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

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Introduction

The deuteragonist of Battle Tendency, the second part of JoJo's Bizarre Adventure, Caesar Anthonio Zeppeli plays the role of a setplay character, excelling at locking down his opponents with wakeup pressure.

Caesar's gameplan centers around covering space with "Bubble Cutter" and "Bubble Launcher (Air)" until he gets a chance to get in and score a hard knockdown, which allows him to set up his "Bubble Lenses"; all versions of the move have different firing angles, allowing Caesar to mix up his pressure and account for different responses from the opponent. Caesar usually wants to end combos with 2H, as it always causes a hard knockdown and allows him to loop his setups indefinitely, should he manage to keep the advantage.

On defense, Caesar has a plethora of invincible reversal options. The H version of "One-Fisted Uppercut" is a meterless reversal that gets opponents off of him; the S version, while requiring HH Gauge to use, increases the rewards Caesar gets by allowing him to convert into full combos. As an alternate option, his "Hamon Kick (S version)" covers a much longer distance and is safe on block (and even on whiff against characters that don't have ways to punish it). He also has great anti-airs with the L version of "One-Fisted Uppercut" and "Bubble Barrier", which allows Caesar to convert into a full combo and can be safe on block at further ranges, respectively.

On the other hand, Caesar pays for this versatility with a remarkable dependence on the HH Gauge: he has to constantly manage his usage to be able to get in and start his pressure, which is not made easier by the fact that his best options often cost large amounts in the long run.

  • Hamon Specials: For the cost of 0.5 HH Gauge, Caesar can perform enhanced versions of his special moves, which will also cause Hamon Damage when used against Stone Mask characters.
  • Seated Leap: Caesar has access to a Super Jump ability that can be cancelled from normals on both hit and block, giving him unique combo extensions and allowing for some situational mix-ups.
  • Aerial Chain Beat: Caesar can chain his aerial attacks, giving him unique combos and confirms.
  • Setplay: Thanks to his "Bubble Lenses" and their delayed activation, Caesar can enable okizeme through repeated knockdowns and ambiguous cross-ups.
Playstyle
JJASBR Caesar Small Icon.png Caesar Anthonio Zeppeli is a Hamon character who thrives off of setplay and mix-ups.
Pros Cons
  • Good Space Control: Caesar has access to several projectiles, such as "Bubble Cutter", "Bubble Launcher (Air)", and "Bubble Lenses". All of these cover a variety of angles, meaning the opponent has to take risks to approach.
  • Good Defense: Both "One-Fisted Uppercut" and "Hamon Kick (S version)" are good invincible reversals, allowing Caesar to easily punish gaps in pressure.
  • Good Setplay: From any hit during a "Bubble Lenses" setup, Caesar can end the combo and return into an identical setup. This is aided by his 2H, which is uniquely capable of causing a hard knockdown even against airborne opponents.
  • Meter Reliance: Caesar's best tools are his Hamon Specials, which cost HH Gauge to use. In combination with his particularly low meterless damage (often being unable to deal 200+), Caesar struggles to compete without said resource.
  • Stubby Buttons: Short normals with poor conversions make it hard for Caesar to be the aggressor in neutral and bait Throws.
  • Inconsistent Routes: Due to the nature of his routing, different factors (such as Stand hurtboxes, positioning and distance to the wall, and his projeciles hitting in inconsistent ways) will often require for Caesar to improvise and modify a combo on the fly.

Stats

Style Health Low Health Mode Hashtag(s)
Hamon 950 Rumble #ASBR_CAE

Move List

Normal Moves

5L
5L
JJASBR Caesar 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -2 +2

Caesar performs a low jab.

  • Standard jab.
  • Reaches lower than other jabs, making it not as good at stopping dash-jumps.
5M
5M
JJASBR Caesar 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 6 - - -6 -2

Caesar performs an uppercut.

  • Mainly used in juggles.
5H
5H
JJASBR Caesar 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 (10, 23) Mid 10(1)1 - - -8 -2

Caesar performs a spinning backfist.

  • Good range for pokes.
2L
2L
JJASBR Caesar 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - 0 +4

Caesar performs a crouching jab.

