JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions
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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. | 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 [[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 he wants to get close to the opponent. | His 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 he wants to get close to the opponent. | ||
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|EX Sendo Wave Kick]]. 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 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|EX Sendo Wave Kick]]". 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. | ||
*'''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. | *'''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. | ||
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| 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 rushdown character who 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 | * '''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. | ||
* '''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. | * '''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. | ||
|cons = | |cons = | ||
* '''Risky Pressure:''' Zeppeli does not have many safe ways of ending combos, with [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#236X|Hamon Cutter]] being the only truly safe option. [[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|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. | * '''Risky Pressure:''' Zeppeli does not have many safe ways of ending combos, with "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#236X|Hamon Cutter]]" being the only truly safe option. "[[JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli#214X|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. | * '''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. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
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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. | ||
* | *Cannot be cancelled into or out of. | ||
*Animation changes on each use; purely aesthetic. | *Animation changes on each use; purely aesthetic. | ||
}} | }} |
Revision as of 11:57, 8 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.
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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
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 The less cool Sunlight Yellow Overdrive The less cool Sunlight Yellow Overdrive
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