All-Star Battle R ★ Gyro Zeppeli
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
Attack type: High
Damage: 13
Attack type: High
Damage: 21
Attack type: High
Damage: 34
Attack type: Low
Damage: 12
Attack type: Low
Damage: 20
Attack type: Low
Damage: 37
Attack type: Middle
Damage: 16
Attack type: Middle
Damage: 24
Attack type: Middle
Damage: 38
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.
- 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 knock Gyro back.
- Keeps Gyro in Golden Spin Mode.
- 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 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)
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)
If Golden Spin Mode is active, the initial hit causes a crumple.
Attack type: Low (Steel Ball), High (tornado)
Damage: 17 ~ 30 (Steel Ball) 45 ~ 75 (tornado) / 24 ~ 40 (Steel Ball) 45 ~ 75 (tornado) / 31 ~ 50 (Steel Ball) 45 ~ 75 (tornado) (depending on Spin Gauge)
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 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: 44 (normal) 56 (Golden Spin Mode) / 56 (normal) 64 (Golden Spin Mode) / 68 (normal) 72 (Golden Spin Mode)
Attack type: Throw
Damage: 130
Attack type: High
Damage: 15
Attack type: High
Damage: 24
Attack type: High
Damage: 38
Attack type: Low
Damage: 14
Attack type: Low
Damage: 24
Attack type: Low (first hit) High (second hit)
Damage: 18 + 18 (36)
Attack type: Middle
Damage: 18
Attack type: Middle
Damage: 28
Attack type: Middle
Damage: 40
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.
- Light (): Gyro throws the Steel Ball in a diagonal line upwards.
- Medium(): Gyro throws the Steel Ball at a slightly downward angle.
- Heavy (): Gyro throws the Steel Ball diagonally towards the ground.
Attack type: High
Damage: 32 ~ 65 (throw) 10 ~ 24 (return) (depending on Spin Gauge)
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)
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 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)
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 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: 20 + 45 (65) / 20 + 50 (70) / 20 + 55 (75)
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)
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)
Attack type: Low (Steel Ball) High (tornado)
Damage: 19 (Steel Ball) 51 (tornado)
Attack type: High
Moveset Changes from 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
ASB Mode Steel Ball Run Gyro Zeppeli vs Will A. Zeppeli
Win with a GHA
Cover B of SBR Chapter 95
Taunts & Victory Poses
Unlocked by default
Steel Ball Run Chapter 1: The Steel Ball Run Press Conference, page 48
Buy from Medal List
450 G
Steel Ball Run Chapter 36: The Green Tomb, Part 1, page 6
Buy from Medal List
450 G
Steel Ball Run Chapter 4: September 25, 1890 - 3 Hours to Start, page 4
Dialogue
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.
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
2. Land a 10-hit combo: Gyro Reference Sketch
3. Land the "Bubble Cutter" skill: Caesar Color Tint C
Caesar: A Steel Ball? That's an unusual style. Care for a round?
Steel Ball Run
2. Down your opponent: Johnny (Mounted) Publicity Artwork
Gyro: Spin lessons are hard work. Can you keep up?
2. Attack the opponent's Stand: Ball Breaker Publicity Artwork
3. Land a Heart Heat Attack: Ball Breaker 3D Model
Valentine: I think it's time you got off that high horse of yours, Gyro Zeppeli.
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
Gyro: You noticed my Spin? Just who are you?
Gallery
Media
Music
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.
JoJo Glossary
Art & Misc. Gameplay Callbacks
Tailpiece from Steel Ball Run Chapter 21: Gyro Zeppeli's Mission, Part 2
Steel Ball Run Chapter 73: D4C, Part 6, page 39
(modified to extend hat and remove speech bubble to reveal hair)
Steel Ball Run Chapter 28: Scary Monsters, Part 1, page 21
(modified to remove shoulders and extend hair and hat)
Steel Ball Run Chapter 31: Scary Monsters, Part 4
(modified to remove the Corpse eye and extend the hair)
ASB Mode Battle Tendency Caesar Anthonio Zeppeli vs Gyro Extra Battle
Land a 10-hit combo
Cover of SBR Volume 4 and Steel Ball Run Chapter 35: The World of Man, Part 3
Buy from Gallery Shop
1500 G
Steel Ball Run Chapter 84: Ball Breaker, Part 2
UJ 2006 Issue #1 and the cover of Steel Ball Run Chapter 55: The Victor's Qualifications
Misc
Commemorative Giveaway
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:
- Follow the @jojo_games_jp Twitter account.
- 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
1.3.0
- Dodge [Mounted] (Background and Foreground)
- 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.
- 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
- 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]
- Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
- Jumping Medium Attack [Mounted]
- Fixed so the attack will deal Chip Damage like Mounted normals are supposed to.
- "Mounting" Style
- 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.
2.3.0
- "Spin" special
- Increased the rate at which this special fills the Spin Gauge.
- "Winds from Mexico" skill
- Fixed a bug where Gyro and Valkyrie would slide in the wrong direction when they were hit by an opponent's attack that draws them in at the end of this skill's animation.
References
- ↑ 1.0 1.1 Bandai Namco Entertainment America [@BandaiNamcoAmerica] (2022, March 9), "JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer", Bandai Namco.
- ↑ Gyro ASBR page
- ↑ JoJo News: ASBR EVO 2022 Demo
- ↑ ジョジョの奇妙な冒険 オールスターバトル R [@jojo_games_jp] (2023, June 16), "4th Paid DLC “Parallel World Diego” Participation Commemorative Campaign Held!", Bandai Namco.
- ↑ 5.0 5.1 5.2 "4th Paid DLC Parallel World Commemorative Campaign!", Bandai Namco, 2023, June 16.