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 mix-up 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 mix-up 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 mix-up options that other characters do not have.
Playstyle
JJASBR Zeppeli Small Icon.png Will A. Zeppeli is a Hamon character who rushes the opponent down and utilizes deceptive movement to disguise his intentions.
Pros Cons
  • Unique Movement: "Low Contact Hamon Guard", "Spirit Hamon Overdrive", "Tornado Overdrive (Air)" 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 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.
  • Potent Defense: Zeppeli is the only character who can block attacks while airborne, doing so through "Low Contact Hamon Guard". He also has access to an invincible reversal in "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.
  • Short Range: Zeppeli's quickest normals don't have that much range, making them underwhelming as poking tools.
  • Risky Pressure: Zeppeli does not have good Low options for blockstrings, limiting his pressure capabilities.

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 4 - - -12 -8

Zeppeli performs a quick swiping attack.

  • A fast jab with decent reach.
5M
5M
JJASBR Zeppeli 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 6 - - -6 -2

Zeppeli 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 12 - - -8 -2

Zeppeli performs a stepping donkey kick.

  • Zeppeli's best poking normal due to its far range and ability to stuff out dash-jumps.
2L
2L
JJASBR Zeppeli 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
11 Low 6 - - -10 -6

Zeppeli performs a crouching upwards slap.

  • Has very poor range and high recovery for a Light normal.
2M
2M
JJASBR Zeppeli 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -8 -4

Zeppeli performs a crouching jab with his pinky.

  • Moves Zeppeli forward, making it a good poke and counter-poke.
2H
2H
JJASBR Zeppeli 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 (13, 22) Low 12(15)1 - - -16 HKD

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.
6M
6M
Zoom Punch
JJASBR Zeppeli 6M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
26 Mid 22 - - -12 Crumple (-6 vs Horse)

Zeppeli extends his arm forward and performs a long-ranged punch.

  • Causes crumple on hit.
  • Mainly only used in combos due to not being very good as a poke.
  • Cannot be canceled into "Seated Jump", removing its utility for block pressure.
JL
j.L
JJASBR Zeppeli Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Overhead 8 - - - -

Zeppeli 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 10 - - - -

Zeppeli performs a 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 14 - - - -

Zeppeli 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

28
Seated Jump
Any jump after 1/2/3
JJASBR Zeppeli 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - Total XX -

Zeppeli jumps up while in a sitting position.

  • Can be cancelled into after normals on hit or block.
236X
Hamon Cutter
236L/M/H/S
JJASBR Zeppeli 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 75 (25*3) Mid 22 - 52 -4 -
Medium 90 (30*3) Mid 24 - 54 -6 -
Heavy 105 (35*3) Mid 26 - 56 -8 -
Style 120 (20*6) Mid 30 - 64 -2 -

Zeppeli spits out wine infused with Hamon in the form of 3 Bubble Cutters.

  • The version used alters the pattern in which the projectiles are fired.

L version:

  • This variant spreads the bubbles out.
  • Travels about 1/3 of the screen.

M version:

  • This variant brings the bubbles closer together.
  • Travels just short of midscreen.

H version:

  • This variant brings the bubbles very close together.
  • Travels slightly past midscreen.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant brings the bubbles close together before spreading them out again.
  • Travels fullscreen.
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 8 - 64 -32 KD
Medium 70 (10, 60) Mid 8(1)1 - 76 -36 KD
Heavy 80 (10*2, 60) Mid 8(1)1(1)1 - 88 -42 KD
Style 100 (10*2, 60, 20) Mid 8(1)1(1)1 - 54 -42 HKD

Zeppeli performs a rising knee attack.

  • The version used alters the distance Zeppeli moves.
  • Most variants do not have invul.
  • Zeppeli will recoil backwards on block after the first hit that connects.
  • Cannot be Flash Canceled, nor canceled into HHA due to Zeppeli being considered airborne.

