JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions

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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a quick swiping attack
  |description=
*A fast jab with decent reach
Zeppeli performs a quick swiping attack.
*Good for stopping dash jumps
*A fast jab with decent reach.
*Good for stopping dash jumps.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a jab with his pinky as he steps forward
  |description=
*Good reach for pokes and counter-pokes
Zeppeli performs a jab with his pinky as he steps forward.
*Advances fairly far
*Good reach for pokes and counter-pokes.
*Advances fairly far.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a stepping donkey kick
  |description=
*Very far reach, good for pokes
Zeppeli performs a stepping donkey kick.
*Reaches high, can be used to anti-air
*Very far reach, good for pokes.
*Reaches high, can be used to anti-air.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a crouching upwards slap
  |description=
*Very stubby
Zeppeli performs a crouching upwards slap.
*Fast, good for beating out other buttons
*Very stubby.
*Fast, good for beating out other buttons.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a crouching jab with his pinky
  |description=
*Advances William forward, making it a good poke and counter-poke
Zeppeli performs a crouching jab with his pinky.
*Advances Zeppeli forward, making it a good poke and counter-poke.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William sends Hamon along the ground, knocking his opponent down
  |description=
*Provides hard knockdown
Zeppeli sends Hamon along the ground, knocking his opponent down.
*Can cancel the first hit
*Provides hard knockdown.
*Can cancel the first hit.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William extends his arm forward and performs a long ranged punch
  |description=
*Causes crumple on hit
Zeppeli extends his arm forward and performs a long-ranged punch.
*Good for combo confirms and pokes
*Causes crumple on hit.
*Good for combo confirms and pokes.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a kick straight outwards
  |description=
*Great instant overhead when combined with j.4S
Zeppeli performs a kick straight outwards.
*Good air-to-air
*Great instant overhead when combined with j.4S.
*Good air-to-air.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a jumping overhead punch downwards
  |description=
*Reaches fairly far down
Zeppeli performs a overhead punch downwards.
*Can cross up
*Reaches fairly far down.
*Can cross up.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William performs a kick outward, sweeping out his leg to do so
  |description=
*Good range for air-to-airs
Zeppeli performs a kick outward, sweeping out his leg to do so.
*Does not hit on the way out
*Good range for air-to-airs.
*Does not hit on the way out.
  }}
  }}
}}
}}
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  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=
  |description=William spits out wine infused with Hamon in the form of bubble cutters
  |description=
*Most variants reach to midscreen
Zeppeli spits out wine infused with Hamon in the form of bubble cutters.
*This variant spreads the bubbles out
*Most variants reach to midscreen.
*This variant spreads the bubbles out.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |blockadv=-22
  |blockadv=-22
  |hitadv=
  |hitadv=
  |description=William performs a hit grab on the opponent, filling them with Hamon
  |description=
*All variants are nearly identical
Zeppeli performs a hitgrab on the opponent, filling them with Hamon.
*Most variants do not deal Hamon damage
*All variants are nearly identical.
*Most variants do not deal Hamon damage.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*Deals Hamon damage
*Deals Hamon Damage
*Causes William to move forward
*Causes Zeppeli to move forward
  }}
  }}
}}
}}
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  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=
  |description=William jumps into the air and spins on his way down, finishing with a sweeping kick that launches the opponent upwards
  |description=
*Most variants are the same
Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick that launches the opponent upwards.
*Barely moves William
*Most variants are the same.
*Barely moves Zeppeli.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*William jumps higher into the air and moves forward more
*Zeppeli jumps higher into the air and moves forward more.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*William jumps in the highest in the air and moves him the furthest
*Zeppeli jumps in the highest in the air and moves him the furthest.
