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)
2B, 2A, 5B xx 236+A/B - Some hard links into Overdrive.
d.2B/C xx 236+A/B - Dashing slide into Hamon Overdrive. Simple yet effective.
d.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.2B/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.2B/C xx 236+AA - A longer super combo. Pretty difficult to pull off. Do it with one jab only if you're far.
3. 214 + S (wait) d.2B, 236 + A/B (Boomerang hits) d.2B, 236 + AA
4. 214 + S, j.C, 5C, 236 + A/B (Boomerang hits) d.2B, 236 + A/B (SC!) j.C, 2A, d.2B, 236 + AA [Kills ONLY New Kak]
- Aja Trials
1. 63214 + C, j.C xx j.S, d.2B, 236 + S, 5S (Projectile hits) 2S, 214 + AA [Midler, Dios and Josephs only]
2. 63214 + C (wait) d.2B, 236 + S, 5S (Projectile hits) 2S, 214 + AA [Midler, Dios and Josephs only]
3. j.C xx j.S, d.2C, 214 + AA [Josephs only]
4. 63214 + C (wait) d.2C (Projectile hits) 214 + AA [Hols, Pol, Midler, Dios and Josephs only]
5.63214 + C, j.C xx j.S, d.2B, 236 + A/B (Projectile hits) d.2B (SC!) 2S, 214 + AA [Midler, Dio and Old Joseph only]
6. 63214 + C (wait) d.2B, 236 + A/B (Projectile hits) j.C xx j.S, 5C (SC!) 2S, 214 + AA [Midler only, corner ender only]
7. 214 + S, j.C, 5C, 236 + A/B (Boomerang hits) d.2B, 236 + A/B (SC!) j.C xx j.S, d.2C, 214 + AA [Old Joseph only]
8. 63214 + C, j.A xx j.S, d.2B, 236 + S, 5S (Projectile hits) 2S (SC!), 214 + AA [Made for Polnareff and Avdol only]
9. 214 + S, j.C, 5C, 236 + A/B (Boomerang hits) d.2B, 236 + A/B (SC!) j.C, 5C, 2S, 214 + AA [Dio, Midler and Old Joseph only, corner ender only]
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.
Just like the advanced combos, but most of the time you will delay a move like d.2B or 5C to make it so the opponent can block, then use 236 + A/B to Stand Crush.
Note: "True" Stand Crush resets are 1f, meaning you have to hit the 236 + A/B at the block only frame. In practice though, you'll most likely just delay the normals a bit past the block only frame, before using 236 + A/B. Still, make sure to practice it to make it as close to the 1f as possible, or just get better at doing the 1f.
1. 63214 + C (wait) d.2B, 236 + A/B (Projectile hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Small Stand gauges and Iggy only]
2. 63214 + C (wait) d.2B, 236 + A/B (Projectile hits) 5C (wait) 236 + A/B (Stand Crush) 214 + AA [Small and medium Stand gauges only]
3. 63214 + C, j.C, 2A, 5C, 236 + A/B (Projectile hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Medium Stand and some large Stand gauges only]
4. 63214 + C, d.j.C xx j.S, 5B, 236 + A/B (Projectile hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Large Stand gauges only, Midler needs a special route for this]
5. 63214 + C, j.C, 2A, 5C, 236 + A/B (Projectile hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Same as combo number 3]
6. 214 + S, j.C, 2A, 5C, 236 + A/B (Clacker hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Small Stand gauges only]
7. 214 + S, j.C xx j.S(one hit), 5C, 236 + A/B (Clacker hits) d.2B (wait) 236 + A/B (Stand Crush) 214 + AA [Midler only]
8. 63214 + C (Wait) d.2B, 236 + A/B (Projectile hits) d.2B (wait) 236 + A/B (Stand Crush) d.2C, 236 + AA [Same as combo number 1]
9. 63214 + C (wait) d.2B, 236 + A/B (Projectile hits) 5C (wait) 236 + A/B (Stand Crush) 63214 + C, d.2B, 236 + S, 5S (Projectile hits) 2S, 214 + AA [Old Joseph and DIO only]
The combos will NOT work if the opponent doesn't block for the Stand Crush to happen.