JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli: Difference between revisions
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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 play footsies and perform strike/throw mix ups. As a Mount character, Gyro also has access to Mount Mode, which gives him access to a another moveset similar to Stand Users, only this changes movement and removes throws as well. 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. | 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 play footsies and perform strike/throw mix ups. As a Mount character, Gyro also has access to Mount Mode, which gives him access to a another moveset similar to Stand Users, only this changes movement and removes throws as well. 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. | ||
*'''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. | *'''Spin''': Gyro is the only character with the Spin Gauge, which is increased with [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#22M|Spin]] or [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#Great Heat Attack|GHA]]. This allows for Gyro to become more of a threat if the player manages their resources correctly. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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| pros = | | pros = | ||
* '''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. | * '''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. | * '''Meter Gain:''' Gyro has combo 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. | ||
* '''Safe Pressure:''' Gyro's Spin allows him to cancel out of any normal, allowing him to make safe pokes at an opponent's guard. | * '''Safe Pressure:''' Gyro's [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#22M|Spin]] allows him to cancel out of any normal, allowing him to make safe pokes at an opponent's guard. | ||
|cons = | |cons = | ||
* '''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. | * '''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. | * '''Strange Angles:''' Gyro's [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236L/M/H|Spin, spin!]] has three angles, and only one can really be used to attack from long range. [[JoJo's Bizarre Adventure: All-Star Battle R/Gyro Zeppeli#236S|Scan]] does track the opponent, but requires a second steel ball to be thrown in order to do so. | ||
* '''Many Resources:''' Gyro has three different resources to worry about while playing; Spin Gauge, Steel Balls, and Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on. | * '''Many Resources:''' Gyro has three different resources to worry about while playing; Spin Gauge, Steel Balls, and Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on. | ||
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Revision as of 00:09, 2 October 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 play footsies and perform strike/throw mix ups. As a Mount character, Gyro also has access to Mount Mode, which gives him access to a another moveset similar to Stand Users, only this changes movement and removes throws as well. 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.
- 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
Gyro Zeppeli is a Mount character who utilizes his steel balls and spin gauge to attack from a comfortable range. | |
Pros | Cons |
|
|
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. The Golden Spin Mode damage values are listed in parentheses.
- Holy Corpse: All of the Steel Ball Run characters have the Holy Corpse mechanic. This spawns three parts of the Holy Corpse over time for the Steel Ball Run characters to collect. Each piece collected provides a buff to the character that is active until the character loses it via being knocked down, which drops the most recent piece collected. For Gyro, the buffs are applied as follows:
- One: Gyro gains access to Scan.
- Two: Gyro's steel ball specials are armored.
- Three: Gyro enters Golden Spin Mode until the corpse part is dropped.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Mounted | 900 | Rumble | #ASBR_GYR |
Move List
User Mode
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
4S
4S
I toughened my skin. |
---|
JL
j.L
|
---|
JM
j.M
|
---|
JH
j.H
|
---|
Special Moves
236X
Spin, spin!
236L/M/H |
---|
Stand 236X-5X
Spin, spin!
236L/M/H>5L/M/H |
---|
236S
Scan
236S |
---|
214X
Raaaaugh!
214L/M/H |
---|
623X
I'm gonna throw it away!
623L/M/H |
---|
Mounted
Normal Moves
Mounted 5L
5L
|
---|
Mounted 5M
5M
|
---|
Mounted 5H
5H
|
---|
Mounted 2L
2L
|
---|
Mounted 2M
2M
|
---|
Mounted 2H
2H
|
---|
Mounted JL
j.L
|
---|
Mounted JM
j.M
|
---|
Mounted JH
j.H
|
---|
Special Moves
Mounted 236X
Spin, spin!
236L/M/H |
---|
Mounted 236X-5X
Spin, spin!
236L/M/H>5L/M/H |
---|
Mounted 236S
Scan
236S |
---|
Mounted 623X
Run wild, run free!
623L/M/H |
---|
Mounted 214X
Winds from Mexico
214L/M/H |
---|
System Mechanics
Throw
Throw
Can only spin for a bit! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Raaaaugh! |
---|
Stand On
Stand On/Off
5S |
---|
Spin
Spin
22M |
---|
Heart Heat Attack
One moooore shot!
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Ball Breaker
236L+M+H |
---|