  }}
  }}
{{AttackData-ASBR
{{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*This variant hits the opponent when he jumps up, causing a crumple before diving
*This variant hits the opponent when he jumps up, causing a crumple before diving.
*Otherwise identical to the L variant
*Otherwise identical to the L variant.
*This variant is invincible after activation
*This variant is invincible after activation.
*This variant deals Hamon damage
*This variant deals Hamon Damage.
  }}
  }}
}}
}}
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  |blockadv=-38
  |blockadv=-38
  |hitadv=
  |hitadv=
  |description=William performs a rising knee attack
  |description=
*Most variants do not have invul
Zeppeli performs a rising knee attack.
*This variant leaves him the closest from the opponent
*Most variants do not have invul.
*This variant leaves him the closest from the opponent.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*This variant leaves William and the opponent farther apart
*This variant leaves Zeppeli and the opponent farther apart.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
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  |hitadv=
  |hitadv=
  |description=
  |description=
*This variant leaves William and the opponent the farthest apart
*This variant leaves Zeppeli and the opponent the farthest apart.
  }}
  }}
{{AttackData-ASBR
{{AttackData-ASBR
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*This variant has invul
*This variant has invul
*This variant causes hard knockdown
*This variant causes hard knockdown
*Leaves William and the opponent around the same distance as the L variant
*Leaves Zeppeli and the opponent around the same distance as the L variant
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=+66
  |hitadv=+66
  |description=William grabs the opponent, jabs them with his pinky, then kicks them away
  |description=
Zeppeli grabs the opponent, jabs them with his pinky, then kicks them away
*Leaves the opponent in range for 214M or 214H to OTG
*Leaves the opponent in range for 214M or 214H to OTG
  }}
  }}
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  |hitadv=
  |hitadv=
  |description=
  |description=
*Takes 13.5 seconds to go from 0 to 3 bars
*Takes 13.5 seconds to go from 0 to 3 bars.
*Can not be cancelled into or out of
*Can not be cancelled into or out of.
*Animation changes on each use; purely aesthetic
*Animation changes on each use; purely aesthetic.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William jumps up while in his crouching animation
  |description=
*Can be cancelled into after a normal on hit or block
Zeppeli jumps up while in his crouching animation.
*Can be cancelled into after a normal on hit or block.
  }}
  }}
}}
}}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William blocks in the air by extending his feet out and infusing them with Hamon
  |description=
Zeppeli blocks in the air by extending his feet out and infusing them with Hamon
*Can be used to perform instant overheads
*Can be used to perform instant overheads
*Stalls William in the air
*Stalls Zppeli in the air
*Drains HH gauge as it is held
*Drains HH gauge as it is held
  }}
  }}
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  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=William makes a glider out of leaves held together by Hamon and glides
  |description=
*William glides forward as he falls slowly
Zeppeli makes a glider out of leaves held together by Hamon and glides.
*Not as good as j.4S for instant overheads
*Zeppeli glides forward as he falls slowly.
*Drains HH gauge as it is held
*Not as good as j.4S for instant overheads.
*Drains HH gauge as it is held.
  }}
  }}
}}
}}
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  |blockadv=-28
  |blockadv=-28
  |hitadv=+62
  |hitadv=+62
  |description=William slides along the ground before punching the opponent with hamon
  |description=
*This is a hit grab
Zeppeli slides along the ground before punching the opponent with Hamon.
*William slides low to the ground, almost around crouch height
*This is a hitgrab.
*Zeppeli slides low to the ground, almost around crouch height.
  }}
  }}
}}
}}
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  |blockadv=-100
  |blockadv=-100
  |hitadv=+38
  |hitadv=+38
  |description=Hamon jabs the opponent with his pinky, then fills them with Hamon through a Zoom Punch
  |description=
*William moves forward on activation
Zeppeli jabs the opponent with his pinky, then fills them with Hamon through a Zoom Punch.
*Leaves the opponent at around fullscreen
*Moves forward on activation.
*Leaves the opponent at around fullscreen.
*Very fast GHA
*Very fast GHA
  }}
  }}

