Revision as of 13:30, 16 June 2023 by Dio brando759(talk | contribs)(→Command List: Made this from scratch. HUGE THANKS TO MAELSTROM!!!! Helped me with errors with it and tips of stuff to put/not put. Tysm man!!!!)
Gyro Zeppeli (ジャイロ・ツェペリ, Jairo Tseperi) 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.
Gyro sweeps the opponent's legs, causing a hard knockdown.
Attack type: Low Damage: 20
Crouching Heavy Attack
+ ON GROUND
Gyro does an uppercut, launching the opponent in the air.
Attack type: Low Damage: 37
Jumping Light Attack
IN AIR OK
Gyro sticks his knee outwards, hitting the opponent.
Attack type: Middle Damage: 16
Jumping Medium Attack
IN AIR OK
Gyro kicks straight forwards.
Attack type: Middle Damage: 24
Jumping Heavy Attack
IN AIR OK
Gyro swings downwards, hitting the opponent.
Attack type: Middle Damage: 38
Style/Specials/Etc. [Unmounted] (スタイル/特殊技/その他)
Mounting
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 basic mobility, attack range, and power. However, he loses the ability to Stylish Guard and will be forcibly dismounted if he is hit by a move that hard knockdowns. To note, Gyro's Guard Gauge will not regenerate while he is Mounted unless he is in possession of all three Holy Corpse parts.
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.
Spin
x2 + ON GROUND CHARGEABLE
Adding spin to the Steel Balls charges the Spin Gauge, which will gradually deplete over time. The damage of corresponding skills will be revised in accordance with the Spin Gauge. Charging the Spin Gauge to maximum puts Gyro in Golden Spin Mode, preventing spin power from dropping for a fixed period of time and increasing the performance of skills that use the Steel Balls. However, Gyro will not be able to use Spin while this mode is in effect.
I toughened my skin.
(hold to extend duration) ON GROUND CHARGEABLE
Allows Gyro to perform a special guard. Consumes 0.1 bars of Heart Heat Gauge on activation. By holding the input, Gyro will continue to guard at the cost of the Heart Heat Gauge continuously draining. Prevents chip damage from skills. Guardbreaks are ineffective, and unblockable attacks, aside from throws, become blockable.
Holy Corpse
// while near Corpse Part ON GROUND
Gyro receives a new blessing for every Holy Corpse Part he holds, but if successfully knocked down, drops the part and loses said blessing.
Gyro can use the move "Scan."
Gyro gains Super Armor when throwing Steel Balls, meaning enemy attacks received while skills that throw Steel Balls are in effect no longer knocks Gyro back.
Keeps Gyro in Golden Spin Mode.
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Gyro falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Unmounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
A projectile attack in which a Steel Ball is spun and thrown at an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return. However, if Gyro is hit during this attack, the Steel Ball will not do damage on its return. Up to two balls can be thrown by pressing the attack button again in quick succession.
Light (): Gyro throws the Steel Ball in a diagonal line upwards.
Medium(): Gyro throws the Steel Ball straight ahead.
Heavy (): Gyro throws the Steel Ball diagonally towards the ground.
Attack type: High Damage: 32
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
Gyro throws a spinning Steel Ball. This projectile cannot be deflected. The Steel Ball will fly as long as the input is held. When is released, the Steel Ball will float in the air for a fixed period of time. While the ball floats there, touching it will cause damage. Inputting the same command a second time while the Steel Ball is in the air can be used to ricochet another Steel Ball off of the original.
Attack type: High Damage: 56
Raaaaugh!
+ // (Hold to extend duration) ON GROUND CHARGEABLE
A projectile that rolls Steel Balls along the ground. This projectile cannot be deflected. When the balls returns, it generates a small tornado. Damage from the balls increases in order, but the more damage, the more vulnerable Gyro becomes. Holding the attack button makes the ball continue rolling until released.
Gyro drops a spinning Steel Ball to the ground, scattering broken shards around the area. The number of hits increases in order, but the more hits, the more vulnerable Gyro becomes.
Attack type: High Damage: 44 / 56 / 68
Throw (投げ技)
Can only spin for a bit!
2 ATK buttons at close range or ( to back-throw) 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.
Attack type: Throw Damage: 130
Normals [Mounted] (通常技)
Standing Light Attack
ON GROUND
Gyro moves on Valkyrie and kicks forwards.
Attack type: High Damage: 15
Standing Medium Attack
ON GROUND
Valkyrie charges forwards at the opponent.
Attack type: High Damage: 24
Standing Heavy Attack
ON GROUND
Valkyrie stomps down on the opponent.
Attack type: High Damage: 38
Crouching Light Attack
+ ON GROUND
Valkyrie knees the opponent.
Attack type: Low Damage: 14
Crouching Medium Attack
+ ON GROUND
Valkyrie kicks forwards.
Attack type: Low Damage: 24
Crouching Heavy Attack
+ ON GROUND
Valkyrie turns around and kicks the opponent and then kicks upwards launching the opponent.
Valkyrie sends both knees forwards hitting the opponent.
Attack type: Middle Damage: 18
Jumping Medium Attack
IN AIR OK
Gyro slides off of Valkyrie and kicks both legs at the opponent.
Attack type: Middle Damage: 28
Jumping Heavy Attack
IN AIR OK
Valkyrie sends both legs out forwards hitting the opponent
Attack type: Middle Damage: 40
Style/Specials/Etc. [Mounted] (スタイル/特殊技/その他)
Mounting
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 basic mobility, attack range, and power. However, he loses the ability to Stylish Guard and will be forcibly dismounted if he is hit by a move that hard knockdowns. To note, Gyro's Guard Gauge will not regenerate while he is Mounted unless he is in possession of all three Holy Corpse parts.
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.
Spin
x2 + ON GROUND CHARGEABLE
Adding spin to the Steel Balls charges the Spin Gauge, which will gradually deplete over time. The damage of corresponding skills will be revised in accordance with the Spin Gauge. Charging the Spin Gauge to maximum puts Gyro in Golden Spin Mode, preventing spin power from dropping for a fixed period of time and increasing the performance of skills that use the Steel Balls. However, Gyro will not be able to use Spin while this mode is in effect.
Rumble Mode (ゴゴゴモード, Gogogo Mōdo)
Activates when under 30% health
This mode is automatically activated once Gyro falls below 30% health. It increases his attack power, as well as the rate at which the Heart Heat Gauge rises, while also decreasing the rate at which the Guard Gauge drops.
Skills [Mounted] (コマンド技)
Spin, spin!
+ // then // ON GROUND
A projectile attack in which a Steel Ball is spun and thrown at an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return. However, if Gyro is hit during this attack, the Steel Ball will not do damage on its return. Up to two balls can be thrown by pressing the attack button again in quick succession.
Light (): Gyro throws the Steel Ball in a diagonal line upwards.
Medium(): Gyro throws the Steel Ball straight ahead.
Heavy (): Gyro throws the Steel Ball diagonally towards the ground.
Attack type: High Damage: 32
Scan
+ (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
Gyro throws a spinning Steel Ball. This projectile cannot be deflected. The Steel Ball will fly as long as the input is held. When is released, the Steel Ball will float in the air for a fixed period of time. While the ball floats there, touching it will cause damage. Inputting the same command a second time while the Steel Ball is in the air can be used to ricochet another Steel Ball off of the original.
Attack type: High Damage: 56
Run wild, run free!
+ //
Gyro riles up Valkyrie to rampage into the opponent, sending them flying. Valkyrie travels farther in order, but the more distance, the more vulnerable Gyro becomes. Can be used to inflict an additional attack on a downed opponent. Gyro must possess two "Steel Balls" for this command to activate.
Attack type: Low Damage: 60
Winds from Mexico
+ //
Gyro charges on horseback. The distance traveled and number of hits increase in order, but the greater the increase, the more vulnerable Gyro becomes. The opponent's attacks will not be able to knock Gyro back. Two "Steel Balls" need to be in Gyro's possession in order for this command to work.
Attack type: High Damage: 65 / 70 / 75
Heart Heat Attack / Great Heat Attack (HHA / GHA)
One moooore shot!
+ 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.
Attack type: High Damage: 179
Ball Breaker
+ 3 ATK Buttons, or 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.
Attack type: High Damage: 310 / 372 / 465 (depending on HH gauge)
Assist System (アシストシステム)
Assault Assist (アサルトアシスト, Asaruto Ashisuto)
ON GROUND
A two-stock assist. Gyro jumps in and throws a Steel Ball onto the ground and either hits the opponent, rolls until it hits an opponent, or cannot travel farther. Once one of those three happens, a tornado shoots up from the Steel Ball, launching the opponent upwards. He then poses before jumping back off-screen.
A two-stock assist. Gyro jumps into the enemy, striking the opponent with his hand in the same way as his jumping heavy attack. He then poses before jumping back off-screen.
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?
Gyro's theme is GO! GO! ZEPPELI (GO! GO! ZEPPELI, Gō! Gō! Tseperi), and can be unlocked in-game by landing a Heart Heat Attack in All-Star Battle Mode's Gyro vs Will Anthonio Zeppeli Extra Battle.
Its name is taken to the phrase that is printed on Gyro's teeth, shown in Chapter 1 of Steel Ball Run.
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 [Dismounted]
Increased forward movement.
Increased knockback.
Standing Heavy Attack [Dismounted]
Increased forward movement.
Increased knockback.
Increased the amount of time the hurtbox is present.
Crouching Medium Attack [Dismounted]
Increased the amount of time the hurtbox is present.
Crouching Heavy Attack [Dismounted]
Sped up time it takes for hitbox to appear.
"Spin, spin!" skill [Dismounted]
Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
"Scan" skill
Increased size of the projectile-erasing hitbox.
"Scan" skill [Follow-up]
Eased the combo restrictions.
"Run wild, run free!" skill
Increased hitstop of the final hit.
"Raaaaugh!" skill
Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
Reduced the initial travel distance.
1.5.0
Standing Medium Attack [Dismounted]
Fixed camera movement.
1.6.0
Crouching Medium Attack [Dismounted]
Decreased forward movement.
Increased recovery time.
Steel Balls
Changed so if Gyro is hit while the Steel Ball is returning after a skill, its hitbox will disappear.
Changed so if Gyro is hit while the Steel Ball is spinning on the ground, it will lose its hitbox and immediately return.
When possessing two or more Holy Corpse parts, the point when Super Armor applies has been delayed.
This change is to allow moves that throw Steel Balls to keep their effectiveness in neutral at long and medium ranges while nerfing its effectiveness against opponents attempting to attack on wake-up.
"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.
Increased recovery time.
"One moooore shot!" HHA
Capped the damage reduction adjustment at 50%.
2.0.0
Crouching Medium Attack [Dismounted]
Adjusted the attack weight value that determines when a Clash occurs to fix an issue where this attack would clash with skills.
"Raaaaugh!" skill
Fixed a bug where the Steel Balls would still have a hitbox when returning to Gyro if he'd been hit or was guarding, a change made in Patch 1.6.0.