All-Star Battle R ★ Gyro Zeppeli

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My path to 'understanding' is the ultimate priority!![2] (「納得」は全てに優先するぜッ!!)
ASBR Gyro title call.png

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.

Gameplay

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, Sukyan) 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.

This section requires expansion.

Command List

Expand/Collapse All

User Mode (本体)Mounted Mode (騎乗)
Normals [Unmounted] (通常技)
Standing Light Attack
ASBL.png ON GROUND
Gyro kicks forwards.

Attack type: High
Damage: 13

Standing Medium Attack
ASBM.png ON GROUND
Gyro kicks forwards with more power.

Attack type: High
Damage: 21

Standing Heavy Attack
ASBH.png ON GROUND
Gyro steps forwards and punches.

Attack type: High
Damage: 34

Crouching Light Attack
ASBDPad2.png + ASBL.png ON GROUND
Gyro kicks outwards while crouching.

Attack type: Low
Damage: 12

Crouching Medium Attack
ASBDPad2.png + ASBM.png ON GROUND
Gyro shifts forward slightly and sweeps the opponent's legs, causing a hard knockdown.

Attack type: Low
Damage: 20

Crouching Heavy Attack
ASBDPad2.png + ASBH.png ON GROUND
Gyro does an uppercut, launching the opponent in the air.

Attack type: Low
Damage: 37

Jumping Light Attack
ASBL.png IN AIR OK
Gyro sticks his knee outwards, hitting the opponent.

Attack type: Middle
Damage: 16

Jumping Medium Attack
ASBM.png IN AIR OK
Gyro kicks straight forwards.

Attack type: Middle
Damage: 24

Jumping Heavy Attack
ASBH.png 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
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 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 (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 + ASBM.png ON GROUND CHARGEABLE
Gyro strikes a pose and starts charging the Steel Balls with Spin energy. 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, which prevents spin power from dropping for a fixed period of time and increases the performance of skills that use the Steel Balls. However, Gyro will not be able to use this skill while this mode is in effect.
I toughened my skin.
ASBDPad4.png + ASBS.png (hold ASBS.png to extend duration) ON GROUND CHARGEABLE
Gyro places a Steel Ball imbued with the Spin on his chest, causing his skin to toughen to prevent him from taking damage at the cost of 0.1 bars of the Heart Heat Gauge on activation. By holding the input, Gyro will continue to guard at the cost of the Heart Heat Gauge continuously draining. This guard prevents chip damage from skills. While guarding, the guard gauge will not decrease, actually regenerating if it has been lowered, and unblockable attacks, aside from throws, become blockable.
Holy Corpse
ASBDPad1.png/ASBDPad2.png/ASBDPad3.png while near Corpse Part ON GROUND
Gyro receives a new blessing for every Holy Corpse Part he holds, but if he is successfully knocked down, he will drop the part and lose said blessing.
  1. Gyro can use the move "Scan.'"
  2. Gyro gains Super Armor when throwing Steel Balls, meaning enemy attacks received while skills that throw Steel Balls are in effect no longer knock Gyro back.
  3. Keeps Gyro in Golden Spin Mode.
Steel Ball Icon
Passive
Exclusive to Gyro are two icons displaying how many Steel Balls Gyro currently has in his possession. The icon will become greyed out once Gyro uses a skill that utilizes a Steel Ball and will remain that way until the Steel Ball returns to him. While in Golden Spin Mode, the icons will have a golden tint to them, signifying their increased power.
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!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBL.png/ASBM.png/ASBH.png ON GROUND
Gyro throws a Steel Ball as a projectile. The Steel Ball will fall to the ground and spin a short distance across it for a brief amount of time before returning to Gyro either when it reaches its full range of travel or when it hits an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return unless Gyro is hit during this attack, in which case it will return harmlessly. Up to two balls can be thrown by pressing the attack button again in quick succession. The damage of this skill is dependent on Gyro's Spin Gauge. (Flash Cancel comboable)
  • Light (ASBL.png): Gyro throws the Steel Ball in a diagonal line upwards.
  • Medium(ASBM.png): Gyro throws the Steel Ball straight ahead.
  • Heavy (ASBH.png): Gyro throws the Steel Ball diagonally towards the ground.

