PLAYSTYLE
Manage a variety of projectiles to pressure and open up the opponent for combos.
Gyro is a well rounded character, who has to manage his projectiles as a resource. He has two steel balls he can throw. If he throws one, he must wait for it to come back before he can use it again. Some moves require one, or both balls. Being a Mounted character, Gyro can ride a horse. This not only gives him a massive movement buff, but also a new moveset. On his horse Gyro cannot throw, or be thrown. If Gyro charges his ‘spin’ meter (22H) he can achieve Golden Rotation, which buffs his horse moves.
His main special is 236A, which can be use both on and off his horse. With this move he throws a steel ball either in the air (L), high (M), or low (H). The ball travels and has multiple hits with high stun on both hit and block. He can then stun lock the opponent from mid range, PC, and chase them down for a set-up or combo. Collecting a corpse part will unlock 236S, which throws a ball forward as a satellite, then hangs in place. Doing 236S again will cause the new ball to ricochet off the old one towards the opponent. This can be used for an excellent meterless juggle combo. Collecting two corpse parts gives him super armor, and three will give permanent Gold Rotation. Gyro also has access to 214A: a ground ball tornado, which is useful for okizeme.
Gyro does a lot of damage, and has a lot of very useful tools. He also has the benefit of changing up his strategy with his horse, Gold Rotation and corpse parts. This comes at the price of having to keep and eye on not one, but three different resources (balls, spin, and meter). He also needs at least one corpse part to get 236S. This can be intimidating for new players, as it seems that sometimes moves just won’t come out due to not keeping an eye on things. He requires a bit of restraint, as hastily choosing one strategy temporarily locks out another.
PROS
- Can collect corpse parts for buffs.
- Force field with 4S.
- 22H and 4S can cancel normals faster.
- Big meterless combo loops in open field (of horse 236S) and at the wall (horse 22H cancels).
- 2M is a good poke.
- 236M > PC allows him to get in for far away.
- Horse is a big movement buff, with good normals.
- Has a variety of strategies to choose from both on offense and defense.
CONS
- He’s the only Part 7 character that ‘needs’ a corpse part to access his full moveset.
- Has to manage three resources at all times.
- Not having steel balls locks him out of moves.