All-Star Battle ★ Gyro Zeppeli
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.
If the Style input () 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.
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.
- Gyro gains access to the ability Scan.
- Any of Gyro's skills that utilize Steel Balls gain super armor, and can only be interrupted by Throws/HHA/GHA.
- 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.
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.
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)
This HHA will automatically retrieve a single Steel Ball for Gyro upon use, and its damage will be increased while in Golden Spin Mode.
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.