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

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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Zeppeli_Small_Icon.png|50px]] '''Will A. Zeppeli''' is a rushdown character who utilizes deceptive movement to disguise his intentions.
| intro = [[file:JJASBR_Zeppeli_Small_Icon.png|50px]] '''Will A. Zeppeli''' is a Hamon character who rushes the opponent down and utilizes deceptive movement to disguise his intentions.
| pros =
| pros =
* '''Unique Movement:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J6S|Spirit Hamon Overdrive]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|Air Tornado Overdrive]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#28|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 cannot reach.
* '''Unique Movement:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J6S|Spirit Hamon Overdrive]]", "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|Tornado Overdrive (Air)]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#28|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 cannot 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.
* '''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.
* '''Potent Defense:''' Zeppeli is the only character who can block aerial attacks, doing so through "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]". He also has access to an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#623X|EX Sendo Wave Kick]]", which is good for finding gaps in an opponent's pressure. Both options allow him to turn the tables and start his own gameplan.
  |cons =
  |cons =
* '''Short Range:''' Zeppeli's quickest normals don't have that much range, making them underwhelming as poking tools.  
* '''Short Range:''' Zeppeli's quickest normals don't have that much range, making them underwhelming as poking tools.  

Revision as of 11:44, 26 November 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.

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 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 Hamon character who rushes the opponent down and utilizes deceptive movement to disguise his intentions.
Pros Cons
  • Unique Movement: "Low Contact Hamon Guard", "Spirit Hamon Overdrive", "Tornado Overdrive (Air)" 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 cannot 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.
  • Potent Defense: Zeppeli is the only character who can block aerial attacks, doing so through "Low Contact Hamon Guard". He also has access to an invincible reversal in "EX Sendo Wave Kick", which is good for finding gaps in an opponent's pressure. Both options allow him to turn the tables and start his own gameplan.
  • Short Range: Zeppeli's quickest normals don't have that much range, making them underwhelming as poking tools.
  • Risky Pressure: Zeppeli does not have many safe ways of ending pressure, 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 - - - -12 -6

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 5 - - -6 0

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 7 - - -8 0

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 7 - - -10 -4

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 7 - - -8 -2

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 13(16)1 - - -16 -

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 23 - - -12 Crumple (-4 vs Horse)

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

  • Causes crumple on hit.
  • Good for combo confirms and pokes.
  • Cannot be canceled into "Seated Jump".
JL
j.L
JJASBR Zeppeli Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 9 - - - -

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 11 - - - -

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 15 - - - -

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

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.
236X
Hamon Cutter
236L/M/H/S
JJASBR Zeppeli 236L.png
Light
Light
JJASBR Zeppeli 236M.png
Medium
Medium
JJASBR Zeppeli 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 75 (25*3) Mid 23 - 52 -4 -
Medium 90 (30*3) Mid 25 - 54 -6 -
Heavy 105 (35*3) Mid 27 - 56 -8 -
Style 120 (20*6) Mid 31 - 64 -2 -

Zeppeli spits out wine infused with Hamon in the form of 3 Bubble Cutters.


L version:

  • This variant spreads the bubbles out.
  • Travels about 1/3 of the screen.

M version:

  • This variant brings the bubbles closer together.
  • Travels just short of midscreen.

H version:

  • This variant brings the bubbles very close together.
  • Travels slightly past midscreen.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant brings the bubbles close together before spreading them out again.
  • Travels fullscreen.
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 -
Medium 70 (10, 60) Mid 9(2)1 - 76 -48 -
Heavy 80 (10*2, 60) Mid 9(2)1(2)1 - 88 -58 -
Style 100 (10*2, 60, 20) Mid 9(2)1(2)1 - 54 -24 -

Zeppeli performs a rising knee attack.

  • Most variants do not have invul.

L version:

  • This variant leaves him the closest from the opponent.

M version:

  • This variant leaves Zeppeli and the opponent farther apart.

H version:

  • This variant leaves Zeppeli and the opponent the farthest apart.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Has invul.
  • Causes hard knockdown.
  • Leaves Zeppeli and the opponent around the same distance as the L variant.
214X
Tornado Overdrive
214L/M/H/S
JJASBR Zeppeli 214X (1).png
JJASBR Zeppeli 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 58 (12*3, 22) Mid*3, Low 33(14)1 - 74 -4 -
Medium 59 (9*4, 23) Mid*4, Low 33(14)1 - 84 -6 -
Heavy 78 (9*6, 24) Mid*5, Low 33(14)1 - 94 -6 -
Style 62 (12, 5*3, 25) Mid*4, Low 15(18)1(14)1 - 74 -4 -

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

  • Final hit autocorrects if Zeppeli ends up past the opponent.

L version:

  • This variant barely moves Zeppeli.

M version:

  • Zeppeli jumps higher into the air and moves forward more.

H version:

  • Zeppeli jumps in the highest in the air and moves him the furthest.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • 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.
63214X
Sunlight Yellow Overdrive
63214L/M/H/S
JJASBR Zeppeli 63214X (1).png
JJASBR Zeppeli 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 (10, 20*2, 10) Mid 15 - 50 -22 -
Medium 85 (10, 20*3, 15) Mid 17 - 68 -28 -
Heavy 110 (10, 20*5) Mid 21 - 72 -38 -
Style 136 (10, 5*7, 30, 5*10, 6, 5) Mid 13 - 40 -10 -

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

  • All variants are nearly identical.
  • Most variants do not deal Hamon damage.

L version:

  • Fastest meterless variant.

M version:

  • Average variant.

H version:

  • Slowest variant.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Fastest variant.
  • Causes Zeppeli to move forward.
  • Crumples the opponent on first time usage if 6M has not been used in the combo already.
J236X
Hamon Cutter (Air)
j.236L/M/H/S
JJASBR Zeppeli Jump 236L.png
Light
Light
JJASBR Zeppeli Jump 236M.png
Medium
Medium
JJASBR Zeppeli Jump 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 19 - - - -
Medium 60 (30*2) Mid - - - - -
Heavy 105 (35*3) Mid - - - - -
Style 120 (20*6) Mid 19 - - - -

While in the air, Zeppeli spits out wine infused with Hamon in the form of Bubble Butters.

  • Projectiles travel downwards at a 70° angle.

L version:

  • This variant fires a single bubble.

M version:

  • This variant fires two bubbles.

H version:

  • This variant fires three bubbles.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant fires three bubbles, each hitting twice.
J214X
Tornado Overdrive (Air)
j.214L/M/H/S
JJASBR Zeppeli Jump 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 58 (12*3, 22) Mid*3, Low 23(14)1 - - -4 -
Medium 59 (9*4, 23) Mid*4, Low 23(14)1 - - -6 -
Heavy 78 (9*6, 24) Mid*5, Low 23(14)1 - 94 -4 -
Style 52 (12, 5*3, 25) Mid*4, Low 23(14)1 - - -4 -

While in the air, Zeppeli attacks with a divekick (spinning on his way down), finishing with a sweeping kick that launches the opponent upwards.

  • Similar to the ground variants, but skips the initial jump.
  • Final hit autocorrects if Zeppeli ends up past the opponent.

L version:

  • This variant barely moves Zeppeli.

M version:

  • Zeppeli moves forward more.

H version:

  • Zeppeli moves forward the most.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Identical to the L variant, distance-wise.

System Mechanics

Throw
Throw
Pow!
5/4 + Any Two Attack Buttons
JJASBR Zeppeli Throw (1).png
JJASBR Zeppeli Throw (2).png
Forward
Forward
JJASBR Zeppeli Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 120 (52+68) Throw 7 - 32 - +68
Back 110 (51+59) Throw 7 - 32 - +82

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

  • Both versions leave the opponent in range for 214M or 214H to OTG.
  • Back Throw>5D autotimes a safejump.
Assist
Assist
Tornado Overdrive
JJASBR Zeppeli Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
63 (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.
  • Cannot be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.
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.
  • Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge.
  • Move stops upon coming in contact with the opponent.
  • Not as good as j.4S for instant overheads.
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 protect Zeppeli against Unblockable attacks.
  • Zeppeli cannot be Guard Broken during this move.
  • Can hold to extend; drains HH Gauge if extended.
  • Stalls Zeppeli in the air and stops his momentum upon use, allowing it to be used to perform instant overheads.

Heart Heat Attack

This is Sendo!
236 + Any Two Attack Buttons
JJASBR Zeppeli HHA (1).png
JJASBR Zeppeli HHA (2).png
JJASBR Zeppeli HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
200 (24+176) Low 1(16)1 - 68 -28 +64

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
JJASBR Zeppeli GHA (1).png
JJASBR Zeppeli GHA (2).png
JJASBR Zeppeli GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+120+180) Mid 1(20)1 - 132 -100 +40

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