Attack type: High
Damage: 32 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)

Scan
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBS.png (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 ASBS.png input is held. When ASBS.png 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. This will cause the initial Steel Ball that was floating in the air to return to Gyro immediately. The damage of this skill is dependent on the Spin Gauge. (Flash Cancel comboable)

If the second ball is thrown right as the first is returning, it will be thrown in the direction the first ball is currently, resulting in it being thrown at an upward angle. If it does not hit the opponent, it will keep going until it reaches the end of the stage, where it will drop to the ground and spin across it until it returns, which is the only time the ball can hit on its return, regardless of whether Gyro has been hit in the interim or not. If it hits the opponent on the way back, it will cause a hard knockdown.

Attack type: High
Damage: 56 ~ 80 (throw) / 73 ~ 105 (ricochet) / 33 ~ 48 (floating ball) / 10 ~ 15 (return) (depending on Spin Gauge)

Raaaaugh!
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png (Hold to extend duration) ON GROUND CHARGEABLE
Gyro throws a Steel Ball to the ground that proceeds to roll along it. This projectile cannot be deflected. When the ball returns, it generates a small tornado that launches the opponent into the air. Holding the attack button makes the ball continue rolling until it is released or the ball reaches its maximum travel distance. Damage from the ball, distance it travels, and its travel speed increases in ASBL.pngASBM.pngASBH.png order, but the higher the strength of the skill, the more vulnerable Gyro becomes. Damage is also determined by how full the Spin Gauge is. Only one of the Steel Balls can be out at a time with this skill, with it only being able to be recast as the tornado erupts. (first hit Flash Cancel comboable; second hit comboable)
If Golden Spin Mode is active, the initial hit causes a crumple.

Attack type: Low (Steel Ball), High (tornado)
Damage: ASBL.png 17 ~ 30 (Steel Ball) 45 ~ 75 (tornado) / ASBM.png 24 ~ 40 (Steel Ball) 45 ~ 75 (tornado) / ASBH.png 31 ~ 50 (Steel Ball) 45 ~ 75 (tornado) (depending on Spin Gauge)

I'm gonna throw it away!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
Gyro drops both spinning Steel Balls to the ground, scattering broken shards around the area and knocking the opponent into the air on hit. The number of hits and the distance away from Gyro the opponent is knocked increases in ASBL.pngASBM.pngASBH.png order, but the more hits and the farther the distance, the more vulnerable Gyro becomes. When in Golden Spin Mode, all variants of this skill deal more damage. To use this skill, both Steel Balls must be in Gyro's possession. (Comboable)

Attack type: High
Damage: ASBL.png 44 (normal) 56 (Golden Spin Mode) / ASBM.png 56 (normal) 64 (Golden Spin Mode) / ASBH.png 68 (normal) 72 (Golden Spin Mode)

Throw (投げ技)
Can only spin for a bit!
2 ATK buttons at close range or ASBT.png (ASBDPad4.png 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
ASBL.png ON GROUND
Gyro moves on Valkyrie and kicks forwards.

Attack type: High
Damage: 15

Standing Medium Attack
ASBM.png ON GROUND
Valkyrie lunges forwards at the opponent.

Attack type: High
Damage: 24

Standing Heavy Attack
ASBH.png ON GROUND
Valkyrie stomps down on the opponent with its front hooves.

Attack type: High
Damage: 38

Crouching Light Attack
ASBDPad2.png + ASBL.png ON GROUND
Valkyrie knees the opponent.

Attack type: Low
Damage: 14

Crouching Medium Attack
ASBDPad2.png + ASBM.png ON GROUND
Valkyrie kicks forwards with one of its front hooves.

Attack type: Low
Damage: 24

Crouching Heavy Attack
ASBDPad2.png + ASBH.png ON GROUND
Valkyrie turns around and kicks the opponent with its rear legs and then kicks upwards, launching the opponent.

Attack type: Low (first hit) High (second hit)
Damage: 18 + 18 (36)

Jumping Light Attack
ASBL.png IN AIR OK
Valkyrie attacks outward with both knees.

Attack type: Middle
Damage: 18

Jumping Medium Attack
ASBM.png IN AIR OK
Gyro slides off of Valkyrie and kicks at the opponent.

Attack type: Middle
Damage: 28

Jumping Heavy Attack
ASBH.png IN AIR OK
Valkyrie attacks downward with both its front legs.

Attack type: Middle
Damage: 40

Style/Specials/Etc. [Mounted] (スタイル/特殊技/その他)
Mounting
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 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 (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 + ASBM.png ON GROUND CHARGEABLE
Gyro strikes a pose and starts charging the Steel Balls with Spin energy. 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, which prevents spin power from dropping for a fixed period of time and increases the performance of skills that use the Steel Balls. However, Gyro will not be able to use this skill while this mode is in effect.
Steel Ball Icon
Passive
Exclusive to Gyro are two icons displaying how many Steel Balls Gyro currently has in his possession. The icon will become greyed out once Gyro uses a skill that utilizes a Steel Ball and will remain that way until the Steel Ball returns to him. While in Golden Spin Mode, the icons will have a golden tint to them, signifying their increased power.
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!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBL.png/ASBM.png/ASBH.png ON GROUND
Gyro throws a Steel Ball as a projectile. The Steel Ball will fall to the ground and spin a short distance across it for a brief amount of time before returning to Gyro either when it reaches its full range of travel or when it hits an opponent. The attack button inputted changes the trajectory of the throw. The Steel Ball will hit on its return unless Gyro is hit during this attack, in which case it will return harmlessly. Up to two balls can be thrown by pressing the attack button again in quick succession. The damage of this skill is dependent on Gyro's Spin Gauge. (Flash Cancel comboable)
  • Light (ASBL.png): Gyro throws the Steel Ball in a diagonal line upwards.
  • Medium(ASBM.png): Gyro throws the Steel Ball at a slightly downward angle.
  • Heavy (ASBH.png): Gyro throws the Steel Ball diagonally towards the ground.

Attack type: High
Damage: 32 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)

Scan
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBS.png (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 ASBS.png input is held. When ASBS.png 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. This will cause the initial Steel Ball that was floating in the air to return to Gyro immediately. The damage of this skill is dependent on the Spin Gauge. (Flash Cancel comboable)

If the second ball is thrown right as the first is returning, it will be thrown in the direction the first ball is currently, often resulting in it being thrown at an upward angle. If it does not hit the opponent, it will keep going until it reaches the end of the stage, where it will drop to the ground and spin across it until it returns, which is the only time the ball can hit on its return, regardless of whether Gyro has been hit in the interim or not. If it hits the opponent on the way back, it will cause a hard knockdown.

Attack type: High
Damage: 56 ~ 80 (throw) / 73 ~ 105 (ricochet) / 33 ~ 48 (floating ball) / 10 ~ 15 (return) (depending on Spin Gauge)

Run wild, run free!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND WHEN DOWNED
Gyro applies both spin imbued Steel Balls to Valkyrie's rear, causing the horse to spin around while stomping wildly, knocking the opponent into the air if hit. Valkyrie travels farther in ASBL.pngASBM.pngASBH.png order, but the more distance, the more vulnerable Gyro becomes. Gyro must possess two Steel Balls for this command to activate. This skill can be used to inflict an additional attack on a downed opponent. When in Golden Spin Mode, this skill deals more damage. (Flash Cancel comboable)

Attack type: Low
Damage: 60 (normal) 80 (Golden Spin Mode)

Winds from Mexico
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
Gyro applies a spin imbued Steel Ball to Valkyrie's rear, causing his horse to charge forward at full speed. If struck, the opponent is launched high into the air. The distance traveled and number of hits increase in ASBL.pngASBM.pngASBH.png order, but the greater the increase, the more vulnerable Gyro becomes. If used up close, this skill has the chance of hitting twice, with the first hit launching the opponent forward while the second launches the opponent high into the air. This skill has Super Armor, so 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: ASBL.png 20 + 45 (65) / ASBM.png 20 + 50 (70) / ASBH.png 20 + 55 (75)

Heart Heat Attack / Great Heat Attack (HHA / GHA)
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. 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. The initial projectile possesses some homing capabilities.
This HHA will automatically retrieve a single Steel Ball for Gyro upon use, and its damage is dependent on how full the Spin Gauge is.

Attack type: High
Damage: 179 ~ 188 (depending on Spin Gauge)

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.

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 that either hits the opponent, rolls until it hits an opponent, or cannot travel farther. Once one of those three happen, a tornado shoots up from the Steel Ball, launching the opponent upwards if hit. He then poses before jumping back off-screen.

Attack type: Low (Steel Ball) High (tornado)
Damage: 19 (Steel Ball) 51 (tornado)

Reversal Assist (リバーサルアシスト, Ribāsaru Ashisuto)
ON GROUND
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.

