Gyro Zeppeli ★ Video Games

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< Gyro Zeppeli
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A summary of Gyro Zeppeli's history and movesets in video games.

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All-Star Battle (PS3)

Gyro ASB.png

Gyro Zeppeli makes his gaming debut as one of the first four characters announced for the game, the others being: Jotaro, Wamuu, and Joseph Joestar (Part 2). He is voiced by Shin-ichiro Miki.

As a Part 7 character, three parts of the Holy Corpse appear scattered on stages when he, Johnny, and/or Valentine are being played, which they can pick up to receive blessings that boost their performance in combat; Corpse Parts are obtained by crouching while over them. Along with Johnny, Gyro is one of the only two characters in the game who use the "Mounted" Style. This Style allows him to get on and off his horse, Valkyrie, slightly changing the moves available to him. Gyro must be unmounted in order to pick up the Corpse Parts. Gyro has 900 HP.

Costumes

Command List

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.

Style/Specials/Etc
Valkyrie / Dismount
ASBS.png ON GROUND

Gyro can summon his horse Valkyrie to mount it, or dismount and send it away, shifting his movement and available abilities. Valkyrie improves his mobility and attack range and power, but receiving knockback will forcibly dismount him.
If the Style input (ASBS.png) is chained from normals while unmounted, 'Quick Mount' is triggered at the cost of Heart Heat, whereby Gyro mounts Valkyrie much faster and the act of flipping onto his horse can knock the opponent into the air. This provides an easy and quicker method of mounting as well as transitioning Gyro's unmounted combo into a mounted one.

Spin
ASBDPad2.pngx2 + ASBL.png/ASBM.png/ASBH.png ON GROUND CHARGEABLE

Gyro charges the Spin Energy into his Steel Balls, leaving him vulnerable but replenishing the Spin Gauge. The Spin Gauge will fill much faster if Gyro is Mounted. This skill's function is similar to the "Ripple Breath" skill possessed by all Ripple-Style Users.

When filled completely, Gyro enters Golden Spin Mode. This increases the damage of all attacks involving his Steel Balls and allows them to hit multiple times per attack, better improving Gyro's overall damage and combo utility. The Spin Gauge is then turned into a set timer, slowly draining to zero, and Gyro is unable to use this ability again until it empties completely.

I toughened my skin
ASBDPad4.png + ASBS.png ON GROUND CHARGEABLE

Gyro places a Steel Ball imbued with the Spin to his chest, causing his skin to wring and toughen at the cost of Heart Heat. This skill is used to instantly block attacks using the Heart Heat Gauge in place of the Guard Gauge, and defends against all attack heights, protecting Gyro from high-low mix-up attempts. It will last as long as the Style button is held, or until the HHG empties.

Saint Corpse's Blessing
Passive

Gyro receives a new blessing for every Holy Corpse Part he holds, but if successfully knocked down, drops the part and loses said blessing.

  1. Gyro gains access to the ability Scan.
  2. Any of Gyro's skills that utilize Steel Balls gain super armor, and can only be interrupted by Throws/HHA/GHA.
  3. Gyro's attack power is boosted, increasing his damage. Golden Spin Mode is also permanently active; The Spin Gauge will never deplete so long as he retains all three Corpse Parts.
Special Moves
Spin, spin!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBL.png/ASBM.png/ASBH.png ON GROUND

Gyro throws a Steel Ball forward as a projectile, hitting the opponent multiple times. If both Steel Balls are available, he can immediately throw the other one with a second button press. The trajectory of the Steel Balls are determined by the attack button inputted, and the two can be quickly thrown at different angles with different button presses. (Flash Cancel comboable)

Scan
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBS.png (requires at least one corpse part) ON GROUND TRAP

Gyro throws a Steel Ball with greater Spin energy as a projectile straight forward, hitting the opponent multiple times. The button can be held to make the Steel Ball remain hovering in the air after traveling a set distance or striking the opponent, acting as a stationary trap.

If this skill is inputted a second time while the first Steel Ball is deployed, Gyro throws the other Steel Ball at it, causing it to ricochet towards the opponent and deal immense damage.

Special Moves (Unmounted)
Raaaaugh!
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND CHARGEABLE

Gyro throws a Steel Ball to the ground as it proceeds to quickly move forward as a low-hitting projectile, carried by the power of the Spin. The attack button inputted determines the speed of the Steel Ball. Its travel distance is determined by how long the inputted button is held, reaching across the entire arena if allowed to.
Should it hit the opponent or the input is released, the Steel Ball will stop momentarily and then release its Spin energy in an upwards blast, launching the opponent high. The blast of energy can function as an anti-air attack. (Comboable)

I'm gonna throw it away!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

This skill can only be used when Gyro has both Steel Balls available. Gyro drops both Steel Balls to the ground. Using the Spin, the two forcibly kick up debris to shoot in front, sending the opponent flying if hit. The attack functions as a reversal, and the distance the opponent is knocked back is determined by the attack button inputted. (Comboable)

Special Moves (Mounted)
Run wild, run free!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND WHEN DOWNED

Gyro applies a Steel Ball imbued with the Spin to Valkyrie's rear, forcing the horse to spin around while stomping wildly to hit the opponent multiple times and knock them off their feet. This is a low attack that cannot be blocked standing, and can strike a downed opponent. (Flash Cancel comboable)

Winds from Mexico
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND

This skill can only be used at a distance. Gyro, applying a Steel Ball imbued with the Spin to Valkyrie's rear, forces his horse to gallop forward at full speed. If the opponent is struck, they are knocked high into the air. (Flash Cancel comboable)

Throw
Can only spin for a bit!
2 ATK buttons at close range or ASBT.png ON GROUND

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.

Heart Heat Attack / Great Heat Attack
One moooore shot!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + 2 ATK Buttons ON GROUND

Gyro throws a Steel Ball imbued with a large amount of Spin Energy towards the opponent at high speeds, possessing some homing capabilities. If it connects, he'll then forcefully throw the other one as the two Steel Balls shred the opponent's face and send them flying.
This HHA will automatically retrieve a single Steel Ball for Gyro upon use, and its damage will be increased while in Golden Spin Mode.

Ball Breaker
ASBDPad2.pngASBDPad3.pngASBDPad6.png + 3 ATK Buttons, or ASBG.png ON GROUND

Gyro's GHA can only be performed while mounted, and will automatically summon Valkyrie when used while unmounted. Executing it will also instantly fill the Spin Gauge to full, automatically activating Golden Spin Mode afterward.

Gyro, galloping forward on horseback, 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. The Stand finishes the attack by spinning and funneling itself into the Steel Ball, dramatically increasing its power and rotation speed. The entrance of the Stand into the Steel Ball ripping at the opponent generates a massive green burst.

Gyro's GHA is altered when used against Valentine. Valentine attempts to protect himself with D4C Love Train, only for Ball Breaker to penetrate and fly through the dimensional wall, recreating the scene from the battle in the manga. Ball Breaker will zoom past Valentine and D4C's face, the two bracing themselves, before violently exploding in a blast of Complete Golden Spin Energy.

Gameplay Overview

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.

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.

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.

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.

Miscellaneous

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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Eyes of Heaven (PS3/PS4)

GyroEoH.PNG

Gyro was announced for the game alongside Johnny, Valentine, and THE WORLD Diego.

Gyro possesses the most Styles out of any character: he is a Stand User, a Mounted Fighter, and is the lone Spin User Style of the the game's playable characters. As a Spin User, Gyro is able to strengthen and enhance the properties of his abilities via the power of the Spin; as a Mounted Fighter, Gyro is able to switch between riding atop Valkyrie or moving on-foot; as a Stand User, Gyro is one of many characters with wildly varied abilities that grant him uniqueness in battle.

Gyro interacts with larger stage objects by trapping them using the Spin, causing opponents that get too close to be blown back a large distance.

  • Steel Ball Icon: A small icon above Gyro Spin Gauge displays how many of his two Steel Balls are in his possession and available for his various attacks and skills. If an icon is dim, that Steel Ball has been recently used and is unavailable. Gyro's Steel Balls will always return to him once used.
  • Style Action - Spin: Gyro charges the Spin into his Steel Balls (he requires both to be available). This Style Action's function is similar to the "Ripple Breathing" ability possessed by all Ripple Users. When enough Spin energy has been charged, Gyro enters Golden Spin Mode, enhancing various properties of all his skills and abilities. While in Golden Spin Mode, Gyro is unable to use his Style Action again until he reverts to normal.
    • Spin Gauge: A small gauge above Gyro's health gauge displays the amount of Spin he has currently charged and how close he is to entering Golden Spin Mode. Once Golden Spin Mode has been activated, the Spin Gauge will remain full for a period of time, before beginning to deplete, eventually emptying and causing Gyro to revert.
  • Raaaaugh!: Gyro throws a Steel Ball to the ground, before it begins moving forward carried by the power of the Spin, with some homing capabilities. The activating input can be held to allow the Steel Ball to move farther; Gyro may still move around while doing so. If it hits an opponent or the activating input is released, the Steel Ball will release its Spin energy upward, blowing opponents upward and into the air. While in Mounted Mode, the Steel Ball will move much slower. While in Golden Spin Mode, the Steel Ball will receive boosts to speed, damage, and homing capability, Gyro will recover faster from using the skill, and the skill itself gains a shorter cooldown period.
  • ORAAAAAAA!!: Gyro throws a Steel Ball as a projectile either forward or towards his lock-on target, before it immediately returns to him. While in Mounted Mode, Gyro may use this skill while moving. While in Golden Spin Mode, the Steel Ball will deal multiple hits if it connects as well as receive boosts to range and Guard Break power; Gyro will recover faster from using the skill, can cancel it into another one, and the skill itself gains a shorter cooldown period.
    • Neither of us can turn back now!: This skill is only available in succession after "ORAAAAAAA!!" is used. Gyro continues the attack by throwing his second Steel Ball, this time with the power to send opponents hit flying. While in Mounted Mode, Gyro may use this skill while moving. While in Golden Spin Mode, the Steel Ball will deal multiple hits if it connects as well as receive boosts to range and Guard Break power; Gyro will recover faster from using the skill, and the skill itself gains a shorter cooldown period. The in-game description erroneously states that this skill is a follow-up to "Raaaaugh!".
  • Grazie to my ancestors!: Gyro uses his Steel Balls and the power of the Spin to temporarily create a warped area around himself. While active, he cannot be locked onto by opponents, and is invincible to projectiles and traps. While in Gold Spin Mode, the skill will remain active for a longer amount of time and gain a shorter cooldown period.
  • Valkyrie: Gyro switches between Mounted Mode and Ground Mode. While in Mounted Mode, Valkyrie has above-average mobility and jump height, can unleash devastating Normal and Powerful Attacks, and Gyro's Spin Gauge charges dramatically faster using his Style Action. However, his stamina gauge will slowly drain, automatically dismounting him when it empties. While in Ground Mode, Gyro can interact with stage objects and grab ledges. While in Golden Spin Mode, Gyro gains super armor while mounting/dismounting, and the skill executes quicker and gains a shorter cooldown period.
  • EX - Raaaaugh!: Gyro is invincible until he completes throwing the Steel Ball, and the Steel Ball receives all the benefits of Golden Spin Mode regardless if it is actually active.
  • EX - Scan: This skill is only available in EX form, in place of "ORAAAAAAA!!". Gyro throws an unblockable Steel Ball imbued with Scan at an upward angle, otherwise towards his lock-on target. The activating input can be held to allow the Steel Ball to move farther; Gyro may still move around while doing so. If it hits an opponent or the activating input is released, the Steel Ball will remain suspended in place for a short period of time. Opponents that make contact with the stationary Steel Ball will take moderate damage and be left crumpling. If "ORAAAAAAA!!" is used, Gyro will now throw his remaining Steel Ball at the stationary one, causing it to deflect at high speed towards the nearest opponent or Gyro's lock-on target; this gives it the power to send them flying and deal high damage on-contact, or Guard Break them in a single hit if they attempt to block it. While in Golden Spin Mode, the Steel Ball receives a damage boost and the skill itself gains a shorter cooldown period.

JoJolities

  • Spin along the "Path of the Golden Rectangle!": Gyro must enter Golden Spin Mode. (200 Points)
  • You know what kills the most?: Gyro must connect the full Normal Attack combo while in Mounted Mode. (200 Points)
  • I can see really well now!: Gyro must connect "Scan". (300 Points)
  • Lesson 4! Pay your respects!: Gyro must connect "ORAAAAAAA!!" while in Golden Spin Mode a total of 5 times. (500 Points)
  • The secret to the Steel Ball is the search for infinity...: Gyro must Retire an opponent while in Golden Spin Mode. (800 Points)

Dual Heat Attacks

  • Solo - Ball Breaker: Identical to its performance in All-Star Battle, though executes faster for the sake of brevity.
  • With Johnny - GO! GO! GO!: The two riding on their horses, Gyro throws a Steel Ball while Johnny shoots a fingernail, both infused with the Golden Spin. As a result, Ball Breaker and Tusk ACT4 fly side-by-side towards the opponent. After Tusk briefly pummels the target, both Stands fly through their midsection as the power of the two Golden Spins generate a massive energy explosion.

In the alternate timeline he is shown to have survived the fight with Valentine and is fighting along-side Johnny against the alternate Diego Brando.

Tournament

He is paired with Jolyne Cujoh in the Eyes of Heaven Tournament, beating Muhammad Avdol and Koichi Hirose in the first round and Jotaro Kujo and Vanilla Ice in the second. Making it to the semifinals, they beat Jonathan Joestar and DIO in the first round and Bruno Bucciarati and Trish Una in the second. Ultimately, they were defeated in the final round by Kars and Pet Shop.

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Jump Super Stars

Gyro appears as a support and help character. His supports summon him to throw his Steel Balls at the opponent, inflicting either the paralysis or shocked status effects, and his Help Koma increases the affected battle character's movement speed.

At the time of the game's release, Steel Ball Run was listed as a different franchise separate from JoJo's Bizarre Adventure; Gyro appears as the series' main representative character.

Jump Ultimate Stars

Gyro appears again as a support and help character. While his support attack remains the same, his Help Koma now increases the rate at which the affected battle character's special attack gauge replenishes.

Due to Steel Ball Run having been confirmed as Part 7 of JoJo's Bizarre Adventure, unlike the previous game, Gyro is now listed as part of the JoJo's Bizarre Adventure franchise, and is one of two Part 7 characters in the game, alongside Johnny Joestar.

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