  • Standard jab.
  • Can chain into itself 3 times.
2M
2M
JJASBR Caesar 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -2 +2

Caesar performs a crouching hook.

  • Fast with good range.
  • Great for converting into juggle combos.
2H
2H
JJASBR Caesar 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -6 HKD

Caesar slides forward and performs a sweeping kick.

  • Causes hard knockdown.
    • This hard knockdown is unique in that it does not override other hit effects.
  • Good range for pokes.
JL
j.L
JJASBR Caesar Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 (4*4) Overhead 10((1)1)*3 - - - -

Caesar performs an attack downwards with Hamon.

  • Stubby aerial, though good for jump-ins.
  • Can cross up.
  • Its multi-hit nature forces the opponent to block multiple Overheads.
JM
j.M
JJASBR Caesar Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Overhead 10 - - - -

Caesar performs a kick downwards.

  • Good for jump-ins, juggles and cross-ups.
JH
j.H
JJASBR Caesar Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
33 Overhead 12 - - - -

Caesar performs a kick outwards.

  • Good for air-to-airs and juggles.
  • Very quick recovery makes it useful for timing jumping normals and special moves.

Special Moves

28
Seated Jump
Any jump after 1/2/3
JJASBR Caesar 28.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward / Back - - - - Total 48 - -
Neutral - - - - Total 50 - -

Caesar propels himself into the air while remaining in a sitting position.

  • Can be cancelled into on hit or block.
  • Caesar becomes airborne on frame 6.
  • The Neutral and Forward versions have 2 frames of landing recovery, while the Back version has 12 frames.
236L
Bubble Launcher
236L (Air OK)
JJASBR Caesar 236L (1).png
Ground
Ground
JJASBR Caesar 236L (2).png
Air
Air
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Ground 30 (6*5) Mid 18 - - -14 -10
Air 30 (6*5) Mid 10 - - 0 (TK) +4 (TK)

Caesar creates 5 bubbles that gently float in front of him.

  • The bubbles' trajectory depends on the version used.

Ground version:

Caesar fires the bubbles in front of him, letting them float towards the opponent.

  • Bubbles only travel about two characters' worth of distance.
  • Good for holding space due to their permanence on-screen.

Air version:

Caesar fires the bubbles downwards, letting them float in place.

  • Cannot be used while jumping backwards.
  • Good for juggles and holding space.
236M-S
Bubble Cutter
236M/S
JJASBR Caesar 236M (1).png
JJASBR Caesar 236M (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal 48 (8*6) Mid 14 / 40 - - 0 -4
Style 80 (8*10) Mid 14 / 40 - - - +18

Caesar prepares a number of Bubble Cutters at head height before launching them straight ahead.

  • Travels fullscreen.
  • Can be held to delay the projectiles.
  • Listed startup refers to projectile spawn / release, assuming the move is not delayed.

Normal version:

Caesar throws 6 Bubble Cutters.

  • Will miss against crouching or short opponents.
  • Most effective at mid-range, since it will catch the opponent if they try to get in.

Style version:

Caesar throws 10 Bubble Cutters.

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage (96 [9.6*10]).
  • Covers more height than the Normal version.
  • Destroys most projectiles due to its high priority, making it useful against zoning.
236H
Gliding Bubble Cutter
236H
JJASBR Caesar 236H (1).png
JJASBR Caesar 236H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (8*5) Low 30 - - +4 0

Caesar prepares 5 Bubble Cutters at foot height before launching them straight ahead.

  • Travels fullscreen.
  • Can be held to delay the projectiles.
  • Best used while already zoning, since the opponent is forced to jump or Dodge if they don't want to block.
623X
One-Fisted Uppercut
623L/M/H
JJASBR Caesar 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 50 Mid 10 - - -12 KD
Medium 65 Mid 12 - - -26 KD
Heavy 90 (15, 75) Mid 14(1)1 - - -34 KD
Style 65 (10*6, 5) Mid 8(1)1(1)1(5)1 - - -20 Crumple

Caesar performs a Hamon-infused uppercut.

  • The move's startup, as well as its period of invulnerability, changes depending on the version used.
  • Cannot be canceled into HHA.

L version:

  • Launches on hit.
  • Does not have invulnerability.
  • Due to its quick recovery, it can be converted into a full combo if it lands as an anti-air.

M version:

  • Launches on hit.
  • Has invulnerability until before the active frames.
  • Cannot be Flash Canceled.

H version:

  • Launches on hit.
  • Has invulnerability until the first active frame.
  • Cannot be Flash Canceled.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage (78 [12*6, 6]).
  • Binds the opponent, which transitions into a crumple against grounded opponents.
  • Has invulnerability until it enters recovery.
  • Cannot be Flash Canceled.
214X
Hamon Kick
214L/M/H/S
JJASBR Caesar 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 80 (30, 50) Mid 16(1)1 - - -10 KD
Medium 90 (35, 55) Mid 20(1)1 - - -20 KD
Heavy 100 (40, 60) Mid 24(1)1 - - -26 KD
Style 120 (50, 70) Mid 18(1)1 - - -28 KD

Caesar performs a leaping kick.

  • The distance traveled changes depending on the version used.
  • Launches on hit.
  • Shares IPS with its aerial counterpart.
  • Caesar will recoil backwards on hit or block, usually making it safe despite its high recovery.
  • Caesar is considered to be grounded despite going into the air, allowing him to cancel into HHA.

L version:

  • Covers the least distance.
  • Recoils the least.
  • Fast enough to be a true blockstring if chained into from Heavy normals.

M version:

  • Covers and recoils a moderate distance.

H version:

  • Covers the most distance.
  • Recoils the most.
  • The version used in most combos, being Caesar's most damaging meterless special move.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage (144 [60, 84]).
  • Has invulnerability all the way to the second hit, making it a great reversal option.
  • Cannot be Flash Canceled, nor canceled into HHA.
  • Travel and recoil distances are identical to the H version.
  • Due to its speed and distance, it also makes for an amazing option to open a path through zoning and get in.
J214X
Hamon Kick (Air)
j.214L/M/H/S
JJASBR Caesar Jump 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 30 Overhead 14 - - - -
Medium 35 Overhead 18 - - - -
Heavy 40 Overhead 22 - - - -
Style 60 Overhead 14 - - - -

Whlie in the air, Caesar performs a divekick.

  • How long Caesar takes to descend changes depending on the version used, inversely affecting landing recovery.
  • Cannot be used while jumping backwards.
  • Shares IPS with its grounded counterpart.

L version:

  • Descends quickly, but has the most landing recovery.

M version:

  • Takes longer to descend, but has less landing recovery.

H version:

  • Takes the longest to descend, but has even less landing recovery.

S version:

  • Costs 0.5 HH Gauge.
  • Deals Hamon damage (72).
  • Descends the fastest and has the least landing recovery.
421X
Cat Stance
421L/M/H/S
JJASBR Caesar 421X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 0 - 16 - - - -
Medium 0 - 14 - - - -
Heavy 0 - 12 - - - -
Style 0 - 2 - - - -

Caesar poses, preparing to parry an opponent's attack.

  • The move's startup changes depending on the version used, inversely affecting recovery.
  • Caesar performs a Stylish Guard on a succesful activation.
  • Does not work against projectiles, Throws, HHAs, GHAs, or Assists.

L version:

  • Slowest startup and fastest recovery.
  • Can be canceled into L normals during its active frames.

M version:

  • Balanced startup and recovery.
  • Can be canceled into M normals during its active frames.
  • The most useful version, since it can be canceled soon enough to make 5H > 421M > 5M/2M a true combo.

H version:

  • Fast startup and slowest recovery.
  • Can be canceled into H normals during its active frames.

S version:

  • Costs 0.5 HH Gauge.
  • Fastest startup and recovery.
  • Cannot be canceled into normals.
  • Essentially acts as a Stylish Guard that has less recovery but costs resources.
22X
Bubble Lenses
22L/M/H/S (Air OK)
JJASBR Caesar 22L.png
L version
L version
JJASBR Caesar 22M.png
M version
M version
JJASBR Caesar 22H.png
H version
H version
JJASBR Caesar 22S.png
S version
S version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Bubble: 12
Laser: 40
Mid 6 - Total 30 -8 -4
Medium Bubbles: 24 (12*2)
Lasers: 56 (28*2)
Mid 6 - Total 32 -10 -8
Heavy Bubbles: 36 (12*6)
Lasers: 72 (24*3)
Mid 6 - Total 36 -14 -12
Style Bubbles: 60 (12*5)
Lasers: 75 (15*5)
Mid 6 - Total 34 -12 -10

Caesar conjures stationary Bubble Cutters which, after a delay, will refract solar rays in the form of lasers.

  • The amount of bubbles created, as well as the lasers' trajectory, changes depending on the version used.
  • The Bubble Lenses themselves can hit the opponent. Frame advantage listed is for when this happens.
  • Only one set of Bubble Lenses can be out at a time.
    • Bubble Lenses already out on the field will disappear if any version of the move is used again, unless those Bubble Lenses were already firing off.

L version:

  • Caesar creates a singe Bubble Lens in front of him.
  • Shoots a single laser downwards.
  • The laser hits as a meaty when the move is chained into from 2H.

M version:

  • Caesar creates 2 Bubble Lenses in front of him.
  • Shoots lasers at a 45° angle downwards.
  • When the move is chained into from 2H, the lasers are timed to hit slightly later. Their trajectory, however, catches backdashes.

H version:

  • Caesar creates 3 Bubble Lenses above him.
  • Shoots lasers outwards.

S version:

  • Caesar creates 5 Bubble Lenses above him.
  • Costs 0.5 HH Gauge.
  • Deals Hamon damage (Bubbles: 70 [14*5]; Lasers: 90 [18*5])
  • Shoots lasers that track the position of the opponent.

System Mechanics

Throw
Throw
Hamon Spark
5/4 + Any Two Attack Buttons
JJASBR Caesar Throw (1).png
JJASBR Caesar Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw 6 - - - HKD

Caesar grabs the opponent and fills them with Hamon through both of his hands.

  • Leaves the opponent close to Caesar.
  • Back Throw leaves Caesar with more frame advantage than forward Throw.
Assist
Assist
Bubble Lenses
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Caesar Assist (1).png
JJASBR Caesar Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Bubbles: 60 (12*5)
Lasers: 75 (15*5)
Mid - - - - -

Caesar conjures 5 stationary Bubble Cutters which, after a delay, will refract solar rays in the form of lasers.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 22S
  • Deals Hamon Damage.
  • Lasers track the position of the opponent.
5S
Hamon Breathing
5S
JJASBR Caesar 5S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Caesar uses Hamon Breathing to charge his HH Gauge.

  • Takes 20.2 seconds to go from 0 to 3 bars.
  • Cannot be cancelled into or out of.
  • Animation changes on each use; purely aesthetic.

Heart Heat Attack

Bubble Barrier
236 + Any Two Attack Buttons
JJASBR Caesar HHA (1).png
JJASBR Caesar HHA (2).png
JJASBR Caesar HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
210 (15*6+120) Mid 2+12 - - -22 HKD

Caesar throws a multitude of bubbles in three groups. When they make contact with the opponent, it traps them in a larger bubble and pops, dealing damage to them.

  • Activation projectile does not travel fullscreen.
  • This is a hitgrab.
  • Deceptively great anti-air since the bubbles float for a bit upon use.

Great Heat Attack

Burn Black!
236L+M+H
JJASBR Caesar GHA (1).png
JJASBR Caesar GHA (2).png
JJASBR Caesar GHA (3).png
The light! It goes from lens to lens! Burn Black!
The light! It goes from lens to lens! Burn Black!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
320 (12+6*40+68) Mid 2+26 - - -130 HKD

Caesar sends forward many Bubble Lenses that surround the opponent, reflecting sunlight into lasers that all converge onto the opponent and burn them.

  • Projectiles travel fullscreen, but are slow.
  • Confirms from 623S.

Costumes

Normal

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

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (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