JoJo's Bizarre Adventure: All-Star Battle R/Will A. Zeppeli: Difference between revisions
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Zeppeli attacks with his hands and sends Hamon along the ground. | 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. | *Both hits are special-cancelable. | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=Total XX | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Zeppeli jumps up while in | Zeppeli jumps up while in a sitting position. | ||
*Can be cancelled into after normals on hit or block. | *Can be cancelled into after normals on hit or block. | ||
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*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. | *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. | ||
*Launches the opponent away on hit. | |||
*Leaves Zeppeli the closest from the opponent. | *Leaves Zeppeli the closest from the opponent. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*This variant advances and rises more. | *This variant advances and rises more. | ||
*Launches the opponent away on hit. | |||
*Leaves Zeppeli and the opponent farther apart. | *Leaves Zeppeli and the opponent farther apart. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*This variant advances and rises even more. | *This variant advances and rises even more. | ||
*Launches the opponent away on hit. | |||
*Leaves Zeppeli and the opponent the farthest apart. | *Leaves Zeppeli and the opponent the farthest apart. | ||
---- | ---- | ||
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*Costs 0.5 HH Gauge. | *Costs 0.5 HH Gauge. | ||
*Deals Hamon Damage. | *Deals Hamon Damage. | ||
*Has invul | *Has invul during startup. | ||
*This variant advances the most and rises the least. | *This variant advances the most and rises the least. | ||
*Launches the opponent away on hit, and causes hard knockdown. | |||
*Leaves Zeppeli and the opponent around the same distance as the H variant. | *Leaves Zeppeli and the opponent around the same distance as the H variant. | ||
}} | }} | ||
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*Costs 0.5 HH Gauge. | *Costs 0.5 HH Gauge. | ||
*Deals Hamon Damage. | *Deals Hamon Damage. | ||
*This variant is invincible | *This variant is invincible during the ascent. | ||
*The initial jump can hit the opponent, causing a crumple before diving. | *The initial jump can hit the opponent, causing a crumple before diving. | ||
*Otherwise identical to the L variant. | *Otherwise identical to the L variant. | ||
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*Fastest variant. | *Fastest variant. | ||
*Triggers a camera effect. | *Triggers a camera effect. | ||
*Binds the opponent on hit, | *Binds the opponent on hit, which then transitions into a crumple. | ||
}} | }} | ||
}} | }} | ||
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*Costs 0.5 HH Gauge. | *Costs 0.5 HH Gauge. | ||
*Deals Hamon Damage. | *Deals Hamon Damage. | ||
*Identical to the L variant, distance-wise. | *Identical to the L variant, distance-wise. | ||
}} | }} | ||
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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 [[JoJo's Bizarre Adventure: All-Star Battle R/Old Joseph Joestar|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 214M or 214H to OTG. | *Both versions leave the opponent in range for 214M or 214H to OTG. | ||
*Back Throw > | *Back Throw > Dodge autotimes a safejump. | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Zeppeli makes a glider out of leaves held together by Hamon | 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. | *Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge. | ||
*Zeppeli stops upon gliding past (or coming | *Zeppeli stops upon gliding past (or coming into contact with) the opponent. | ||
*Not as good as j.4S for instant overheads. | *Not as good as j.4S for instant overheads. | ||
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Zeppeli blocks in the air by extending his feet out and infusing them with Hamon. | 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. | *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. | *Automatically defends Zeppeli against all attack attributes, including Unblockable attacks (except for Risotto'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. | *Stalls Zeppeli in the air and stops his momentum upon use, allowing it to be used to perform instant overheads. | ||
}} | }} |
Revision as of 23:38, 20 October 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 |
|
|
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 Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
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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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