Gyro Zeppeli/Games: Difference between revisions
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===Command List=== |
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Exclusive to Gyro are the '''Steel Ball Icon''' and the '''Spin Gauge''', both displayed above his Heart Heat Gauge. The Steel Ball Icon shows which of Gyro's two Steel Balls are in his possession and ready for use. Gyro's Steel Balls will automatically return to him after a short delay once used in any skill involving them, hitting the opponent for minor damage if they are caught in-between on the return. The Spin Gauge displays how much Spin Energy Gyro has, passively enhancing his Steel Ball-related attacks when not completely filled. |
Exclusive to Gyro are the '''Steel Ball Icon''' and the '''Spin Gauge''', both displayed above his Heart Heat Gauge. The Steel Ball Icon shows which of Gyro's two Steel Balls are in his possession and ready for use. Gyro's Steel Balls will automatically return to him after a short delay once used in any skill involving them, hitting the opponent for minor damage if they are caught in-between on the return. The Spin Gauge displays how much Spin Energy Gyro has, passively enhancing his Steel Ball-related attacks when not completely filled. |
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⚫ | Gyro is a balanced-type character, utilizing his Steel Balls for a multitude of uses in battle, ranging from primarily projectile skills, to anti-air and reversal attacks and even setting traps. Due to their ability to deliver multiple hits, it is incredibly easy to use them on offense by forcing the opponent to defend and allowing Gyro to attack often. The Steel Balls can also interrupt the opponent's attacks when they return to him, offering a free combo breaker under the right conditions. While on horseback, his close-ranged capabilities become all the more dangerous with large normal attacks and unique melee skills related to Valkyrie, making it dangerous for his foe to approach. |
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⚫ | Gyro's potential increases dramatically through his Spin Gauge, enhancing the strength and combo utility of his skills so long as it remains filled, especially when he triggers his potent Golden Spin Mode. Beyond this, he can take advantage of the Holy Corpse which enhances his Steel Ball-related techniques even further as long as he retains them. All of this combined, he is able to output massive amounts of damage during combos. |
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⚫ | However, Gyro is required to manage the availability of his Steel Balls which determine access to his skills as well as the Spin Gauge that determines their power, in addition to other factors such as Heart Heat and the Holy Corpse Parts. Because of this, he requires a greater level of attention than most, and must be ready adapt to situations where one or both Steel Balls are unavailable, his Spin Gauge is low or empty, or when to move to pick up a Corpse Part. |
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⚫ | Gyro is considered a "snowball" archetype of character. His versatility offers many strategies to take, both defensive and offensive, and his combos carry destructive power to boot. Through steady management of multiple resources and application of his abilities, he can grow to become a highly oppressive and coordinated combatant. |
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{{Movelist|name=Style/Specials/Etc|Color=SBR|Color2=SBR2| |
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===Gameplay Overview=== |
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⚫ | Gyro is a balanced-type character, utilizing his Steel Balls for a multitude of uses in battle, ranging from primarily projectile skills, to anti-air and reversal attacks and even setting traps. Due to their ability to deliver multiple hits, it is incredibly easy to use them on offense by forcing the opponent to defend and allowing Gyro to attack often. The Steel Balls can also interrupt the opponent's attacks when they return to him, offering a free combo breaker under the right conditions. While on horseback, his close-ranged capabilities become all the more dangerous with large normal attacks and unique melee skills related to Valkyrie, making it dangerous for his foe to approach. |
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⚫ | Gyro's potential increases dramatically through his Spin Gauge, enhancing the strength and combo utility of his skills so long as it remains filled, especially when he triggers his potent Golden Spin Mode. Beyond this, he can take advantage of the Holy Corpse which enhances his Steel Ball-related techniques even further as long as he retains them. All of this combined, he is able to output massive amounts of damage during combos. |
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⚫ | However, Gyro is required to manage the availability of his Steel Balls which determine access to his skills as well as the Spin Gauge that determines their power, in addition to other factors such as Heart Heat and the Holy Corpse Parts. Because of this, he requires a greater level of attention than most, and must be ready adapt to situations where one or both Steel Balls are unavailable, his Spin Gauge is low or empty, or when to move to pick up a Corpse Part. |
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⚫ | Gyro is considered a "snowball" archetype of character. His versatility offers many strategies to take, both defensive and offensive, and his combos carry destructive power to boot. Through steady management of multiple resources and application of his abilities, he can grow to become a highly oppressive and coordinated combatant. |
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===Miscellaneous=== |
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Most of his alternate costumes are based on manga and chapter covers. Gyro's first taunt makes him smile while saying his catch phrase "Nyo~ho" as the camera zooms in on his iconic grills reading "GO! GO! ZEPPELI" and his second taunt will make Gyro sing his Mozzarella song. |
Most of his alternate costumes are based on manga and chapter covers. Gyro's first taunt makes him smile while saying his catch phrase "Nyo~ho" as the camera zooms in on his iconic grills reading "GO! GO! ZEPPELI" and his second taunt will make Gyro sing his Mozzarella song. |
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