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

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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.
Playstyle
JJASBR Zeppeli Small Icon.png Will A. Zeppeli is a rushdown character who utilizes deceptive movement to disguise his intentions.
Pros Cons
  • Unique Movement: Low Contact Hamon Guard, Spirit Hamon Overdrive, Air Tornado Overdrive 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 can not 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.
  • 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.
  • Risky Pressure: Zeppeli does not have many safe ways of ending combos, with Hamon Cutter being the only truly safe option. 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.

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 - - - - -

William performs a quick swiping attack

  • A fast jab with decent reach
  • Good for stopping dash jumps
5M
5M
JJASBR Zeppeli 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -

William 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 - - - - -

William performs a stepping donkey kick

  • Very far reach, good for pokes
  • Reaches high, can be used to anti-air
2L
2L
JJASBR Zeppeli 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low - - - - -

William performs a crouching upwards slap

  • Very stubby
  • Fast, good for beating out other buttons
2M
2M
JJASBR Zeppeli 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low - - - - -

William performs a crouching jab with his pinky

  • Advances William forward, making it a good poke and counter-poke
2H
2H
JJASBR Zeppeli 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13, 22 Low - - - - -

William sends Hamon along the ground, knocking his opponent down

  • Provides hard knockdown
  • Can cancel the first hit
6M
6M
Zoom Punch
JJASBR Zeppeli 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Mid - - - - -

William extends his arm forward and performs a long ranged punch

  • Causes crumple on hit
  • Good for combo confirms and pokes
JL
j.L
JJASBR Zeppeli Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead - - - - -

William 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 - - - - -

William performs a jumping 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 - - - - -

William 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

236X
Hamon Cutter
236L/M/H/S
JJASBR Zeppeli 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 each Mid 23 - 52 -4 -

William spits out wine infused with Hamon in the form of bubble cutters

  • Most variants reach to midscreen
  • This variant spreads the bubbles out
Medium 30 each Mid 25 - 54 -6 -
  • This variant brings the bubbles closer together
Heavy 35 each Mid 27 - 56 -8 -
  • This variant brings the bubbles very close together
Style 20*2 each Mid 31 - 64 -2 -
  • This variant travels full screen
  • This variant brings the bubbles close together before spreading them out again
63214X
Sunlight Yellow Overdrive
63214L/M/H/S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 10, 20*2, 10 Mid 15 - 50 -22 -

William performs a hit grab on the opponent, filling them with Hamon

  • All variants are nearly identical
  • Most variants do not deal Hamon damage
Medium 10, 20*3, 15 Mid 17 - 68 -28 -
Heavy 10, 20*5 Mid 21 - 72 -38 -
Style 10, 5*7, 30, 5*10, 6, 5 Mid 13 - 40 -10 -
  • Deals Hamon damage
  • Causes William to move forward
214X
Tornado Overdrive
214L/M/H/S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 12*3, 7 Mid*3, Low 33 - 74 -4 -

William jumps into the air and spins on his way down, finishing with a sweeping kick that launches the opponent upwards

  • Most variants are the same
  • Barely moves William
Medium 9*4, 8 Mid*4, Low 33 - 84 -6 -
  • William jumps higher into the air and moves forward more
Heavy 9*6 Mid*5, Low 33 - 94 -8 -
  • William jumps in the highest in the air and moves him the furthest
Style 12, 5*3, 10 Mid*4, Low 15 - 74 -4 -
  • This variant hits the opponent when he jumps up, causing a crumple before diving
  • Otherwise identical to the L variant
  • This variant is invincible after activation
  • This variant deals Hamon damage
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 9 - 64 -38 -

William performs a rising knee attack

  • Most variants do not have invul
  • This variant leaves him the closest from the opponent
Medium 10, 60 Mid 9 - 76 -48 -
  • This variant leaves William and the opponent farther apart
Heavy 10*2, 60 Mid 9 - 88 -58 -
  • This variant leaves William and the opponent the farthest apart
Style 10*2, 60, 20 Mid 9 - 54 -22 -
  • This variant has invul
  • This variant causes hard knockdown
  • Leaves William and the opponent around the same distance as the L variant

System Mechanics

Throw
Throw
Pow!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 52, 68 Throw 7 - 32 - +66

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

  • Leaves the opponent in range for 214M or 214H to OTG
Back 51, 59 Throw 7 - 32 - +80
  • Leaves the opponent at around the same distance as the Forward variant
  • 5D autotimes a safejump
Assist
Assist
Tornado Overdrive
JJASBR Zeppeli Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
9*7 Mid*6, Low - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214H
5S
Hamon Breathing
5S
JJASBR Zeppeli 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 8 10~ 30 - -
  • Takes 13.5 seconds to go from 0 to 3 bars
  • Can not be cancelled into or out of
  • Animation changes on each use; purely aesthetic
28
Seated Jump
Any jump after 1/2/3
JJASBR Zeppeli 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 12 - -

William jumps up while in his crouching animation

  • Can be cancelled into after a normal on hit or block
J4S
Low Contact Hamon Guard
j.4S
JJASBR Zeppeli Jump 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 12 - -

William blocks in the air by extending his feet out and infusing them with Hamon

  • Can be used to perform instant overheads
  • Stalls William in the air
  • Drains HH gauge as it is held
J6S
Spirit Hamon Overdrive
j.6S
JJASBR Zeppeli Jump 6S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 14 - -

William makes a glider out of leaves held together by Hamon and glides

  • William glides forward as he falls slowly
  • Not as good as j.4S for instant overheads
  • Drains HH gauge as it is held

Heart Heat Attack

This is Sendo!
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24, 176 Low 19 - 68 -28 +62
  • Notes 1
  • Notes 2

Great Heat Attack

Hamon of the sun! Sunlight Yellow Overdrive!
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+120+180) Mid 21 - 132 -100 +38
  • Notes 1
  • Notes 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
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Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
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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)
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Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
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JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh