Gyro Zeppeli/Abilities and Powers

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< Gyro Zeppeli
Revision as of 18:45, 23 January 2014 by imported>COPIOUS (first instances of terms in subheadings bolded)
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The Spin

The Spin
The Zeppeli family's "Spin" technique, usually applied with special Steel Balls, is a skill Gyro has trained in since his youth. Gyro equips himself with two Steel Balls as a means of self-defense, attack, and general strategic advantage.

Throwing his Steel Balls with the Spin, Gyro may create a variety of impressive trajectories, able even to have them return directly to him, often after impact with a target.

On impact with flesh, spiral ripples often appear. Gyro may apply a range of effects to targets, including muscular manipulation, and the forceful wringing of flesh to drain water.

Gyro explains that although used by his family for execution, the Spin was not developed for destructive ends, and may be equally suitable as a medical treatment.

The "Spin" may be viewed as the Steel Ball Run counterpart to the "Hamon" used primarily in Parts 1 and 2 of the series.

Scan

By using the Spin in conjunction with the Corpse's left eye, Gyro invokes a Stand called Scan, which generates eyes within his Steel Balls, for enhanced sight and more precise attacks.

Ball Breaker

Ball Breaker manifests when Gyro finally invokes the "Super Spin". Ball Breaker is capable of bypassing dimensional barriers if the Super Spin is performed perfectly with a flawless Steel Ball.

References