A bracer who wields dual blades and specializes in covert operations.
He was an Enforcer of Ouroboros, but with the support of his beloved
Estelle, he was able to leave his troubled past behind and finally move on.
Joshua is a speedy rushdown character with seemingly endless offense. Being the fastest character in the game, he can easily chase down his opponents until he gets at a comfortable range. Once he gets in, Joshua can dish out some fairly good damage while keeping his opponents close for some more pressure. This great mobility also lets Joshua easily run away from his opponents, in case he wants to go for time-outs. However, Joshua has a tough time generating resources. While his Charge Attack is somewhat easy to land in neutral via dashing, the reward on hit isn't that great since he can't combo off of it. Plus, most of Joshua's combos requires a surprising amount of SP, especially if he wishes to deal good damage. Furthermore, Joshua can die rather quickly, due to his below average tankiness, forcing him to stay careful most of the time.
Joshua is recommended for players who plays ninja-like rushdown characters. He is also great for players who wants to press lots of buttons. Similar to: Fox, Sheik
Playstyle
Joshua is a hyper mobile, somewhat technical rushdown character who has a very easy time going in.
Strengths
Weaknesses
Outstanding Mobility: As the fastest character in the game, Joshua has an easy time getting him.
Excellent Pressure: Joshua's sheer speed and number of attacks allows him to stay on the offensive for longer than most characters.
Good Damage: Joshua's combos have the potential to deal excellent damage, especially off of reads.
Good Snowball Potential: Joshua's main combos leaves his opponents close, allowing him to continue his offense. In general, resetting neutral against Joshua is very hard.
Low Bulk: Joshua's defensive stats are below average, making mistakes more punishing than usual.
Short Range: Joshua's swords aren't the longest in the bunch, making his attack range lower than average.
Resource Hog: Joshua requires more SP than most characters in order to deal decent damage.
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Normal Link ABCDEF
A
A
B
B
C
C
D
D
E
E
F
F
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
94
4
-
-
-
B
94
8+3
-
-
-
C
94
13+5
-
-
-
D
94
23+5
-
-
-
E
94
32+3
-
-
-
F
94
41+5
-
-
-
A:
Total: 19
B:
Total: 18
C:
Total: 20
D:
Total: 19
E:
Total: 21
F:
Total: 22
Excellent pressure string. While its range can be better, Joshua is fast enough for it to not be an issue.
E only hits opponents in front of Joshua starting frame 4
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground/Air [A], j.[A]
113
6
-
-
Soft Armor
Dash d.[A]
113
5
-
-
Soft Armor
Ground:
Total: 17
Air:
Total: 18
Dash:
Total: 13
Tied with Chester for fastest Charge Attack in the game. Joshua's main combo ender, and his best way of quickly gaining SP. Comboing into it isn't that easy, but still thankfully doable.
Gives 25 SP on contact
Air Normal Link j.ABCD
j.A
j.A
j.B
j.B
j.C
j.C
j.D
j.D
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
94
3
-
-
-
B
94
7+3
-
-
-
C
94
15+3
-
-
-
D
94
24+3
-
-
-
j.A:
Total: 16
j.B:
Total: 18
j.C:
Total: 18
j.D:
Total: 18
Fairly standard air string, albeit very fast. Good air-to-air and combo fodder. j.C knocks opponents back on hit, but it's still possible to combo after
Falling Attack j.E
Damage
Impact
SP Cost
Cooldown
Properties
94
14
-
-
-
Total: 27
Red bar represents the earliest point Joshua can attack someone
A diving attack. Unlike most of them, this one only hits once Joshua touches the ground. The second hit is a shockwave that knocks down the opponent
Impact frames obtained while as low to the ground as possible
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
94
8
1 AP
-
Hard Armor 1-10
Total: 25
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
Skills
Soul Blur S1
Ground version
Ground version
Air version
Air version
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground
110x4
8
12 / 11 / 11 / 10 / 9
28
Soft Armor, Projectile
Air
110x4
7
12 / 11 / 11 / 10 / 9
-
Soft Armor, Projectile
Ground:
Total: 22
Air:
Total: 16
Very underwhelming projectile. While the damage is quite good, Joshua can't combo out of it. Even though having a projectile is always helpful in neutral, Joshua doesn't need one due to his top notch speed.
Frame data assumes point blank
Flicker S2
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground
235
4
8 / 8 / 7 / 7 / 6
15
Soft Armor
Air
470
4
8 / 8 / 7 / 7 / 6
-
Soft Armor
Ground:
Total: 28
Air:
Total: 15
Joshua's most spammable Skill. It's a cheap gap closer which is also very useful in combos thanks to its virtually nonexistent recovery, short cooldown and early cancel windows. Joshua will find himself using this move a lot.
Damage is doubled if done in the air
Evil Eye S3
Ground version
Ground version
Air version
Air version
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground
505
18
15 / 14 / 13 / 12 / 12
50
Hard Armor 1-4, Soft Armor
Air
505
17
15 / 14 / 13 / 12 / 12
-
Hard Armor 1-4, Soft Armor
Ground:
Total: 42
Air:
Total: 37
Placeholder
Energy Drain S4
Damage
Impact
SP Cost
Cooldown
Properties
450
21
18 / 17 / 16 / 15 / 14
59
Hard Armor 1-4, Soft Armor Drain
Ground:
Total: 50
Air:
Total: 49
Kind of a niche Skill. Most of the time, Joshua will use it after landing an EXTRA Skill in order to combo into his Charge Attack. It also heals Joshua a very small amount of HP (usually 120).
27% of the move's damage is converted to HP
Sever S5
Initial hits
Initial hits
Finisher
Finisher
Damage
Impact
SP Cost
Cooldown
Properties
950
8+4
35 / 32 / 30 / 28 / 27
-
Hard Armor
Pretty good combo extender. It can also be used as a reversal, thanks to its hard armor. Following up afterwards can be difficult but not impossible.
Can cause DEF Down
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Black Fang S6
6 first attacks
6 first attacks
7th attack
7th attack
Damage
Impact
SP Cost
Cooldown
Properties
158x7
8+5
45 / 41 / 39 / 36 / 34
-
Hard Armor
Rekka. Joshua can repeat the first hit up to 6 times by pressing the attack button. The 7th time, Joshua will unleash a big slash that is somewhat difficult to combo out of. For better reward, it is possible to cancel Black Fang into another Skill by delaying the followup, and pressing said Skill. Due to the high SP cost, this is only useful at the end of combos.
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Phantom Raid EXTRA Skill
First hit
First hit
Follow-up hits
Follow-up hits
Final hit
Final hit
Damage
Impact
SP Cost
Cooldown
Properties
1620
4
100 EXTRA
-
Invincible
Total: 130
A pretty decent EXTRA Skill. Joshua can easily insert it into combos, while still being able to follow up with a few hits afterwards. It can also be used in neutral as a YOLO option, due to Joshua being able to move between the first and last hits.
The opponent can still cast Skills or use their assist during the freeze
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Joshua's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
Good accessories for Joshua goes here. Explain why this build is good for him
Recommended Skills
S1
S2
S3
S4
Recommended Support
Assist that synergise well with Joshua's toolkit goes here. Explain why
General Strategy
Neutral
Explain how Joshua approaches neutral, ideally at close, mid and long range
Offense
Explain how Joshua's offense works
Defense
Explain how Joshua can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot
General Counterplay
List some general Joshua counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol
Meaning
>
Cancel from the previous move to the following move.
,
Link from the previous move to the following move.
dl./delay
Delay before using the following move.
X(w)/whiff
Whiff the following move (do not hit).
jc
Jump Cancel.
wc
Walk Cancel.
d./dash
Dash air attacks. Done by pressing the dodge button while standing still.
More advanced combo that costs more SP and is harder to pull off (tech trap), but does twice as much damage. j.A must be delayed in order to catch an opponent teching.