JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions
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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 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 defense, Zeppeli has an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#623X| | 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. | ||
*'''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 mixup options that other characters do not have. | ||
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* '''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]] [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J214X|(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. | * '''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]] [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#J214X|(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 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. | * '''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 "[[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| | * '''Potent Defense:''' Zeppeli is the only character who can block attacks while airborne, 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|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. | ||
|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 18:51, 3 August 2023
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 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 "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 bars, 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.
Will A. Zeppeli is a Hamon character who rushes the opponent down and utilizes deceptive movement to disguise his intentions. | |
Pros | Cons |
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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
28
Seated Jump
Any jump after 1/2/3 |
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236X
Hamon Cutter
236L/M/H/S |
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623X
Sendo Wave Kick
623L/M/H/S |
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214X
Tornado Overdrive
214L/M/H/S |
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63214X
Sunlight Yellow Overdrive
63214L/M/H/S |
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J236X
Hamon Cutter (Air)
j.236L/M/H/S |
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J214X
Tornado Overdrive (Air)
j.214L/M/H/S |
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System Mechanics
Throw
Throw
Pow! 5/4 + Any Two Attack Buttons |
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Assist
Assist
Tornado Overdrive |
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5S
Hamon Breathing
5S |
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J6S
Spirit Hamon Overdrive
j.6S |
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J4S
Low Contact Hamon Guard
j.4S |
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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 |
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