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

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{{ASBR Character Intro|char=Zeppeli|short=zep|content=
{{ASBR Character Intro|char=Zeppeli|short=zep|content=
==Introduction==
==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, excelling at consistent rewards off of hits and tricky movement. Zeppeli's neutral is fairly standard, having [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#6M|6M]] and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#236X|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.
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 [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#6M|6M]] and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#236X|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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J6S|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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#63214X|Sunlight Yellow Overdrive]]" hitgrab, as it causes hard knockdown and can be enhanced to deal Hamon damage.
On offense, Zeppeli can be quite tricky, as "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J6S|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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#63214X|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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#623X|Sendo Wave Kick]]" (S version). He can also block aerial attacks using "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]", making his defense a bit better than other characters. His [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#Heart Heat Attack|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.
On defense, Zeppeli has an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#623X|Sendo Wave Kick]]" (S version). He can also block aerial attacks using "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J4S|Low Contact Hamon Guard]]", making his defense a bit better than other characters. His [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#Heart Heat Attack|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 bars, Zeppeli can perform enhanced versions of his special moves, which will also cause Hamon Damage when used against Stone Mask characters.
*'''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 mixup options that other characters do not have.
*'''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.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
Line 42: Line 42:
  |damage=12
  |damage=12
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-12
  |blockadv=-12
  |hitadv=-6
  |hitadv=-8
  |description=
  |description=
Zeppeli performs a quick swiping attack.
Zeppeli performs a quick swiping attack.
*A fast jab with decent reach.
*A fast jab with decent reach.
*Good for stopping dash jumps.
  }}
  }}
}}
}}
Line 64: Line 63:
  |damage=21
  |damage=21
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-6
  |blockadv=-6
  |hitadv=0
  |hitadv=-2
  |description=
  |description=
Zeppeli performs a jab with his pinky as he steps forward.
Zeppeli performs a jab with his pinky as he steps forward.
Line 86: Line 85:
  |damage=32
  |damage=32
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=0
  |hitadv=-2
  |description=
  |description=
Zeppeli performs a stepping donkey kick.
Zeppeli performs a stepping donkey kick.
*Very far reach, good for pokes.
*Zeppeli's best poking normal due to its far range and ability to stuff out dash-jumps.
*Reaches high, can be used to anti-air.
  }}
  }}
}}
}}
Line 108: Line 106:
  |damage=11
  |damage=11
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-10
  |blockadv=-10
  |hitadv=-4
  |hitadv=-6
  |description=
  |description=
Zeppeli performs a crouching upwards slap.
Zeppeli performs a crouching upwards slap.
*Very stubby.
*Has very poor range and high recovery for a Light normal.
*Fast, good for beating out other buttons.
  }}
  }}
}}
}}
Line 130: Line 127:
  |damage=20
  |damage=20
  |guard=Low
  |guard=Low
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-8
  |blockadv=-8
  |hitadv=-2
  |hitadv=-4
  |description=
  |description=