L version:

  • This variant advances and rises the least.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli the closest from the opponent.
  • On block, recoils Zeppeli a little less than the M variant.

M version:

  • This variant advances and rises more.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli and the opponent farther apart.
  • On block, recoils Zeppeli the furthest from the opponent.

H version:

  • This variant advances and rises even more.
  • Launches the opponent away on hit.
  • On hit, leaves Zeppeli and the opponent the farthest apart.
  • On block, recoils Zeppeli a little further than the S variant.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Has invul during startup.
  • This variant advances the most and rises the least.
  • Launches the opponent away on hit, and causes hard knockdown.
  • On hit, leaves Zeppeli and the opponent around the same distance as the H variant.
  • On block, recoils Zeppeli the least far from the opponent.
214X
Tornado Overdrive
214L/M/H/S
JJASBR Zeppeli 214X (1).png
JJASBR Zeppeli 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Loop: 12*N
Landing: 22
Loop: Mid
Landing: Low
32(13)1 - 74 -4 KD
Medium Loop: 9*N
Landing: 23
Loop: Mid
Landing: Low
32(13)1 - 84 -6 KD
Heavy Loop: 9*N
Landing: 24
Loop: Mid
Landing: Low
32(13)1 - 94 -6 KD
Style Ascent: 12
Loop: 5*N
Landing: 25
Ascent: Mid
Loop: Mid
Landing: Low
14(17)1(13)1 - 74 -4 KD

Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick.

  • The version used determines how high Zeppeli jumps.
  • N = number of hits.
  • The final hit launches, can be Flash Canceled, and can hit OTG. It also autocorrects if Zeppeli ends up past the opponent.

L version:

  • This variant barely moves Zeppeli.

M version:

  • Zeppeli jumps higher into the air and moves forward more.

H version:

  • Zeppeli jumps the highest into the air and moves him the furthest.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant is invincible during the ascent. In addition, it can hit the opponent while rising, causing a crumple and ensuring the remaining hits connect.
  • The final hit can relaunch downed opponents.
  • Identical to the L variant, distance-wise.
63214X
Sunlight Yellow Overdrive
63214L/M/H/S
JJASBR Zeppeli 63214X (1).png
JJASBR Zeppeli 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 (10*3, 20, 30) Mid 14 - 50 -22 KD
Medium 95 (10*4, 20) Mid 16 - 68 -28 KD
Heavy 105 (10*5, 20, 35) Mid 20 - 72 -38 KD
Style 126 (10, 5*7, 30, 5*5, 6, 5*4) Mid 12 - 40 -10 Bind/Crumple

Zeppeli attacks the opponent his his palm. If successful, he'll start filling them with Hamon.

  • The version used alters the startup, damage and recovery.
  • This is a hitgrab.
  • Cannot be Flash Canceled.
  • Prevents the use of Reversal Assists on hit.

L version:

  • Fastest meterless variant.
  • Launches the lowest.

M version:

  • Average variant.
  • Launches higher than the L version.

H version:

  • Slowest variant.
  • Launches the highest.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • Fastest variant.
  • Triggers a camera effect.
  • Binds the opponent on hit, which then transitions into a crumple.
J236X
Hamon Cutter (Air)
j.236L/M/H/S
JJASBR Zeppeli Jump 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 25 Mid 18 - - - -
Medium 60 (30*2) Mid - - - - -
Heavy 105 (35*3) Mid - - - - -
Style 120 (20*6) Mid 18 - - - -

While in the air, Zeppeli spits out wine infused with Hamon in the form of Bubble Cutters.

  • The version used alters the amount of projectiles fired.
  • Projectiles travel downwards at a 70° angle.

L version:

  • This variant fires a single bubble.

M version:

  • This variant fires two bubbles.

H version:

  • This variant fires three bubbles.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • This variant fires three bubbles, each hitting twice.
J214X
Tornado Overdrive (Air)
j.214L/M/H/S
JJASBR Zeppeli 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Loop: 12*N
Landing: 22
Loop: Mid
Landing: Low
22(13)1 - - -4 KD
Medium Loop: 9*N
Landing: 23
Loop: Mid
Landing: Low
22(13)1 - - -6 KD
Heavy Loop: 9*N
Landing: 24
Loop: Mid
Landing: Low
22(13)1 - 94 -4 KD
Style Loop: 5*N
Landing: 25
Loop: Mid
Landing: Low
22(13)1 - - -4 KD

While in the air, Zeppeli attacks with a divekick (spinning on his way down), finishing with a sweeping kick.

  • The version used alters Zeppeli's trajectory.
  • Similar to the ground variants, but skips the initial jump.
  • N = number of hits.
  • The final hit launches, can be Flash Canceled, and can hit OTG. It also autocorrects if Zeppeli ends up past the opponent.

L version:

  • This variant barely moves Zeppeli.

M version:

  • Zeppeli moves forward more.

H version:

  • Zeppeli moves forward the most.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon Damage.
  • The final hit can relaunch downed opponents.
  • Identical to the L variant, distance-wise.

System Mechanics

Throw
Throw
Pow!
5/4 + Any Two Attack Buttons
JJASBR Zeppeli Throw (1).png
JJASBR Zeppeli Throw (2).png
Forward
Forward
JJASBR Zeppeli Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 120 (52+68) Throw 6 - 32 - +64
Back 110 (51+59) Throw 6 - 32 - +64

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

  • One of two universal Throws (along with 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.
  • Back Throw > Dodge autotimes a safejump.
Assist
Assist
Tornado Overdrive
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Zeppeli Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Ascent: 12
Loop: 5*N
Landing: 25
Ascent: Mid
Loop: Mid
Landing: Low
- - - - -

Zeppeli jumps into the air and spins on his way down, finishing with a sweeping kick.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 214S
  • N = number of hits.
  • Deals Hamon Damage.
  • The first hit causes crumple, while the final hit launches.
  • The final hit can hit OTG, and can also relaunch downed opponents.
  • Zeppeli does not autocorrect for the final hit upon switching sides, unlike the original move.
5S
Hamon Breathing
5S
JJASBR Zeppeli 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - 8 10~ 30 - -

Zeppeli uses Hamon Breathing to charge his HH Gauge.

  • Takes 12 seconds to go from 0 to 3 bars.
  • Cannot be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.
J6S
Spirit Hamon Overdrive
j.6S
JJASBR Zeppeli Jump 6S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 14 - -

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.
  • Zeppeli stops gliding upon moving past (or coming into contact with) the opponent.
  • Not as good as j.4S for instant overheads.
J4S
Low Contact Hamon Guard
j.4S
JJASBR Zeppeli Jump 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - 12 - -

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

  • Requires 0.1 HH Gauge; can hold to extend at the cost of more HH Gauge.
  • While active, Zeppeli will take reduced Chip Damage, and will be protected from Guard Damage. Zeppeli will also automatically defend against all attack attributes, including Unblockable attacks (except for Risotto's "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.

Heart Heat Attack

This is Sendo!
236 + Any Two Attack Buttons
JJASBR Zeppeli HHA (1).png
JJASBR Zeppeli HHA (2).png
JJASBR Zeppeli HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
200 (24+176) Low 2+16 - 68 -28 +64

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.
  • The opponent is left close to Zeppeli while in a Hard Knockdown state.

Great Heat Attack

Hamon of the sun! Sunlight Yellow Overdrive!
236L+M+H
JJASBR Zeppeli GHA (1).png
JJASBR Zeppeli GHA (2).png
JJASBR Zeppeli GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
360 (60+120+180) Mid 2+20 - 132 -100 +40

Zeppeli jabs the opponent with his pinky. If it hits the opponent, he proceeds to fill them with Hamon through a Zoom Punch.

  • Moves forward on activation.
  • Very fast GHA.
  • Leaves the opponent at around fullscreen.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 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
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh