JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions
(Clarified which specials do and don't receive a damage bonus from a partially filled Spin Gauge) |
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* '''Hard Routing:''' While Gyro can build meter well with his routes, some of his meterless routes are a bit harder, making it easy to drop combos. | * '''Hard Routing:''' While Gyro can build meter well with his routes, some of his meterless routes are a bit harder, making it easy to drop combos. | ||
* '''Strange Angles:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236X|Spin, spin!]]" has three angles, but only one can really be used to attack from long range. While "[[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Scan]]" does track the opponent, it requires [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S-236S|a second Steel Ball to be thrown]] in order to do so. | * '''Strange Angles:''' "[[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236X|Spin, spin!]]" has three angles, but only one can really be used to attack from long range. While "[[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Scan]]" does track the opponent, it requires [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S-236S|a second Steel Ball to be thrown]] in order to do so. | ||
* '''Valkyrie:''' Valkyrie's usefulness outside of Quick Mount combos is questionable, as many of its moves are slow or have weird hitboxes. Furthermore, two of its special moves require both Steel Balls, limiting their utility in many combos. | |||
* '''Many Resources:''' Gyro has three different resources to worry about while playing: the Spin Gauge, the Steel Balls, and the Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on. | * '''Many Resources:''' Gyro has three different resources to worry about while playing: the Spin Gauge, the Steel Balls, and the Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro throws a Steel Ball to the ground as it proceeds to quickly move forward. After some time, the Steel Ball releases the Spin in an upwards blast. | |||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stocks: 2 | *Reversal Assist Stocks: 2 | ||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#214X|214L]] | *Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#214X|214L]] | ||
*Both hits do not combo naturally into each other. | *Both hits do not combo naturally into each other. | ||
* | *The second hit launches. | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Normal | |version=Normal | ||
|damage= | |damage=0 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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Gyro throws a Steel Ball imbued with a large amount of Spin Energy towards the opponent at high speeds, possessing some homing capabilities. If it connects, he'll then forcefully throw the other one as the two Steel Balls shred the opponent's face and send them flying. | Gyro throws a Steel Ball imbued with a large amount of Spin Energy towards the opponent at high speeds, possessing some homing capabilities. If it connects, he'll then forcefully throw the other one as the two Steel Balls shred the opponent's face and send them flying. | ||
*[] is for Golden Spin Mode. | *[] is for Golden Spin Mode. | ||
*Available while both Mounted and Dismounted. | |||
*Tracks to the opponent's location on activation. | *Tracks to the opponent's location on activation. | ||
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*Puts Gyro into Golden Spin Mode automatically. | *Puts Gyro into Golden Spin Mode automatically. | ||
*The horse has a hitbox as it runs forward, confirming into the GHA. | *The horse has a hitbox as it runs forward, confirming into the GHA. | ||
*Has a special animation | *Has a special animation if used against [[JoJo's Bizarre Adventure: All-Star Battle R/Funny Valentine|Valentine]]. | ||
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Revision as of 21:51, 24 January 2023
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 his horse, Gyro cannot be downed by a sweep, be thrown, or be crumpled, but also loses access to Stylish Evade, Stylish Guard, and 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 Mount 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 drains over time and with Steel Ball use, and can be refilled by using "Spin" (whether Mounted or Dismounted) or GHA. The higher the gauge is filled, the more damage Gyro's Steel Ball special moves will do. However, 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
All of the Steel Ball Run characters possess the Holy Corpse mechanic. This spawns three parts of the Holy Corpse over time for the Steel Ball Run characters to collect. Each part collected provides a buff to the character who picks it up; this buff is active until the part is lost via being knocked down, which drops the most recent part collected. Holy Corpse parts collected by a character will be carried over between rounds.
For Gyro, the buffs are applied as follows:
- One: Gyro gains access to "Scan" (both Mounted and Dismounted, as well as its follow-up).
- Two: Gyro's Steel Ball special moves are armored.
- Three: Gyro enters Golden Spin Mode until the Holy Corpse part is dropped.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Mounted | 900 | Rumble | #ASBR_GYR |
Move List
Dismounted
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
- Golden Spin Mode damage values are listed in [].
236X
Spin, spin!
236L/M/H |
---|
236X-X
Spin, spin! (Follow-up)
236L/M/H~L/M/H |
---|
623X
I'm gonna throw it away!
623L/M/H |
---|
214X
Raaaaugh!
214L/M/H |
---|
22M
Spin
22M |
---|
236S
Scan
236S |
---|
236S-236S
Scan (Follow-up)
236S~236S |
---|
Mounted
Normal Moves
Mounted 5L
5L
|
---|
Mounted 5M
5M
|
---|
Mounted 5H
5H
|
---|
Mounted 2L
2L
|
---|
Mounted 2M
2M
|
---|
Mounted 2H
2H
|
---|
Mounted JL
j.L
|
---|
Mounted JM
j.M
|
---|
Mounted JH
j.H
|
---|
Special Moves
- Golden Spin Mode damage values are listed in [].
Mounted 236X
Spin, spin!
236L/M/H |
---|
Mounted 236X-X
Spin, spin! (Follow-up)
236L/M/H~L/M/H |
---|
Mounted 623X
Run wild, run free!
623L/M/H |
---|
Mounted 214X
Winds from Mexico
214L/M/H |
---|
Mounted 22M
Spin
22M |
---|
Mounted 236S
Scan
236S |
---|
Mounted 236S-236S
Scan (Follow-up)
236S~236S |
---|
System Mechanics
Throw
Throw
Can only spin for a bit! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Raaaaugh! |
---|
5S
Mount/Dismount
5S |
---|
4S
I toughened my skin.
4S |
---|
Heart Heat Attack
One moooore shot!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Ball Breaker
236L+M+H |
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