Gas Psychokinetics/Imman Zyborh

This page is about Imman Zyborh's stats and moves from Gas Psychokinetics. For information about Imman himself, go here.
Imman Zyborh is an inventor who is part cyborg, and who had a vision of a robotic society. He works to make this society a reality one day. He has two sons, including Sener Zyborh and his younger brother Celeb Zyborh. He fights using a variety of machines, being an unpredictable fighter with many different ways of attacking.
==Attributes==
*Imman is a heavyweight, meaning he takes low amounts of knockback, jumps at a low height and has average attack lag in general.
*Imman is tall, therefore giving him a tall hitbox.
*Imman is slow, although he has moves to circumvent this.
*Imman's Psychic Bar takes a High amount of hits to recharge and has a Big size.
*Imman's Health is medium-high, and his defenses are high, so approaching foes isn't too risky.
*Imman has access to temporary flight with his Heli-device move.
*Imman can charge his Psychic Bar with his Generator move.
*Imman's entrance animation has him entering the arena with his Heli-device, as he says "Imagination leads to great things".
*Imman's victory animation has him smiling while polishing his machines.
*Imman's losing animation has him frowning, and while he polishes his machines, he does so in a slow and rough way.
==Moveset==
===Physical Moves===
Name 	Description
Neutral Physical - Anchor Screw	Imman shoots an anchor-like screw in an arc, dealing high damage to foes it hits. Imman is then pulled toward the screw, dealing average damage.
Side Physical - Pogo Stick 	Imman goes on a pogo stick, allowing him to bounce around at a speed faster than usual. Foes that get jumped on will also take average damage. However, the move is predictable. Imman goes out of this mode as soon as he gets hit or uses another attack.
Up Physical - Heli-Device 	Imman uses a helicopter device on his back to fly around for a few seconds. He has more horizontal range than vertical range.
Down Physical - Generator 	Imman uses a Generator to slowly charge his Psychic Bar without actually attacking.
===Psychic Moves===
Name 	Description
Neutral Psychic - Spark Plug 	Imman shoots a plug forwards. If the plug hits someone, said person will get wrapped in the plug's wire and will take high damage. If the plug hits no one, it will release sparks that fly around, dealing low damage instead. Generally, you'll try to get the sparks to appear instead of wrapping foes, since Solenoid does a similar thing but has higher damage potential.
Side Psychic - Solenoid 	Imman creates a coil out of Psychic Gas electricity. The damage of the coil increases the closer Imman is to the foe.
Up Psychic - Screwdriver Pull	Imman spins around while forming Psychic Gas around him, dealing low damage to foes hit. The animation looks similar to if Imman was a screw being pulled by a screw driver. However, if Imman uses this attack near a foe, the attack will be formed on the foe instead, and they will receive high damage. Generally, Solenoid is better, but in some situation, like in 2 vs 2 battles, it can be useful for combos.
Down Psychic - Electro Ring 	Imman shoots five orbs that create an electric ring around him, dealing average damage to nearby foes. Useful if a foe might attack you from behind.
==Trivia==
*Imman Zyborh's "Spark Plug" move is a pretty obvious reference to the name of the Sparkplug series.