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

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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 since 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 that: 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

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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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