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

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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 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.
Playstyle
JJASBR Gyro Small Icon.png Gyro Zeppeli is a Mounted character who utilizes his Steel Balls and Spin Gauge to attack from a comfortable range.
Pros Cons
  • 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.
  • Safe Pressure: Gyro's "Spin" allows him to cancel out of any normal, allowing him to make safe pokes at an opponent's guard.
  • Golden Spin Mode: When Gyro uses Golden Spin Mode, all of his Steel Ball special moves are enhanced, making them more of a threat on hit and block.
  • Hard Routing: While Gyro can build meter well with his routes, some of his meterless routes are a bit harder, making it easy to drop combos.
  • Strange Angles: "Spin, spin!" has three angles, but only one can really be used to attack from long range. While "Scan" does track the opponent, it 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: the Spin Gauge, the Steel Balls, and the Holy Corpse parts. This makes it a bit harder to pick up Gyro, as it adds many things for the player to keep their eyes on.

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 across 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 being knocked down, which drops the most recent part collected. Only 3 Holy Corpse parts will spawn during the match, so if two Steel Ball Run characters (Johnny, another Gyro, 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:

  • JJASBR Corpse Parts Icon (1).png One: Gyro gains access to "Scan" (both Mounted and Dismounted) as well as its follow-up.
  • JJASBR Corpse Parts Icon (2).png Two: Gyro's Steel Ball special moves gain Super Armor.
  • JJASBR Corpse Parts Icon (3).png 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
JJASBR Gyro Artwork.png

Move List

JJASBR User Icon.png
JJASBR Mounted Icon.png

Dismounted

Normal Moves

5L
5L
JJASBR Gyro 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid 4 - - -4 0

Gyro performs a low kick.

  • Not a Low, despite appearances.
  • Decent reach, but by no means big. Will mainly see use as combo filler or pressure tool.
5M
5M
JJASBR Gyro 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid 6 - - -4 0

Gyro performs a kick outwards.

  • A good move for counter-pokes. Because Gyro has forward momentum as well, it reaches farther, giving it an edge.
5H
5H
JJASBR Gyro 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Mid 12 - - -8 -2

Gyro performs an overhand punch.

  • Gyro's farthest reaching standing normal. Good for punishing moves that are very unsafe.
2L
2L
JJASBR Gyro 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low 6 - - -4 0

Gyro performs a crouching kick.

  • A good poke with more range than 5L.
2M
2M
JJASBR Gyro 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Low 6 - - -6 -

Gyro slides on the ground with a kick.

  • Causes hard knockdown.
  • Gyro's equivalent of a sweep.
2H
2H
JJASBR Gyro 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Mid 10 - - -8 -

Gyro performs an uppercut.

  • 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.
JL
j.L
JJASBR Gyro Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Overhead 8 - - - -

Gyro attacks with both knees simultaneously.

  • Gyro's smallest aerial. Good for cross-ups due to the hitbox encompassing both knees.
JM
j.M
JJASBR Gyro Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Overhead 10 - - - -

Gyro performs an aerial kick outwards.

  • Gyro's go-to air-to-air aside from j.L. It reaches out, making it good at poking out an airborne opponent.
JH
j.H
JJASBR Gyro Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Overhead 12 - - - -

Gyro swings his arm downwards.

  • Another good cross-up aerial, but is also good for adding an aerial attack to a combo.

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
JJASBR Gyro 236L.png
Light
Light
JJASBR Gyro 236M.png
Medium
Medium
JJASBR Gyro 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 39 (6, 10.9*3) [65 (20, 15*3)] Mid 14 - - - -
Medium 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - -2 0
Heavy 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - -2 0
Return 12 [24] Mid - - - - -

Gyro throws a Steel Ball.

  • 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:

Gyro throws a Steel Ball upwards.

  • Can be used as an anti-air, though it is a bit difficult.
  • Good for combo filler.

M version:

Gyro throws a Steel Ball straight ahead.

  • Best used for footsies/zoning.

H version:

Gyro throws a Steel Ball downwards.

  • Best used for pressure.
  • Very awkward angle.
236X-X
Spin, spin! (Follow-up)
236L/M/H > L/M/H
JJASBR Gyro 236X-L.png
Light
Light
JJASBR Gyro 236X-M.png
Medium
Medium
JJASBR Gyro 236X-H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 39 (6, 10.9*3) [65 (20, 15*3)] Mid - - - - -
Medium 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - -2 0
Heavy 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - -2 0
Return 12 [24] Mid - - - - -

Gyro throws a second Steel Ball.

  • 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:

Gyro throws a second Steel Ball upwards.


M version:

Gyro throws a second Steel Ball straight forward.


H version:

Gyro throws a second Steel Ball downwards.

623X
I'm gonna throw it away!
623L/M/H
JJASBR Gyro 623X (1).png
JJASBR Gyro 623X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 44 (12, 32) [56 (8*3, 32)] Mid 24 - - -8 [0] KD
Medium 56 (12*2, 32) [64 (8*4, 32)] Mid 20 - - -4 KD
Heavy 68 (12*3, 32) [72 (8*5, 32)] Mid 24 - - -4 [-10] KD

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.
  • 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:

  • Launches the least far.
  • Keeps the opponent next to Gyro, allowing for conversions without spending meter.

M version:

  • Launches slightly further away.
  • Can only confirm into a combo with a Flash Cancel.

H version:

  • Launches much further away.
  • Can only confirm into a combo with a Flash Cancel.
214X
Raaaaugh!
214L/M/H
JJASBR Gyro 214X (1).png
JJASBR Gyro 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 21 [30] Low 18 - - -18 -16 [Crumple]
Medium 29 [40] Low 20 - - -24 -22 [Crumple]
Heavy 37 [50] Low 24 - - -32 -30 [Crumple]
Blast 54 [75] Mid - - - - -

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:

  • 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:

  • 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:

  • 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.
22M
Spin
22M
JJASBR Gyro 22M (1).png
Charge
Charge
JJASBR Gyro 22M (2).png
Golden Spin
Golden Spin
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

Gyro charges the Spin Energy into his Steel Balls.

  • Charges the Spin Gauge.
  • Cannot be used while Golden Spin Mode is active.
236S
Scan
236S
JJASBR Gyro 236S (1).png
JJASBR Gyro 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Direct: 67 [80]
Floating: 40 (6.66*6) [48 (8*6)]
Mid 18 - - -30 -

Gyro throws a Steel Ball with greater Spin energy straight outward.

  • 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.
  • Despite being considered a projectile, the Steel Ball cannot be reflected.
  • 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 (7.66*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).
236S-236S
Scan (Follow-up)
236S > 236S
JJASBR Gyro 236S-236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
89 (31, 19.3*3) [105 (37.5, 22.5*3)] Mid - - - 0 [+2] -

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.
  • Launches on hit and causes hard knockdown.
  • Despite being considered a projectile, the Steel Ball cannot be reflected.
  • 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.

Mounted

Normal Moves

Mounted 5L
5L
JJASBR Gyro Mounted 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 6 - - -12 -

While atop Valkyrie, Gyro performs a kick outwards.

  • A good poke, as Gyro kicks fairly far out.
Mounted 5M
5M
JJASBR Gyro Mounted 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Mid 8 - - -10 -

Valkyrie performs a lunge attack.

  • A fairly standard medium normal, good for counter-pokes.
Mounted 5H
5H
JJASBR Gyro Mounted 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid 18 - - -18 -

Valkyrie slams both hooves on the ground.

  • A slow normal, though good for Quick Mount combos.
Mounted 2L
2L
JJASBR Gyro Mounted 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Mid 10 - - -14 -

Valkyrie raises a knee to attack.

  • Reaches high enough to help juggle in Quick Mount combos.
Mounted 2M
2M
JJASBR Gyro Mounted 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Low 8 - - -6 -

Valkyrie pokes low with a hoof.

  • Hits very low, but reaches far enough to be a decent poke.
Mounted 2H
2H
JJASBR Gyro Mounted 2H (1).png
JJASBR Gyro Mounted 2H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
36 (18*2) Low, Mid 18 - - -6 -

Valkyrie kicks twice with both hind legs.

  • The second hit launches opponents away.
  • A bit awkward to combo into.
Mounted JL
j.L
JJASBR Gyro Mounted Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

Valkyrie performs an attack with both knees.

Mounted JM
j.M
JJASBR Gyro Mounted Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 10 - - - -

Gyro jumps off Valkyrie and kicks outwards.

  • A good air-to-air button due to its reach.
  • Can hit standing opponents with good timing.
Mounted JH
j.H
JJASBR Gyro Mounted Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 Overhead 14 - - - -

Valkyrie attacks downwards with both hooves.

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!
236L/M/H
JJASBR Gyro Mounted 236L.png
Light
Light
JJASBR Gyro Mounted 236M.png
Medium
Medium
JJASBR Gyro Mounted 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 39 (6, 10.9*3) [65 (20, 15*3)] Mid 14 - - - -
Medium 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - 0 -
Heavy 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - +2 -
Return 12 [24] Mid - - - - -

While atop Valkyrie, Gyro throws a Steel Ball.

  • 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:

Gyro throws a Steel Ball upwards.

  • Can be used as an anti-air, though it is a bit difficult.
  • Good for combo filler.

M version:

Gyro throws a Steel Ball straight forward.

  • Best used for footsies/zoning.

H version:

Gyro throws a Steel Ball downwards.

  • Best used for pressure.
  • Less awkward angle than the Dismounted variant due to height.
Mounted 236X-X
Spin, spin! (Follow-up)
236L/M/H > L/M/H
JJASBR Gyro Mounted 236X-L.png
Light
Light
JJASBR Gyro Mounted 236X-M.png
Medium
Medium
JJASBR Gyro Mounted 236X-H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 39 (6, 10.9*3) [65 (20, 15*3)] Mid - - - - -
Medium 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - - -
Heavy 39 (6, 10.9*3) [65 (20, 15*3)] Mid 16 - - - -
Return 12 [24] Mid - - - - -

While atop Valkyrie, Gyro throws a second Steel Ball.

  • 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:

  • Gyro throws a second Steel Ball upwards.

M version:

  • Gyro throws a second Steel Ball straight forward.

H version:

  • Gyro throws a second Steel Ball downwards.
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 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low 10 - - -78 -
Medium 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low 20 - - - -
Heavy 60 (10, 20, 30) [80 (10*2, 15*2, 30)] Low 24 - - - -

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.
  • 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.
  • Can hit OTG.
    • All versions can be punished on OTG hit if Gyro is against the wall.

L version:

  • Keeps Gyro basically stationary.

M version:

  • Moves Gyro a bit forward.
  • Has invul.
  • Cannot be Flash Canceled

H version:

  • Moves Gyro the furthest.
  • Has invul.
  • Cannot be Flash Canceled
Mounted 214X
Winds from Mexico
214L/M/H
JJASBR Gyro Mounted 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (20, 45) Mid 18 - - -46 -
Medium 70 (20, 50) Mid 18 - - -54 -
Heavy 75 (20, 55) Mid 18 - - - -

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.
  • 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:

  • Covers about halfscreen.

M version:

  • Covers about 3/4 of the screen.

H version:

  • Covers the entire screeen.
Mounted 22M
Spin
22M
JJASBR Gyro Mounted 22M (1).png
Charge
Charge
JJASBR Gyro Mounted 22M (2).png
Golden Spin
Golden Spin
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

While atop Valkyrie, Gyro charges the Spin Energy into his Steel Balls.

  • Charges the Spin Gauge.
  • Cannot be used while Golden Spin Mode is active.
Mounted 236S
Scan
236S
JJASBR Gyro Mounted 236S (1).png
JJASBR Gyro Mounted 236S (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Direct: 67 [80]
Floating: 40 (6.66*6) [48 (8*6)]
Mid 22 - - -26 -

While atop Valkyrie, Gyro throws a Steel Ball with greater Spin energy straight outward.

  • 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.
  • Despite being considered a projectile, the Steel Ball cannot be reflected.
  • 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 (7.66*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).
Mounted 236S-236S
Scan (Follow-up)
236S > 236S
JJASBR Gyro Mounted 236S-236S.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
89 (31, 19.3*3) [105 (37.5, 22.5*3)] Mid - - - +6 [+2] -

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.
  • Launches on hit and causes hard knockdown.
  • Despite being considered a projectile, the Steel Ball cannot be reflected.
  • 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.

System Mechanics

Throw
Throw
Can only spin for a bit!
5/4 + Any Two Attack Buttons
JJASBR Gyro Throw (1).png
JJASBR Gyro Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
130 Throw - - - - -

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.
  • Forward Throw leaves the opponent further from Gyro than Back Throw.
Assist
Assist
Raaaaugh!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Gyro Assist (1).png
JJASBR Gyro Assist (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Steel Ball 21 Low - - - - -
Blast 54 Mid - - - - KD

Gyro throws a Steel Ball to the ground as it proceeds to quickly move forward. After some time, the Steel Ball releases the Spin in an upwards blast.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 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).
5S
Mounting
5S
JJASBR Gyro Mount.png
Mount
Mount
JJASBR Gyro Dismount.png
Dismount
Dismount
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mount - - - - Total XX - -
Dismount - - - - Total XX - -
Quick Mount 25 Mid - - - - -

(Un)Summons Gyro's horse, Valkyrie, altering his moveset and abilities.

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

Gyro uses a Steel Ball to apply the Spin onto his own body, toughening his skin.

  • 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 Risotto's "Control iron within 5-10 meters").

Heart Heat Attack

One moooore shot!
236 + Any Two Attack Buttons
JJASBR Gyro HHA (1).png
JJASBR Gyro HHA (2).png
JJASBR Gyro HHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
179 (21, 50, 108) [188 (30, 50, 108)] Mid - - - - -

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.
  • 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.
  • The move's damage does not depend on the Spin Gauge, unlike other Steel Ball-related moves.

Great Heat Attack

Ball Breaker
236L+M+H
JJASBR Gyro GHA (1).png
JJASBR Gyro GHA (2).png
JJASBR Gyro GHA (3).png
The untold powers of the Golden Rectangle!
The untold powers of the Golden Rectangle!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
310 (50+2*55+[5+3]*4+3*29+31) Mid - - - - -

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. 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.
    • 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 Valentine.
    • 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.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)
Special C (Color 1)
Special C (Color 2)
Special D (Color 1)
Special D (Color 2)

Valkyrie

Valkyrie (Color 1)
Valkyrie (Color 2)
Valkyrie (Color 3)
Valkyrie (Color 4)

Stand

Ball Breaker (Color 1)
Ball Breaker (Color 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