Revision as of 22:17, 5 October 2022

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 mixup potential. He excels at consistent rewards off of hits and tricky movement.

His 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 he wants to get close to the opponent.

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 mixup 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 EX Sendo Wave Kick. 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.

  • EX Moves: For the cost of 0.5 bars, Zeppeli can perform enhanced versions of his special moves. These enhanced moves cause Hamon Damage against Vampire and Pillar Men characters, making these moves deal extra damage against them.
  • 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 mixup options that other characters do not have.
Playstyle
JJASBR Zeppeli Small Icon.png Will A. Zeppeli is a rushdown character who utilizes deceptive movement to disguise his intentions.
Pros Cons
  • Unique Movement: Low Contact Hamon Guard, Spirit Hamon Overdrive, Air Tornado Overdrive and Seated Jump make his movement quite tricky while he is in the air. The former two provide an air stall that other characters do not benefit from and allow him to either glide down or forward at heights that some anti-airs can not reach.
  • Consistent Damage: Zeppeli's combos provide consistent damage, making him a good pick in a game where factors such as the wall can mess up combos. Additionally, because most combos will end in his hitgrab, he can avoid some Reversal Assists without trying to Stylish Evade them on reaction.
  • Invincible Reversal: Zeppeli has an invincible reversal, which is good for finding gaps in an opponent's pressure and turning the tables, allowing him to start his own gameplan.
  • Risky Pressure: Zeppeli does not have many safe ways of ending combos, with Hamon Cutter being the only truly safe option. Tornado Overdrive has a large gap that can be either interrupted on reaction, or blocked as it starts as a mid attack and ends in a low, with the only real mixup being determined by how high he jumped from the ground.
  • Ridiculously Average Damage: While Zeppeli has consistent damage, it is not very high in comparison to other characters and not much can be done to increase it, forcing him to do the same amount of damage for every starter.

Stats

Style Health Low Health Mode Hashtag(s)
Hamon 950 Rumble #ASBR_WIL
#ASBR_ZEP

Move List

Normal Moves

5L
5L
JJASBR Zeppeli 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Mid - - - - -

Zeppeli performs a quick swiping attack.

  • A fast jab with decent reach.
  • Good for stopping dash jumps.
5M
5M
JJASBR Zeppeli 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

Zeppeli performs a jab with his pinky as he steps forward.

  • Good reach for pokes and counter-pokes.
  • Advances fairly far.
5H
5H
JJASBR Zeppeli 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Mid - - - - -

Zeppeli performs a stepping donkey kick.

  • Very far reach, good for pokes.
  • Reaches high, can be used to anti-air.
2L
2L
JJASBR Zeppeli 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

Zeppeli performs a crouching upwards slap.

  • Very stubby.
  • Fast, good for beating out other buttons.
2M
2M
JJASBR Zeppeli 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

Zeppeli performs a crouching jab with his pinky.

  • Advances Zeppeli forward, making it a good poke and counter-poke.
2H
2H
JJASBR Zeppeli 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13, 22 Low - - - - -

Zeppeli sends Hamon along the ground, knocking his opponent down.

  • Provides hard knockdown.
  • Can cancel the first hit.
6M
6M
Zoom Punch
JJASBR Zeppeli 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Mid - - - - -

Zeppeli extends his arm forward and performs a long-ranged punch.

  • Causes crumple on hit.
  • Good for combo confirms and pokes.
JL
j.L
JJASBR Zeppeli Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

Zeppeli performs a kick straight outwards.

  • Great instant overhead when combined with j.4S.
  • Good air-to-air.
JM
j.M
JJASBR Zeppeli Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Overhead - - - - -

Zeppeli performs a overhead punch downwards.

  • Reaches fairly far down.
  • Can cross up.
JH
j.H
JJASBR Zeppeli Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Overhead - - - - -

Zeppeli performs a kick outward, sweeping out his leg to do so.

  • Good range for air-to-airs.
  • Does not hit on the way out.

Special Moves

236X
Hamon Cutter
236L/M/H/S
JJASBR Zeppeli 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 each Mid 23 - 52 -4 -

Zeppeli spits out wine infused with Hamon in the form of bubble cutters.

  • Most variants reach to midscreen.
  • This variant spreads the bubbles out.
Medium 30 each Mid 25 - 54 -6 -
  • This variant brings the bubbles closer together
Heavy 35 each Mid 27 - 56 -8 -
  • This variant brings the bubbles very close together
Style 20*2 each Mid 31 - 64 -2 -
  • This variant travels full screen
  • This variant brings the bubbles close together before spreading them out again
63214X
Sunlight Yellow Overdrive
63214L/M/H/S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10, 20*2, 10 Mid 15 - 50 -22 -

Zeppeli performs a hitgrab on the opponent, filling them with Hamon.

