+26(19)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-96
  |blockadv=-96
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Joseph pulls on a rope along the ground, ensnaring the opponent before he beats them down with his Hamon-infused clackers.
Joseph pulls on a hidden rope along the ground, ensnaring the opponent before he beats them down with his Hamon-infused clackers.
*Hits Low and hits multiple times before activation, which can catch opponents off guard.
*Can hit OTG, although dealing reduced damage.
*Damage increases with "Guess I did it again!" Levels.
*Damage increases with "Guess I did it again!" Levels.
*Hits Low, hits multiple times before activation, can hit OTG, and has fairly long range, which can catch opponents off-guard.
*The initial hits are not counted towards the GHA LV damage boost, causing the move to deal less damage than expected (although still much higher than normal).
*Has niche uses like a Reversal Assist-safe ender to close a round, certain punishes against detached Stands, and specific max damage routes.
  }}
  }}
}}
}}
Line 1,012: Line 1,075:
==Costumes==
==Costumes==
===Normal===
===Normal===
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=200 | colors=
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
Line 1,020: Line 1,083:


===Special===
===Special===
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=200 | colors=
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
  {{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
  {{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}
  {{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}
Line 1,034: Line 1,097:


===Extra===
===Extra===
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=200 | colors=
{{ColorGallery | filePrefix=JJASBR_Joseph_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|Extra A 1|  text=Extra A (Color 1) }}
  {{ColorGallery/Color|Extra A 1|  text=Extra A (Color 1) }}
  {{ColorGallery/Color|Extra A 2|  text=Extra A (Color 2) }}
  {{ColorGallery/Color|Extra A 2|  text=Extra A (Color 2) }}
}}
}}
==Notable Players==
:{{Template:PlayerListDisclaimer}}
{| class="wikitable" style="text-align:center;"
!width="95"|Name
!width="90"|Usual Color
!width="125"|Region
!Contact
!Example Play
|-
|Makoto Hikawa
|[[File:JJASBR Joseph Color Special E 2.png|200x200px|Special E (Color 2)]]
|[[File:Flag_us.png]]<br>United States
|[https://twitter.com/MakotoHikawa @MakotoHikawa]
|[https://www.youtube.com/watch?v=elg63icGiZs&t=1563s Tournament Footage]<br>[https://www.youtube.com/@Makoto-Hikawa YouTube Channel]
|-
|たすく<br>(Tusk)
|[[File:JJASBR Joseph Color Special B 1.png|200x200px|Special B (Color 1)]]
|[[File:Flag_jp.png]]<br>Japan
|[https://twitter.com/Tuskact8888 @Tuskact8888]
|[https://www.youtube.com/live/q9TlsjCv38o?si=BdnqbT50M3FVRf4k&t=15539 Tournament Footage]<br>[https://www.youtube.com/@user-is3zg9jg1p YouTube Channel]
|}


==Navigation==
==Navigation==

Latest revision as of 23:56, 6 June 2024

Introduction

This article is about Joseph Joestar's Battle Tendency incarnation, primarily known as "Joseph". For information about his Stardust Crusaders incarnation, see Old Joseph Joestar.

The protagonist from Battle Tendency, the second part of JoJo's Bizarre Adventure, Joseph Joestar is a tricky, jack-of-all-trades but master-of-none type of character, with his kit usually having an answer for every situation. On top of this, Joseph has above average mobility and a very solid set of fast normals with excellent range, resulting in a character who is easy to pick, but hard to master.

Outside of a basic rushdown strategy, his more advanced gameplan revolves on setting up RPS situations and baiting the opponent with any of his three different counters (each one having a different situational use). This, of course, means that he's heavily reliant on good reads, reactions or knowing the opponent's habits, as well as some risk/reward management.

Joseph's strongest options lie in the Hamon versions of his special moves, as they help his neutral in a myriad of ways: setting up screen control, enabling safe reversals, enhancing his routes, or even continuing combos from situations that aren't normally possible. Therefore, he usually prefers to rely on damaging combos that also maximize the amount of meter refunded, rather than dumping all his resources to get the most damage.

  • I'm so outta here!: Joseph is one of the only characters that is able to run both forward and backwards, giving him more maneuverability than most characters.
  • Hamon Specials: For the cost of 0.5 HH Gauge, Joseph can perform enhanced versions of his special moves, which will also cause Hamon Damage when used against Stone Mask characters.
  • Guess I did it again!: Joseph's moveset features several counters which, if activated, enhance his Hamon attacks by increasing their damage even further.
Playstyle
JJASBR Joseph Small Icon.png Joseph Joestar is a Hamon character who utilizes his crafty nature to mix between quick and punishing counters and high damage offense.
Pros Cons
  • Respectable Damage: Joseph can do above average damage without spending too much meter, allowing him to make every hit hurt. His damage becomes even higher when he raises his "Guess I did it again!" Level.
  • "Just hit me!": Joseph has access to plenty of counters, allowing him to create many tricky situations for the opponent to be in and catch their attacks, especially against stagger pressure.
  • Potent Anti-Airs: "How 'bout a cold one?" allows Joseph to preemptively set up some screen control to anti-air the opponent very effectively (dash-jumps in particular), as well as being able to convert said options into combos that deal considerable damage.
  • Adaptable: Joseph's options allow conversions into full combos where many characters would not, allowing him to combo on the fly.
  • Inconsistent Routes: Due to the nature of his routing, different factors (such as character height, Stand hurtboxes, positioning and distance to the wall, and the variable hitstops of "How 'bout a cold one?" and "Clacker Boomerang") will often require for Joseph to improvise and modify a combo on the fly.
  • Overlapping Commands: Joseph's Command List is fairly bloated, with a handful of his special moves sharing similar inputs. For instance, triggering "Your next line is:" instead of "Clacker Boomerang (S version)" by accident is a common occurrence.
  • Meter Management: Joseph's best tools are all locked behind their Hamon versions, forcing him to spend meter constantly in order to maximize his damage and options. This means he has to rely on routes that refund his meter, limiting opportunities to cash out with big finishers.

"Guess I did it again!" Level

Joseph can buff the amount of damage dealt by any Hamon Damage-dealing attack in his arsenal, increasing his overall damage output. This is done by successfully using any of Joseph's counters ("Don't you get it?", "Your next line is:" and "Guess I did it again!").

The system features 4 levels, and Joseph's current level is represented by an icon of his striped scarf next to a number above his Heart Heat Gauge. Upon successfully triggering any of Joseph's counters, the level will increase by 1; levels gained are retained for the rest of the match.

Stats

Style Health Low Health Mode Hashtag(s)
Hamon 1000 Rumble #ASBR_YJO
#ASBR_JSP

Move List

Normal Moves

5L
5L
JJASBR Joseph 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 4 - - -4 0

Joseph performs a jab.

  • Standard jab, good for pokes.
  • Links after the Heavy version of "Clacker Volley" on specific conditions.
5M
5M
JJASBR Joseph 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid 6 - - -6 -2

Joseph performs a horizontal chop.

  • Moves Joseph forward.
  • Good normal to whiff punish thanks to its speed and deceptive range.
5H
5H
JJASBR Joseph 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 10 - - -14 -8

Joseph performs a roundhouse kick.

  • Moves Joseph forward.
  • The hitbox makes it a serviceable anti-air button but not the best option.
  • Decent range for standing pokes, but it might whiff against crouching opponents.
2L
2L
JJASBR Joseph 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 6 - - -6 -2

Joseph performs a stationary crouching kick.

  • Fastest low normal.
  • Average range.
  • Ideal for hitconfirms and excellent for stagger pressure.
2M
2M
JJASBR Joseph 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 8 - - -8 -4

Joseph performs a crouching hook.

  • Moves Joseph forward.
  • Good for juggles.
  • Great range for pokes and whiff punishes.
2H
2H
JJASBR Joseph 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 12 - - -8 HKD

Joseph performs a backwards kick as he turns around.

  • Causes hard knockdown unless it connects during a juggle.
  • Slow start-up and bad disadvantage on block makes it risky to use. Still, it has good range for poking, making it fairly useful to punish detached Stands.
6H
6H
Now you've pissed me off!
JJASBR Joseph 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Overhead 22 - - -10 Groundbounce

Joseph performs a backhanded attack, bringing his fist downwards onto the opponent.

  • Causes a groundbounce on hit.
  • Cannot be cancelled into special moves, but can be cancelled into Flash Cancel, HHA or GHA.
3S
3S
Rebuff Overdrive
JJASBR Joseph 3S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV0: 47
LV1: 50
LV2: 59
LVMAX: 69
Mid 14 - - -18 KD

Joseph performs a rising attack with his elbows.

  • Consumes 0.5 HH gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Launches on hit.
  • Joseph is armored for the duration of the attack.
  • Can be canceled into any special move, but not into "Hamon Guard".
    • It's possible to delay the special cancel a couple of frames, which is essential for some of his more advanced juggles.
JL
j.L
JJASBR Joseph Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 8 - - - -

Joseph performs a falling elbow attack.

  • Small hitbox with a lot of active frames, excellent for jump-ins.
JM
j.M
JJASBR Joseph Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 12 - - - -

Joseph performs a kick outwards.

  • Good for air-to-airs.
  • Very wide hitbox, making it his best cross-up move.
JH
j.H
JJASBR Joseph Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead 16 - - - -

Joseph performs a kick downwards.

  • High amount of active frames, good for jump-ins.
  • Can hit as a cross-up, though not as easily as j.M.

Special Moves

236X
Clacker Volley
236L/M/H/S
JJASBR Joseph 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 61 (25, 4*4, 20) Mid 16 - - -2 +4
Medium 61 (25, 4*4, 20) Mid 18 - - -2 +4
Heavy 61 (25, 4*4, 20) Mid 20 - - -2 +4
Style LV0: 105 (5*10, 50)
LV1: 109 (34, 5*5, 50)
LV2: 118 (38, 6*5, 50)
LVMAX: 137 (42, 7*5, 60)
Mid 18 - - -2 KD

Joseph spins a pair of clackers, infusing them with Hamon.

  • The distance Joseph moves varies depending on the version used.
  • Cannot be Flash Canceled.
  • Low recovery allows Joseph to set up RPS situations on block.
  • On hit, Joseph is able to link into 5L against certain characters.

L version:

  • Barely moves Joseph forward.

M version:

  • Moves Joseph further.

H version:

  • Moves Joseph even further.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Moves Joseph the furthest.
  • Causes knockback on hit.
  • Has partial upper-body invulnerability on startup.
236X-6X
Now who's laughing?!
236L/M/H/S > 6L/M/H/S
JJASBR Joseph 236X-6X (1).png
First hits
First hits
JJASBR Joseph 236X-6X (2).png
Final hit
Final hit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 69 (2*8, 5, 8, 40) Mid 12(11)1 - - -20 KD
Style LV0: 81 (2*11, 3, 10, 46)
LV1: 95 (2*11, 3, 10, 60)
LV2: 110 (2*11, 3, 10, 75)
LVMAX: 125 (2*11, 3, 10, 90)
Mid 12(11)1 - - -20 HKD

Joseph spins a second pair of clackers in addition to the first, hitting the opponent away at the end.


Normal version

  • All meterless versions are identical.
  • Launches the opponent away on hit.
  • Last hit has a gap, allowing it to frame trap but leaving it susceptible to Stylish Guard or other reversals.
  • Used early during some high damage combos, otherwise being a decent combo ender.

Style version

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Launches on hit and causes hard knockdown.
236X-2X
I'll smash you good!
236L/M/H/S > 2L/M/H/S
JJASBR Joseph 236X-2X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 20 Overhead 24 - - -10 Groundbounce
Style LV0: 35 (5, 30)
LV1: 40 (5, 35)
LV2: 45 (5, 40)
LVMAX: 50 (5, 45)
Overhead 24(1)1 - - -8 Crumple

Joseph performs an overhead slam with the clackers.


Normal version

  • All meterless versions are identical.
  • Launches the opponent on hit, which then transitions into a groundbounce.
  • This move will catch enemies trying to crouch block or jump out of Joseph's 236X RPS.
  • Won't combo against crouching or short opponents (JJASBR Iggy Small Icon.png Iggy, JJASBR Shigechi Small Icon.png Shigechi, and a Dismounted JJASBR Johnny Small Icon.png Johnny).

Style version

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Causes crumple on hit.
  • Unlike the regular version, this will combo against crouching and short opponents (except for Iggy).
236X-4X
Don't you get it?
236L/M/H/S > 4L/M/H/S
JJASBR Joseph 236X-4X (1).png
JJASBR Joseph 236X-4X (2).png
Catches enemies trying to mash out of Joseph's 236X RPS
Catches enemies trying to mash out of Joseph's 236X RPS
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 120 (0, 120) Unblockable - - - - KD
Style LV0: 130 (0, 130)
LV1: 140 (0, 140)
LV2: 150 (0, 150)
LVMAX: 180 (0, 180)
Unblockable - - - - HKD

Joseph hides his clackers behind his back, attacking the opponent if they attack him while he is posing.