Zeppeli performs a crouching jab with his pinky.
Zeppeli performs a crouching jab with his pinky.
*Advances Zeppeli forward, making it a good poke and counter-poke.
*Moves Zeppeli forward, making it a good poke and counter-poke.
  }}
  }}
}}
}}
Line 151: Line 148:
  |damage=35 (13, 22)
  |damage=35 (13, 22)
  |guard=Low
  |guard=Low
  |startup=13(16)1
  |startup=12(15)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-16
  |blockadv=-16
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Zeppeli attacks with his hands and sends Hamon along the ground.
Zeppeli attacks with his hands and sends Hamon along the ground.
*Provides hard knockdown.
*The second hit lightly launches and causes hard knockdown.
*Both hits are special-cancelable.
*Both hits are special-cancelable.
  }}
  }}
Line 173: Line 170:
  |damage=26
  |damage=26
  |guard=Mid
  |guard=Mid
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-12
  |blockadv=-12
  |hitadv=Crumple (-4 vs Horse)
  |hitadv=Crumple (-6 vs Horse)
  |description=
  |description=
Zeppeli extends his arm forward and performs a long-ranged punch.
Zeppeli extends his arm forward and performs a long-ranged punch.
*Causes crumple on hit.
*Causes crumple on hit.
*Good for combo confirms and pokes.
*Mainly only used in combos due to not being very good as a poke.
*Cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#28|Seated Jump]]".
*Cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#28|Seated Jump]]", removing its utility for block pressure.
  }}
  }}
}}
}}
Line 196: Line 193:
  |damage=15
  |damage=15
  |guard=Overhead
  |guard=Overhead
  |startup=9
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
Line 218: Line 215:
  |damage=23
  |damage=23
  |guard=Overhead
  |guard=Overhead
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
Line 240: Line 237:
  |damage=34
  |damage=34
  |guard=Overhead
  |guard=Overhead
  |startup=15
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
Line 259: Line 256:
|name=Seated Jump
|name=Seated Jump
|input=Any jump after 1/2/3
|input=Any jump after 1/2/3
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=Total 52
|blockadv=
|hitadv=
|description=
Zeppeli jumps up while in a sitting position.
*Can be cancelled from normals on hit or block.
*Zeppeli becomes airborne on '''frame 6'''.
*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=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 269: Line 312:
  |hitadv=
  |hitadv=
  |description=
  |description=
Zeppeli jumps up while in his crouching animation.
Zeppeli blocks in the air by extending his feet out and infusing them with Hamon.
*Can be cancelled into after normals on hit or block.
*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.
  }}
  }}
}}
}}
Line 284: Line 329:
  |damage=75 (25*3)
  |damage=75 (25*3)
  |guard=Mid
  |guard=Mid
  |startup=23
  |startup=22
  |active=
  |active=
  |recovery=52
  |recovery=52
Line 296: Line 341:
  |damage=90 (30*3)
  |damage=90 (30*3)
  |guard=Mid
  |guard=Mid
  |startup=25
  |startup=24
  |active=
  |active=
  |recovery=54
  |recovery=54
Line 308: Line 353:
  |damage=105 (35*3)
  |damage=105 (35*3)
  |guard=Mid
  |guard=Mid
  |startup=27
  |startup=26
  |active=
  |active=
  |recovery=56
  |recovery=56
Line 320: Line 365:
  |damage=120 (20*6)
  |damage=120 (20*6)
  |guard=Mid
  |guard=Mid
  |startup=31
  |startup=30
  |active=
  |active=
  |recovery=64
  |recovery=64
Line 360: Line 405:
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=9
  |startup=8
  |active=
  |active=
  |recovery=64
  |recovery=64
  |blockadv=-38
  |blockadv=-32
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 372: Line 417:
  |damage=70 (10, 60)
  |damage=70 (10, 60)
  |guard=Mid
  |guard=Mid
  |startup=9(2)1
  |startup=8(1)1
  |active=
  |active=
  |recovery=76
  |recovery=76
  |blockadv=-48
  |blockadv=-36
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 384: Line 429:
  |damage=80 (10*2, 60)
  |damage=80 (10*2, 60)
  |guard=Mid
  |guard=Mid
  |startup=9(2)1(2)1
  |startup=8(1)1(1)1
  |active=
  |active=
  |recovery=88
  |recovery=88
  |blockadv=-58
  |blockadv=-42
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 396: Line 441:
  |damage=100 (10*2, 60, 20)
  |damage=100 (10*2, 60, 20)
  |guard=Mid
  |guard=Mid
  |startup=9(2)1(2)1
  |startup=8(1)1(1)1
  |active=
  |active=
  |recovery=54
  |recovery=54
  |blockadv=-24
  |blockadv=-42
  |hitadv=
  |hitadv=HKD
  |description=
  |description=
Zeppeli performs a rising knee attack.
Zeppeli performs a rising knee attack.
*The version used alters the distance Zeppeli moves.
*The version used alters the distance Zeppeli moves.
*Most variants do not have invul.
*Most variants do not have invul.
*Cannot be Flash Canceled due to being considered airborne.
*Zeppeli will recoil backwards on block after the first hit that connects.
*Cannot be Flash Canceled, nor canceled into HHA due to Zeppeli being considered airborne.
----
----
'''L version:'''
'''L version:'''
*This variant advances and rises the least.
*This variant advances and rises the least.
*Leaves Zeppeli the closest from the opponent.
*Launches the opponent away on hit.
*On hit, leaves Zeppeli the closest from the opponent.
*On block, recoils Zeppeli a little less than the M variant.
----
----
'''M version:'''
'''M version:'''
*This variant advances and rises more.
*This variant advances and rises more.
*Leaves Zeppeli and the opponent farther apart.
*Launches the opponent away on hit.
*On hit, leaves Zeppeli and the opponent farther apart.
*On block, recoils Zeppeli the furthest from the opponent.
----
----
'''H version:'''
'''H version:'''
*This variant advances and rises even more.
*This variant advances and rises even more.
*Leaves Zeppeli and the opponent the farthest apart.
*Launches the opponent away on hit.
*On hit, leaves Zeppeli and the opponent the farthest apart.
*On block, recoils Zeppeli a little further than the S variant.
----
----
'''S version:'''
'''S version:'''
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon Damage.
*Deals Hamon Damage.
*Has invul.
*Has invul during startup.
*Causes hard knockdown.
*This variant advances the most and rises the least.
*This variant advances the most and rises the least.
*Leaves Zeppeli and the opponent around the same distance as the H variant.
*Launches the opponent away on hit, and causes hard knockdown.
*On hit, leaves Zeppeli and the opponent around the same distance as the H variant.
*On block, recoils Zeppeli the least far from the opponent.
  }}
  }}
}}
}}
Line 442: Line 495:
  |damage=Loop: 12*N<br>Landing: 22
  |damage=Loop: 12*N<br>Landing: 22
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=33(14)1
  |startup=32(13)1
  |active=
  |active=
  |recovery=74
  |recovery=74
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 454: Line 507:
  |damage=Loop: 9*N<br>Landing: 23
  |damage=Loop: 9*N<br>Landing: 23
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=33(14)1
  |startup=32(13)1
  |active=
  |active=
  |recovery=84
  |recovery=84
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 466: Line 519:
  |damage=Loop: 9*N<br>Landing: 24
  |damage=Loop: 9*N<br>Landing: 24
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=33(14)1
  |startup=32(13)1
  |active=
  |active=
  |recovery=94
  |recovery=94
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 478: Line 531:
  |damage=Ascent: 12<br>Loop: 5*N<br>Landing: 25
  |damage=Ascent: 12<br>Loop: 5*N<br>Landing: 25
  |guard=Ascent: Mid<br>Loop: Mid<br>Landing: Low
  |guard=Ascent: Mid<br>Loop: Mid<br>Landing: Low
  |startup=15(18)1(14)1
  |startup=14(17)1(13)1
  |active=
  |active=
  |recovery=74
  |recovery=74
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick.
Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick.
Line 501: Line 554:
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon Damage.
*Deals Hamon Damage.
*This variant is invincible after activation.
*This variant is invincible during the ascent. In addition, it can hit the opponent while rising, causing a crumple and ensuring the remaining hits connect.
*The initial jump can hit the opponent, causing a crumple before diving.
*The final hit can relaunch downed opponents.
*Otherwise identical to the L variant.
*Identical to the L variant, distance-wise.
  }}
  }}
}}
}}
Line 520: Line 573:
  |damage=80 (10*3, 20, 30)
  |damage=80 (10*3, 20, 30)
  |guard=Mid
  |guard=Mid
  |startup=15
  |startup=14
  |active=
  |active=
  |recovery=50
  |recovery=50
  |blockadv=-22
  |blockadv=-22
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 532: Line 585:
  |damage=95 (10*4, 20)
  |damage=95 (10*4, 20)
  |guard=Mid
  |guard=Mid
  |startup=17
  |startup=16
  |active=
  |active=
  |recovery=68
  |recovery=68
  |blockadv=-28
  |blockadv=-28
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 544: Line 597:
  |damage=105 (10*5, 20, 35)
  |damage=105 (10*5, 20, 35)
  |guard=Mid
  |guard=Mid
  |startup=21
  |startup=20
  |active=
  |active=
  |recovery=72
  |recovery=72
  |blockadv=-38
  |blockadv=-38
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 556: Line 609:
  |damage=126 (10, 5*7, 30, 5*5, 6, 5*4)
  |damage=126 (10, 5*7, 30, 5*5, 6, 5*4)
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=12
  |active=
  |active=
  |recovery=40
  |recovery=40
  |blockadv=-10
  |blockadv=-10
  |hitadv=
  |hitadv=Bind/Crumple
  |description=
  |description=
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.
*This is a hitgrab.
*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.
*Prevents the use of Reversal Assists on hit.
----
----
'''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:'''
Line 585: Line 640:
*Fastest variant.
*Fastest variant.
*Triggers a camera effect.
*Triggers a camera effect.
*Binds the opponent on hit, after which it causes crumple.
*Binds the opponent on hit, which then transitions into a crumple.
**The crumple will not take place if the attack connects during a juggle and the opponent isn't close to the ground.
  }}
  }}
}}
}}
Line 599: Line 655:
  |damage=25
  |damage=25
  |guard=Mid
  |guard=Mid
  |startup=19
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
Line 635: Line 691:
  |damage=120 (20*6)
  |damage=120 (20*6)
  |guard=Mid
  |guard=Mid
  |startup=19
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
Line 641: Line 697:
  |hitadv=
  |hitadv=
  |description=
  |description=
While in the air, Zeppeli spits out wine infused with Hamon in the form of Bubble Butters.
While in the air, Zeppeli spits out wine infused with Hamon in the form of Bubble Cutters.
*The version used alters the amount of projectiles fired.
*The version used alters the amount of projectiles fired.
*Projectiles travel downwards at a 70° angle.
*Projectiles travel downwards at a 70° angle.
Line 658: Line 714:
*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.
  }}
  }}
}}
}}
Line 672: Line 729:
  |damage=Loop: 12*N<br>Landing: 22
  |damage=Loop: 12*N<br>Landing: 22
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=23(14)1
  |startup=22(13)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 684: Line 741:
  |damage=Loop: 9*N<br>Landing: 23
  |damage=Loop: 9*N<br>Landing: 23
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=23(14)1
  |startup=22(13)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-6
  |blockadv=-6
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 696: Line 753:
  |damage=Loop: 9*N<br>Landing: 24
  |damage=Loop: 9*N<br>Landing: 24
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=23(14)1
  |startup=22(13)1
  |active=
  |active=
  |recovery=94
  |recovery=94
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
  }}
  }}
Line 708: Line 765:
  |damage=Loop: 5*N<br>Landing: 25
  |damage=Loop: 5*N<br>Landing: 25
  |guard=Loop: Mid<br>Landing: Low
  |guard=Loop: Mid<br>Landing: Low
  |startup=23(14)1
  |startup=22(13)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4
  |blockadv=-4
  |hitadv=
  |hitadv=KD
  |description=
  |description=
While in the air, Zeppeli attacks with a divekick (spinning on his way down), finishing with a sweeping kick.
While in the air, Zeppeli attacks with a divekick (spinning on his way down), finishing with a sweeping kick.
Line 732: Line 789:
*Costs 0.5 HH Gauge.
*Costs 0.5 HH Gauge.
*Deals Hamon Damage.
*Deals Hamon Damage.
*Has invul.
*The final hit can relaunch downed opponents.
*Identical to the L variant, distance-wise.
*Identical to the L variant, distance-wise.
  }}
  }}
Line 754: Line 811:
  |damage=120 (52+68)
  |damage=120 (52+68)
  |guard=Throw
  |guard=Throw
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=32
  |recovery=32
  |blockadv=
  |blockadv=
  |hitadv=+68
  |hitadv=+64
  |description=
  |description=
  }}
  }}
Line 766: Line 823:
  |damage=110 (51+59)
  |damage=110 (51+59)
  |guard=Throw
  |guard=Throw
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=32
  |recovery=32
  |blockadv=
  |blockadv=
  |hitadv=+82
  |hitadv=+64
  |description=
  |description=
Zeppeli grabs the opponent, jabs them with his pinky, then kicks them away.
Zeppeli grabs the opponent, jabs them with his pinky, then kicks them away.
*One of two universal Throws (along with [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar|Old Joseph]]) 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.
*Both versions leave the opponent in range for 214M or 214H to OTG.
*Back Throw leaves the opponent closer to Zeppeli than Forward Throw.
*Back Throw > 5D autotimes a safejump.
*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.
  }}
  }}
}}
}}
Line 784: Line 842:
|caption=
|caption=
|name=Assist
|name=Assist
|subtitle=Tornado Overdrive<br>{{NotationIcon-JJASBR|Assist}}{{NotationIcon-JJASBR|Assist}}{{NotationIcon-JJASBR|Burst}}
|subtitle=Tornado Overdrive<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=Loop: 9*N<br>Landing: 24
  |damage=Ascent: 12<br>Loop: 5*N<br>Landing: 25
  |guard=Loop: Mid<br>Landing: Low
  |guard=Ascent: Mid<br>Loop: Mid<br>Landing: Low
  |startup=
  |startup=
  |active=
  |active=
Line 798: Line 856:
*Assault Assist Stocks: 2
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 1
*Reversal Assist Stocks: 1
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|214H]]
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|214S]]
*N = number of hits.
*N = number of hits.
*The final hit launches and can hit OTG.
*Deals Hamon Damage.
*The first hit causes crumple, while the final hit launches.
*The final hit can hit OTG, and can also relaunch downed opponents.
*Zeppeli '''does not autocorrect''' for the final hit upon switching sides, unlike the original move.
  }}
  }}
}}
}}
Line 816: Line 877:
  |startup=8
  |startup=8
  |active=10~
  |active=10~
  |recovery=30
  |recovery=Total 12
  |blockadv=
  |blockadv=
  |hitadv=
  |hitadv=
  |description=
  |description=
Zeppeli uses Hamon Breathing to charge his HH Gauge.
*Takes 12 seconds to go from 0 to 3 bars.
*Takes 12 seconds to go from 0 to 3 bars.
*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.
}}
}}
====== <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.
*Zeppeli glides forward as he falls slowly.
*Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge.
*Zeppeli stops upon gliding past (or coming in contact with) the opponent.
*Not as good as j.4S for instant overheads.
}}
}}
====== <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.
*Does not require HH Gauge to be used, but can be extended by holding the move at the cost of draining it.
*Automatically defends Zeppeli against all attack attributes, including Unblockable attacks.
*Stalls Zeppeli in the air and stops his momentum upon use, allowing it to be used to perform instant overheads.
  }}
  }}
}}
}}
Line 886: Line 901:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=200 (24+176)
  |damage=200 (24+176)
  |guard= Low
  |guard=Low
  |startup=1(16)1
  |startup=2+16
  |active=
  |active=
  |recovery=68
  |recovery=68
  |blockadv=-28
  |blockadv=-28
  |hitadv=+64
  |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.
Line 897: Line 912:
*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.
  }}
  }}
}}
}}
Line 914: Line 930:
  |damage=360 (60+120+180)
  |damage=360 (60+120+180)
  |guard= Mid
  |guard= Mid
  |startup=1(20)1
  |startup=2+20
  |active=
  |active=
  |recovery=132
  |recovery=132
  |blockadv=-100
  |blockadv=-100
  |hitadv=+40
  |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.
Line 929: Line 945:
==Costumes==
==Costumes==
===Normal===
===Normal===
{{ColorGallery | filePrefix=JJASBR_Zeppeli_Color_ | imageFileTypes=png| imageWidths=200 | colors=
{{ColorGallery | filePrefix=JJASBR_Zeppeli_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|1|  text=Normal (Color 1) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
  {{ColorGallery/Color|2|  text=Normal (Color 2) }}
Line 937: Line 953:


===Special===
===Special===
{{ColorGallery | filePrefix=JJASBR_Zeppeli_Color_ | imageFileTypes=png| imageWidths=200 | colors=
{{ColorGallery | filePrefix=JJASBR_Zeppeli_Color_ | imageFileTypes=png| imageWidths=250 | colors=
  {{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
  {{ColorGallery/Color|Special A 1|  text=Special A (Color 1) }}
  {{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}
  {{ColorGallery/Color|Special A 2|  text=Special A (Color 2) }}

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.
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 great, 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 Guard them on reaction.
  • Potent Defense: Zeppeli is the only character who can block attacks while airborne, doing so through "Low Contact Hamon Guard". He also has access to an invincible reversal in "Sendo Wave Kick" (S version), 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 good Low options for blockstrings, limiting his pressure capabilities.

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 4 - - -12 -8

Zeppeli performs a quick swiping attack.

  • A fast jab with decent reach.
5M
5M
JJASBR Zeppeli 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 6 - - -6 -2

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 12 - - -8 -2

Zeppeli performs a stepping donkey kick.

  • Zeppeli's best poking normal due to its far range and ability to stuff out dash-jumps.
2L
2L
JJASBR Zeppeli 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 6 - - -10 -6

Zeppeli performs a crouching upwards slap.

  • Has very poor range and high recovery for a Light normal.
2M
2M
JJASBR Zeppeli 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -8 -4

Zeppeli performs a crouching jab with his pinky.

  • Moves 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.
35 (13, 22) Low 12(15)1 - - -16 HKD

Zeppeli attacks with his hands and sends Hamon along the ground.

  • The second hit lightly launches and causes hard knockdown.
  • Both hits are special-cancelable.
6M
6M
Zoom Punch
JJASBR Zeppeli 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Mid 22 - - -12 Crumple (-6 vs Horse)

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

  • Causes crumple on hit.
  • Mainly only used in combos due to not being very good as a poke.
  • Cannot be canceled into "Seated Jump", removing its utility for block pressure.
JL
j.L
JJASBR Zeppeli Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 8 - - - -

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 10 - - - -

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 14 - - - -

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.
- - - - Total 52 - -

Zeppeli jumps up while in a sitting position.

  • Can be cancelled from normals on hit or block.
  • Zeppeli becomes airborne on frame 6.
  • The Neutral and Forward versions have 2 frames of landing recovery, while the Back version has 12 frames.
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, 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.
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.

  • 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 JJASBR Risotto Small Icon.png Risotto's "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.
236X
Hamon Cutter
236L/M/H/S
JJASBR Zeppeli 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 75 (25*3) Mid 22 - 52 -4 -
Medium 90 (30*3) Mid 24 - 54 -6 -
Heavy 105 (35*3) Mid 26 - 56 -8 -
Style 120 (20*6) Mid 30 - 64 -2 -

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

  • The version used alters the pattern in which the projectiles are fired.

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 8 - 64 -32 KD
Medium 70 (10, 60) Mid 8(1)1 - 76 -36 KD
Heavy 80 (10*2, 60) Mid 8(1)1(1)1 - 88 -42 KD
Style 100 (10*2, 60, 20) Mid 8(1)1(1)1 - 54 -42 HKD

Zeppeli performs a rising knee attack.

  • The version used alters the distance Zeppeli moves.
  • Most variants do not have invul.
  • Zeppeli will recoil backwards on block after the first hit that connects.
  • Cannot be Flash Canceled, nor canceled into HHA due to Zeppeli being considered airborne.

L version:

  • This variant advances and rises the least.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli the closest from the opponent.
  • On block, recoils Zeppeli a little less than the M variant.

M version:

  • This variant advances and rises more.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli and the opponent farther apart.
  • On block, recoils Zeppeli the furthest from the opponent.

H version:

  • This variant advances and rises even more.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli and the opponent the farthest apart.
  • On block, recoils Zeppeli a little further than the S variant.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Has invul during startup.
  • This variant advances the most and rises the least.
  • Launches the opponent away on hit, and causes hard knockdown.
  • On hit, leaves Zeppeli and the opponent around the same distance as the H variant.
  • On block, recoils Zeppeli the least far from the opponent.
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 Loop: 12*N
Landing: 22
Loop: Mid
Landing: Low
32(13)1 - 74 -4 KD
Medium Loop: 9*N
Landing: 23
Loop: Mid
Landing: Low
32(13)1 - 84 -6 KD
Heavy Loop: 9*N
Landing: 24
Loop: Mid
Landing: Low
32(13)1 - 94 -6 KD
Style Ascent: 12
Loop: 5*N
Landing: 25
Ascent: Mid
Loop: Mid
Landing: Low
14(17)1(13)1 - 74 -4 KD

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

  • The version used determines how high Zeppeli jumps.
  • N = number of hits.
  • The final hit launches, can be Flash Canceled, and can hit OTG. It also 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 the highest into the air and moves him the furthest.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant is invincible during the ascent. In addition, it can hit the opponent while rising, causing a crumple and ensuring the remaining hits connect.
  • The final hit can relaunch downed opponents.
  • Identical to the L variant, distance-wise.
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 80 (10*3, 20, 30) Mid 14 - 50 -22 KD
Medium 95 (10*4, 20) Mid 16 - 68 -28 KD
Heavy 105 (10*5, 20, 35) Mid 20 - 72 -38 KD
Style 126 (10, 5*7, 30, 5*5, 6, 5*4) Mid 12 - 40 -10 Bind/Crumple

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.
  • Cannot be Flash Canceled, nor canceled into HHA.
  • Considered a hitgrab. Because of this, neither Zeppeli nor the opponent can call an Assist if this move connects.

L version:

  • Fastest meterless variant.
  • Launches the lowest.
  • The least useful version since only Assists enable follow-ups.

M version:

  • Average variant.
  • 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:

  • Slowest variant.
  • Launches the highest.
  • Can be followed up with a dash j.H.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Fastest variant.
  • Triggers a camera effect.
  • Binds the opponent on hit, which then transitions into a crumple.
    • The crumple will not take place if the attack connects during a juggle and the opponent isn't close to the ground.
J236X
Hamon Cutter (Air)
j.236L/M/H/S
JJASBR Zeppeli Jump 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 18 - - - -
Medium 60 (30*2) Mid - - - - -
Heavy 105 (35*3) Mid - - - - -
Style 120 (20*6) Mid 18 - - - -

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

  • The version used alters the amount of projectiles fired.
  • 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.
  • Unlike the other variants, this version's recovery can be canceled with air moves. This lets Zeppeli perform a falling normal, j.4S, j.6S, or alternate falling normals with the aforementioned moves for double Overheads.
J214X
Tornado Overdrive (Air)
j.214L/M/H/S
JJASBR Zeppeli 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Loop: 12*N
Landing: 22
Loop: Mid
Landing: Low
22(13)1 - - -4 KD
Medium Loop: 9*N
Landing: 23
Loop: Mid
Landing: Low
22(13)1 - - -6 KD
Heavy Loop: 9*N
Landing: 24
Loop: Mid
Landing: Low
22(13)1 - 94 -4 KD
Style Loop: 5*N
Landing: 25
Loop: Mid
Landing: Low
22(13)1 - - -4 KD

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

  • The version used alters Zeppeli's trajectory.
  • Similar to the ground variants, but skips the initial jump.
  • N = number of hits.
  • The final hit launches, can be Flash Canceled, and can hit OTG. It also 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.
  • The final hit can relaunch downed opponents.
  • 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 6 - 32 - +64
Back 110 (51+59) Throw 6 - 32 - +64

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

  • One of two universal Throws (along with JJASBR Old Joseph Small Icon.png Old Joseph) whose damage changes depending on the version used.
  • Back Throw leaves the opponent closer to Zeppeli than Forward Throw.
  • Both versions leave the opponent in range for a TK "Tornado Overdrive (Air)", with the S version enabling a full conversion.
  • Back Throw > Dodge autotimes a safejump.
Assist
Assist
Tornado Overdrive
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Zeppeli Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Ascent: 12
Loop: 5*N
Landing: 25
Ascent: Mid
Loop: Mid
Landing: Low
- - - - -

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

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214S
  • N = number of hits.
  • Deals Hamon Damage.
  • The first hit causes crumple, while the final hit launches.
  • The final hit can hit OTG, and can also relaunch downed opponents.
  • Zeppeli does not autocorrect for the final hit upon switching sides, unlike the original move.
5S
Hamon Breathing
5S
JJASBR Zeppeli 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 8 10~ Total 12 - -

Zeppeli uses Hamon Breathing to charge his HH Gauge.

  • Takes 12 seconds to go from 0 to 3 bars.
  • Cannot be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.

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 2+16 - 68 -28 HKD (+46~+52)

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.
  • 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.

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 2+20 - 132 -100 +38

Zeppeli jabs the opponent with his pinky. If it hits the opponent, he proceeds to fill them with Hamon through a Zoom Punch.

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

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)

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
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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
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Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
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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