Gyro Zeppeli (ファニー・ヴァレンタイン, Fanī Varentain) was confirmed to return for All-Star Battle R during the game's initial announcement trailer.[1] He was 1 of 15 playable characters during the Evo 2022 Demo on August 5.[3]
His moveset is fundamentally the same as his from All-Star Battle, with a few tweaks being made to both balance the character and fit him into the overall gameplay tweaks that All-Star Battle R brought.
As Gyro's voice actor since All-Star Battle, Shin'ichirō Miki reprises his role in All-Star Battle R as well. As with the majority of the game's roster, voicelines for Gyro were either added or re-recorded.
Gyro has 900 health and uses the Mounted (スタンド, Sutando) Battle Style, fighting foes on his horse, Valkyrie. He also uses his Steel Balls combined with Spin, utlizing his Scan (スキャン, Sukan)Stand ability which he temporarily gains in Steel Ball Run. Additionally, in his Great Heat Attack, he is able to make Ball Breaker manifest. During a fight, he can use several different attacks of his that were featured in Steel Ball Run.
The player's Heart Heat Gauge continuously refills. The opponent's defense and attack power are increased.
Secret Missions
1. Land a counterattack: 1000 G 2. Land a 10-hit combo: Gyro Reference Sketch 3. Land the "Bubble Cutter" skill: Caesar Color Tint C
Entrance Dialogue
Gyro: Say, have we met somewhere? I feel like I haven't met you... but you don't seem like a stranger. Caesar: A Steel Ball? That's an unusual style. Care for a round?
Victory Dialogue
Caesar: I feel... some sort of connection here. To you, to that Steel Ball...
Defeat Dialogue
Gyro: You're so impatient. Try taking the scenic route sometime. You might find something good that way.
The opponent's Ripple damage and defense are increased.
Secret Missions
1. Land a counterattack: 1000 G 2. Land a 10-hit combo: Gyro (Mounted) Publicity Artwork 3. Land a Heart Heat Attack: Gyro's Theme 4. Win with a Great Heat Attack: Gyro Special Outfit A
Entrance Dialogue
Zeppeli: Now that's an interesting technique you've got there. I'd be much obliged for a match. Gyro: You noticed my Spin? Just who are you?
Victory Dialogue
Gyro: You're out here spitting wine, and you think Steel Balls are a weird weapon?
Defeat Dialogue
Zeppeli: You've certainly got talent, boy. Say, we haven't met before, have we?
One of the main protagonists of Part 7: Steel Ball Run. He is a Neapolitan executioner who is well-versed in the various effects of the Spin technique. His favorite phrase is "Nyo-ho!". Toward the end of the story, he is defeated and shot dead by Valentine. However, thanks to the lesson he leaves behind, Johnny fully manifests the complete Golden Spin within his nail bullets and defeats the President.
A Neapolitan praetor who learns the "Spin" technique, which produces a number of effects. He is killed in battle with Valentine in the end, but teaches Johnny to perfect his nail bullets with Complete Golden Spin Energy to defeat the President.
The Stand of Gyro Zeppeli, drawn out by the Saint's Corpse. By projecting the waves of a spinning Steel Ball's vibration onto an object, Gyro can see inside or beyond the target. He loses the Stand when he gives away his part of the corpse, and it never develops as Johnny's Tusk does.
Gyro Zeppeli's Stand that lets him see inside or beyond things struck by the energy waves of his spinning Steel Balls. However, he loses it when he lets the corpse parts go, and it never develops as Johnny's Tusk Stand does.
A tool developed by the Zeppeli Family for their Spin technology. The tool's main function is to pacify criminals during their executions, but it can also used in battle for both attack and defense.
An implement developed by the Zeppeli family for their "Spin" technique, primarily as a means of dispatching criminals on death sentences. However, it is also used in battle for both attack and defense.
A technique that allows one to harness infinite rotation by having their horse create the form of the golden rectangle, as well as the form taken by the energy it creates. The Zeppeli family discovered this Steel Ball throwing technique hundreds of years ago, which was used by knights before being obsoleted. This phenomena can even break through dimensional barriers.
A technique whereby a horse follows a path described by a golden rectangle, developing infinite spin on another golden rectangle's path. The Zeppeli family discovered this hundreds of years ago, along with the Steel Ball throwing technique.
A body split into nine parts: its heart, left arm, eyes, head, ears, spinal cord, right arm, torso, and legs. Each part bears miraculous power that allows it to fuse with the body of its holder, awaken Stand abilities, and even restore the use of a paraplegic's legs.
A body in nine parts: heart, left arm, eyes, head, ears, spinal cord, right arm, torso, and legs. By absorbing them, Stand abilities are unleashed which have miraculous effects, such as allowing paraplegics to walk again.
The activation of move has been standardized for all characters.
"Run wild, run free!" skill
Reduced the time it takes for the hurtbox to disappear, fixing the issue where the hurtbox would misalign under certain circumstances.
"Scan" skill
Trap changed to disappear when Stylish Guarded.
1.4.0
Spin Gauge
Reduced the speed at which the gauge decreases over time.
Reduced the amount of gauge used for each steel ball thrown.
Standing Medium Attack [Unmounted]
Increased forward movement.
Increased knockback.
Standing Heavy Attack [Unmounted]
Increased forward movement.
Increased knockback.
Increased the amount of time the hurtbox is present.
Crouching Medium Attack [Unmounted]
Increased the amount of time the hurtbox is present.
Crouching Heavy Attack [Unmounted]
Sped up time it takes for hitbox to appear.
Jumping Heavy Attack [Unmounted]
Increased hitbox size.
Crouching Heavy Attack [Mounted]
Increased forward movement.
"Run wild, run free!" skill
Increased hitstop of the final hit.
1.5.0
Standing Medium Attack [Unmounted]
Fixed camera movement.
1.6.0
Crouching Medium Attack [Unmounted]
Decreased forward movement.
Returning Steel Balls after a skill
Changed so if Gyro is hit while the Steel Ball is returning, its hitbox will disappear.
Changes so if Gyro is hit while the Steel Ball is spinning on the ground, it will lose its hitbox and immediately return.
Golden Spin Mode
Delayed the no-rebound timing.
This change is to allow the move to keep its effectiveness in neutral at long and medium ranges while nerfing its ability to protect Gyro against attacks as he's standing up from a downed state.
"Scan" skill
Adjusted the firing position to fix the issue where the second hit would not connect with opponents directly in front of Gyro.
"Raaaaugh!" skill
Fixed issue where the tornado portion of the skill would remain even after the move was Stylish Guarded.