JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli
Introduction
The deuteragonist from Steel Ball Run, the seventh part of JoJo's Bizarre Adventure, Gyro Zeppeli is focused around resource management that rewards the player with higher damage and improved special moves. Gyro's moveset allows him to play footsies and perform strike/throw mixups. As a Mount character, Gyro also has access to Mounted Mode, which gives him access to a separate moveset along with altered movement (in a similar way to characters with the Stand style). He also uses his unique Spin Gauge and Steel Ball mechanics to pressure and mix up opponents from up close. He has good moves and buttons for footsies, as some moves will reach fairly far out and the normals that do so can be made safe via "Spin" (both Mounted and Dismounted).
- Mounted: While on top of Valkyrie, all of Gyro's attacks deal Chip Damage, and he cannot be affected by the Bind and Crumple hit effects. This comes at the cost of losing access to Stylish Evade, Stylish Guard, and his Throw.
- Holy Corpse Parts: Gyro can pick up the Holy Corpse parts, gaining different blessings with each part obtained.
- Spin Gauge: Gyro is the only character with the Spin Gauge, which alters the damage his Steel Balls do; if fully filled, Gyro will enter a special install that enhances his Steel Balls even further.
Gyro Zeppeli is a Mounted character who utilizes his Steel Balls and Spin Gauge to attack from a comfortable range. | |
Pros | Cons |
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Spin Gauge & Steel Balls
The Spin Gauge functions as a unique mechanic that controls Gyro's Steel Balls.
Lying above the Heart Heat Gauge, the Spin Gauge features two Steel Ball icons that notify when Steel Balls are available. If sent out, the icons will become greyed out, showing that they're unable to be used.
The Spin Gauge itself determines how powerful Gyro's Steel Balls are; the more it is filled, the more damage they will do. The Spin Gauge will always start each round in a half-full state (draining over time and with Steel Ball use), but can be refilled by using "Spin" (whether Mounted or Dismounted) or his GHA. Once it is completely filled, Gyro enters Golden Spin Mode: while active, Gyro's Spin Gauge becomes a timer for an install where all of his special moves are enhanced.
Holy Corpse
Owing to his status as a Steel Ball Run character, whenever Gyro is one of the combatants, three parts of the Holy Corpse will spawn over time around the stage. Gyro can collect these parts by crouching on top of them while Dismounted; Holy Corpse parts collected will be carried over between rounds. Each part collected provides Gyro with a buff that lasts until said part is lost via entering a knockdown state, which drops the most recent part collected. Only 3 Holy Corpse parts will spawn during the match, so if two Steel Ball Run characters (himself, Johnny, Diego, AW Diego, or Valentine) happen to face each other, they'll be forced to fight for them.
For Gyro, the buffs applied are the following:
- One: Gyro gains access to "Scan" (both Mounted and Dismounted) as well as its follow-up.
- Two: Gyro's Steel Ball special moves gain Super Armor.
- Three: Gyro enters Golden Spin Mode, which lasts until the Holy Corpse part is dropped.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
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Mounted | 900 | Rumble | #ASBR_GYR |
Move List
Dismounted
Normal Moves
5L
5L
|
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5M
5M
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
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2H
2H
|
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
- By virtue of the Spin Gauge so drastically fluctuating the Steel Balls' damage output, only the half-full state (the state at the beginning of each round) will be notated as default values in the tables themselves.
- Data listed in [] is for Golden Spin Mode.
236X
Spin, spin!
236L/M/H |
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236X-X
Spin, spin! (Follow-up)
236L/M/H > L/M/H |
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623X
I'm gonna throw it away!
623L/M/H |
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214X
Raaaaugh!
214L/M/H |
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22M
Spin
22M |
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236S
Scan
236S |
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236S-236S
Scan (Follow-up)
236S > 236S |
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Mounted
Normal Moves
Mounted 5L
m.5L
|
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Mounted 5M
m.5M
|
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Mounted 5H
m.5H
|
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Mounted 2L
m.2L
|
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Mounted 2M
m.2M
|
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Mounted 2H
m.2H
|
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Mounted JL
m.jL
|
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Mounted JM
m.jM
|
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Mounted JH
m.jH
|
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Special Moves
- By virtue of the Spin Gauge so drastically fluctuating the Steel Balls' damage output, only the half-full state (the state at the beginning of each round) will be notated as default values in the tables themselves.
- Data listed in [] is for Golden Spin Mode.
Mounted 236X
Spin, spin!
m.236L/M/H |
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Mounted 236X-X
Spin, spin! (Follow-up)
m.236L/M/H > L/M/H |
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Mounted 623X
Run wild, run free!
m.623L/M/H |
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Mounted 214X
Winds from Mexico
m.214L/M/H |
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Mounted 22M
Spin
m.22M |
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Mounted 236S
Scan
m.236S |
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Mounted 236S-236S
Scan (Follow-up)
m.236S > 236S |
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System Mechanics
Throw
Throw
Can only spin for a bit! 5/4 + Any Two Attack Buttons |
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Assist
Assist
Raaaaugh! |
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5S
Mounting
5S |
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4S
I toughened my skin.
4S |
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Heart Heat Attack
One moooore shot!
236 + Any Two Attack Buttons |
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Great Heat Attack
Ball Breaker
236L+M+H |
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