Part 3 Joseph also appears in the game as a DLC character, named simply named "Old Joseph" to differentiate himself to his younger counterpart.
Most of his attacks are similar to those from the Capcom game (Heritage for the Future). As one of the mass majority of playable characters in the game with the "Stand" Style, Old Joseph can turn Hermit Purple on/off, changing movesets, although he does not have access to the Stand Rush ability returning from the Capcom game. Old Joseph has 950 HP.
Old Joseph possesses two alternate costumes, one is based off his early appearance in Part 3 (wearing the long jacket he had on while visiting Jotaro in jail) and the second is based off one of the manga covers, where his hair is blonde and he does not wear a hat (erroneously, he still uses various animations regarding the adjustment of his hat, even though he is without it while in this costume).
During a fight, Old Joseph can use several different attacks that were featured in Stardust Crusaders.
Style/Specials/Etc
Stand On/Off
ON GROUND
Old Joseph can summon or dismiss Hermit Purple, altering his available abilities.
Ripple Breath
x2 + ON GROUND CHARGEABLE
A skill shared with Ripple-Style characters. Old Joseph can charge his Heart Heat Gauge, performing a pose and breathing out while leaving himself open.
Fighting on the run!
x2 (hold to extend duration) ON GROUND
A skill shared with his younger self. Old Joseph can run backwards, away from the opponent.
That changes everything!
+ (Stand Off only) ON GROUND
Old Joseph delivers a shin kick in a low attack that cannot be blocked standing. A command normal that can chain into Old Joseph's skills.
Panic isn't in my vocabulary!
(During jump) + (Stand On only) IN AIR OK
During a neutral, straight-upwards jump, Old Joseph can use Hermit Purple to pull himself by the ceiling (regardless of whether or not the stage has a physical ceiling) at a diagonally backwards angle. This makes it excellent for evasive purposes such as creating distance or escaping an opponent.
Throw
Now you've done it!
2 ATK buttons at close range or ON GROUND
Old Joseph pushes the opponent off-balance before delivering a Ripple-infused horizontal chop that sends them flying.
Skills [Stand Off]
Ripple Overdrive
+ /// ON GROUND
Old Joseph slides forward to deliver a Ripple-infused overhead chop, bouncing the opponent off the ground upon connecting. This is a middle attack that cannot be blocked crouching. (Flash Cancel comboable)
This skill can be enhanced if Style is inputted in-place of normal attack buttons, consuming 1/4th of the HHG; If Ripple-enhanced, the attack does more damage and executes much faster, making it impossible to react to for a human opponent and leaving Old Joseph less vulnerable during its recovery.
Cunning Tactician
+ ON GROUND
Expending a 1/4th of the HHG, Old Joseph wraps Hermit Purple conducting the Ripple around his torso to automatically protect himself while chuckling. While this ability is in effect, the next middle/high attack dealt to Old Joseph by the opponent will cause Hermit Purple to burst out of his shirt. If they are in range, the attack will shock them and cause them to flinch, leaving them open to counterattack. (Comboable) However, this ability can be nullified by low attacks, and countered by non-melee attacks such as projectiles that strike from outside its range.
Coal Tar
+ // ON GROUND TRAP
Old Joseph summons Hermit Purple to grab and bring a drum full of coal tar in from off-screen, before crushing it to spill the black liquid all over the floor. The drum itself can hit the opponent as it's being swung in. The coal tar puddle will remain for a set period as a trap, functioning as a low attack that can make Old Joseph himself or his opponent slip and fall to the ground if they step in it, dealing minor damage. This skill is a reference to his battle with Empress.
Skills [Stand On]
Now I gotcha!
+ ON GROUND
Old Joseph sends Hermit Purple out at an upward angle as an anti-air attack, executing with great speed and range. If it connects, Old Joseph grabs the opponent with his Stand and forcefully slams them to the ground hard enough for them to bounce.
Hermit Purple!
+ ON GROUND
Old Joseph swings Hermit Purple's vines out at mid-range, covering a wide swath in front of himself. This skill has a follow-up attack. (Flash Cancel comboable)
Solar Energy Ripple!
(During "Hermit Purple!") ON GROUND
Expending a 1/4th of the HHG, Old Joseph follows up by wrapping Hermit Purple around the opponent as he then sends heavy Ripple pulses through it to shock them, finishing by blasting them away. This skill deals more damage if the attack button is rapidly tapped.
You gotta stand on your own!
+ ON GROUND WHEN DOWNED
Old Joseph swings Hermit Purple at a low angle to strike the opponent. If it connects, he pulls the opponent towards him. This is a low attack that cannot be blocked standing. More notably, it is also capable of 'picking up' a downed opponent by grabbing and forcing them back to their feet staggered, leaving them open to more attacks. (Flash Cancel Comboable)
Take a STAND for it!
+ // (then + // to change direction) ON GROUND
A command throw. After a brief start-up period, Old Joseph unleashes Hermit Purple's vines forward in a fanning pattern. If the vines connect, the opponent is bound as he swings them around himself in a circle before launching them forwards. An additional input can be made once the attack lands to instead make Old Joseph throw the opponent behind himself.
Heart Heat Attack / Great Heat Attack
Battle Apprenticeship
+ 2 ATK Buttons ON GROUND
A counter. Old Joseph breathes in and braces himself with the Ripple. If the counter is triggered, he will retaliate by using said Ripple to blast the opponent away and onto the floor. He then utilizes Hermit Purple to launch himself into the air and performs a powerful downwards chop on the downed opponent to knock them away. This action is not unlike how Joseph uses cameras to capture spirit photos of DIO during Part 3, destroying them with a chop, although on a much larger scale.
Hermit Purple and Ripple!
+ 3 ATK Buttons, or ON GROUND
Calling forth Hermit Purple, Old Joseph fires out its vines out at long-range in a whip-like attack. If it strikes the opponent, he tightly binds them with the vines before heaving and swinging them over his head in a devastating overhead slam, bouncing them off the ground. With another yank, Old Joseph pulls the opponent back into the air, and takes a short moment to Ripple Breath. He finishes the attack by pulling them back towards himself and delivering with an focused and powerful Ripple Overdrive chop to the neck, sending them flying.
Gameplay Overview
Old Joseph is a long-ranged fighter who falls into the "Grappler" archetype, utilizing skills that involve half-circle motion inputs to throw the opponent using Hermit Purple. He functions as a hybrid of Stand and Ripple Styles, able to use Ripple Breath and wield potent HHG-consuming attacks to enhance his offense. These involve two skills that can be enhanced, and a special that initiates an passive auto-counterattack. His Stand ON state focuses more heavily on Hermit Purple's own powers, granting large normal attacks and skills that all strike from mid- to long-range, including a command throw. Old Joseph sports one of the best anti-air skills in the game, and with another skill that can grab the opponent off the ground, he is also capable of extending combos or continuing pressure in a unique manner.
For his weaknesses, Old Joseph lacks the ability to Stand Rush (as Hermit Purple cannot act independently from him) to offset his Ripple-based powers, and he also has no anti-air or reversal in Stand OFF outside of his HHA. As nearly all of his skills utilize a half-circle motion input, players uncomfortable with performing those inputs may find difficulty executing certain attacks in the heat of combat.
Overall, Old Joseph is a very formidable, cohesive, and easy-to-understand combatant who readily switches between offensive and defensive playstyles. Wielding both Hermit Purple and the power of the Ripple, he can adapt to a wide variety of situations and deliver significant damage with lenient combos.
Each round lasts only 60 seconds. The player's health and Heart Heat Gauge fill over time.
Secret Missions
1. Win a round with a Heart Heat Attack. (Old Joseph Joestar Publicity Art) 2. Use the "Stop, time!" special. (1500 G) 3. Use the "He's... gone!" skill. (1000 G)
Entrance Dialogue
Old Joseph: Kakyoin's not one to fool around at a time like this... Why would he go that way? DIO: Joseph... You're next!
Victory Dialogue
DIO: Joseph! Grandson of Jonathan! I have smitten you at last!
Defeat Dialogue
Old Joseph: N--No! It can't be! DIO's "The World" can really stop time?!