Attack type: High

Moveset Changes from All-Star Battle

User Mode (本体)Mounted Mode (騎乗)
Normals [Unmounted] (通常技)
Standing Medium Attack
ASBM.png ON GROUND
Gyro now slides forward a small distance instead of staying stationary.
Standing Heavy Attack
ASBH.png ON GROUND
When Gyro steps forward in his animation, he now actually stays moved forward when he steps back rather than moving back and being in the same place he was when he started the attack.
Crouching Medium Attack
ASBDPad2.png + ASBM.png ON GROUND
Gyro doesn't move as far forward as he does in All-Star Battle.
Skills [Unmounted] (コマンド技)
Spin, spin!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBL.png/ASBM.png/ASBH.png ON GROUND
When Gyro hits an opponent with a Steel Ball, it spins along the ground for a shorter amount of time than it did in All-Star Battle.
Scan
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBS.png (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
The initial ball that Gyro tosses stays out for less time than it did in All-Star Battle and if Gyro hits the opponent with a ricocheted Steel Ball, that ball will also not spin along the ground for as long now. Furthermore, Gyro does not toss the floating ball as far now, though holding the input will still result in the ball traveling for as long as the button is held. When hit with a Steel Ball, whether that be from the initial throw or the return, the opponent will now be knocked to the ground instead of suffering normal hitstun.
Raaaaugh!
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png (Hold to extend duration) ON GROUND CHARGEABLE
While Gyro can still only have one Steel Ball out at a time for this skill, now, when the command is inputted again, the tornado will erupt early instead of doing nothing.
I'm gonna throw it away!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
The opponent is not launched as far away from Gyro as they were in All-Star Battle. Instead of the opponent being launched farther away in ASBL.pngASBM.pngASBH.png order, it stays the same now.
Normals [Mounted] (通常技)
Standing Medium Attack
ASBM.png ON GROUND
Valkyrie doesn't move as far forward as it did in All-Star Battle.
Standing Heavy Attack
ASBH.png ON GROUND
Valkyrie moves farther forward than it did in All-Star Battle.
Crouching Heavy Attack
ASBDPad2.png + ASBH.png ON GROUND
Valkyrie now moves forward when using this attack instead of staying stationary.
Skills [Mounted] (コマンド技)
Spin, spin!
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBL.png/ASBM.png/ASBH.png then ASBL.png/ASBM.png/ASBH.png ON GROUND
When Gyro hits an opponent with a Steel Ball, it spins along the ground for a shorter amount of time than it did in All-Star Battle.
Scan
ASBDPad2.pngASBDPad3.pngASBDPad6.png + ASBS.png (requires at least one corpse part) ON GROUND CHARGEABLE TRAP
The initial ball that Gyro tosses stays out for less time than it did in All-Star Battle and if Gyro hits the opponent with a ricocheted Steel Ball, that ball will also not spin along the ground for as long now. Furthermore, Gyro does not toss the floating ball as far now, though holding the input will still result in the ball traveling for as long as the button is held. When hit with a Steel Ball, whether that be from the initial throw or the return, the opponent will now be knocked to the ground instead of suffering normal hitstun. Additionally, when throwing the first Steel Ball pointblank, it no longer whiffs.
Run wild, run free!
ASBDPad6.pngASBDPad2.pngASBDPad3.png + ASBL.png/ASBM.png/ASBH.png ON GROUND WHEN DOWNED
This skill executes faster than it did in All-Star Battle, meaning the hitbox is not active for as long as it used to be in All-Star Battle.
Winds from Mexico
ASBDPad2.pngASBDPad1.pngASBDPad4.png + ASBL.png/ASBM.png/ASBH.png ON GROUND
For the ASBH.png variant, Valkyrie does not move as far as it did in All-Star Battle.

General Changes

  • Skills that use Steel Balls decrease the Spin Gauge less than they did in All-Star Battle.
  • The Spin Gauge naturally depletes significantly slower than it did in All-Star Battle.
  • If Gyro is hit while a Steel Ball is out, the Steel Ball will now no longer hit the opponent when it returns. The only exception to this is the "Scan" skill and only in the circumstance that the returning Steel Ball is one that was spinning across the ground and never hit the opponent when initially thrown.

Medal List

Costumes & Tints

Costumes
Normal
This game reference box is missing an image/video. You can help JoJo's Bizarre Encyclopedia by uploading it.
Medal Costume.png Normal Costume
Unlock Condition

Unlocked by default

Origin

This section requires expansion.

Poses

This section requires expansion.

Dialogue

Taunt LinesVictory LinesTag Lines
Quote.png Medal Speech.png Taunt Lines
Quote.png Medal Speech.png Victory Lines

Special Interactions

This section requires expansion.

Dialogue

Outside of All-Star Battle Mode, Gyro has unique interaction dialogue for both his match entrances and victories when facing certain characters.

EntranceVictory

All-Star Battle Mode

All missions in All-Star Battle Mode starring Gyro as either the Player or Enemy, in order of appearance.

Battle Tendency

Extra Battle (★★★)
Unlock Conditions: Unlocked from the start.
Stage: Battlefield
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 1000 G
Special Conditions
The player's Heart Heat Gauge continuously refills. The opponent's defense and attack power are increased.
Secret Missions
1. Land a counterattack: ASBR Coins.png 1000 G
2. Land a 10-hit combo: ASBR 2D Art.png Gyro Reference Sketch
3. Land the "Bubble Cutter" skill: ASBR Tint.png 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.


Steel Ball Run

Normal Battle (★)
Unlock Conditions: Unlocked from the start.
JohnnyAvASBR.png
GyroAvASBR.png
SBRSymbol.png Gyro Zeppeli
Stage: Rocky Mountains Village
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 500 G
Special Conditions
The battle only lasts one round.
Secret Missions
1. Land a 5-hit combo: ASBR Coins.png 1000 G
2. Down your opponent: ASBR 2D Art.png Johnny (Mounted) Publicity Artwork
Entrance Dialogue
Johnny: I want to learn how to use the Spin! I have to!
Gyro: Spin lessons are hard work. Can you keep up?
Victory Dialogue
Johnny: Gyro, teach me more Spin techniques!
Defeat Dialogue
Gyro: Listen... The power of the Spin is a weapon itself. Don't forget that.
Normal Battle (★★)
Unlock Conditions: Unlocked from the start.
GyroAvASBR.png
SBRSymbol.png Gyro Zeppeli
ValentineAvASBR.png
Stage: Along the Philadelphia Coastline
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 700 G
Special Conditions
The player's health continuously drains. The player's Heart Heat Gauge continuously refills. The player's attack power is increased.
Secret Missions
1. Land the First Attack: ASBR Coins.png 1000 G
2. Attack the opponent's Stand: ASBR 2D Art.png Ball Breaker Publicity Artwork
3. Land a Heart Heat Attack: ASBR 3D Model.png Ball Breaker 3D Model
Entrance Dialogue
Gyro: I'm gonna settle things with Valentine right here, right now!
Valentine: I think it's time you got off that high horse of yours, Gyro Zeppeli.
Victory Dialogue
Gyro: Johnny! Ready for Lesson 5? I think that's the next one, anyways!
Defeat Dialogue
Valentine: I never knew there was a skill that let you surpass the walls of dimensions.
Extra Battle (★★★★)
Unlock Conditions: Unlocked from the start.
GyroAvASBR.png
SBRSymbol.png Gyro Zeppeli
WillAvASBR.png
Stage: Along the Philadelphia Coastline
Battle DetailsSpecial Dialogue
Completion Bonus
ASBR Coins.png 1500 G
Special Conditions
The opponent's Ripple damage and defense are increased.
Secret Missions
1. Land a counterattack: ASBR Coins.png 1000 G
2. Land a 10-hit combo: ASBR 2D Art.png Gyro (Mounted) Publicity Artwork
3. Land a Heart Heat Attack: ASBR Music.png Gyro's Theme
4. Win with a Great Heat Attack: ASBR Costume.png 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?


Gallery

Media


Music

Gyro's theme is ASBR Music.png 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.

JoJo Glossary

Unlock Condition: Win in the Johnny Joestar vs. Funny Valentine All-Star Battle Mode Boss Battle
TranslatedLocalized
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.
第7部『スティール・ボール・ラン』に登場する主人公の一人。ネアポリス王国の法務官。『回転』の技術を身につけており、様々な効果を発揮することができる。口癖は「ニョホ」。物語終盤でヴァレンタインと闘うが敗北し、射殺される。しかし彼の遺した助言により、ジョニィは完全なる黄金の回転エネルギーの爪弾に成功し、ヴァレンタインに勝利する。
Unlock Condition: Win in the Johnny Joestar vs. Funny Valentine All-Star Battle Mode Boss Battle
TranslatedLocalized
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.
『聖なる遺体』によって引き出された、ジャイロ・ツェペリのスタンド。回転する鉄球の振動波を対象に当て、その内部や向こう側を透視することができる。ジャイロが『聖なる遺体』を手放すと失われてしまい、ジョニィのタスクのように成長することはなかった。
Unlock Condition: Unlocked by default
TranslatedLocalized
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.
ツェペリ一族によって生み出された回転の技術のための道具。本来は死刑囚を穏やかな気持ちにさせるものだが、それ以外にも攻撃や防御などに使用することができる。
Unlock Condition: Win in the Johnny Joestar vs. Funny Valentine All-Star Battle Mode Boss Battle
TranslatedLocalized
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.
黄金長方形による馬の走行に、さらに黄金長方形による無限の回転を加える技術。そして、そのエネルギーの形。ツェペリ一族が数百年前に騎士のために研究し、そして封印された『鉄球』投球技術。次元の壁を突き抜ける。
Unlock Condition: Win in the Johnny Joestar vs. Funny Valentine All-Star Battle Mode Boss Battle
TranslatedLocalized
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.
心臓、左腕、両眼、頭、両耳、脊髄、右腕、胴体、両脚の9つの部位に分かれて存在している。手にした者の体内に入り込み、スタンド能力を発現させたり、下半身不随の者の足を動かしたりするなど、奇跡的な力を秘めている。

Art & Misc Moveset Callbacks

Stylish EvadesCut-insMovesetMisc
Stylish Evade 12345
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Stylish Evade Pose 1
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Stylish Evade Pose 2
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Stylish Evade Pose 3
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Stylish Evade Pose 4
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Stylish Evade Pose 5
TalkingTauntedRumble Mode
ASBR Gyro Talking CutIn.png
Talking Cut-in
ASBR Gyro Taunted CutIn.png
Taunted Cut-in
Origin

Steel Ball Run Chapter 28: Scary Monsters, Part 1, page 21
(modified to remove shoulders and extend hair and hat)

ASBR Gyro Rumble CutIn.png
Rumble Mode Cut-in
Origin

Steel Ball Run Chapter 31: Scary Monsters, Part 4, page 27
(modified to remove the Corpse eye and extend the hair)

Reference SketchStand Ref SketchHorse Ref SketchMatch EntranceRound Win 1Round Win 2
ASB Gyro Reference Sketch.png
ASBR 2D Art.png Reference Sketch
Unlock Condition

ASB Mode Battle Tendency Caesar Anthonio Zeppeli vs Gyro Extra Battle
ASBR Secret Mission.png Land a 10-hit combo

Origin

Cover of SBR Volume 4 and SBR Chapter 35

BallBreakerASBConcept.png
ASBR 2D Art.png Ball Breaker Reference Sketch
Unlock Condition

Buy from Gallery Shop
ASBR Coins.png 1500 G

Origin

Steel Ball Run Chapter 84: Ball Breaker, Part 2

ASB Valkyrie Reference Sketch.png
ASBR 2D Art.png Valkyrie Reference Sketch
Unlock Condition

Buy from Gallery Shop
ASBR Coins.png 1500 G

Origin

This section requires expansion.

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Match Entrance
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Round Win Pose 1
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Round Win Pose 2

Misc

Commemorative Giveaway

ASBR DLC4 Commemorative Giveaway.jpg

In commemoration of the release of Parallel World Diego as the 4th paid DLC character for ASBR, the Japanese ASBR Twitter account hosted a giveaway of 20 sets of 3 ASBR Steel Ball Run badges,[4] although only to be delivered to addresses in Japan.[5] The badges in question contain the ASBR render images of Gyro, Parallel World Diego, and Johnny Joestar respectively.

The campaign started on June 16, 2023, and lasted until July 2 at 11:59pm JST. To enter the giveaway lottery, users only had to:

  1. Follow the @jojo_games_jp Twitter account.
  2. Retweet the tweet that announced the giveaway in the first place.

However, Twitter accounts set to private were ineligible for the giveaway. Unfollowing the ASBR Twitter account before the end of the giveaway also deemed users ineligible. Furthermore, attempting to join the giveaway with multiple accounts disqualified all of the associated accounts from the giveaway.[5]

The giveaway was directly implemented by Bandai Namco themselves, with no third party involvement, and the winners of the giveaway were notified via Twitter DMs. Said winners were announced sometime towards the end of July 2023. The gifts were only eligible for people in Japan, and were scheduled to be delivered in mid-August 2023.[5]

Update History

Balance Changes Comparison
ArrowBuff.png Buffs
ArrowNerf.png Nerfs
ArrowChange.png Neutral
17
10
8

1.3.0

  • Dodge [Mounted] (Background and Foreground)
    • ArrowChange.png The activation of move has been standardized for all characters.
  • "Run wild, run free!" skill
    • ArrowChange.png Reduced the time it takes for the hurtbox to disappear, fixing the issue where the hurtbox would misalign under certain circumstances.
  • "Scan" skill
    • ArrowNerf.png Trap changed to disappear when Stylish Guarded.

1.4.0

  • Spin Gauge
    • ArrowBuff.png Reduced the speed at which the gauge decreases over time.
    • ArrowBuff.png Reduced the amount of gauge used for each steel ball thrown.
  • Standing Medium Attack [Dismounted]
    • ArrowBuff.png Increased forward movement.
    • ArrowBuff.png Increased knockback.
  • Standing Heavy Attack [Dismounted]
    • ArrowBuff.png Increased forward movement.
    • ArrowBuff.png Increased knockback.
    • ArrowBuff.png Increased the amount of time the hurtbox is present.
  • Crouching Medium Attack [Dismounted]
    • ArrowBuff.png Increased the amount of time the hurtbox is present.
  • Crouching Heavy Attack [Dismounted]
    • ArrowBuff.png Sped up time it takes for hitbox to appear.
  • "Spin, spin!" skill [Dismounted]
    • ArrowBuff.png Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
  • "Scan" skill
    • ArrowBuff.png Increased size of the projectile-erasing hitbox.
  • "Scan" skill [Follow-up]
    • ArrowBuff.png Eased the combo restrictions.
  • "Run wild, run free!" skill
    • ArrowBuff.png Increased hitstop of the final hit.
  • "Raaaaugh!" skill
    • ArrowBuff.png Increased the duration of Super Armor when Gyro has 2 or more Holy Corpse parts.
    • ArrowNerf.png Reduced the initial travel distance.

1.5.0

  • Standing Medium Attack [Dismounted]
    • ArrowChange.png Fixed camera movement.

1.6.0

  • Crouching Medium Attack [Dismounted]
    • ArrowNerf.png Decreased forward movement.
    • ArrowNerf.png Increased recovery time.
  • Steel Balls
    • ArrowNerf.png Changed so if Gyro is hit while the Steel Ball is returning after a skill, its hitbox will disappear.
    • ArrowNerf.png Changed so if Gyro is hit while the Steel Ball is spinning on the ground, it will lose its hitbox and immediately return.
    • ArrowNerf.png 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
    • ArrowChange.png Adjusted the firing position to fix the issue where the second hit would not connect with opponents directly in front of Gyro.
  • "Raaaaugh!" skill
    • ArrowChange.png Fixed issue where the tornado portion of the skill would remain even after the move was Stylish Guarded.
    • ArrowNerf.png Increased recovery time.
  • "One moooore shot!" HHA
    • ArrowBuff.png Capped the damage reduction adjustment at 50%.

2.0.0

  • Crouching Medium Attack [Dismounted]
    • ArrowChange.png Adjusted the attack weight value that determines when a Clash occurs to fix an issue where this attack would clash with skills.
  • "Raaaaugh!" skill
    • ArrowChange.png 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.
    • ArrowChange.png Fixed a bug where the second hit of a deployed Steel Ball could be repeated within a certain interval as long as the opponent was on top of the Steel Ball.

2.1.0

  • Mounted Mode
    • ArrowNerf.png Fixed a bug where, after jumping and not performing an aerial attack, the landing recovery while Mounted was much shorter than intended.
  • Standing Light Attack [Mounted]
    • ArrowBuff.png Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
  • Jumping Medium Attack [Mounted]
    • ArrowBuff.png Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
  • "Mounting" Style
    • ArrowNerf.png Adjusted so that Gyro is never considered to be airborne while mounting.
    • This change is intended to make punishing this ability more consistant since Gyro could easily drop out of combos due to how low to the ground he was while performing this ability.


References

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