Joseph

## Introduction

Joseph is the only character able to use toolboxes around the map, and his skills make him a very tactical character

## Commands

Joseph (Part 2) was one of the first characters confirmed for the game (alongside Caesar, Stroheim, Jotaro, Kakyoin, Josuke, and Diego Brando).

If Caesar is paired with Joseph and falls in battle, a special animation will play where they recreate the scene involving Caesar's final words and creation of the blood bubble (which pops in an anti-climactic fashion shortly after conception), along with Joseph's iconic "CAESAAAR!!!" scream as tears stream down his face.

**Style/Other**

Hamon Breathing
 ON GROUND CHARGEABLE
Joseph performs a pose and Hamon Breathes, filling up the Hamon Gauge. He cannot move and is vulnerable to attacks while doing so. Filling up the gauge will automatically empower his Normal and Powerful Attacks, and enhance/alter the properties of all his skills. It will also shorten the cooldown time on said skills. Using skills will drain a portion of the Hamon Gauge until there's an insufficient amount to use. Filling up the gauge will automatically empower his Normal and Powerful Attacks, and enhance/alter the properties of all his skills. It will also shorten the cooldown time on said skills. Using skills will drain a portion of the Hamon Gauge until there's an insufficient amount to use.
Item Icon-
The icon that displays the item's type and amount.

**Skills**

Hamon!
 +  CHARGEABLE ON GROUND
Joseph uses the Hamon to instantly block attacks using the Stamina Gauge in place of his guard durability, and is capable of deflecting projectiles from the front. The skill will last as long as the inputted button is held, or until the Stamina Gauge empties. If Hamon-enhanced, the angle of the guard at which projectiles can be deflected is increased.
Clacker Boomerang/Clacker Volley +  / EX  +  EX SKILL PROJECTILE ON GROUND
The attack unleashed is dependent on whether or not the activating button is held. If pressed, Joseph throws a Hamon-infused Clacker as a projectile, which returns to him after flying a set distance, doing more damage the more of the Hamon Gauge is filled. If held, Joseph pulls out two Clackers and begins a three-step combo that ends with him swinging a Clacker downward, sending opponents caught into the ground hard enough for them to bounce.

**EX Version**: The Clacker Boomerang will receive a damage increase and guard break boost; Clacker Volley also gains a guard break boost, as well as an increase in execution speed.
I'm so outta here!
 +  ON GROUND
Joseph performs a special dash with his signature run. If he is locked on to something when the skill is performed, Joseph will automatically run in the direction opposite to it, otherwise he will simply run forward. He is invincible until he actually starts moving. If Hamon-enhanced, the skill's invincibility length and distance is increased.
A Weapon with Overwhelming Advantages!
 IN AIR OK ON GROUND
Exclusive to Joseph are a variety of special Items that he can use in combat. He can hold up to 3 different Items at any time, and can find more in suitcases strewn about the stage. An Item Icon displays how many and which Items are currently in Joseph's possession. The suitcases can be picked up and thrown by opponents in order to prevent him from obtaining Items.

**EX Version**: All Items receive an increase to damage dealt, and additional damage will be added depending on how much of the Hamon Gauge is filled.
Tequila
 +  /  +  EX SKILL PROJECTILE WHEN DOWNED ON GROUND
Joseph can hold 2 charges; He uses the Hamon to pop a bottle of tequila open, hitting the opponent with the cap and knocking them into the air. If an opponent is in range, a coconut will fall out of nowhere and onto their heads, leaving them crumpling and open to further attacks. Joseph is invincible up until the attack activates. If Hamon-enhanced, the length of invincibility and damage dealt is increased.
Tommy Gun
 +  /  +  EX SKILL PROJECTILE ON GROUND
Joseph can hold 10 charges; He instantly pulls a Tommy Gun out from behind him to shoot opponents with volleys of bullets. Every 7 bullets consumes a charge, allowing Joseph to continuously fire anywhere from 7 up to 63 bullets in a single attack.

**This'll Blow You Away!**: If Joseph inputs the attack a second time during "Tommy Gun", or if he only has one charge left, this attack will occur and use up any remaining charges; Joseph knocks an opponent into the air with the butt of the gun and transfers a blast of the Hamon into them using a few more bullets. The damage of the attack is dependent on how many charges used to effect it. If Hamon-enhanced, the damage dealt is increased.
Sledgehammer
 +  /  +  EX SKILL WHEN DOWNED ON GROUND
Joseph can hold 3 charges; He pulls out a sledgehammer to smash opponents with in a large overhead swing. The shockwave created spreads out and downs any opponent in range. If Ripple-enhanced, the attack becomes unblockable, and the shockwave deals more damage and spreads out even farther.
Hand Grenade
 +  /  +  EX SKILL ON GROUND
Joseph can hold 2 charges; He lunges forward before dashing backwards. If he connects with any opponent, he will attach a bundle of grenades onto them, The resulting explosion can occur automatically after a set amount of time or manually activated if the activating button is pressed again, damaging anyone caught in radius. It will also set the target on fire and knock them into the air. If Hamon-enhanced, Joseph gains invincibility when attaching the grenades and the damage dealt is increased.
Iron Ball Crossbow
 +  /  +  EX SKILL PROJECTILE ON GROUND
Joseph can hold 3 charges; He loads a large crossbow and fires it, sending opponents flying with the heavy iron ball. If Hamon-enhanced, the ball is able to ricochet off a wall once. If Joseph is locked on, the ball will ricochet towards his target, otherwise flying towards the nearest opponent.
100% Wool Hat
 +  /  +  EX SKILL TRAP CHARGEABLE ON GROUND
Joseph can hold a single charge; He runs forward, leaving a trail of Hamon-infused wool string behind as a long, narrow trap. The string will remain for a considerable amount of time until an opponent steps on it; Opponents that touch the string are stunned and left open to further attacks. However, this will damage the string and cause it to undo itself. Joseph is able to salvage it by simply standing over it and inputting the activating input once more before it completely disappears. However, with the amount of time given to him to do so, Joseph must choose between attacking opponents caught by the trap or retrieving the string. If Hamon-enhanced, the trap remains in place for longer and Joseph is able to place a longer strand.

**Dual Heat Attacks**

Ain't nothing the trickster loves more than a trick!
The DHA begins with him pulling up a hidden string trap from the ground. Joseph pulls out two pairs of Clackers and delivers a lengthy attack combo, relentlessly hitting the opponent with them while exclaiming "Ripple Overdrive Beat!". Joseph then briefly stops his assault to Ripple Breathe, charging the energy into his Clackers, before hitting the opponent with all four in a finishing blast, sending them flying. The GHA deals more damage depending on Joseph's Trick level. This attack is a reference to his brief yet unsuccessful attack on Wamuu, showing the complete assault.
Dual Ripple! (with Caesar) +
The two start off by attacking the opponent from opposite sides with a series of Hamon-charged punches and kicks from Joseph and an array of Hamon-infused bubbles from Caesar, before Joseph invites Caesar to initiate the Positive/Negative Overdrive they used on Suzi Q to save her from from Esidisi's control, attacking the enemy from both sides with said move and shocking them with extreme power.
This master and student's beat will cut you deep! (with Lisa Lisa)
Running up to the opponent, Lisa Lisa strikes with multiple Hamon-powered kicks and a scarf swing, before Joseph ties up the opponent with a rope he had laid during her assault. They then channel a Hamon surge into the Red Stone of Aja, causing it to launch a deadly beam at the helpless opponent.

### JoJolities

* **Time to unleash my killer Clacker Volley!**: Joseph must connect "Clacker Volley" . (200 Points)

* **You think those chintzy Ripple powers are the only thing I've got in my repertoire?**: Joseph must use "A Weapon with Overwhelming Advantages!" 3 times. (200 Points)

* **I did it!**: Joseph must turn a stage object into a trap 3 times. (300 Points)

* **Grazie! Loggins!**: Joseph must use any Ripple-enhanced skill five times. Any skill will count as long as he lands five of that same skill. (500 Points)

* **This JoJo can predict anything!**: Joseph must Retire an opponent with a Dual Heat Attack. (800 Points)

## Combos

**BnB**:  ➜  ➜  ➜ Hold  + .

**Alt BnB**:  >  ➜  ➜   ➜ Hold  \*collapse ➜  ➜ Hold  + / \*cancel ➜ Hold  + .