JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions
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*Zeppeli becomes airborne on '''frame 6'''. | *Zeppeli becomes airborne on '''frame 6'''. | ||
*The Neutral and Forward versions have 2 frames of landing recovery, while the Back version has 12 frames. | *The Neutral and Forward versions have 2 frames of landing recovery, while the Back version has 12 frames. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">J6S</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Zeppeli_Jump_6S.png | |||
|caption= | |||
|name=Spirit Hamon Overdrive | |||
|subtitle=j.6S | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=14 | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Zeppeli makes a glider out of leaves held together by Hamon, gliding forward as he falls slowly. | |||
*Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge. | |||
*Zeppeli stops gliding upon moving past (or coming in contact with) the opponent. | |||
*Not as good as j.4S for instant overheads, instead being mainly used for combos. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">J4S</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Zeppeli_Jump_4S.png | |||
|caption= | |||
|name=Low Contact Hamon Guard | |||
|subtitle=j.4S | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=12 | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Zeppeli blocks in the air by extending his feet out and infusing them with Hamon. | |||
*Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge. | |||
*While active, Zeppeli will take reduced Chip Damage, and will be protected from Guard Damage. Zeppeli will also automatically defend against all attack attributes, including Unblockable attacks (except for {{NotationIcon-ASBR|RisottoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Control iron within 5-10 meters]]"). | |||
*Stalls Zeppeli in the air and stops his momentum upon use, allowing it to be used to perform instant Overheads. | |||
}} | }} | ||
}} | }} | ||
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Zeppeli attacks the opponent his his palm. If successful, he'll start filling them with Hamon. | Zeppeli attacks the opponent his his palm. If successful, he'll start filling them with Hamon. | ||
*The version used alters the startup, damage and recovery. | *The version used alters the startup, damage and recovery. | ||
*Cannot be Flash Canceled, nor canceled into HHA. | |||
*Cannot be Flash Canceled. | *Considered a hitgrab. Because of this, neither Zeppeli nor the opponent can call an Assist if this move connects. | ||
* | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Fastest meterless variant. | *Fastest meterless variant. | ||
*Launches the lowest. | *Launches the lowest. | ||
*The least useful version since only Assists enable follow-ups. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Average variant. | *Average variant. | ||
*Launches higher than the L version. | *Launches higher than the L version. | ||
*Can be followed up with a microdash 5H anywhere on the screen, or a 5M/2M along the side wall position. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Slowest variant. | *Slowest variant. | ||
*Launches the highest. | *Launches the highest. | ||
*Can be followed up with a dash j.H. | |||
---- | ---- | ||
'''S version:''' | '''S version:''' | ||
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*Triggers a camera effect. | *Triggers a camera effect. | ||
*Binds the opponent on hit, which then transitions into a crumple. | *Binds the opponent on hit, which then transitions into a crumple. | ||
**The crumple will not | **The crumple will not take place if the attack connects during a juggle and the opponent isn't close to the ground. | ||
}} | }} | ||
}} | }} | ||
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*Deals Hamon Damage. | *Deals Hamon Damage. | ||
*This variant fires three bubbles, each hitting twice. | *This variant fires three bubbles, each hitting twice. | ||
*Unlike the other variants, this version's recovery can be canceled with air moves. This lets Zeppeli perform a falling normal, [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|j.4S]], [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J6S|j.6S]], or alternate falling normals with the aforementioned moves for double Overheads. | |||
}} | }} | ||
}} | }} | ||
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*One of two universal Throws (along with {{NotationIcon-ASBR|OldJosephMini}}) whose damage changes depending on the version used. | *One of two universal Throws (along with {{NotationIcon-ASBR|OldJosephMini}}) whose damage changes depending on the version used. | ||
*Back Throw leaves the opponent closer to Zeppeli than Forward Throw. | *Back Throw leaves the opponent closer to Zeppeli than Forward Throw. | ||
*Both versions leave the opponent in range for | *Both versions leave the opponent in range for a TK "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J214X|Tornado Overdrive (Air)]]", with the S version enabling a full conversion. | ||
*Back Throw > Dodge autotimes a safejump. | *Back Throw > Dodge autotimes a safejump. | ||
}} | }} | ||
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|startup=8 | |startup=8 | ||
|active=10~ | |active=10~ | ||
|recovery= | |recovery=Total 12 | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
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*Cannot be cancelled into or out of. | *Cannot be cancelled into or out of. | ||
*Animation changes on each use; purely aesthetic. | *Animation changes on each use; purely aesthetic. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=200 (24+176) | |damage=200 (24+176) | ||
|guard= Low | |guard=Low | ||
|startup=2+16 | |startup=2+16 | ||
|active= | |active= | ||
|recovery=68 | |recovery=68 | ||
|blockadv=-28 | |blockadv=-28 | ||
|hitadv=+ | |hitadv=HKD (+46~+52) | ||
|description= | |description= | ||
Zeppeli slides along the ground before punching the opponent with Hamon. | Zeppeli slides along the ground before punching the opponent with Hamon. | ||
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*Zeppeli slides low to the ground, almost around crouch height. | *Zeppeli slides low to the ground, almost around crouch height. | ||
*The opponent is left close to Zeppeli while in a Hard Knockdown state. | *The opponent is left close to Zeppeli while in a Hard Knockdown state. | ||
*This move has variable frame advantage on hit, being slightly better against grounded opponents. | |||
}} | }} | ||
}} | }} | ||
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|recovery=132 | |recovery=132 | ||
|blockadv=-100 | |blockadv=-100 | ||
|hitadv=+ | |hitadv=+38 | ||
|description= | |description= | ||
Zeppeli jabs the opponent with his pinky. If it hits the opponent, he proceeds to fill them with Hamon through a Zoom Punch. | Zeppeli jabs the opponent with his pinky. If it hits the opponent, he proceeds to fill them with Hamon through a Zoom Punch. |
Latest revision as of 22:10, 8 June 2024
Introduction
Will A. Zeppeli, a major ally in Phantom Blood, the first part of JoJo's Bizarre Adventure, is a rushdown-centered character with above-average mix-up potential, excelling at consistent rewards off of hits and tricky movement. Zeppeli's neutral is fairly standard, having 6M and "Hamon Cutter" to keep opponents at bay; however, unlike Jonathan who has a similar 6M, he does not get as large of a reward off of this hit. While "Hamon Cutter" is a solid projectile, it is just a projectile that keeps opponents away while Zeppeli wants to get close.
On offense, Zeppeli can be quite tricky, as "Low Contact Hamon Guard" and "Spirit Hamon Overdrive" both stall him in the air, making instant overheads available as a mix-up option. These options both use a small amount of meter and can be beaten by an opponent who is ready to punish them, but they are good options nonetheless as they can also stall any normal jump-in or even his super jump, making them harder to anti-air. For combos, Zeppeli wants to use his "Sunlight Yellow Overdrive" hitgrab, as it causes hard knockdown and can be enhanced to deal Hamon damage.
On defense, Zeppeli has an invincible reversal in "Sendo Wave Kick" (S version). He can also block aerial attacks using "Low Contact Hamon Guard", making his defense a bit better than other characters. His HHA can be used as a reversal, but because of the way Zeppeli gets low to the ground, it is better used as a low profile than an anti-air.
- Hamon Specials: For the cost of 0.5 HH Gauge, Zeppeli can perform enhanced versions of his special moves, which will also cause Hamon Damage when used against Stone Mask characters.
- Movement: Zeppeli not only has access to a Super Jump, but also has two moves that provide an air stall, giving him more movement and mix-up options that other characters do not have.
Will A. Zeppeli is a Hamon character who rushes the opponent down and utilizes deceptive movement to disguise his intentions. | |
Pros | Cons |
|
|
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Hamon | 950 | Rumble | #ASBR_WIL #ASBR_ZEP |
Move List
Normal Moves
5L
5L
|
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5M
5M
|
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5H
5H
|
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2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
6M
6M
Zoom Punch |
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JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
28
Seated Jump
Any jump after 1/2/3 |
---|
J6S
Spirit Hamon Overdrive
j.6S |
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J4S
Low Contact Hamon Guard
j.4S |
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236X
Hamon Cutter
236L/M/H/S |
---|
623X
Sendo Wave Kick
623L/M/H/S |
---|
214X
Tornado Overdrive
214L/M/H/S |
---|
63214X
Sunlight Yellow Overdrive
63214L/M/H/S |
---|
J236X
Hamon Cutter (Air)
j.236L/M/H/S |
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J214X
Tornado Overdrive (Air)
j.214L/M/H/S |
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System Mechanics
Throw
Throw
Pow! 5/4 + Any Two Attack Buttons |
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Assist
Assist
Tornado Overdrive |
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5S
Hamon Breathing
5S |
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Heart Heat Attack
This is Sendo!
236 + Any Two Attack Buttons |
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Great Heat Attack
Hamon of the sun! Sunlight Yellow Overdrive!
236L+M+H |
---|