JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions
m (→623X) |
|||
(19 intermediate revisions by 4 users not shown) | |||
Line 3: | Line 3: | ||
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 top of Valkyrie, all of Gyro's attacks deal Chip Damage, and he cannot be affected by the Bind and Crumple 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]]. | *'''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. | ||
Line 34: | Line 34: | ||
===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 | 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: | ||
*{{NotationIcon- | *{{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]]. | ||
*{{NotationIcon- | *{{NotationIcon-ASBR|Corpse2}} '''Two:''' Gyro's Steel Ball special moves gain Super Armor. | ||
*{{NotationIcon- | *{{NotationIcon-ASBR|Corpse3}} '''Three:''' Gyro enters Golden Spin Mode, which lasts until the Holy Corpse part is dropped. | ||
===Stats=== | ===Stats=== | ||
Line 465: | Line 465: | ||
*The move's damage does not depend on the Spin Gauge, unlike other Steel Ball-related moves. | *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. | *Despite visually dropping both Steel Balls, none of them can deal damage. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 655: | Line 654: | ||
*Damage is increased to 102 (36.5, 21.85*3) if Gyro has a near full Spin Gauge. | *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. | *Damage is reduced to 73 (26.5, 15.5*3) if Gyro has an empty Spin Gauge. | ||
}} | }} | ||
}} | }} | ||
Line 666: | 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 676: | Line 674: | ||
|recovery= | |recovery= | ||
|blockadv=-12 | |blockadv=-12 | ||
|hitadv= | |hitadv=-8 | ||
|description= | |description= | ||
While atop Valkyrie, Gyro performs a kick outwards. | While atop Valkyrie, Gyro performs a kick outwards. | ||
Line 687: | 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 697: | Line 695: | ||
|recovery= | |recovery= | ||
|blockadv=-10 | |blockadv=-10 | ||
|hitadv= | |hitadv=-6 | ||
|description= | |description= | ||
Valkyrie performs a lunge attack. | Valkyrie performs a lunge attack. | ||
Line 708: | 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 718: | Line 716: | ||
|recovery= | |recovery= | ||
|blockadv=-18 | |blockadv=-18 | ||
|hitadv= | |hitadv=-12 | ||
|description= | |description= | ||
Valkyrie slams both hooves on the ground. | Valkyrie slams both hooves on the ground. | ||
Line 729: | 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 739: | Line 737: | ||
|recovery= | |recovery= | ||
|blockadv=-14 | |blockadv=-14 | ||
|hitadv= | |hitadv=-10 | ||
|description= | |description= | ||
Valkyrie raises a knee to attack. | Valkyrie raises a knee to attack. | ||
Line 750: | 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 760: | Line 758: | ||
|recovery= | |recovery= | ||
|blockadv=-6 | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Valkyrie pokes low with a hoof. | Valkyrie pokes low with a hoof. | ||
Line 773: | 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 795: | 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 815: | 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 837: | 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 865: | 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 | ||
Line 949: | 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 | ||
Line 1,022: | 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 1,071: | Line 1,069: | ||
---- | ---- | ||
'''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 1,083: | 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 1,145: | 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 1,169: | Line 1,171: | ||
|caption2= | |caption2= | ||
|name=Scan | |name=Scan | ||
|input=236S | |input=m.236S | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 1,204: | Line 1,206: | ||
|caption= | |caption= | ||
|name=Scan (Follow-up) | |name=Scan (Follow-up) | ||
|input=236S > 236S | |input=m.236S > 236S | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 1,224: | Line 1,226: | ||
*Damage is increased to 102 (36.5, 21.85*3) if Gyro has a near full Spin Gauge. | *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. | *Damage is reduced to 73 (26.5, 15.5*3) if Gyro has an empty Spin Gauge. | ||
}} | }} | ||
}} | }} | ||
Line 1,261: | Line 1,262: | ||
|caption2= | |caption2= | ||
|name=Assist | |name=Assist | ||
|subtitle=Raaaaugh!<br>{{NotationIcon- | |subtitle=Raaaaugh!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}}{{NotationIcon-ASBR|Burst}} | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 1,336: | 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, causes hard knockdown, 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 regenerate while Gyro is Mounted. | *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 1,363: | Line 1,364: | ||
*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. | *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]]"). | ||
}} | }} | ||
}} | }} | ||
Line 1,379: | Line 1,380: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=183 (25, 50, 108) [188 (30, 50, 108)] | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 1,385: | Line 1,386: | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=(+90) | ||
|description= | |description= | ||
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. | 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. | ||
Line 1,393: | Line 1,394: | ||
**If both Steel Balls have been deployed, Gyro will automatically retrieve 1 Steel Ball upon use. | **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. | |||
}} | }} | ||
}} | }} | ||
Line 1,409: | Line 1,411: | ||
|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= | ||
Line 1,422: | Line 1,424: | ||
*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. | **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 | *Has a special animation if used against {{NotationIcon-ASBR|ValentineMini}}. | ||
**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 | **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. | ||
}} | }} | ||
}} | }} | ||
Line 1,429: | Line 1,431: | ||
==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 1,437: | 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 1,446: | 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.
Gyro Zeppeli is a Mounted character who utilizes his Steel Balls and Spin Gauge to attack from a comfortable range. | |
Pros | Cons |
|
|
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
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
- 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 |
---|
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
m.5L
|
---|
Mounted 5M
m.5M
|
---|
Mounted 5H
m.5H
|
---|
Mounted 2L
m.2L
|
---|
Mounted 2M
m.2M
|
---|
Mounted 2H
m.2H
|
---|
Mounted JL
m.jL
|
---|
Mounted JM
m.jM
|
---|
Mounted JH
m.jH
|
---|
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 |
---|
Mounted 236X-X
Spin, spin! (Follow-up)
m.236L/M/H > L/M/H |
---|
Mounted 623X
Run wild, run free!
m.623L/M/H |
---|
Mounted 214X
Winds from Mexico
m.214L/M/H |
---|
Mounted 22M
Spin
m.22M |
---|
Mounted 236S
Scan
m.236S |
---|
Mounted 236S-236S
Scan (Follow-up)
m.236S > 236S |
---|
System Mechanics
Throw
Throw
Can only spin for a bit! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Raaaaugh! |
---|
5S
Mounting
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 |
---|