JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions

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{{ASBR Character Intro|char=Gyro|short=gyr|content=
{{ASBR Character Intro|char=Gyro|short=gyr|content=
==Introduction==
==Introduction==
Insert character introduction here.
The deuteragonist from Steel Ball Run, Gyro Zeppeli is focused around resource management that rewards the player with higher damage and better specials. Gyro has a moveset that allows him to attack from a range or rush down to pressure from up close.


*'''Spin''': Explain Notable Trait.
*'''Spin''': Gyro is the only character with the Spin Gauge, which is increased with Spin or GHA. This allows for Gyro to become more of a threat if the player manages their resources correctly.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:JJASBR_Gyro_Small_Icon.png|50px]] '''Gyro Zeppeli''' is a ABC character who utilizes their XYZ
| intro = [[file:JJASBR_Gyro_Small_Icon.png|50px]] '''Gyro Zeppeli''' is a Mount character who utilizes his steel balls and spin gauge to attack from a comfortable range.
| pros =
| pros =
* '''Pro 1:''' TBD
* '''Golden Spin Mode:''' When Gyro uses Golden Spin Mode, all of his steel ball specials are enhanced, making them more of a threat on hit and block.
* '''Pro 2:''' TBD
* '''Meter Gain:''' Gyro has routes that build a good amount of meter without spending too much, being able build back half a bar of HH gauge after using Quick Mount On.
* '''Pro 3:''' TBD
* '''Pro 3:''' TBD
  |cons =
  |cons =
* '''Con 1:''' TBD
* '''Hard Routing:''' While Gyro can build meter well with his routes, some of the meterless routes are a bit harder, making it easy to drop the combo.
* '''Con 2:''' TBD
* '''Strange Angles:''' Gyro's Spin, spin! has three angles, and only one can really be used to attack from long range. Scan does track the opponent, but requires a second steel ball to be thrown in order to do so.
| tablewidth = 80
| tablewidth = 80
}}
}}


===Unique Mechanic===
===Unique Mechanic===
*'''Spin:''' Explain mechanic in-depth.
*'''Spin:''' Gyro's Spin Gauge is a unique mechanic that drains as a gauge over time with use. Normally, the higher the gauge is filled, the more damage Gyro's steel ball specials will do. However, once it is completely filled, Gyro enters Golden Spin Mode. While in Golden Spin Mode, Gyro's spin gauge becomes a timer for an install where all of his specials are enhanced.
 
*'''Holy Corpse:''' Explain mechanic in-depth.
*'''Holy Corpse:''' Explain mechanic in-depth.



Revision as of 20:17, 30 September 2022

Introduction

The deuteragonist from Steel Ball Run, Gyro Zeppeli is focused around resource management that rewards the player with higher damage and better specials. Gyro has a moveset that allows him to attack from a range or rush down to pressure from up close.

  • Spin: Gyro is the only character with the Spin Gauge, which is increased with Spin or GHA. This allows for Gyro to become more of a threat if the player manages their resources correctly.
Playstyle
JJASBR Gyro Small Icon.png Gyro Zeppeli is a Mount character who utilizes his steel balls and spin gauge to attack from a comfortable range.
Pros Cons
  • Golden Spin Mode: When Gyro uses Golden Spin Mode, all of his steel ball specials are enhanced, making them more of a threat on hit and block.
  • Meter Gain: Gyro has routes that build a good amount of meter without spending too much, being able build back half a bar of HH gauge after using Quick Mount On.
  • Pro 3: TBD
  • Hard Routing: While Gyro can build meter well with his routes, some of the meterless routes are a bit harder, making it easy to drop the combo.
  • Strange Angles: Gyro's Spin, spin! has three angles, and only one can really be used to attack from long range. Scan does track the opponent, but requires a second steel ball to be thrown in order to do so.

Unique Mechanic

  • Spin: Gyro's Spin Gauge is a unique mechanic that drains as a gauge over time with use. Normally, the higher the gauge is filled, the more damage Gyro's steel ball specials will do. However, once it is completely filled, Gyro enters Golden Spin Mode. While in Golden Spin Mode, Gyro's spin gauge becomes a timer for an install where all of his specials are enhanced.
  • Holy Corpse: Explain mechanic in-depth.

