JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions
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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 [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 22M|Mounted]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#22M|Dismounted]]). | 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 22M|Mounted]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#22M|Dismounted]]). | ||
*'''Mounted''': While on | *'''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 [[JoJo's Bizarre Adventure: All-Star Battle R/System#Stylish Evade_/_Stylish_Guard|Stylish Evade]], [[JoJo's Bizarre Adventure: All-Star Battle R/System#Stylish Evade_/_Stylish_Guard|Stylish Guard]], and his [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Throw|Throw]]. | ||
*'''Holy Corpse Parts''': Gyro can pick up the Holy Corpse parts, gaining different blessings with each part obtained. | *'''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. | *'''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. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro=[[file:JJASBR_Gyro_Small_Icon.png|50px]] '''Gyro Zeppeli''' is a | | intro=[[file:JJASBR_Gyro_Small_Icon.png|50px]] '''Gyro Zeppeli''' is a Mounted character who utilizes his Steel Balls and Spin Gauge to attack from a comfortable range. | ||
| pros= | | pros= | ||
* '''Meter Gain:''' Gyro has combo routes that build a good amount of meter without spending too much, being able to build back half a bar of HH Gauge after using Quick Mount. | * '''Meter Gain:''' Gyro has combo routes that build a good amount of meter without spending too much, being able to build back half a bar of HH Gauge after using Quick Mount. | ||
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===Spin Gauge & Steel Balls=== | ===Spin Gauge & Steel Balls=== | ||
The Spin Gauge functions as a unique mechanic that controls Gyro's Steel Balls. | <center> | ||
<gallery mode="nolines" widths="200" heights="200"> | |||
File:JJASBR_Spin_Gauge_(1).png|Normal | |||
File:JJASBR_Spin_Gauge_(2).png|Golden Spin Mode | |||
</gallery> | |||
</center> | |||
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. | 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 | 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 22M|Mounted]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#22M|Dismounted]]) or his [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Great Heat Attack|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=== | ===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, {{NotationIcon-ASBR|JohnnyMini}}, {{NotationIcon-ASBR|DiegoMini}}, {{NotationIcon-ASBR|AWDiegoMini}}, or {{NotationIcon-ASBR|ValentineMini}}) happen to face each other, they'll be forced to fight for them. | |||
For Gyro, the buffs applied are the following: | For Gyro, the buffs applied are the following: | ||
*'''One:''' Gyro gains access to "Scan" (both [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 236S|Mounted]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Dismounted]] | *{{NotationIcon-ASBR|Corpse1}} '''One:''' Gyro gains access to "Scan" (both [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 236S|Mounted]] and [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Dismounted]]) [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Mounted 236S-236S|as well as]] [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S-236S|its follow-up]]. | ||
*'''Two:''' Gyro's Steel Ball special moves | *{{NotationIcon-ASBR|Corpse2}} '''Two:''' Gyro's Steel Ball special moves gain Super Armor. | ||
*'''Three:''' Gyro enters Golden Spin Mode until the Holy Corpse part is dropped. | *{{NotationIcon-ASBR|Corpse3}} '''Three:''' Gyro enters Golden Spin Mode, which lasts until the Holy Corpse part is dropped. | ||
===Stats=== | ===Stats=== | ||
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|damage=13 | |damage=13 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Gyro performs a low kick. | Gyro performs a low kick. | ||
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|damage=21 | |damage=21 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=- | |blockadv=-4 | ||
|hitadv=0 | |hitadv=0 | ||
|description= | |description= | ||
Line 105: | Line 111: | ||
|damage=34 | |damage=34 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-8 | |blockadv=-8 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Gyro performs an overhand punch. | Gyro performs an overhand punch. | ||
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|damage=12 | |damage=12 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Gyro performs a crouching kick. | Gyro performs a crouching kick. | ||
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|damage=20 | |damage=20 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=- | |blockadv=-6 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro slides on the ground with a kick. | Gyro slides on the ground with a kick. | ||
*Gyro's sweep | *Causes hard knockdown. | ||
*Gyro's equivalent of a sweep. | |||
}} | }} | ||
}} | }} | ||
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|damage=37 | |damage=37 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Gyro performs an uppercut. | Gyro performs an uppercut. | ||
*Gyro's most reliable anti-air. | *Launches on hit. | ||
*Gyro's most reliable anti-air. Not the best due to its speed and hurtbox, but can lead to a full combo when it works. It is also great combo filler for this reason. | |||
}} | }} | ||
}} | }} | ||
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|damage=16 | |damage=16 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Gyro attacks with both knees simultaneously. | Gyro attacks with both knees simultaneously. | ||
*Gyro's smallest aerial. Good for cross ups due to the hitbox encompassing both knees. | *Gyro's smallest aerial. Good for cross-ups due to the hitbox encompassing both knees. | ||
}} | }} | ||
}} | }} | ||
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|damage=24 | |damage=24 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=38 | |damage=38 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Gyro swings his arm downwards. | Gyro swings his arm downwards. | ||
*Another good cross up aerial, but is also good for adding an aerial attack to a combo. | *Another good cross-up aerial, but is also good for adding an aerial attack to a combo. | ||
}} | }} | ||
}} | }} | ||
====Special Moves==== | ====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. | *Data listed in [] is for Golden Spin Mode. | ||
====== <font style="visibility:hidden" size="0">236X</font> ====== | ====== <font style="visibility:hidden" size="0">236X</font> ====== | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-2 | |blockadv=-2 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
}} | }} | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-2 | |blockadv=-2 | ||
|hitadv= | |hitadv=0 | ||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Return | |||
|header=no | |||
|damage=12 [24] | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |description= | ||
Gyro throws a Steel Ball. | Gyro throws a Steel Ball. | ||
*Different versions throw the Steel Ball at different angles. | *Different versions throw the Steel Ball at different angles. | ||
*Requires at least 1 Steel Ball. | |||
*Damage for the thrown Steel Ball is increased to 46 (7.5, 12.9*3) if Gyro has a near full Spin Gauge. | |||
**The returning Steel Ball also sees a damage increase, up to 14 with a near full Spin Gauge. | |||
*Damage for the thrown Steel Ball is reduced to 32 (5, 9*3) if Gyro has an empty Spin Gauge. | |||
**The returning Steel Ball also sees a damage decrease, down to 10 with an empty Spin Gauge. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 336: | Line 362: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-2 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
}} | }} | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockadv=-2 | |||
|hitadv=0 | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Return | |||
|header=no | |||
|damage=12 [24] | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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Gyro throws a second Steel Ball. | Gyro throws a second Steel Ball. | ||
*Different versions throw the Steel Ball at different angles. | *Different versions throw the Steel Ball at different angles. | ||
*Requires both Steel Balls. | |||
*Can only be used while Gyro is recovering from "Spin, spin!". | |||
*Damage for the thrown Steel Ball is increased to 46 (7.5, 12.9*3) if Gyro has a near full Spin Gauge. | |||
**The returning Steel Ball also sees a damage increase, up to 14 with a near full Spin Gauge. | |||
*Damage for the thrown Steel Ball is reduced to 32 (5, 9*3) if Gyro has an empty Spin Gauge. | |||
**The returning Steel Ball also sees a damage decrease, down to 10 with an empty Spin Gauge. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 386: | Line 430: | ||
|damage=44 (12, 32) [56 (8*3, 32)] | |damage=44 (12, 32) [56 (8*3, 32)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-8 | |blockadv=-8 [0] | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|damage=56 (12*2, 32) [64 (8*4, 32)] | |damage=56 (12*2, 32) [64 (8*4, 32)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|damage=68 (12*3, 32) [72 (8*5, 32)] | |damage=68 (12*3, 32) [72 (8*5, 32)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 [-10] | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Gyro drops both Steel Balls to the ground. Imbued with the Spin, the two forcibly kick up debris in front | Gyro drops both Steel Balls to the ground. Imbued with the Spin, the two forcibly kick up debris in front of Gyro. | ||
*The version used changes the amount of hits. | |||
*Requires both Steel Balls. | *Requires both Steel Balls. | ||
* | *The move's damage does not depend on the Spin Gauge, unlike other Steel Ball-related moves. | ||
*Despite visually dropping both Steel Balls, none of them can deal damage. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Launches the least far. | ||
*Keeps the opponent next to Gyro, allowing for conversions without spending meter. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Launches slightly further away. | |||
*Can only confirm into a combo with a Flash Cancel. | *Can only confirm into a combo with a Flash Cancel. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Launches much further away. | |||
*Can only confirm into a combo with a Flash Cancel. | *Can only confirm into a combo with a Flash Cancel. | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=21 [30] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-18 | |blockadv=-18 | ||
|hitadv=- | |hitadv=-16 [Crumple] | ||
|description= | |description= | ||
}} | }} | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=29 [40] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-24 | |blockadv=-24 | ||
|hitadv=- | |hitadv=-22 [Crumple] | ||
|description= | |description= | ||
}} | }} | ||
Line 467: | Line 515: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=37 [50] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-32 | |blockadv=-32 | ||
|hitadv=- | |hitadv=-30 [Crumple] | ||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Blast | |||
|header=no | |||
|damage=54 [75] | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv=- | |||
|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. | 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. | ||
* | *The version used determines the Steel Ball's travel speed, as well as its max travel distance. | ||
* | **The distance travelled by the Steel Ball increases if the button is held until completion. | ||
* | *Requires at least 1 Steel Ball. | ||
*The blast launches on hit, and will manifest even if the Steel Ball hits the opponent (although they will not combo into each other). | |||
**In Golden Spin Mode, the Steel Ball causes crumple on hit. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
* | *Slowest travel speed. | ||
*Max travel distance reaches about 1/4 of the screen. | |||
*Damage is increased to 24 if Gyro has a near full Spin Gauge. | |||
**The blast also sees a damage increase, up to 63 with a near full Spin Gauge. | |||
*Damage is reduced to 17 if Gyro has an empty Spin Gauge. | |||
**The blast also sees a damage decrease, down to 45 with an empty Spin Gauge. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *Average travel speed. | ||
*Max travel distance reaches about halfscreen. | |||
*Damage is increased to 34 if Gyro has a near full Spin Gauge. | |||
**The blast also sees a damage increase, up to 63 with a near full Spin Gauge. | |||
*Damage is reduced to 24 if Gyro has an empty Spin Gauge. | |||
**The blast also sees a damage decrease, down to 45 with an empty Spin Gauge. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
* | *Fastest travel speed. | ||
*Max travel distance reaches about 3/4 of the screen. | |||
*Damage is increased to 44 if Gyro has a near full Spin Gauge. | |||
**The blast also sees a damage increase, up to 63 with a near full Spin Gauge. | |||
*Damage is reduced to 31 if Gyro has an empty Spin Gauge. | |||
**The blast also sees a damage decrease, down to 45 with an empty Spin Gauge. | |||
}} | }} | ||
}} | }} | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
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Gyro charges the Spin Energy into his Steel Balls. | Gyro charges the Spin Energy into his Steel Balls. | ||
*Charges the Spin Gauge. | *Charges the Spin Gauge. | ||
*Cannot be used while Golden Spin Mode is active. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Direct: | |damage=Direct: 67 [80]<br>Floating: 40 (6.<span style="text-decoration:overline;">66</span>*6) [48 (8*6)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 532: | Line 610: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro throws a Steel Ball with greater Spin energy straight outward | Gyro throws a Steel Ball with greater Spin energy straight outward. | ||
*Requires at least 1 Holy Corpse part to be used. | *Requires at least 1 Steel Ball and at least 1 Holy Corpse part to be used. | ||
* | *The Steel Ball will fly for longer if the button is held. | ||
*If the ball is touched while floating, it | *Despite being considered a projectile, the Steel Ball cannot be reflected. | ||
*The | *On a direct hit: | ||
**Launches on hit and causes hard knockdown. | |||
**The Steel Ball returns the moment it makes contact with the opponent. | |||
*If the Steel Ball does not hit anybody while flying, it stops in place and floats in the air for a few seconds. | |||
**If the ball is touched while floating, it will deal damage and remain idle a few seconds before coming back. | |||
**While floating, the Steel Ball will destroy any non-HHA/GHA projectile, and stops being considered a projectile itself. | |||
*The Steel Ball sees a damage increase if Gyro has a near full Spin Gauge. | |||
**If the Steel Ball hits the opponent directly, its damage is increased to 78. | |||
**If the Steel Ball hits the opponent while floating, its damage is increased to 46 (7.<span style="text-decoration:overline;">66</span>*6). | |||
*The Steel Ball sees a damage decrease if Gyro has an empty Spin Gauge. | |||
**If the Steel Ball hits the opponent directly, its damage is decreased to 56. | |||
**If the Steel Ball hits the opponent while floating, its damage is decreased to 33 (5.5*6). | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=89 (31, 19.<span style="text-decoration:overline;">3</span>*3) [105 (37.5, 22.5*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=0 [+2] | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent. | Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent. | ||
*Can only be used while the Steel Ball thrown by "Scan" is floating. | |||
*Requires both Steel Balls. | *Requires both Steel Balls. | ||
*Launches on hit. | *Launches on hit and causes hard knockdown. | ||
* | *Despite being considered a projectile, the Steel Ball cannot be reflected. | ||
*The | *Upon ricochetting, the Steel Ball has slight tracking. | ||
*The Steel Ball returns the moment it makes contact with the opponent. | |||
*Damage is increased to 102 (36.5, 21.85*3) if Gyro has a near full Spin Gauge. | |||
*Damage is reduced to 73 (26.5, 15.5*3) if Gyro has an empty Spin Gauge. | |||
}} | }} | ||
}} | }} | ||
Line 571: | Line 664: | ||
|image=JJASBR_Gyro_Mounted_5L.png | |image=JJASBR_Gyro_Mounted_5L.png | ||
|caption= | |caption= | ||
|name=5L | |name=m.5L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 577: | Line 670: | ||
|damage=15 | |damage=15 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-12 | ||
|hitadv= | |hitadv=-8 | ||
|description= | |description= | ||
While atop Valkyrie, Gyro performs a kick outwards. | While atop Valkyrie, Gyro performs a kick outwards. | ||
Line 592: | Line 685: | ||
|image=JJASBR_Gyro_Mounted_5M.png | |image=JJASBR_Gyro_Mounted_5M.png | ||
|caption= | |caption= | ||
|name=5M | |name=m.5M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 598: | Line 691: | ||
|damage=24 | |damage=24 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv=-6 | ||
|description= | |description= | ||
Valkyrie performs a lunge attack. | Valkyrie performs a lunge attack. | ||
Line 613: | Line 706: | ||
|image=JJASBR_Gyro_Mounted_5H.png | |image=JJASBR_Gyro_Mounted_5H.png | ||
|caption= | |caption= | ||
|name=5H | |name=m.5H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 619: | Line 712: | ||
|damage=38 | |damage=38 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-18 | ||
|hitadv= | |hitadv=-12 | ||
|description= | |description= | ||
Valkyrie slams both hooves on the ground. | Valkyrie slams both hooves on the ground. | ||
*A slow normal | *A slow normal, though good for Quick Mount combos. | ||
}} | }} | ||
}} | }} | ||
Line 634: | Line 727: | ||
|image=JJASBR_Gyro_Mounted_2L.png | |image=JJASBR_Gyro_Mounted_2L.png | ||
|caption= | |caption= | ||
|name=2L | |name=m.2L | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 640: | Line 733: | ||
|damage=14 | |damage=14 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-14 | ||
|hitadv= | |hitadv=-10 | ||
|description= | |description= | ||
Valkyrie raises a knee to attack. | Valkyrie raises a knee to attack. | ||
*Reaches high enough to help juggle in Quick Mount combos. | *Reaches high enough to help juggle in Quick Mount combos. | ||
}} | }} | ||
}} | }} | ||
Line 656: | Line 748: | ||
|image=JJASBR_Gyro_Mounted_2M.png | |image=JJASBR_Gyro_Mounted_2M.png | ||
|caption= | |caption= | ||
|name=2M | |name=m.2M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 662: | Line 754: | ||
|damage=24 | |damage=24 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Valkyrie pokes low with a hoof. | Valkyrie pokes low with a hoof. | ||
Line 679: | Line 771: | ||
|image2=JJASBR_Gyro_Mounted_2H_(2).png | |image2=JJASBR_Gyro_Mounted_2H_(2).png | ||
|caption2= | |caption2= | ||
|name=2H | |name=m.2H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 685: | Line 777: | ||
|damage=36 (18*2) | |damage=36 (18*2) | ||
|guard=Low, Mid | |guard=Low, Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Valkyrie kicks twice with both hind legs. | Valkyrie kicks twice with both hind legs. | ||
*A bit awkward to combo into | *The second hit launches opponents away. | ||
*A bit awkward to combo into. | |||
}} | }} | ||
}} | }} | ||
Line 700: | Line 793: | ||
|image=JJASBR_Gyro_Mounted_Jump_L.png | |image=JJASBR_Gyro_Mounted_Jump_L.png | ||
|caption= | |caption= | ||
|name= | |name=m.jL | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 706: | Line 799: | ||
|damage=18 | |damage=18 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 720: | Line 813: | ||
|image=JJASBR_Gyro_Mounted_Jump_M.png | |image=JJASBR_Gyro_Mounted_Jump_M.png | ||
|caption= | |caption= | ||
|name= | |name=m.jM | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 726: | Line 819: | ||
|damage=28 | |damage=28 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 734: | Line 827: | ||
Gyro jumps off Valkyrie and kicks outwards. | Gyro jumps off Valkyrie and kicks outwards. | ||
*A good air-to-air button due to its reach. | *A good air-to-air button due to its reach. | ||
*Can hit standing opponents with good timing. | |||
}} | }} | ||
}} | }} | ||
Line 741: | Line 835: | ||
|image=JJASBR_Gyro_Mounted_Jump_H.png | |image=JJASBR_Gyro_Mounted_Jump_H.png | ||
|caption= | |caption= | ||
|name= | |name=m.jH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 747: | Line 841: | ||
|damage=40 | |damage=40 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 758: | Line 852: | ||
====Special Moves==== | ====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. | *Data listed in [] is for Golden Spin Mode. | ||
====== <font style="visibility:hidden" size="0">Mounted 236X</font> ====== | ====== <font style="visibility:hidden" size="0">Mounted 236X</font> ====== | ||
Line 768: | Line 863: | ||
|caption3=Heavy | |caption3=Heavy | ||
|name=Spin, spin! | |name=Spin, spin! | ||
|input=236L/M/H | |input=m.236L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 784: | Line 879: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=0 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 796: | Line 891: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockadv=+2 | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Return | |||
|header=no | |||
|damage=12 [24] | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 806: | Line 913: | ||
While atop Valkyrie, Gyro throws a Steel Ball. | While atop Valkyrie, Gyro throws a Steel Ball. | ||
*Different versions throw the Steel Ball at different angles. | *Different versions throw the Steel Ball at different angles. | ||
*Requires at least 1 Steel Ball. | |||
*Damage for the thrown Steel Ball is increased to 46 (7.5, 12.9*3) if Gyro has a near full Spin Gauge. | |||
**The returning Steel Ball also sees a damage increase, up to 14 with a near full Spin Gauge. | |||
*Damage for the thrown Steel Ball is reduced to 32 (5, 9*3) if Gyro has an empty Spin Gauge. | |||
**The returning Steel Ball also sees a damage decrease, down to 10 with an empty Spin Gauge. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 835: | Line 947: | ||
|caption3=Heavy | |caption3=Heavy | ||
|name=Spin, spin! (Follow-up) | |name=Spin, spin! (Follow-up) | ||
|input=236L/M/H > L/M/H | |input=m.236L/M/H > L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 851: | Line 963: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 863: | Line 975: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=39 (6, 10.9*3) [65 (20, 15*3)] | ||
|guard=Mid | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Return | |||
|header=no | |||
|damage=12 [24] | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 873: | Line 997: | ||
While atop Valkyrie, Gyro throws a second Steel Ball. | While atop Valkyrie, Gyro throws a second Steel Ball. | ||
*Different versions throw the Steel Ball at different angles. | *Different versions throw the Steel Ball at different angles. | ||
*Requires both Steel Balls. | |||
*Can only be used while Gyro is recovering from "Spin, spin!". | |||
*Damage for the thrown Steel Ball is increased to 46 (7.5, 12.9*3) if Gyro has a near full Spin Gauge. | |||
**The returning Steel Ball also sees a damage increase, up to 14 with a near full Spin Gauge. | |||
*Damage for the thrown Steel Ball is reduced to 32 (5, 9*3) if Gyro has an empty Spin Gauge. | |||
**The returning Steel Ball also sees a damage decrease, down to 10 with an empty Spin Gauge. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 890: | Line 1,020: | ||
|caption= | |caption= | ||
|name=Run wild, run free! | |name=Run wild, run free! | ||
|input=623L/M/H | |input=m.623L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 896: | Line 1,026: | ||
|damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | |damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-78 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 908: | Line 1,038: | ||
|damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | |damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 920: | Line 1,050: | ||
|damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | |damage=60 (10, 20, 30) [80 (10*2, 15*2, 30)] | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 927: | Line 1,057: | ||
|description= | |description= | ||
While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing the horse to spin around while stomping wildly. | While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing the horse to spin around while stomping wildly. | ||
*The version used alters Valkyrie's movement distance. | |||
*Requires both Steel Balls. | *Requires both Steel Balls. | ||
* | *Launches on hit. | ||
* | **In Golden Spin Mode, launches on hit and causes hard knockdown. | ||
**All versions can be punished on OTG if against the wall | *The move's damage does not depend on the Spin Gauge, unlike other Steel Ball-related moves. | ||
*Can hit OTG. | |||
**All versions can be punished on OTG hit if Gyro is against the wall. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Keeps Gyro basically stationary. | *Keeps Gyro basically stationary. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Moves Gyro a bit forward. | *Moves Gyro a bit forward. | ||
*Has invul. | |||
*Cannot be Flash Canceled | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Moves Gyro the furthest. | *Moves Gyro the furthest. | ||
*Has invul. | |||
*Cannot be Flash Canceled | |||
}} | }} | ||
}} | }} | ||
Line 950: | Line 1,085: | ||
|caption= | |caption= | ||
|name=Winds from Mexico | |name=Winds from Mexico | ||
|input=214L/M/H | |input=m.214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 956: | Line 1,091: | ||
|damage=65 (20, 45) | |damage=65 (20, 45) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-46 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 968: | Line 1,103: | ||
|damage=70 (20, 50) | |damage=70 (20, 50) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-54 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 980: | Line 1,115: | ||
|damage=75 (20, 55) | |damage=75 (20, 55) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 987: | Line 1,122: | ||
|description= | |description= | ||
While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing his horse to gallop forward at full speed. | While atop Valkyrie, Gyro applies a Steel Ball imbued with the Spin to its rear, forcing his horse to gallop forward at full speed. | ||
*The version used changes how far Valkyrie runs. | |||
*Requires both Steel Balls. | *Requires both Steel Balls. | ||
*Launches on hit. | *Launches on hit. | ||
**In Golden Spin Mode, launches on hit and causes hard knockdown. | |||
*The move's damage does not depend on the Spin Gauge, unlike other Steel Ball-related moves. | |||
**Uniquely, it is also not affected by Golden Spin Mode. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Covers | *Covers about halfscreen. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Covers | *Covers about 3/4 of the screen. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Covers the | *Covers the entire screeen. | ||
}} | }} | ||
}} | }} | ||
Line 1,009: | Line 1,147: | ||
|caption2=Golden Spin | |caption2=Golden Spin | ||
|name=Spin | |name=Spin | ||
|input=22M | |input=m.22M | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 1,022: | Line 1,160: | ||
While atop Valkyrie, Gyro charges the Spin Energy into his Steel Balls. | While atop Valkyrie, Gyro charges the Spin Energy into his Steel Balls. | ||
*Charges the Spin Gauge. | *Charges the Spin Gauge. | ||
*Cannot be used while Golden Spin Mode is active. | |||
}} | }} | ||
}} | }} | ||
Line 1,032: | Line 1,171: | ||
|caption2= | |caption2= | ||
|name=Scan | |name=Scan | ||
|input=236S | |input=m.236S | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Direct: | |damage=Direct: 67 [80]<br>Floating: 40 (6.<span style="text-decoration:overline;">66</span>*6) [48 (8*6)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-26 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
While atop Valkyrie, Gyro throws a Steel Ball straight outward | While atop Valkyrie, Gyro throws a Steel Ball with greater Spin energy straight outward. | ||
*Requires at least 1 Holy Corpse part to be used. | *Requires at least 1 Steel Ball and at least 1 Holy Corpse part to be used. | ||
* | *The Steel Ball will fly for longer if the button is held. | ||
*If the ball is touched while floating, it | *Despite being considered a projectile, the Steel Ball cannot be reflected. | ||
*The | *On a direct hit: | ||
**Launches on hit and causes hard knockdown. | |||
**The Steel Ball returns the moment it makes contact with the opponent. | |||
*If the Steel Ball does not hit anybody while flying, it stops in place and floats in the air for a few seconds. | |||
**If the ball is touched while floating, it will deal damage and remain idle a few seconds before coming back. | |||
**While floating, the Steel Ball will destroy any non-HHA/GHA projectile, and stops being considered a projectile itself. | |||
*The Steel Ball sees a damage increase if Gyro has a near full Spin Gauge. | |||
**If the Steel Ball hits the opponent directly, its damage is increased to 78. | |||
**If the Steel Ball hits the opponent while floating, its damage is increased to 46 (7.<span style="text-decoration:overline;">66</span>*6). | |||
*The Steel Ball sees a damage decrease if Gyro has an empty Spin Gauge. | |||
**If the Steel Ball hits the opponent directly, its damage is decreased to 56. | |||
**If the Steel Ball hits the opponent while floating, its damage is decreased to 33 (5.5*6). | |||
}} | }} | ||
}} | }} | ||
Line 1,054: | Line 1,204: | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Gyro_Mounted_236S-236S.png | |image=JJASBR_Gyro_Mounted_236S-236S.png | ||
|caption= | |caption= | ||
|name=Scan (Follow-up) | |name=Scan (Follow-up) | ||
|input=236S > 236S | |input=m.236S > 236S | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=89 (31, 19.<span style="text-decoration:overline;">3</span>*3) [105 (37.5, 22.5*3)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=+6 [+2] | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
While atop Valkyrie, Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent. | While atop Valkyrie, Gyro throws a second Steel Ball towards the already deployed Steel Ball, causing it to ricochet towards the opponent. | ||
*Can only be used while the Steel Ball thrown by "Scan" is floating. | |||
*Requires both Steel Balls. | *Requires both Steel Balls. | ||
*Launches on hit. | *Launches on hit and causes hard knockdown. | ||
* | *Despite being considered a projectile, the Steel Ball cannot be reflected. | ||
*The | *Upon ricochetting, the Steel Ball has slight tracking. | ||
*The Steel Ball returns the moment it makes contact with the opponent. | |||
*Damage is increased to 102 (36.5, 21.85*3) if Gyro has a near full Spin Gauge. | |||
*Damage is reduced to 73 (26.5, 15.5*3) if Gyro has an empty Spin Gauge. | |||
}} | }} | ||
}} | }} | ||
Line 1,097: | Line 1,251: | ||
Gyro shoves the opponent off balance, before using Spin energy to form a rotating, compressed ball of air in his hands and blasting them with it. | Gyro shoves the opponent off balance, before using Spin energy to form a rotating, compressed ball of air in his hands and blasting them with it. | ||
*Only available while Dismounted. | *Only available while Dismounted. | ||
*Forward Throw leaves the opponent further from Gyro than Back Throw. | |||
}} | }} | ||
}} | }} | ||
Line 1,107: | Line 1,262: | ||
|caption2= | |caption2= | ||
|name=Assist | |name=Assist | ||
|subtitle=Raaaaugh! | |subtitle=Raaaaugh!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}{{NotationIcon-ASBR|Burst}} | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Steel Ball | ||
|guard= | |damage=21 | ||
|guard=Low | |||
|startup=- | |||
|active= | |||
|recovery= | |||
|blockadv=- | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Blast | |||
|header=no | |||
|damage=54 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=KD | ||
|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. | 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. | ||
Line 1,122: | Line 1,290: | ||
*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]] | ||
* | *The blast launches on hit, and will manifest even if the Steel Ball hits the opponent (although they will not combo into each other). | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Mount | ||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=Total XX | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Dismount | |||
|header=no | |||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
Line 1,158: | Line 1,337: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
( | Gyro (dis)mounts his horse, Valkyrie, altering his moveset and abilities. | ||
*Quick Mount is considered an attack that launches on hit and carries Super Armor. | *Quick Mount is considered an attack that launches on hit, causes hard knockdown, and carries Super Armor. | ||
*The Guard Gauge will not | *The Guard Gauge will not regenerate while Gyro is Mounted. | ||
*Gyro | *While Mounted, being hit by a Throw or a sweep will force Gyro to Dismount into an aerial recovery state. Command Throws will still execute as they would normally. | ||
* | *If Gyro is hit by moves with the Launch effect, he will be knocked off of the horse in a juggle state. | ||
}} | }} | ||
}} | }} | ||
Line 1,178: | Line 1,357: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro uses a Steel Ball to | Gyro uses a Steel Ball to apply the Spin onto his own body, toughening his skin. | ||
*Only available while Dismounted. | *Only available while Dismounted. | ||
* | *Requires 0.1 HH Gauge; can hold to extend at the cost of draining the HH Gauge. | ||
*While active, Gyro will not take Chip Damage or Guard Damage, and will automatically defend against all attack attributes, including Unblockable attacks (except for {{NotationIcon-ASBR|RisottoMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Risotto Nero#22X|Control iron within 5-10 meters]]"). | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=183 (25, 50, 108) [188 (30, 50, 108)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 1,206: | Line 1,386: | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=(+90) | ||
|description= | |description= | ||
Gyro throws a Steel Ball imbued with | Gyro throws a Steel Ball imbued with the Spin towards the opponent at a high speed. If it connects, he'll then throw a second one, with the two Steel Balls shredding the opponent's face to send them flying. | ||
*Available while both Mounted and Dismounted. | |||
*Data listed in [] is for Golden Spin Mode. | *Data listed in [] is for Golden Spin Mode. | ||
* | *Automatically deploys 1 Steel Ball upon use, despite not requiring it to be used. | ||
**If both Steel Balls have been deployed, Gyro will automatically retrieve 1 Steel Ball upon use. | |||
*Tracks to the opponent's location on activation. | *Tracks to the opponent's location on activation. | ||
*Damage for the HHA increases to 187 (29, 50, 108) if Gyro has a near full Spin Gauge. | |||
*Damage for the HHA decreases to 179 (21, 50, 108) if Gyro has an empty Spin Gauge. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=310 (50+2*55+[5+3]*4+3*29+31) | |damage=310 (0, 50+2*55+[5+3]*4+3*29+31) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Gyro | Mounting Valkyrie, Gyro launches a singularly powerful Steel Ball imbued and cloaked with Complete Golden Spin Energy. If it lands, the Steel Ball will shred into the opponent's torso, before Ball Breaker appears in front of them and funnels itself into the Steel Ball, dramatically increasing its power and rotation speed. | ||
*Can only be used while Mounted. | *Can only be used while Mounted. If not already Mounted, Gyro will be forced into Mounted Mode when activated, increasing startup. | ||
*Automatically triggers Golden Spin Mode upon use. | |||
*Activation is a projectile that reaches fullscreen and has slight tracking upon being thrown. | *Activation is a projectile that reaches fullscreen and has slight tracking upon being thrown. | ||
* | **Valkyrie, while running forward after Gyro mounts it, features a non-damaging hitbox that confirms into the GHA. | ||
*Has a special animation if used against {{NotationIcon-ASBR|ValentineMini}}. | |||
*Has a special animation if used against | **This special animation has the side effect of affecting the amount of hits, generally resulting in Valentine taking more damage from this move at high Damage Scaling. | ||
}} | }} | ||
}} | }} | ||
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==Costumes== | ==Costumes== | ||
===Normal=== | ===Normal=== | ||
{{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths= | {{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths=250 | colors= | ||
{{ColorGallery/Color|1| text=Normal (Color 1) }} | {{ColorGallery/Color|1| text=Normal (Color 1) }} | ||
{{ColorGallery/Color|2| text=Normal (Color 2) }} | {{ColorGallery/Color|2| text=Normal (Color 2) }} | ||
Line 1,254: | Line 1,439: | ||
===Special=== | ===Special=== | ||
{{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths= | {{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths=250 | colors= | ||
{{ColorGallery/Color|Special A 1| text=Special A (Color 1) }} | {{ColorGallery/Color|Special A 1| text=Special A (Color 1) }} | ||
{{ColorGallery/Color|Special A 2| text=Special A (Color 2) }} | {{ColorGallery/Color|Special A 2| text=Special A (Color 2) }} | ||
Line 1,263: | Line 1,448: | ||
{{ColorGallery/Color|Special D 1| text=Special D (Color 1) }} | {{ColorGallery/Color|Special D 1| text=Special D (Color 1) }} | ||
{{ColorGallery/Color|Special D 2| text=Special D (Color 2) }} | {{ColorGallery/Color|Special D 2| text=Special D (Color 2) }} | ||
}} | |||
===Valkyrie=== | |||
{{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths=250 | colors= | |||
{{ColorGallery/Color|Horse 1| text=Valkyrie (Color 1) }} | |||
{{ColorGallery/Color|Horse 2| text=Valkyrie (Color 2) }} | |||
{{ColorGallery/Color|Horse 3| text=Valkyrie (Color 3) }} | |||
{{ColorGallery/Color|Horse 4| text=Valkyrie (Color 4) }} | |||
}} | |||
===Stand=== | |||
{{ColorGallery | filePrefix=JJASBR_Gyro_Color_ | imageFileTypes=png| imageWidths=250 | colors= | |||
{{ColorGallery/Color|Stand 1| text={{Tooltip|color=purple|text=Ball Breaker (Color 1)|hovertext=Used for odd-numbered colors.}} }} | |||
{{ColorGallery/Color|Stand 2| text={{Tooltip|color=purple|text=Ball Breaker (Color 2)|hovertext=Used for even-numbered colors.}} }} | |||
}} | }} | ||
Latest revision as of 21:42, 8 June 2024
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.
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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) |
---|---|---|---|
Mounted | 900 | Rumble | #ASBR_GYR |
Move List
![JJASBR User Icon.png](/images/6/6a/JJASBR_User_Icon.png)
![JJASBR Mounted Icon.png](/images/1/19/JJASBR_Mounted_Icon.png)
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 Light Light Medium Medium Heavy Heavy
|
---|
236X-X
Spin, spin! (Follow-up) 236L/M/H > L/M/H Light Light Medium Medium Heavy Heavy
|
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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 Charge Charge Golden Spin Golden Spin
|
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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 Light Light Medium Medium Heavy Heavy
|
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Mounted 236X-X
Spin, spin! (Follow-up) m.236L/M/H > L/M/H Light Light Medium Medium Heavy Heavy
|
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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 Charge Charge Golden Spin Golden Spin
|
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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 Mount Mount Dismount Dismount
|
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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 The untold powers of the Golden Rectangle! The untold powers of the Golden Rectangle!
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