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

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== Neutral ==
== Neutral ==
Caesar in neutral is an incredibly solid character having the ability to switch from zoning to rushdown in an instant. He can be very hard to get in against with his multiple projectiles and their versatility. The projectile you want to use most is "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" since it is fast and covers most options the opponent would use to get in such as dash, dashjumps, jumps and even against characters with teleports, "Bubble Cutter" has the ability to track on its startup frames allowing Caesar to hit opponents behind him. "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236L|Bubble Launcher (Air)]]" covers the same options as "Bubble Cutter" as well as the bubbles stay in place for a little bit before popping, catching opponents who think its safe to approach. Although if it whiffs it has a bigger recovery period than Bubble Cutter making it easier to punish. While zoning Caesar wants to use "Bubble Cutter" and "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]" since it forces the opponent to jump over it if they don't want to block or Dodge allowing you in some cases to hit them in the air with "Bubble Cutter". Caesar also has a perfect tool for closing the gap, "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#214X|Hamon Kick (S version)]]" which is a fast move that covers a lot of distance, letting you get in the opponent's face in an instant. It is invulnerable making it an amazing option to deal with projectiles and its quick movement allows it to punish opponent's mistakes from afar. It's also safe on block and whiff against characters which don't have a way to get close really fast. The meterless H version of "Hamon Kick" can be a great substitute although its slower, vulnerable, more punishable on block and incredibly punishable on whiff/SG but can be Flash Canceled to convert into a full combo on hit or made safe on block/whiff. Caesar's "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#J214X|Hamon Kick (Air S version)]]" is also a good tool for quickly getting the upper hand since it is hard to anti-air, gives you a full combo on hit and is plus on block forcing the opponent into defense.
Caesar is an incredibly solid character in the neutral game, having the ability to switch from zoning to rushdown in an instant.
 
It can be very hard to get in against Caesar due to his multiple projectiles and their versatility. The projectile you want to use most is "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236M-S|Bubble Cutter]]" since it is fast and covers most options the opponent would use to get in, such as dash, dash-jumps, jumps, and even teleports; the move has the ability to track on its startup frames, allowing it to hit opponents behind Caesar. Both on the ground and in the air, "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236L|Bubble Launcher]]" covers the same options as "Bubble Cutter", but has unique utility since the bubbles stay in place for a little bit before popping, catching opponents who think its safe to approach; should they whiff, however, it comes with longer recovery than "Bubble Cutter", making it easier to punish. While zoning, Caesar wants to combine "Bubble Cutter" with "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#236H|Gliding Bubble Cutter]]", since the latter can force the opponent to jump over the projectiles at certain ranges, allowing Caesar to hit them out of the air with "Bubble Cutter".
 
In regards to closing the distance, Caesar also has the perfect tool for closing the gap: the S variant for the grounded version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#214X|Hamon Kick]]". This is a fast move that covers a lot of distance ''and'' is invulnerable during travel, making it an amazing option to deal with projectiles, punish the opponent's mistakes from afar, and letting you get in the opponent's face in an instant. It's also safe on block and whiff against characters which don't have a way to get close really fast. While the H version of "Hamon Kick" can be a great substitute (as it does not require HH Gauge to use), its slower startup and travel time, along with its high recovery, leave Caesar significantly more vulnerable on block (as well as incredibly punishable on whiff and against Stylish Guard); in return, this version can be Flash Canceled to make Caesar safer or convert into a full combo. Similarly, the S variant of "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#J214X|Hamon Kick (Air)]]" is also a good tool for quickly getting the upper hand, since it is hard to anti-air, gives you a full combo on hit, and is plus on block to boot, forcing the opponent into defense.


== Offense ==
== Offense ==
On offense Caesar's kit gives him lots of ways to apply pressure. Since Caesar's projectiles are multi-hit it means that when the opponent gets hit by them they are in hitstun for longer allowing Caesar to get in. The thing you want most is to hit them in the air since they get stuck in hitstun and then flip out giving you the chance to get a well timed strike/throw mix-up after they land. Almost any hit Caesar gets can lead into a "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#22X|Bubble Lenses]]" setup which can then be looped into the same situation indefinitely. On block Caesar can use "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#28|Seated Jump]]" which is a super jump that can be canceled into from normals allowing Caesar to use any of his multiple air moves, for example he can go for a quick overhead with his "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#J214X|Hamon Kick (Air)]]" or setup an ambigious crossup by using "Bubble Lenses" directly above the opponent.
Caesar's kit gives him lots of ways to apply pressure. The multi-hit nature of Caesar's projectiles results in them leaving the opponent in hitstun for longer, allowing Caesar to get in. The thing you want most is to hit them in the air since they get stuck in hitstun and enter aerial recovery afterwards, giving you the chance to get a well timed strike/throw mix-up after they land. Almost any hit Caesar gets can lead into a "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#22X|Bubble Lenses]]" setup, which can then be looped into itself indefinitely. During blockstrings, Caesar can also use his "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#28|Seated Jump]]" to cancel his normals into a super jump. This allows Caesar to either use any of his multiple air moves, or go for risky but rewarding mix-ups: as examples, he can go for a quick overhead with his "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#J214X|Hamon Kick (Air)]]", or set up an ambigious cross-up by using "Bubble Lenses" directly above the opponent.
 
<center>
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center"
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center"
|+ Bubble Lenses Setups
|+ Bubble Lenses Setups
|-
|-
!style="width: 40em;"|Setup
!Setup
!Notes
!Notes
|-
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|2H > 22L (2H~2L) 2M/Throw
|2H > 22L (2H~2L) 2M/Throw
|<div style="text-align: left;">
|<div style="text-align: left;">
*Throw will work if they aren't doing a throw-invincible move (backdash, jump, etc.). 2M catches backdashes.
*Throw will work if they aren't doing a throw-invincible move (backdash, jump, etc.).
*2M catches backdashes.
*The portion included in <code>()</code> is meant to act as a frame kill.
*The portion included in <code>()</code> is meant to act as a frame kill.
|-
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</div>
|}
|}
</center>


== Defense ==
== Defense ==
Caesar has a plethora of defensive options that allow him to return to neutral or get the upper hand. His "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#623X|One-Fisted Uppercut]]" is an amazing defensive tool with its different versions having different applications. The H version is a meterless reversal that gets opponents off of him and the S version, while requiring HH Gauge to use, increases the rewards Caesar gets by allowing him to convert into full combos. The L version is a good anti-air that due to its quick recovery can also be converted into full combos. "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#214X|Hamon Kick (S version)]]" is a great reversal since even though it doesn't give you a combo, unlike "One-Fisted Uppercut", it is safe on block and whiff making it a much safer option. His HHA "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#Heart Heat Attack|Bubble Barrier]]" can also be used as an anti-air since the bubbles float for a bit upon use catching the opponent if they fall into it. It can also be safe on block at further ranges.
On the backfoot, Caesar has a plethora of defensive options that allow him to return to neutral or even get the upper hand. "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#623X|One-Fisted Uppercut]]" is an amazing defensive tool, with all versions having different applications: the L version is a good anti-air that can also be converted into full combos due to its quick recovery; the H version is a meterless reversal that gets opponents off of him; and the S version, while requiring HH Gauge to use, increases the rewards Caesar gets by allowing him to convert into full combos. The S variant for the grounded version of "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#214X|Hamon Kick]]" can also serve as a great reversal since, even though it doesn't give you a combo, it can be much safer on block and whiff than "One-Fisted Uppercut". His HHA, "[[JoJo's Bizarre Adventure: All-Star Battle R/Caesar A. Zeppeli#Heart Heat Attack|Bubble Barrier]]", can also be used as an anti-air since the bubbles float for a bit upon use, catching the opponent if they fall into it. It can also be safe on block at further ranges.
 
== Assist Usage ==
== Assist Usage ==
=== [[File:JJASBR_Kakyoin_Small_Icon.png|40px]] Noriaki Kakyoin ===
=== [[File:JJASBR_Kakyoin_Small_Icon.png|40px]] Noriaki Kakyoin ===

Revision as of 21:22, 21 December 2023

Neutral

Caesar is an incredibly solid character in the neutral game, having the ability to switch from zoning to rushdown in an instant.

It can be very hard to get in against Caesar due to his multiple projectiles and their versatility. The projectile you want to use most is "Bubble Cutter" since it is fast and covers most options the opponent would use to get in, such as dash, dash-jumps, jumps, and even teleports; the move has the ability to track on its startup frames, allowing it to hit opponents behind Caesar. Both on the ground and in the air, "Bubble Launcher" covers the same options as "Bubble Cutter", but has unique utility since the bubbles stay in place for a little bit before popping, catching opponents who think its safe to approach; should they whiff, however, it comes with longer recovery than "Bubble Cutter", making it easier to punish. While zoning, Caesar wants to combine "Bubble Cutter" with "Gliding Bubble Cutter", since the latter can force the opponent to jump over the projectiles at certain ranges, allowing Caesar to hit them out of the air with "Bubble Cutter".

In regards to closing the distance, Caesar also has the perfect tool for closing the gap: the S variant for the grounded version of "Hamon Kick". This is a fast move that covers a lot of distance and is invulnerable during travel, making it an amazing option to deal with projectiles, punish the opponent's mistakes from afar, and letting you get in the opponent's face in an instant. It's also safe on block and whiff against characters which don't have a way to get close really fast. While the H version of "Hamon Kick" can be a great substitute (as it does not require HH Gauge to use), its slower startup and travel time, along with its high recovery, leave Caesar significantly more vulnerable on block (as well as incredibly punishable on whiff and against Stylish Guard); in return, this version can be Flash Canceled to make Caesar safer or convert into a full combo. Similarly, the S variant of "Hamon Kick (Air)" is also a good tool for quickly getting the upper hand, since it is hard to anti-air, gives you a full combo on hit, and is plus on block to boot, forcing the opponent into defense.

Offense

Caesar's kit gives him lots of ways to apply pressure. The multi-hit nature of Caesar's projectiles results in them leaving the opponent in hitstun for longer, allowing Caesar to get in. The thing you want most is to hit them in the air since they get stuck in hitstun and enter aerial recovery afterwards, giving you the chance to get a well timed strike/throw mix-up after they land. Almost any hit Caesar gets can lead into a "Bubble Lenses" setup, which can then be looped into itself indefinitely. During blockstrings, Caesar can also use his "Seated Jump" to cancel his normals into a super jump. This allows Caesar to either use any of his multiple air moves, or go for risky but rewarding mix-ups: as examples, he can go for a quick overhead with his "Hamon Kick (Air)", or set up an ambigious cross-up by using "Bubble Lenses" directly above the opponent.

Bubble Lenses Setups
Setup Notes
2H > 22M (5H~5L) 2L/5M/2M/Throw
  • The one you want to mostly go for since it covers most options.
  • The portion included in () is meant to act as a frame kill.
2H > 22L (2H~2L) 2M/Throw
  • Throw will work if they aren't doing a throw-invincible move (backdash, jump, etc.).
  • 2M catches backdashes.
  • The portion included in () is meant to act as a frame kill.
Throw > 22M (66>2L~66>) 2L/5M/2M/Throw
  • A little difficult to input but gives a strike/throw mix-up.
  • The portion included in () is meant to act as a frame kill.
Throw > 22M > 669 j.236L
  • Easy to input but easy to avoid.

Defense

On the backfoot, Caesar has a plethora of defensive options that allow him to return to neutral or even get the upper hand. "One-Fisted Uppercut" is an amazing defensive tool, with all versions having different applications: the L version is a good anti-air that can also be converted into full combos due to its quick recovery; the H version is a meterless reversal that gets opponents off of him; and the S version, while requiring HH Gauge to use, increases the rewards Caesar gets by allowing him to convert into full combos. The S variant for the grounded version of "Hamon Kick" can also serve as a great reversal since, even though it doesn't give you a combo, it can be much safer on block and whiff than "One-Fisted Uppercut". His HHA, "Bubble Barrier", can also be used as an anti-air since the bubbles float for a bit upon use, catching the opponent if they fall into it. It can also be safe on block at further ranges.

Assist Usage

JJASBR Kakyoin Small Icon.png Noriaki Kakyoin

Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR

Kakyoin can cover some of Caesar's holes in zoning, as well as provide damaging conversions from his "One-Fisted Uppercut" invincible reversal. He also carries two Reversal Assist Stocks, allowing Caesar a greater margin of error.

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