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.

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 bars, 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
Rebuff Overdrive
3S
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.
  • Doesn't deal chip damage.
  • 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 cannot be canceled into 4S.
    • 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 (Iggy, Shigechi and a Dismounted 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.
  • 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.
  • 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.
  • 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.
    • If used against Wonder of U, no amount of HH Gauge will be taken from it. 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.
- - - - Total XX - -

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 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 JJASBR Joseph Color Special E 2.png Flag us.png
United States
@MakotoHikawa Tournament Footage
YouTube Channel
たすく (Tusk) JJASBR Joseph Color Special B 1.png 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
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Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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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)
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Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh