Young Joseph

## Introduction

**Joseph Joestar** (ジョセフ・ジョースター *Josefu Jōsutā)* also known as **Jojo,** is the main protagonist of *Battle Tendency*, a core ally in *Stardust Crusaders,* being a grandfather of the story's main protagonist, Jotaro Kujo. The younger version of Joseph is one of the hidden characters in the game.

According to the game's Story Mode, a missed opportunity in the manga, Alessi uses his Stand to de-age Joseph, however, instead of becoming a child, he becomes a young man in his prime.

**Young Joseph** (*Youngseph* for short) does not have a Stand yet, instead, he uses his Hamon based attacks and signature Clackers, making a lot of references to the part 2 of the main story. Also, unlike his older version, he is more of a zoning type character with some better rushdown tools, allowing for a more careless playstyle.

### Pros and Cons

+ Strong pressure tools
+ Amazing jump-in attacks
+ Simple combos
+ Can set his unblockable Super to hit certain character for high damage in a combo
+ Can run instead of dash, this also gives him instant run cancels

- Passive Stand character (technically no Stand at all)
- Gains a lot of super meter but has little to no use from it
- Very situational combos that either require very tight timing or projectile attacks
- All projectile attacks have very long windups
- Slowest recovery in the game

## Movelist

### **Unique Attacks**

#### *Joseph's Clackers* - **S** **(**AIR OK)

Joseph takes out his signature self-made steel clackers and smacks the opponent with them. Depending on the direction held while using this move, Young Joseph will perform different attacks. They all count as Special attacks and thus can be used to cancel some normals. All clacker hits are air-unblockable except for the jumping variation.

## Combos

### Basic Combos

A lot of these combos can be done from j.A/j.B/j.C/j.S.

any jumping normal xx j.S - It can combo while hitting opponent midair and on the ground.

any jumping normal xx j.S, 5B xx 236+A/B - Requires you to learn the proper timing of j.S.

any jumping normal xx j.S, 5B xx 236+S>5S>5S - Same as above but with rekka as the finisher.

any jumping normal xx j.S, d.2B xx 236+S>5S>5S OR 236+B - This is the best possible combo string since the dash will get you close enough to the opponent regardless of the distance at the start of the jump in, although getting the timing for the instand dash can be difficult at first.

2A, 2A, 5B xx 236+A/B - Crouching jabs into standing jab into Overdrive. Joseph's most basic combo. Add an additional 2A if you feel like it, it might whiff in some situations though. You can use 5A instead of 2A in most of the following combos, but it's much worse range wise.

2A, 2A, 5B xx 236+S>5S>5S - Same as above but with the rekka instead.

2A, 2A, 5C xx 236+A/B - Same as above but with a kick instead.

2A, 2A, 5C xx 236+S>5S>5S - Same as above but with a kick instead.

2A, 5C xx 5S - An alternative combo finisher which works on low hitbox opponents (except stand off Iggy and crouching Devo of course)

2A, 2B, 5B xx 236+A/B - Some hard links into Overdrive.

d.2A/2B/2C xx 236+A/B - Dashing slide into Hamon Overdrive. Simple yet effective.

d.2A/2B xx 236+S>5S>5S - Dashing slide into Rekka. Doing the rekka like this might leave you open for a punish due to a low amount of hits in a combo. Note that this won't work with the C version of dash slide.

2A, 2A, ID d.2A/B/C xx 236+A/B - Linking crouching jabs into the slide can be quite difficult but it's not impossible.

2A, 2A, ID d.2A/B xx 236+S>5S>5S - Rekka finisher.

5A/2A/2B/3B xx 236+AA - Some super hitconfirms. In some matchups, it can also work off a point blank

2A, 2A, ID d.2A/B/C xx 236+AA - A longer super combo. Pretty difficult to pull off. Try it with one jab only if you're having trouble.

### Advanced Combos

- Meterless Trials

- 236 + AA Trials

- Aja Trials

### Hamon Beat setups

Aja setups are combos that let Young Joseph successfully combo into 214+AA. These links are dependent on the opponent’s crouch hitbox and wakeup speed: if the crouch hitbox is too low, the enemy can duck the beam on frame 1 of standing up and if their wakeup speed is too fast, they can roll through it. However, characters have different wakeup speeds, so the fastest ones need more complicated combos. Young Joseph has a few options to knockdown the opponent and cancel into Aja, and I’ll note on which characters they work on:

3C (or j.C j.S d.3C) – Young Joseph and Old Joseph.

2S (or 2S rekka ender with the help of a crossbow shot) – Young Joseph, Old Joseph, Dio, Shadow Dio and Midler.

d.3C timed with a crossbow shot – Young Joseph, Old Joseph, Dio, Shadow Dio, Midler, Hol Horse, Hol Horse & Boingo and Polnareff.

A playlist of these combos can be found here.

## General Strategy

Young Joseph's footsies consist of fast sprinting, never letting your opponent know what you are going to do next, or letting them know and doing the opposite. If you are 100% sure they can't counter it in some way, always throw a clacker boomerang. This will make the pressure on them consistent since the clacker always returns if it hasn't made contact with the enemy, and even if it was blocked, it'll stay at one corner, which will make them block. While this is happening, you can throw a clacker and then a C crossbow shot to set up the wrap around combo and against some characters, the Hamon Beat setup. Punish dumb jump-ins with 236+AA super. Don't worry about your meter, you'll get plenty for using clacker attacks.

#### BNBs

Your main ways to get to the opponent are dashing jumps and your slides. Be careful and don't get cocky using these, since they can be predicted if you don't mix them up. End the respective combos with overdrive, a little trick you can do is do an overdrive right after the combo ending overdrive. Some opponents like to rush at you right after you end the combo, so this will stop them and give you free damage over them!

#### 2C Startup Bug

There is a weird bug where if you WON'T hold 2 while using the Heavy attack for longer than a single frame, the move will instantly cancel on its own. While being in the block animation, holding 2 and mashing C will make Joseph instantly cancel the move, allowing you to quickly build up the super gauge. Sadly, considering his Supers are what they are, he won't have much use of this bug.

## Matchup Strategy

### Abdul

In this matchup you'll have to respect Avdol's high priority normals and easy to start combos. Don't abuse your boomerangs since Avdol can go under them and hit you with his d.2C if he's able to react fast enough and/or he's close enough to you.

### Alessi

Your slides have priority over most of Sethan's attacks, so be sure to use that even when you are afraid of him attacking. Connecting jumping attacks against Alessi can be tricky because of his small crouching hitbox so position yourself right. If he decides you keep you out with his gun. he'll either use all of the shots on you or move the sight around the gap between you to shut down any projectiles you might throw. Once either finished firing, you can throw a projectile that will either catch him off guard or will serve as a distraction as you jump in.

### Black Polnareff

Don't jump too often if he has meter, he'll 214+AA super you, and it's unblockable in the air. You can easily control neutral by absuing your projectiles and using overdrive to punish his approaches from the ground. If you can bait him into using 214+AA, you can punish it with 236+AA if you have the distance.

### Chaka

This matchup is heavily neutral based, and you'll need to respect Chaka's fast normals. Remember that you can counter his A and B rekka finishers with your 236+AA super. Also, counter his hyper hop jump-ins with that super.

### Devo

Devo has a very low hitbox when he's crouching, so be sure NOT to use the following attacks: 5A, 5B, 5C, 6C, 236+A/B/C, and the normal dashing variations. Counter j.C with a super. If he tries to pressure you with stand on puppet normals, use d.2B. Throwing projectiles is risky because of how easy it is to avoid them for him, but they can prevent puppet activations. Try to look out for roll grab punishes.

### Dio

This matchup is all about pressuring Dio when he's stand off or doesn't have meter (as his s.236+AA can very easily punish approaches) and punishing his approaches every chance you get. Don't get predictable with your boomerangs as Dio can teleport for a damaging punish. Slide over his lasers with d.2C into overdrive.

### Hol Horse

This matchup is very bad because Youngseph cannot use his projectiles unless he scores a hard knockdown. If Hol knocks you down to the ground it's basically over. Punish air-glass with your jab or Super. A risky method to avoid his zoning is throwing a projectile yourself, although make sure to not be predictable with them as he can easily punish them.

### Hol & Boingo

Similar to the matchup above except Hol is less dangerous up close. Dash into his face and don't let him do anything. Watch out for 2C. Getting a boomerang on screen can stop the S bullet spam. If you can't, your only option is to roll over the spam and try to catch him up close before he gets away again.

### Iggy

It's nearly impossible to get a full combo against Iggy due to its very low hitbox in Stand Off. Your 2C will prioritize over most of his Stand Off normals. All of your standing normals and every special except for the uppercut can be ducked by Iggy. Even the first hit of 236+S can be ducked by him. However, there is a special that becomes incredibly useful against Iggy in this matchup. The C variant of the crossbow now hits much lower than normal, hitting Iggy no problem while he's on the ground level, making it insanely useful during this matchup.

### Joseph

In this matchup you'll have complete advantage over your Old counterpart. You can zone him out with your projectiles without consequence as long as you respect his potential hermit grab. Another match deciding factor is the fact that Joseph's wakeup is so slow you can connect 3C (or a long combo ender d.2C that will transform the launcher into a knockdown) and cancel it into Aja for big and easy damage.

### Jotaro

This match up is very similar to Avdol, although you might have an easier time zoning Jotaro out. Remember not to mindlessly approach when he has meter as his 214+AA can punish almost anything.

### Kakyoin

Kakyoin can easily evade most of your attacks while crouching. Trying to toss any projectiles is a guaranteed suicide as Kakyoin can punish you with his emerald splash. Try to Stand Crash Kakyoin and land a hard knockdown, then set your projectile game. Also baiting out nets with empty jumps or running in and out helps to mess him up.

### Khan

As long as you position yourself right to throw projectiles and punish his approaches accordingly, you won't have much problem in this match-up. Similar to B.Pol, overdrive is a good tool to stop his ground approach.

### Mariah

At level 1 your projectiles will guarantee beat hers, so as long as you don't make any dumb mistakes and grab her if he levels up, you'll have full control of the match. Just watch out for her jabs if she gets close.

### Midler

Midler can punish your projectile tossing attempts with Dinner Time (which in turn can be punished with Aja as seen in the punishes video in Hamon Beat's move description) or another super/special. Try to fight her up close instead. Baiting her car special will give you enough time to throw a projectile so be sure to do that if you want some pressure to get close. Your boomerang can go through her harpoon so it won't be much of a problem in the match (although the stand on version is much faster so try to jump over it).

### New Kakyoin

Same as regular Kakyoin, except he won't set his nets as fast as regular Kakyoin and try to be more offensive.

### Polnareff

In this matchup you'll try to not let Polnareff start setting up his attacks. Thankfully he has no attacks that cause Hard Knockdown besides his 236+AA super, so you'll be trying to find an opening in neutral. Polnareff has a lot of tools to stop you, but so do you. If you manage to start setting Clacker Boomerangs on the screen. Only thing can do is either try to poke you with his low stand off normals or enter stand on to protect himself from chip damage. j,C can beat his Shooting Star special attack when done right as it's before to sit on the wall, but once it attacks you, you'll have a hard time stopping the assault from Polnareff (altough maybe you can land a lucky 236+AA as Pol pressures with d.2A)

### Rubber Soul

This matchup is quite similar to Kakyoin's, except in this scenario you need to watch out for his counter special. Don't do fullscreen projectiles when Rubber has meter as it can cost you more than 25% of your health. Rubber can pressure you from the other side of the screen with his long reaching 6S.

### Shadow Dio

Shadow DIO is the king of hard knockdowns, and so, whenever you fall to the ground, he can do literally anything to you he wants. Using fullscreen clacker boomerangs is a terrible idea as he can easily use his book counter to punish you for high damage right after. You can try to mix him up by throwing your C crossbow and confuse him on what will connect first: you or the steel ball.

### Vanilla Ice

You'll have a lot of opportunities to punish Vanilla's attacks with your uppercut super if he's not careful, however, Ice will most likely just go full Stand Off against you and outplay you with his normals. If he lands a hard knockdown on you, you'll need to perfectly block his oki. When you start throwing projectiles he'll most likely roll his way to you, so be sure to punish with some grabs. You can also punish his teleport with 236+AA as he falls down.

### Young Joseph

A heavily momentum-based match, where one Jojo can often control the flow of a round once he begins. If you predict your opponent will throw a clacker boomerang, you can punish it with a dashing slide into overdrive (or better yet, into super if you are close enough). Joseph's recovery time is slow enough for you to be able to combo into the Stone of Aja super after 2S/3C knockdown.