  • All variants are nearly identical.
  • Most variants do not deal Hamon damage.
Medium 10, 20*3, 15 Mid 17 - 68 -28 -
Heavy 10, 20*5 Mid 21 - 72 -38 -
Style 10, 5*7, 30, 5*10, 6, 5 Mid 13 - 40 -10 -
  • Deals Hamon Damage
  • Causes Zeppeli to move forward
214X
Tornado Overdrive
214L/M/H/S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 12*3, 7 Mid*3, Low 33 - 74 -4 -

Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick that launches the opponent upwards.

  • Most variants are the same.
  • Barely moves Zeppeli.
Medium 9*4, 8 Mid*4, Low 33 - 84 -6 -
  • Zeppeli jumps higher into the air and moves forward more.
Heavy 9*6 Mid*5, Low 33 - 94 -8 -
  • Zeppeli jumps in the highest in the air and moves him the furthest.
Style 12, 5*3, 10 Mid*4, Low 15 - 74 -4 -
  • This variant hits the opponent when he jumps up, causing a crumple before diving.
  • Otherwise identical to the L variant.
  • This variant is invincible after activation.
  • This variant deals Hamon Damage.
623X
Sendo Wave Kick
623L/M/H/S
JJASBR Zeppeli 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 Mid 9 - 64 -38 -

Zeppeli performs a rising knee attack.

  • Most variants do not have invul.
  • This variant leaves him the closest from the opponent.
Medium 10, 60 Mid 9 - 76 -48 -
  • This variant leaves Zeppeli and the opponent farther apart.
Heavy 10*2, 60 Mid 9 - 88 -58 -
  • This variant leaves Zeppeli and the opponent the farthest apart.
Style 10*2, 60, 20 Mid 9 - 54 -22 -
  • This variant has invul
  • This variant causes hard knockdown
  • Leaves Zeppeli and the opponent around the same distance as the L variant

System Mechanics

Throw
Throw
Pow!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 52, 68 Throw 7 - 32 - +66

Zeppeli grabs the opponent, jabs them with his pinky, then kicks them away

  • Leaves the opponent in range for 214M or 214H to OTG
Back 51, 59 Throw 7 - 32 - +80
  • Leaves the opponent at around the same distance as the Forward variant
  • 5D autotimes a safejump
Assist
Assist
Tornado Overdrive
JJASBR Zeppeli Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
9*7 Mid*6, Low - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214H
5S
Hamon Breathing
5S
JJASBR Zeppeli 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 8 10~ 30 - -
  • Takes 13.5 seconds to go from 0 to 3 bars.
  • Can not be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.
28
Seated Jump
Any jump after 1/2/3
JJASBR Zeppeli 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 12 - -

Zeppeli jumps up while in his crouching animation.

  • Can be cancelled into after a normal on hit or block.
J4S
Low Contact Hamon Guard
j.4S
JJASBR Zeppeli Jump 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 12 - -

Zeppeli blocks in the air by extending his feet out and infusing them with Hamon

  • Can be used to perform instant overheads
  • Stalls Zppeli in the air
  • Drains HH gauge as it is held
J6S
Spirit Hamon Overdrive
j.6S
JJASBR Zeppeli Jump 6S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 14 - -

Zeppeli makes a glider out of leaves held together by Hamon and glides.

  • Zeppeli glides forward as he falls slowly.
  • Not as good as j.4S for instant overheads.
  • Drains HH gauge as it is held.

Heart Heat Attack

This is Sendo!
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24, 176 Low 19 - 68 -28 +62

Zeppeli slides along the ground before punching the opponent with Hamon.

  • This is a hitgrab.
  • Zeppeli slides low to the ground, almost around crouch height.

Great Heat Attack

Hamon of the sun! Sunlight Yellow Overdrive!
236L+M+H
The less cool Sunlight Yellow Overdrive
The less cool Sunlight Yellow Overdrive
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+120+180) Mid 21 - 132 -100 +38

Zeppeli jabs the opponent with his pinky, then fills them with Hamon through a Zoom Punch.

  • Moves forward on activation.
  • Leaves the opponent at around fullscreen.
  • Very fast GHA

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh