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

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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.

Insert character introduction here.

  • 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.
  • 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.
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
  • 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.
  • 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.
  • Potent Anti-Airs: Both "Rebuff Overdrive" and "How 'bout a cold one?" allow Joseph to anti-air the opponent very effectively, as well as being able to deal considerable damage.
  • Adaptable: Joseph's options allow conversions into full combos where many characters would not, allowing him to combo on the fly.
  • 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.

"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 permanent; they will remain for the rest of the match, and will not reset in-between rounds.

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 5 - - -4 +2

Joseph performs a jab.

  • Standard jab, good for stopping dash jumps.
5M
5M
JJASBR Joseph 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
22 Mid 7 - - -6 -2

Joseph performs a horizontal chop.

  • Moves Joseph forward.
  • Good range for pokes and counter-pokes.
5H
5H
JJASBR Joseph 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid 11 - - -14 -6

Joseph performs a roundhouse kick.

  • Moves Joseph forward.
  • Good anti-air button.
  • Good range for pokes.
2L
2L
JJASBR Joseph 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Low 7 - - -4 +2

Joseph performs a stationary crouching kick.

  • Good range for pokes.
  • Can chain into itself 3 times.
2M
2M
JJASBR Joseph 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low 9 - - -4 +2

Joseph performs a crouching hook.

  • Good for juggles.
  • Good range for pokes and counter pokes.
2H
2H
JJASBR Joseph 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 13 - - -8 -

Joseph performs a backwards kick as he turns around.

  • Provides hard knockdown.
  • Good range for pokes.
6H
6H
Now you've pissed me off!
JJASBR Joseph 6H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Overhead 23 - - -10 -

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

  • Causes a groundbounce on hit.
  • Provides hard knockdown.
  • Cannot be cancelled into special moves, but can be cancelled into HHA or GHA.
JL
j.L
JJASBR Joseph Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Overhead 9 - - - -

Joseph performs a falling elbow attack.

  • Stubby yet active aerial, good for jump-ins.
  • Can cross up.
JM
j.M
JJASBR Joseph Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Overhead 13 - - - -

Joseph performs a kick outwards.

  • Good for air-to-airs.
JH
j.H
JJASBR Joseph Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 Overhead 17 - - - -

Joseph performs a kick downwards.

  • Good for jump-ins.
  • Can cross up.

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 17 - - -2 +6
Medium 61 (25, 4*4, 20) Mid 19 - - -2 +6
Heavy 61 (25, 4*4, 20) Mid 21 - - -2 +6
Style Level 0: 105 (5*10, 50)
Level 1: 109 (34, 5*5, 50)
Level 2: 118 (38, 6*5, 50)
Level MAX: 137 (42, 7*5, 60)
Mid 19 - - -2 +6

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

  • Low recovery allows Joseph to link back into 5L against most characters.

L version:

  • Barely moves Joseph forward.

M version:

  • Moves Joseph further.

H version:

  • Moves Joseph the furthest.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage.
  • Damage increased by "Guess I did it again!" Levels.
  • Causes knockback on hit.
  • Goes further than the H version.
  • Has invul on startup.
  • Cannot be Flash Canceled.
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 13(12)1 - - -20 -
Style Level 0: 81 (2*11, 3, 10, 46)
Level 1: 95 (2*11, 3, 10, 60)
Level 2: 110 (2*11, 3, 10, 75)
Level MAX: 125 (2*11, 3, 10, 90)
Mid 13(12)1 - - -20 -

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


Normal version

  • Launches on hit.
  • All meterless versions are identical.
  • Last hit has a gap, allowing it to frametrap but leaving it susceptible to Stylish Guard.

Style version

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage.
  • Damage increased by "Guess I did it again!" Levels.
  • Causes a hard knockdown.
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
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 120 (0, 120) Unblockable - - - - -
Style Level 0: 130 (0, 130)
Level 1: 140 (0, 140)
Level 2: 150 (0, 150)
Level MAX: 180 (0, 180)
Unblockable - - - - -

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

  • The first hit binds the opponent, making the second hit inescapable.
  • All versions increase the "Guess I did it again!" Level.

Normal version

  • 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!" Level.
  • Launches the opponent far away on a successful activation.
  • 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 25 - - -10 -
Style Level 0: 35 (5, 30)
Level 1: 40 (5, 35)
Level 2: 45 (5, 40)
Level MAX: 50 (5, 45)
Overhead 25(2)1 - - -8 -

Joseph performs an overhead slam with the clackers.


Normal version

  • Causes a launch that transitions into a groundbounce on hit.
  • Can be combo'd into against tall opponents (Wamuu, Baoh, and Mounted characters).

Style version

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage.
  • Damage increases with "Guess I did it again!" Levels.
  • Causes crumple on hit.
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 7 - - -20 -
Medium 60 Mid 9(2)1(2)1 - - -16 -
Heavy 60 Mid 11 - - -20 -
Style Level 0: 55 (50, 5)
Level 1: 60 (55, 5)
Level 2: 75 (70, 5)
Level MAX: 90 (85, 5)
Mid, Overhead 7 - - -20 -

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

  • Launches on hit.
  • 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.

M version:

  • Shoots the cap more vertically.
  • Hits 3 times on block, dealing big Guard Damage. Most likely a bug.

H version:

  • Shoots the cap the most vertically.
  • This version can be used in 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.
  • Uses the L version's arc.
  • The coconut can hit OTG.
    • Using Flash Cancel after the cork is fired will make the coconut come out faster.
214X
Clacker Boomerang
214L/M/H/S
JJASBR Joseph 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 21 - - -16 -8
Medium 35 Mid 23 - - -16 -8
Heavy 45 Mid 25 - - -16 -8
Style Level 0: 60 (30*2)
Level 1: 66 (33*2)
Level 2: 84 (42*2)
Level MAX: 102 (51*2)
Mid 13(10)1 - - +2 +10
Style (Return) Level 0: 24 (12*2)
Level 1: 26 (13*2)
Level 2: 32 (16*2)
Level MAX: 44 (22*2)
Mid - - - - -

Joseph throws a clacker forward as a projectile.

  • Damage and startup increase proportionally to the strength of the button pressed.
  • Produces a heavy hit at close range; will become a light hit at longer ranges, impacting juggle height in combos.
  • None of the versions can be Flash Canceled.

L version:

  • Fastest travel speed.

M version:

  • Average travel speed.

H version:

  • Slowest travel speed.

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.
  • Holding the button causes the Clacker Boomerangs to come back, even if Joseph gets hit.
    • The Clacker Boomerangs will travel about half-screen before coming back.
    • 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.
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] 29 - - -36 -
Medium 60 [120] Overhead [Unblockable] 31 - - -36 -
Heavy 70 [130] Overhead [Unblockable] 33 - - -36 -
Style Level 0: 88 [152]
Level 1: 98 [162]
Level 2: 108 [172]
Level MAX: 118 [192]
Overhead [Unblockable] 29 - - -36 -

Joseph swings a sledgehammer down on the opponent.

  • Can hit OTG.
  • Charging the move completely will increase the damage and make the attack Unblockable. [] is for the fully charged versions.

L version:

  • Fastest variant.

M version:

  • Average variant.

H version:

  • Slowest variant.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage.
  • Can hit OTG.
  • Damage increases with "Guess I did it again!" Levels.
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 - 5 - - - -

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.
  • 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.
  • Successful activation disables the move for the rest of the match.
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.
Level 0: 81 (4*19, 5)
Level 1: 90 (4*19, 14)
Level 2: 115 (5*19, 20)
Level MAX: 139 (6*19, 25)
Mid 3(10)1 - - - -

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.
  • Increases the "Guess I did it again!" Level.
  • Overhead attacks will not trigger this counter.

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 7 - - - -
Back 130 (40*2, 50) Throw 7 - - - -

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 far away from Joseph.
Assist
Assist
Now who's laughing?!
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 - - - - -

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 > 6H
  • Final hit launches.
  • The amount of hits in this Assist can trap the opponent in blockstun for a long time.
44
I'm so outta here!
44
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.
5S
Hamon Breathing
5S
JJASBR Joseph 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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.
3S
Rebuff Overdrive
3S
JJASBR Joseph 3S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Level 0: 47
Level 1: 50
Level 2: 59
Level MAX: 69
Mid 15 - - -18 -

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.

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 1(8)1 - - -56 -54

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

  • Can be cancelled into "This'll blow you away!".
  • Does not track 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.
Level 0: 98 (8*11, 10)
Level 1/2: 108 (8*10, 20)
Level MAX: 115 (8*10, 27)
Mid 13 - - -56 -

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.
  • Moves Joseph forward.
  • Will track the opponent's Dodges.
  • Damage increases with "Guess I did it again!" Levels.

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.
Level 0: 320 (18*4+8+14+20*4+26*2+38+56)
Level 1: 356 (21*2+18*2+0+8+14+20*4+26*2+38+86)
Level 2: 391 (25*2+18*2+0+8+14+20*4+26*2+38+113)
Level MAX: 429 (30*2+18*2+0+8+14+20*4+26*2+38+141)
Low, Mid 1(26)1(20)1 - - -96 -

Joseph pulls on a 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.

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)

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