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Joseph

Introduction

Movelist

Normals
STAND OFF
A
desc
B
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C
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2A
desc
2B
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2C
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STAND ON
A
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B
Quick but very short range uppercut that will launch/juggle your opponent.
C
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2A
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2B
desc
2C
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Command Normals

6C: Jumping kick that hits as an overhead but unfortunately is fairly slow to start up and very unsafe on block. Often unsafe on hit(!). Rarely useful due to the risks, except as a last hit in a match. Often, his dashing variant will be better because of better range, knockdown/sweep properties, and the startup being out of range of several characters by comparison. The biggest issue with this move is that a mis-timed throw attempt will result in this and that is very, very bad. You may wish to 4C when you throw, if your throw timing still needs work. 4C will do the same thing as 5C, and is a solid move in both stand on/off modes, albeit better from slightly further in stand-off.

3B:

3C:

Dashing Normals

In stand OFF mode, Joseph's dashing pokes are fairly important to his game - and importantly, many can be combo'd from or have other useful properties.

If is (very) worth noting that many of Joseph's dashing normals also work (And change direction instantly) when running away, so you can use them to punish someone giving chase (poorly) to to trick them into thinking you are fleeing if you start to run away and almost instantly attack.

Stand OFF

66,A:

66,B:

66,C

66,3A

66,3B:

66,3C: His furthest-sliding kick, fairly unsafe on block but potentially knocks down and its range (if used at the extreme of range) can be deceptive. Best not do so to an opponent with meter unless you are likely to catch them off-guard. In the corner or other situations, can combo into his 234+AA super.

Stand ON


Special Moves

Stand Off

63214789 or 41236987 (360 motion in either direction)
Command grab. Slow enough startup that it can be jumped out of if expected. Or jabbed, often. Will lose to throws.
Should be set up with other moves (see combos section)
Does modest damage. Stand ON version does more.
236+A - 'Hamon Overdrive'. "Ovadrive!"
Solid attack, good damage, decent chip, and solid range.
Fast to come out (relatively) but slow total recovery, so it can be punished: if your opponent expects it, they can jump over (or more easily, roll) and hit you before you can block.
C version has better range, hits multiple times, but very slow startup. Will wall-bounce opponent in corner.
Can be combo'd into off any B or C hit (dashing or not) or any dashing A.
Considerably less safe as a poke against characters with extremely low crouching hitboxes (Kakyoin w/ stand off, Iggy, Devo) as it will go right over them.
623+A
Joseph gathers up hermit purple and swings downwards in front of him.
Slow startup, but decent hitbox - hits Overhead, so can be good to mix into a string of attacks if your opponent is blocking low predictably. If they are inclined to mash attacks against you and aren't defensive, you may get hit out of the startup.
Against airborne opponents, will wallbounce your opponent on the A/B versions!
236+S
Turns on Joseph's stand and does a unique variant of his (623+A) overhead that slides forward slightly as he does it.
214+[A/B/C]
Joseph sneakily wraps vines around himself charged with Hamon.
This move momentarily enables Joseph to counter any non-projectile he's hit with.
If he's hit during this, he will not take any damage from the attack. If they're close enough, they'll take damage. Sadly, it usually only hits once for very minor damage unless they're hitting with a deep attack.

Stand ON

63214789 or 41236987 (360 motion in either direction) - Beat Ripple
Command grab. Slow enough startup that it can be jumped out of if expected. Or jabbed, often. Will lose to throws.
Should be set up with other moves due to range and properties (see combos section)
This version does more damage than the stand-off version.
A/B button versions are Version done with C button has unique animation, but does same damage (based on Dreamcast version training mode)
623+A
Joseph gathers up hermit purple and swings downwards in front of him.
Slow startup, but decent hitbox - hits Overhead, so can be good to mix into a string of attacks if your opponent is blocking low predictably. If they are inclined to mash attacks against you and aren't defensive, you may get hit out of the startup.
This (stand ON) version hits multiple times.
236+A/B/C
Joseph extends Hermit Purple's vines outwards to grab the opponent.
Blockable, with slow startup. Up close especially, can be punished by jumping over it and hitting you.
However, it is used to great effect in his tandems or by (outside of tandems) comboing into it off 5C or 2C.
C version is lower to the ground, for grabbing low characters like Iggy
Once you have an opponent grabbed, 4A/B/C to pull them in towards you. Depending on the distance they were grabbed at, they will either end up right next to you or one character length away. If they are one character length away, you can 5C or 2C xx 236+[A/B/C] to grab them again. If you pull them towards you with 4[A/B/C], this will put them right next to you.
When you pull them right next to you, you have a (Small) window of time in which they are vulnerable. From here you can hit them with A and lead into combos. (See combos section)
Note: If you do not do something quickly, an opponent can escape from the grab sooner by doing 360s.
214+[A/B/C]
Joseph wraps his body in Hermit Purple's vines and radiates hamon!
Not a counter like his stand-off version, this is simply a multi-hit attack.
Can be good if someone drops on you from straight above (with exceptions). Can be combo'd into in some circumstances.
Has some properties that nullify certain attacks or can lead to a Blazing Fists Match.
Mash buttons to add more hit
Supers
236+AA (any two attacks) "Lisa Lisa..."
Joseph punches in front of him for a short range, moderate damage super..
Modest invulnerability on startup, modest recovery. Unsafe on the ground, if you hit an aerial opponent they will be less likely to be able to punish. Can be airblocked.
Can be combo'd into off of standing A, close attacks or slides, especially in the corner. See combos section.
720 motion (63214789 x 2) + A/B/C
Command-grab super with modest invulnerability, fairly high damage, and slightly sluggish startup.
Being a 720, it will need to be buffered off of something (jump, roll, certain hits, sliding...)


Frame Data Table
Move Start Up Active Cool Down On Hit On Block


Combos

Basic Combos
[STAND OFF] 2A, 5B, 236+A
Low jab to standing punch to standing punch to overdrive. At point blank, the overdrive may not be safe on block if they pushblock and follow with a very fast move. [Accurate?]
[STAND ON] A, A, B, C
Magic series combo - can drop one of the leading A's if you aren't close enough to finish the combo.
[STAND ON] A, A, B, 3C
Same combo but knock down with the last hit.
[STAND ON] C, 236+A, 4A, 5A, 5A, 5B, 5C
The 4A pulls them towards you. Only follow up with the above if the hermit web grab is at close range so they'll be pulled to point blank. If they're pulled to being about a character length away, you can do another C/2C->web-> follow-up.
Optional: add a jumping C to the beginning of the combo.
Variant: 5C, 236+A, 4A, 4A, 3B, 360+A
Variant: 5C, 236+A, 4A, 4A, 3B, 236+AA


Intermediate Combos
2A, S+A, B, 3C
A combo to get his stand on.
A, 2S+C, 236+A/B/C, 4A, A, A, B, 3C
Useful to grab your opponent from a standing A (can be use after a jump B/C).
A, 2S+C, 236+A/B/C, 4A, A, 3B, 360+A
360 variant
214+S, 2C, 2C, A, A, B, C, 214+C
A basic tandem combo. Don't forget to add more hit to the 214C with mashing the attack buttons.
2A, 2A, B, 214+S, 2C, 2C, A, A, B, C, 214+C
An exemple of a tandem combo from a 2A with no stand
jump C, A, 2S+C, 236+A/B/C, A, A, B, C, 214S, 2C, 2C, A, A, B, C, 214+C
Another exemple with many difficult points.
Jump B, 2B, B, 214+S, etc...
A 3xB starting combo.
Advanced Combos
..., 214+S, 2C, 2C, A, A, B, C, 236+A, 4A, A, 2S+C, 236+C, 4A, A, 3B, 360+A
236+A in the tandem combo will make Joseph grab his opponent from long range whereas he is next to him during the combo, and grant you more frame to continue the combo. After pulling back your opponent, tandem attack will be over and your stand will be off.
..., 214+S, 2C, 2C, A, A, B, C, 236+A, 4A, A, 2S+C, 236+C, 4A, A, A, B, C, 214+S, etc...
you can add more loop to the combo if you have enough super.
in corner
..., 214+S, 2C, 2C, A, A, B, C, 214+C, 236+AA
You can connect his "Lisa Lisa" super at the end of the combo if your in the corner. You have few time to do it, or your opponent will escape with a recovery from the 214+C
..., 214+S, 2C, 2C, A, A, B, C, 236+C, 4A, A, A, B, C, 236+C, 4A, A, A, B, C, 236+C, etc...
It's an infinite that require to link A just after the 236+C, 4A. If you do it, Joseph will stay in tandem mode for another loop.


Videos & Matches

Basic combos (BBC)

Strategy

General Strategy

Matchup-specific Strategies

vs Abdul
vs Alessi
vs Black Polnareff
vs Chaka
vs Devo
vs Dio
vs Hol Horse
vs Hol Horse (Boingo)
vs Iggy
vs Jojo
vs Joseph
vs Jotaro
vs Khan
vs Kakyoin
vs Mariah
vs Midler
vs New Kakyoin
vs Petshop
vs Polnareff
vs Rubber Soul
vs Shadow Dio
vs Vanilla Ice




Abdul | Devo | Dio | Iggy | Jotaro | Kakyoin | Midler | New Kakyoin | Polnareff | Vanilla Ice Active Stand
Alessi | Chaka | Joseph Weapon Stand
Black Polnareff | Hol Horse | Hol Horse & Boingo | JoJo | Khan | Mariah | Petshop | Rubber Soul | Shadow Dio Passive Stand