  • All versions increase the "Guess I did it again!" Level (+JJASBR Scarf Icon (2).png).
  • On a successful activation, the first hit binds the opponent, making the second hit inescapable.
  • Loses against Throws, projectiles, HHAs, GHAs, and Assists.
  • The second hit is coded as an Overhead, despite being Unblockable.
  • On a successful activation, Joseph can Flash Cancel the second hit for a juggle.

Normal version

  • All meterless versions are identical.
  • Launches the opponent on a successful activation.

Style version

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Launches the opponent far away and causes hard knockdown on a successful activation.
623X
How 'bout a cold one?
623L/M/H/S
JJASBR Joseph 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 Mid 6 - - -20 KD
Medium 60 Mid 8 - - -20 KD
Heavy 60 Mid 10 - - -20 KD
Style LV0: 70 (50, 20)
LV1: 75 (55, 20)
LV2: 90 (70, 20)
LVMAX: 105 (85, 20)
Mid, Overhead 6 - - -20 HKD

Joseph uses Hamon to pop the cap off of a soda bottle, using it as a projectile.

  • The version used alters the trajectory of the projectile.
  • Launches on hit.
  • Will not hit crouching opponents unless at point-blank range.
  • One of Joseph's best anti-air options.
  • Produces a heavy hit at close range; will become a light hit at longer ranges.

L version:

  • Shoots the cap at a low arc.
  • On hit, launches mostly horizontally.
  • Excellent for space control and anticipating dash-jump approaches.

M version:

  • Shoots the cap more vertically.
  • On hit, launches more vertically.

H version:

  • Shoots the cap the most vertically.
  • On hit, launches the most vertically.
  • This version is mostly used for juggle combos.

S version:

Joseph shoots the cork off of the top of a tequila bottle, sending down a coconut after the cork hits.

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Launches on hit and causes hard knockdown, enabling some follow-ups.
  • Uses the L version's arc, along with a launch angle closer to the M version.
  • Cannot be Flash Canceled due to minor invincibility frames on activation.
  • The coconut can hit OTG.
214X
Clacker Boomerang
214L/M/H/S
JJASBR Joseph 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 16 - - -12 -6
Medium 35 Mid 20 - - -12 -6
Heavy 45 Mid 24 - - -12 -6
Style LV0: 60 (30*2)
LV1: 66 (33*2)
LV2: 84 (42*2)
LVMAX: 102 (51*2)
Mid 16(9)1 - - -8 -2
Style (Return) LV0: 24 (12*2)
LV1: 26 (13*2)
LV2: 32 (16*2)
LVMAX: 40 (20*2)
Mid - - - - -

Joseph throws a clacker forward as a projectile.

  • Damage and startup change depending on the version used, inversely affecting travel speed.
  • Produces a heavy hit at close range; will become a light hit at longer ranges, impacting juggle timing in combos.
  • Cannot be canceled into HHA nor interrupted with a Flash Cancel, so it's fairly risky to use as a zoning tool.
  • The regular version has low durability, making it impossible to use in zoning wars against better projectiles.
  • For the regular versions, the clacker will return and hit on the way back if it gets blocked or triggers a Guard Point, but not if it hits a move with Super Armor, triggers a Stylish Evade/Stylish Guard, or if it causes a Guard Break.
    • If Joseph is standing still or crouching when the Clackers return, he'll perform a "catch" animation, which can be canceled.

L version:

  • Fastest travel speed.
  • An actual zoning tool with very good speed and recovery.
  • Exclusively used to pressure the opponent from a long distance and force them to approach, not really used in combos.

M version:

  • Average travel speed.
  • Used to throw off the opponent's timing when they're used to the L version.

H version:

  • Slowest travel speed.
  • The speed and damage makes this version excellent for combo extension juggles.
  • Joseph is also able to run behind this projectile at the right distance to cover his approach.

S version:

Joseph throws a second Clacker Boomerang shortly after the first.

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Travel speed is identical to the L version.
  • One of Joseph's strongest tools to fight zoners, close the gap and pressure from mid-range distance.
  • Holding the button during startup causes the Clacker Boomerangs to travel about half-screen before coming back, even if Joseph gets hit.
    • If Joseph is standing still or crouching when the Clackers return, he'll perform a "catch" animation, which can be canceled.
  • With the right position, the Clackers will combo on the way back and/or allow to link an attack in-between projectiles. If performed along the side wall position, however, the Clackers will not combo.
  • One of the projectiles with the highest durability in the game, beating almost all non-HHA/GHA projectiles except for the following: Zeppeli's "Hamon Cutter" (S version; both grounded and aerial), Caesar's "Bubble Cutter" (S version), Johnny's "Golden Spin Nail Bullets", Gyro's "Scan" (both Mounted and Dismounted), and the projectile created by Wonder of U's "You... attacked me? Me... How...".
22X
Time to bring down the hammer!
22L/M/H/S
JJASBR Joseph 22X (1).png
Charge
Charge
JJASBR Joseph 22X (2).png
Hit
Hit
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 [110] Overhead [Unblockable] 28 - - -36 Groundbounce
Medium 60 [120] Overhead [Unblockable] 30 - - -36 Groundbounce
Heavy 70 [130] Overhead [Unblockable] 32 - - -36 Groundbounce
Style LV0: 88 [152]
LV1: 98 [162]
LV2: 108 [172]
LVMAX: 118 [192]
Overhead [Unblockable] 28 - - -36 Groundbounce

Joseph swings a sledgehammer down on the opponent.

  • The version used changes the hammer's timing.
  • Causes a groundbounce on hit.
  • Can hit OTG.
  • Charging the move for a specific amount of frames will increase the damage and amount of HH Gauge gained, as well as reduce recovery frames and make the attack Unblockable. Data in [] is for the fully charged versions.
    • It's possible to keep charging the move beyond the threshold required to activate the Unblockable variant, but this won't trigger any extra effects and merely exists to modify the attack's timing.
  • Mainly used as a combo ender or to set up specific okizeme situations.

L version:

  • Fastest variant.
    • Takes 48 frames to achieve a full charge.

M version:

  • Average variant.
    • Takes 50 frames to achieve a full charge.

H version:

  • Slowest variant.
    • Takes 52 frames to achieve a full charge.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels.
  • When fully charged, an OTG hit will cause a groundbounce, allowing for ways to pick up and continue the combo.
    • Takes 48 frames to achieve a full charge.
63214S
Guess I did it again!
63214S
JJASBR Joseph 63214S (1).png
JJASBR Joseph 63214S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV0: 77 (4*18, 5)
LV1: 90 (4*19, 14)
LV2: 114 (4.5*2, 5*17, 20)
LVMAX: 137 (5*2, 6*17, 25)
Mid 2(9)1 - - - Crumple

Joseph poses, countering an opponent's attack with Hamon.

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Damage increases with "Guess I did it again!" Levels (+JJASBR Scarf Icon (2).png).
  • Increases the "Guess I did it again!" Level.
  • Upon successful activation, causes a bind that transitions into a crumple, allowing enough time for a jump-in starter or other advanced combos.
  • Loses against Throws, projectiles, HHAs, GHAs, and Assists. Uniquely, it also loses against Overhead attacks.
  • This move will cause massive Guard Damage if the opponent manages to activate the counter but ends up blocking the follow-up attack.
  • Amazing move to punish gaps in stagger pressure.
421S
Your next line is:
421S
JJASBR Joseph 421S (1).png
JJASBR Joseph 421S (2).png
次におまえは...
次におまえは...
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 - 4 - - - -

Joseph poses, taunting the opponent by telling them what they will say next if they attack him.

  • Increases the "Guess I did it again!" Level (+JJASBR Scarf Icon (2).png).
  • A successful activation disables the move for the rest of the match.
  • Causes minor hitstun; follow-up combos are possible depending on the opponent's position after triggering the counter.
  • Grants Joseph 0.5 HH Gauge and takes away 0.5 HH Gauge from the opponent on a successful activation.
    • JJASBR Wonder of U Small Icon.png Wonder of U will not fall for Joseph's taunt if used against it, so no amount of HH Gauge will be lost. Joseph will still gain the usual amount of HH Gauge, however.
  • The timer keeps ticking down during this move's cutscene. This makes it possible to stall a round for as long as 20 seconds (and for a match to end during the cutscene).

System Mechanics

Throw
Throw
Hah! Moron!
5/4 + Any Two Attack Buttons
JJASBR Joseph Throw (1).png
JJASBR Joseph Throw (2).png
Forward
Forward
JJASBR Joseph Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 130 (20, 30*2, 50) Throw 6 - - - HKD
Back 130 (40*2, 50) Throw 6 - - - HKD

Forward Throw

Joseph grabs the opponent and puts them behind his back, kicking them in the face before he sends them away.

  • Leaves the opponent far away from Joseph.

Back Throw

Joseph head-locks the opponent and gives them a noogie before sending them away.

  • Leaves the opponent at a mid-distance from Joseph.
  • It's possible to microdash after the animation ends and connect "Time to bring down the hammer!" for some extra damage and HH Gauge, as well as create a more favorable and auto-timed okizeme situation.
Assist
Assist
Now who's laughing?!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Joseph Assist (1).png
JJASBR Joseph Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
First Half: 61 (25, 4*4, 20)
Second Half: 69 (2*8, 5, 8, 40)
Mid - - - - KD

Joseph spins a pair of Hamon-infused clackers, following up with a second pair.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 236H > 6X.
  • The final hit launches opponents away.
  • Considered to be 2 moves, therefore adding two steps towards damage scaling.
  • The amount of hits in this Assist can trap the opponent in blockstun for a long time, enabling some unblockable setups. This is bolstered by the Assist not having a gap before the final hit, unlike the actual move.
44
I'm so outta here!
4[4]
JJASBR Joseph 44-Hold.png
逃げるんだよォ!
逃げるんだよォ!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Joseph uses his signature technique and runs away from the opponent.

  • Joseph is able to run backwards, although it is slower than most forward dashes.
  • It's possible to reduce some of the move's recovery by whiffing a standing or crouching normal.
5S
Hamon Breathing
5S
JJASBR Joseph 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 8 10~ Total 12 - -

Joseph uses Hamon Breathing to charge his HH Gauge.

  • Takes 20.2 seconds to go from 0 to 3 bars.
  • Cannot be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.
4S
Hamon Guard
4S
JJASBR Joseph 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Joseph uses his Hamon to give himself an extra layer of protection.

  • Costs 0.1 HH Gauge to use, and drains as it is held.
  • While active, Joseph no longer takes chip damage or Guard Damage, and is immune to Guard Breaks and Unblockable attacks (except for JJASBR Risotto Small Icon.png Risotto's "Control iron within 5-10 meters").
  • Can be canceled into from normals, which is especially useful for 5H and 2H since it cuts down their recovery by a couple of frames, enabling some frametraps.

Heart Heat Attack

This means war!
236 + Any Two Attack Buttons
JJASBR Joseph HHA (1).png
JJASBR Joseph HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
84 (3*28) Mid 2+8 - - -56 -56

Joseph pulls out a machine gun and fires at his opponent.

  • Considered as projectiles.
  • Does not track the opponent's Dodges.
This'll blow you away!
236L/M/H during "This means war!"
JJASBR Joseph HHA Followup (1).png
JJASBR Joseph HHA Followup (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV0: 98 (8*11, 10)
LV1: 128 (8*11, 40)
LV2: 148 (8*11, 60)
LVMAX: 168 (8*11, 80)
Mid 12 - - -56 KD

Joseph smacks the opponent into the air with the butt of the gun before filling it with Hamon and sending it into the opponent.

  • Does not require additional HH Gauge to be used.
  • Damage increases with "Guess I did it again!" Levels.
  • This is a hitgrab.
  • Moves Joseph forward and will track the opponent's Dodges.
  • Mainly used as a finisher during max damage routes.

Great Heat Attack

Lemme show you my "tricks" of the trade!
236L+M+H
JJASBR Joseph GHA (1).png
JJASBR Joseph GHA (2).png
JJASBR Joseph GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
LV0: 320 (18*4+8+14+20*4+26*2+38+56)
LV1: 356 (21*2+18*2+0+8+14+20*4+26*2+38+86)
LV2: 391 (25*2+18*2+0+8+14+20*4+26*2+38+113)
LVMAX: 429 (30*2+18*2+0+8+14+20*4+26*2+38+141)
Low, Mid 2+26(19)1 - - -96 HKD

Joseph pulls on a hidden rope along the ground, ensnaring the opponent before he beats them down with his Hamon-infused clackers.

  • Damage increases with "Guess I did it again!" Levels.
  • Hits Low, hits multiple times before activation, can hit OTG, and has fairly long range, which can catch opponents off-guard.
  • The initial hits are not counted towards the GHA LV damage boost, causing the move to deal less damage than expected (although still much higher than normal).
  • Has niche uses like a Reversal Assist-safe ender to close a round, certain punishes against detached Stands, and specific max damage routes.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)
Special E (Color 1)
Special E (Color 2)

Extra

Extra A (Color 1)
Extra A (Color 2)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
Makoto Hikawa Special E (Color 2) Flag us.png
United States
@MakotoHikawa Tournament Footage
YouTube Channel
たすく
(Tusk)
Special B (Color 1) Flag jp.png
Japan
@Tuskact8888 Tournament Footage
YouTube Channel

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh