JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions
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*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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|description= | |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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|description= | |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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|description= | |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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|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Advances | Zeppeli performs a crouching jab with his pinky. | ||
*Advances Zeppeli forward, making it a good poke and counter-poke. | |||
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|description= | |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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|description= | |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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|description= | |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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|hitadv= | |hitadv= | ||
|description= | |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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|description= | |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 | ||
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|description= | |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. | |||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
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|blockadv=-22 | |blockadv=-22 | ||
|hitadv= | |hitadv= | ||
|description= | |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 | *Deals Hamon Damage | ||
*Causes | *Causes Zeppeli to move forward | ||
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|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv= | ||
|description= | |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 | *Most variants are the same. | ||
*Barely moves Zeppeli. | |||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
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|description= | |description= | ||
* | *Zeppeli jumps higher into the air and moves forward more. | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
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|description= | |description= | ||
* | *Zeppeli jumps in the highest in the air and moves him the furthest. | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|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 | *This variant deals Hamon Damage. | ||
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|blockadv=-38 | |blockadv=-38 | ||
|hitadv= | |hitadv= | ||
|description= | |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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|description= | |description= | ||
*This variant leaves | *This variant leaves Zeppeli and the opponent farther apart. | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
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|description= | |description= | ||
*This variant leaves | *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 | *Leaves Zeppeli and the opponent around the same distance as the L variant | ||
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|hitadv=+66 | |hitadv=+66 | ||
|description= | |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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|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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|description= | |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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|description= | |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 | *Stalls Zppeli in the air | ||
*Drains HH gauge as it is held | *Drains HH gauge as it is held | ||
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|description= | |description= | ||
* | 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= | |description= | ||
*This is a | 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. | |||
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|blockadv=-100 | |blockadv=-100 | ||
|hitadv=+38 | |hitadv=+38 | ||
|description= | |description= | ||
* | 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.
Will A. Zeppeli is a rushdown character who 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
|
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2M
2M
|
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2H
2H
|
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6M
6M
Zoom Punch |
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
236X
Hamon Cutter
236L/M/H/S |
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63214X
Sunlight Yellow Overdrive
63214L/M/H/S |
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214X
Tornado Overdrive
214L/M/H/S |
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623X
Sendo Wave Kick
623L/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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28
Seated Jump
Any jump after 1/2/3 |
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J4S
Low Contact Hamon Guard
j.4S |
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J6S
Spirit Hamon Overdrive
j.6S |
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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 |
---|