Stats

Style Health Low Health Mode Hashtag(s)
Mounted 900 Rumble #ASBR_GYR


Move List

JJASBR User Icon.png
JJASBR Mounted Icon.png

User Mode

Normal Moves

5L
5L
JJASBR Gyro 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Gyro performs a low kick. Not a low.

  • Notes 2
5M
5M
JJASBR Gyro 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Gyro performs a kick outwards.

  • Notes 2
5H
5H
JJASBR Gyro 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Gyro performs an overhand punch.

  • Notes 2
2L
2L
JJASBR Gyro 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low - - - - -

Gyro performs a crouching kick.

  • Notes 2
2M
2M
JJASBR Gyro 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low - - - - -

Gyro slides on the ground with a kick.

  • Notes 2
2H
2H
JJASBR Gyro 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Gyro performs an uppercut.

  • Notes 2
4S
4S
I toughened my skin.
JJASBR Gyro 4S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Gyro uses a steel ball to guard more effectively.

  • Notes 2
JL
j.L
JJASBR Gyro Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Gyro attacks with both knees simultaneously.

  • Notes 2
JM
j.M
JJASBR Gyro Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Gyro performs an aerial kick outwards.

  • Notes 2
JH
j.H
JJASBR Gyro Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Gyro swings his arm downwards.

  • Notes 2

Special Moves

236X
Spin, spin!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Stand 236X-5X
Spin, spin!
236L/M/H>5L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
236S
Scan
236S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
214X
Raaaaugh!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
623X
I'm gonna throw it away!
623L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2

Mounted

Normal Moves

Mounted 5L
5L
JJASBR Gyro Mounted 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Gyro performs a kick outwards.

  • Notes 2
Mounted 5M
5M
JJASBR Gyro Mounted 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Valkyrie performs a lunge attack.

  • Notes 2
Mounted 5H
5H
JJASBR Gyro Mounted 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Valkyrie slams both hooves on the ground.

  • Notes 2
Mounted 2L
2L
JJASBR Gyro Mounted 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -

Valkyrie raises a knee to attack.

  • Notes 2
Mounted 2M
2M
JJASBR Gyro Mounted 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low - - - - -

Valkyrie pokes low with a hoof.

  • Notes 2
Mounted 2H
2H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low, Mid - - - - -

Valkyrie kicks twice with both hind legs.

  • Notes 2
Mounted JL
j.L
JJASBR Gyro Mounted Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Valkyrie performs an attack with both knees.

  • Notes 2
Mounted JM
j.M
JJASBR Gyro Mounted Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Gyro jumps off Valkyrie and kicks outwards.

  • Notes 2
Mounted JH
j.H
JJASBR Gyro Mounted Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -

Valkyrie attacks downwards with both hooves.

  • Notes 2

Special Moves

Mounted 236X
Spin, spin!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Mounted 236X-5X
Spin, spin!
236L/M/H>5L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Mounted 236S
Scan
236S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Mounted 623X
Run wild, run free!
623L/M/H
JJASBR Gyro Mounted 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2
Mounted 214X
Winds from Mexico
214L/M/H
JJASBR Gyro Mounted 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - - - - - - -
  • Notes 1
  • Notes 2
Medium - - - - - - -
  • Notes 1
  • Notes 2
Heavy - - - - - - -
  • Notes 1
  • Notes 2

System Mechanics

Throw
Throw
Can only spin for a bit!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward - - - - - - -

Only available in User Mode.

  • Notes 1
  • Notes 2
Back - - - - - - -

Only available in User Mode.

  • Notes 1
  • Notes 2
Assist
Assist
Assist Name
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2
Stand On
Stand On/Off
5S
Stand On
Stand On
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Summons the horse, altering Gyro's moveset and abilities.

  • The Guard Gauge will not restore while you are in Mounted Mode.
Spin
Spin
22M
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2

Heart Heat Attack

One moooore shot!
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2

Great Heat Attack

Ball Breaker
236L+M+H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Notes 1
  • Notes 2

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh