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JoJo's Bizarre Wiki

Nyo ho ho ho~

—Gyro laughing as he shows off his grills

Gyro Zeppeli (ジャイロ・ツェペリ Jairo Tseperi), born Julius Caesar Zeppeli (ユーリウス・カイザー・ツェペリ Yūriusu Kaizā Tseperi) is one of the main protagonists of Steel Ball Run.[5]

Gyro is a master of the Spin hailing from the Kingdom of Naples. He joins the Steel Ball Run race to win amnesty for a child he is assigned to execute. His mastery of the Spin later allows him access to the Stand, Ball Breaker.


Gyro is a man of average to above-average height and medium to athletic build. He has hair that reaches mid-back, light eyes, square patches of facial hair lining his jaw, and (in illustrations) often painted lips. He either wears grills or has chiseled into prosthetic teeth the phrase "GO! GO! ZEPPELI".

Gyro's basic outfit consists of a short-sleeved studded black leather coat, leather pants, and cowboy boots. He wears a belt, the buckle of which bears a pair of hands pointing to his crotch, and at his hips a pair of special holsters for his Steel Balls. He wears a wide-brimmed hat, with slits on the the crown and the brim that let light and air filter through. Situated around the crown of his hat are a pair of slit goggles. Depending on the weather he may wear his goggles, in addition to a scarf.

Color Schemes

The series is known for alternating colors between media, the information presented below may or may not be canon.

This section requires expansion.

  • Eyes: Green
  • Hair: Blond
  • Outfits:

  • Eyes: Blue
  • Hair: Blond

  • Eyes: Blue
  • Hair: Green

  • Personality

    Gyro is a cocky and flamboyant executioner marked by the harshness of life, who participates in the Steel Ball Run for the sake of a young boy.

    Gyro initially appears as a cocky and aggressive contestant in the Steel Ball Run. Unlike other competitors, Gyro looks to seize the first place aggressively, rushing ahead of everyone[6] then fending off anyone who challenges him.[7][8] He also has a tendency to take dangerous shortcuts.[9][10] Gyro is a rude man, deriding the vast majority of those he meets with insults and mocking commentaries. Even with his closest friend Johnny Joestar, Gyro doesn't mince his words and sometimes argues with him. Moreover, Johnny only made a lasting impression on Gyro through his dogged stubbornness[11] and otherwise looked down on him during their first meeting.[12] The only person for which Gyro had any degree of respect is his stern father Gregorio Zeppeli. Gyro's cockiness and rudeness extend to his fights, during which Gyro is prone to mock his enemies in some way or say something cocky. For instance, he openly mocked Mountain Tim's "ridiculous" hat.[13] Gyro is particularly proud of his mastery of the Spin, a family technique involving the rotation and throwing of steel balls to various effects and hails the Spin as the acme of human skill,[14] this pride is latter justified when the Spin proves to be able to defeat even the Stand Dirty Deeds Done Dirt Cheap - Love Train.[15] His method of teaching is improvisational, only instructing Johnny the basics of the Spin and introducing him to the Golden Rectangle when they were threatened by a new enemy.[16]

    As an executioner and otherwise confrontational man, Gyro is not afraid to use violence even in a lethal fashion. However Gyro doesn't have the same ruthlessness as Johnny and initially doesn't seek to kill his enemies if he deems it unnecessary. Notably, Gyro did try to discourage a thief from fighting with him and only used his Steel Balls to make the man shoot himself if he ever drew his gun, instead of directly killing him.[17]

    Gyro nonetheless possesses an altruistic side, and likes to help anyone who needs his assistance, most notably the paraplegic Johnny to whom he taught the Spin technique and helped acquire the Holy Corpse Parts, or Marco, the helpless child whose death sentence Gyro seeks to appeal by winning the Steel Ball Run. Gyro would often clash this side with the authority of Gregorio Zeppeli, who disapproved any display of sentimentality in life and ultimately defied him by going to America.[18]

    Early in the Steel Ball Run, Johnny has said that Gyro didn't have the drive and determination necessary to get things done. The jockey argued that because Gyro inherited everything he had as an upperclassman and heir of the family Spin technique, he didn't have the kind of selfish hunger born from suffering which was crucial in the race.[19] True to that, Gyro Zeppeli initially raced out of altruistic concern for Marco, and primarily relied on tricks to prevail in the race. During his battle with Ringo Roadagain he bent his original motivations into a more personal goal, the path to see for himself whether Marco deserved to be executed and and who exactly the Corpse was.[20] After that, Gyro switched to a slightly less cocky behavior, and focused seriously on his battles. In his horse riding, Gyro switched to a more personal style, instinctively choosing his own route instead of the "shortest path", enabling him to even outmatch Diego in the race.[21]

    Out of combat, Gyro also possesses an eccentric personality and is particularly flamboyant. Gyro has a penchant for gags involving puns or an inexplicable brand of humor from bad puns[22] to gags defying all logic,[23] frequently telling such jokes to Johnny in the spur of the moment and created a song about cheese, singing it to Johnny and being happy that he appreciated it.[24] He also has a fondness for dramatic gestures and quotes, saying that the Goddess of Victory was riding with him and that she would retract her favor if he ever let another woman ride with him. Unlike Johnny, Gyro frequently grins, exposing his metal teeth in the process.[25] The mere fact that he engraved his teeth with the message "Go! Go! Zeppeli" already exposes his flamboyantly confident nature.[26] Humorously, Gyro also keeps a teddy bear with him, being fond of it enough to keep it even during the Steel Ball Run,[27] although he leaves it at one point. However, mimicking his own father, Gyro can be stern and dignified when he talks about the Zeppeli Spin technique.

    Heavily influenced by Gregorio's teachings about the uncertainties in life - using a " tennis ball over the net" metaphor - and the Steel Ball's power being nothing short of miraculous, Gyro has a somewhat optimistic outlook on life and is convinced that he can overcome setbacks, even if they'd need a miracle to overcome, as long as he follows a virtuous path. Nonetheless, following the "tennis ball over the net" belief, Gyro is aware that failure is just as likely.[28] This ideology is repeatedly somehow confirmed with numerous coincidences and miracles helping him throughout his journey and alternatively working against him, culminating in Marco being freed without his intervention but dying of a cold later.[29]

    Gyro is a womanizer, one flashback narrating an affair with a patient[30] and he is shown flirting with pretty girls.[31] On the other hand, the first time Gyro and Johnny meet Lucy, he refuses to let her ride with him and states that "no woman (will) ride my horse". He later explains that "Lady Luck" would be jealous if he let "another woman" ride with him.[32]

    Gyro has a few tics of language. For instance, he has a signature "Nyo-ho-ho!" chuckle[26] and is prone to shouting "Ora" during battles.


    Early Years


    Gyro as a young boy and at 13 years old

    Gyro Zeppeli was born at around 1866 to the prestigious Zeppeli Family in the Kingdom of Naples.

    Gyro lived a roughly normal life until his late childhood, upon which he was trained in the arts of the Spin by his father Gregorio Zeppeli. The Zeppelis being renowned doctors as well as servants of the King of Naples, Gyro lived in certain comfort. At age thirteen, Gyro began his training as a royal executioner in secret. At the same time, he was an apprentice surgeon for the family. In his late teens, Gyro was to become the next royal executioner as well as a surgeon, following his father in both aspects.


    Gyro as an executioner

    One day, one woman scheduled for execution became violent and almost killed a prison guard. During the struggle, Gyro lost his collar hanger. When he found it again, it was in the hands of a little boy named Marco who was found guilty of treason because he served a traitorous lord. Disturbed by the false charges against a nine-years-old child, Gyro asked for Marco's appeal. Unfortunately, his efforts were vain, but the king servant and official linking the Zeppeli and the king explained to him that the king would give amnesty to political criminals if the country suddenly gained prestige, such as winning a famous horse race. Thus, against his father's wishes, Gyro subscribed to the Steel Ball Run race.


    Gyro departed from Genoa, Italy earlier in May and arrived in the US on May 22.[33]

    Shortly after joining the Steel Ball Run race and before it begins, Gyro goes into town where he duels a pickpocket that robbed money from him, using his 'Spin' and steel balls as weapons. When the paraplegic Johnny Joestar touches one of Gyro's spinning orbs, it causes his paralyzed legs to move for a moment. Gyro attempts to convince Johnny that it was simply a reflex of his legs but fails, as Johnny is not convinced and joins the Steel Ball Run race to follow him in order to learn about the Spin and how to move his legs once again. Still, Gyro takes an interest in Johnny's actions, specifically his choice of horse, and gives him a hint to use the 'Spin' to mount his horse.[34]

    Steel Ball Run (1890-1891)

    First Stage

    At the start of the race, Gyro rushes ahead of every participant, taking out Urmd Avdol[35] as well as Diego Brando, two of the Steel Ball Run's favorites, to everyone's shock.[36] Still leading the race, he takes a dangerous shortcut through a forest during which he discovers his most serious challenger during this stage, Pocoloco.[37] Thanks to his luck, Pocoloco eventually overtakes Gyro by sliding down a slope on a cow's skin[38] Gyro unsuccessfully tries to stop Pocoloco by throwing a Steel Ball which endangers Sandman, who was running down a cliff.[39] Nonetheless, Gyro crosses the finish line first after a lengthy dash, helped by the tailwind.[40]

    However, Steven Steel voids Gyro's performance for endangering the competitor Sandman and relegates him to 21st place, which outrages him. However, impressed by Johnny's determination, Gyro invites him to race with him on the second stage, determined to get first.[41]

    Second Stage

    The racers line up, preparing to race across 2000 km of Arizona Desert for the second Stage. Against Johnny's advice, Gyro decides to take another shortcut through 120 km of desert and Johnny follows Gyro, both pursued by the fellow racer Mrs. Robinson.[42] Mrs. Robinson soon attacks the duo, but Gyro quickly defeats him with the Spin.[43]

    Camping for the night 50 km from the second water point, Gyro and Johnny are approached by Andre Boom Boom, Benjamin Boom Boom and L. A. Boom Boom who can forcibly magnetize someone when the victim touches Andre's blood.[44] Unable to fight people who can control metal, Gyro and Johnny flee from the Boom Booms, but both are now magnetized. Gyro and Johnny eventually meet Mountain Tim, who was tricked into thinking Johnny murdered participants during the first stage of the race. Because the three of them are under the influence of Tomb of the Boom, they attract each other and eventually are stuck together in iron sand, at the mercy of Benjamin and L.A. Boom Boom. However Johnny develops a Stand of his own, and manages to kill Benjamin as well as cripple L.A., who curses Gyro and assures him that other mercenaries will come after him.

    At a checkpoint, Gyro and Johnny then have to fight a past terrorist from Naples, Oyecomova. However, Gyro and Johnny manage to work together to kill him.[45] After attacks from other participants such as Fritz von Stroheim as well as other Stand users like Pork Pie Hat Kid, Gyro discovers that Johnny is carrying a corpse part which is likely why everyone is now attacking them.[46]

    Gyro, distracted at the last moment by a newspaper, finishes the stage at the fourth place.

    Third Stage

    Although Johnny is interested in the Corpse Parts, Gyro's mind is still focused on winning the race. In a small village in the Rocky Mountains, Gyro and Johnny search for the Eyes, but also battle Dr. Ferdinand's army of dinosaurs and Diego Brando. Dr. Ferdinand reveals that the Corpse Parts are highly sought after. At the same time, Diego, who acquired the Stand Scary Monsters takes away the left eye while Gyro has the right eye.[47]

    However, at the final run to the end line of the third stage, after Johnny makes Gyro aware of his lack of 'hunger' and him 'inheriting' from his father, Gyro is beaten by Diego when the jockey sneakily spits a small rock toward Valkyrie, slightly injuring the horse. Gyro finishes at the fourth place and concludes that Johnny might be right and that his loss is due to his own lack of drive in the race.[48]

    Fourth Stage

    Gyro and Johnny then race peacefully during 600 km of the 1250 km of the fourth stage.

    At about 650 km from Kansas City, Gyro and Johnny formally meet Hot Pants, a fellow racer. Although Gyro doesn't like nor trusts Hot Pants who tried to hang them over presumption they killed his cow to rob meat, they are forced to ally themselves with him as gunslinger Ringo Roadagain blocks their way out of a forest. A shootout ensues, Johnny and Hot Pants are injured while Gyro is spared out of spite by Ringo. It is at this moment that Gyro acquires a genuine and selfish motivation to win, and challenges Ringo, this time winning against him. Gyro then heals Hot Pants and Johnny using Cream Starter, but steals the former's sandwiches to annoy him.[49]

    As they approach Kansas City and are looking for the next part of the corpse, Gyro and Johnny challenge Diego again in a race during a heavy rain. Gyro manages to win against Diego, whose horse is injured, putting the Englishman out of the race for a certain amount of time.[50] Later they meet Lucy Steel, who learned about the Corpse Parts and unwittingly antagonized he American Government. Asking for help, Lucy gives them the Spine as token of good faith, and Gyro defeats Blackmore, an agent who trailed Lucy. Gyro however suggests that Lucy goes back to steal Valentine's Heart. The Spine also gives them the location of the three next Corpse Parts.[51]

    Fifth Stage

    During the fifth stage, Gyro and Johnny race peacefully for about 300 km.

    However they are attacked by Diego and Sandman, the latter's ability to give life to sounds being problematic since it destroys Gyro's Steel Balls. Cornered into a river, Gyro manages to teach Johnny to take inspiration from the surrounding nature in order to create an infinite rotation. Johnny's Tusk ACT 2 kills Sandman while Diego is already far away. Weakened by the fight, they cannot stop Hot Pants from stealing their Corpse Parts.[52]

    They then finish the fifth stage peacefully.

    Sixth Stage

    At the beginning of the sixth stage, Gyro and Johnny meet Sugar Mountain, a young girl living in a tree who guards the Ears and the Right Arm. Gyro manages to acquire both plus a hefty amount of precious goods. Their joy is cut short when they learn that they have to trade the goods by sunset, or they'll be absorbed into the tree.

    In a nearby city, Gyro has difficulties spending everything in time, plus Eleven Men are stalking them, looking to kill them and robs newly found corpse parts. Gyro decides to go into a clandestine casino to gamble, but he and Johnny are interrupted by the Eleven Men. A shootout ensues, during which the enemy proves too much, but Gyro convinces the gangsters working in the casino to protect them in exchange for the goods. As sun sets, Gyro transforms himself into a tree, having not thought of trading the Corpse Parts, and Johnny is forced to trade them to the last of the Eleven Men.[53]

    Near the Michigan Lake, Gyro and Johnny confront another duo of government agents. Wekapipo and Magent Magent. While Magent Magent is disposed of rather quickly, Wekapipo's expertise in the art of the Spin proves dangerous as Wekapipo made sure to seal off Gyro's ability to draw from nature, and corners Gyro. However due to a coincidence, Gyro is able to look a snowflakes to overpower Wekapipo. Instead of letting him die, Gyro let Wekapipo know his sister is still alive and hidden somewhere by Zeppeli family, then asks Wekapipo to go look for Lucy Steel.[54]

    Having victory on their side, Gyro and Johnny immediately obtain the Legs from a wolf and easily finish the sixth stage at the first and second place.

    Seventh Stage

    Plastic ball

    Gyro being attacked by Civil War

    Gyro and Johnny ride peacefully for 12 days, until one night, they see Hot Pants riding away. Gyro and Johnny follow her into a local garbage dump, but they realize it was a trap from the Stand user Axl RO, whose Civil War immobilizes Gyro. However Johnny saves them both due to his Stand evolving another time.[55]

    Unfortunately, Valentine intervenes at the last moment and steals away all the Corpse Parts of the competitors save Diego's Eye. Their luck runs out, and Gyro finishes the stage at a disappointing 6th place.[56]

    Eighth Stage

    In Philadelphia, Gyro and Johnny decide to follow Diego and acquire his Eye. However, Valentine, using Dirty Deeds Done Dirt Cheap's power to his advantage. Gyro loses time fighting his last agent D-I-S-C-O then investigates a shootout during which Johnny disappeared. At the same time, Valentine takes the Right Eye from Diego and Diego has Wekapipo killed to escape the parallel dimension in which he's been imprisoned.[26]

    Johnny manage to work out the power of Valentine's Stand, and a reluctant Gyro accepts to help him pursue Valentine, revealing that even against Valentine, there is another level of Spin which could overpower him. Gyro and Johnny follow Diego and Hot Pants, observing from afar their clash between the three. It is not until Diego dies that Gyro and Johnny approach the train. However, they didn't plan for Lucy, now transformed into the Corpse, to cause a space distortion making the landscape converge toward her. As Gyro tries to escape this strange phenomenon, a carp bites into his finger. Later when Gyro investigates the locomotive, this one bite has moved to his carotid, severely injuring him.[26]

    Now, Valentine has unlocked Love Train, a pocket dimension against which harm debounces, making the President invulnerable. However, Gyro manages to forcefully tear off some of Valentine's hair. Gyro and Johnny take a respite, then charge toward the President, gambling on the potential of the Spin.[26]

    Nonetheless, Valentine manages to injure Johnny in the subsequent clash, forcing Gyro to throw one Steel Ball in a hurry. Johnny is only saved by Steven Steel who gives Lucy to Gyro and begs him to take her away from Valentine. Gyro manages to save Lucy on his horse and dashes toward the ocean, setting the stage for a duel against Valentine.[26]

    Final Duel Against Valentine

    Gyro's death

    Gyro's death

    Lucy Gyro

    Gyro to the rescue.

    In the final battle against Valentine, Gyro uses the most advanced technique of the Golden Rectangle: the "Super (or Cavalry) Spin", which is created by invoking the golden rectangle while riding a horse to gain momentum. By combining this technique with his newly developed stand Ball Breaker, his attack becomes very powerful. Although his technique is very effective, it is not enough to beat Valentine, who resists his injuries long enough for Gyro to die from his own wounds. However, before dying, Gyro gives his last lesson to Johnny, allowing Tusk to reach ACT 4 and giving Johnny the power to defeat Valentine. Gyro then reappears as a spirit, saying goodbye to his friend and ascends to Heaven.


    The Spin

    Main article: Spin

    The Spin in action

    The Zeppeli family's Spin technique, usually applied with special Steel Balls, is a versatile skill Gyro has been trained in since his youth. Gyro equips himself with two Steel Balls as a means of self-defense, attack, and general strategic advantage.

    Throwing his Steel Balls with the Spin, Gyro may create a variety of impressive trajectories, able even to have them return directly to him, mainly after successful contact with his target.

    On impact with flesh, spiral ripples often appear. Gyro may apply a wide range of effects to human or animal targets, including muscular, nerve, and bone manipulation, and the forceful wringing of flesh to drain water.

    Gyro explains that although used by his family for execution, the Spin was not developed for destructive ends, and is in many ways equally suitable in medical treatment.

    The Spin may be viewed as the Steel Ball Run counterpart to the Ripple featured primarily in Phantom Blood and Battle Tendency.


    Gyro Scan01


    Manga Debut: SBR Chapter 31, Scary Monsters (4)
    After the Corpse's right eye binds with Gyro's, the word "TURBO" is inscribed on Gyro's iris, behind it a diagonally oriented cross; with a cross pattéeW emerging from the bottom-outside of his eye, on his cheek, to begin with. A single eye appears within each of Gyro's active Steel Balls, staring outwards, also marked on the iris.

    When Scan (スキャン Sukyan) is active, the ability places eyes representing those of the Corpse in each of Gyro's active Steel Balls. These enhance Gyro's aptitude for the Spin, and his vision as surrogate eyes (enabling him to see remotely when Hot Pants blinds him with Cream Starter); as well as allowing him to see through people's bodies as though by X-ray, permitting him to calculate for better targeting.

    Gyro relinquishes this ability when he gives his eye to Lucy Steel.


    Saint's Corpse

    The complete guardian of the Corpse's eyes appears as a largely insentient, robotic humanoid figure. When Gyro departs this figure, it is divided, missing its left arm, leg, upper "eye" and the left plate of the two originally framing its head. A similar figure is seen once more when Gyro uses Scan, growing from his Steel Ball, in his battle against Ringo Roadagain.[57]

    Ball Breaker

    Main article: Ball Breaker

    Ball Breaker manifests when Gyro finally achieves the "Golden Spin". The stand is a visualization of Spin energy unleashed from Gyro's steel balls, the technique behind them ultimately becoming a Stand ability.[2] Ball Breaker embodies a vast force capable of bypassing dimensional barriers.[58]


    • Horseriding: Gyro is an experienced and capable equestrian, competent enough to ride across many types of terrain and be a serious competitor in the Steel Ball Run. His riding style can be summed up as aggressive, Gyro seeks to remain at the first place constantly, and takes dangerous shortcuts when he deems it necessary. When another rider challenges him, Gyro will actively try to get rid of him. His beloved horse is named Valkyrie. Related to that Gyro is knowledgeable about horses, particularly Valkyrie whose abilities and limits he can gauge at any moment.
    • Medicine, Surgery and Anatomy: Being trained as a surgeon, Gyro is an accomplished surgeon, being able to make surgical operations on his own. This training also includes intimate knowledge of the human body Gyro uses in conjunction with the Spin in combat.
    • Intelligence: Gyro is an adept tactician, being able to hold his own against several Stand users, and outsmarting them in several occasions. Gyro has been shown to be able to use his surrounding, or even the enemy's own power to his advantage. Gyro is a worldly invdividual, possessing a range of knowledge, including in tracking, opera, paleontology, and mathematics.


    Manga Appearances
    Chapters in order of appearance



    Steel Ball Run

    Chapter Covers





    Major Battles



    • Gregorio Zeppeli: Gregorio Zeppeli was Gyro's father, and was the only person to ever command respect and obedience to him. Their relationship was probably cold due to Gregorio wishing to throw away sentimentality from his life, thus never had a compliment for his son, nor did he give him gifts and send him letters. However Gregorio was still Gyro's Spin teacher and direct superior as surgeon and executioner, thus has authority over him, although Gyro still disobeyed him behind his back.


    • Johnny Joestar: Gyro and Johnny are friends and partners in the Steel Ball Run and also master and apprentice in the art of the Spin. At first Johnny's determination got Gyro's interest, causing him to help him figuring out how to mount his Slow Dancer and start the race. After the first stage, Johnny wins the respect of Gyro, thus Gyro decides to teach him the Spin and they become partners for the rest of the race. As the stages progress their friendship grows. Despite their opposing personalities, causing regular clashes as to how to take on a difficult situation, Gyro and Johnny ultimately get along well and share many moments of friendship, culminating in them telling each personal secrets. Gyro notably likes to jest with Johnny and tells him bad jokes or miscellaneous songs that Johnny frequently pretends to appreciate. Due to their regular battles, Gyro and Johnny fight well together, and see each other as valuable allies. Their friendship is such that any one is ready to put himself in danger for the other, and Johnny notably abandoned his Corpse Parts to save Gyro's life, and has cried multiple times for him. When Gyro died, Johnny was completely devastated and Valentine exploited that bond to promise Johnny that another Gyro would walk this universe. Gyro's ghost salutes Johnny one last time and the latter would bring back his corpse to the Zeppeli family. Gyro's continuous support helped Johnny get out of his depression and enabled him to begin anew.
    • Lucy Steel: Gyro and Lucy became allies, but Gyro had a cold attitude toward her, refusing her request of helping her and her husband and instead suggesting that she risked her life trying to steal the Heart from Valentine. Gyro nonetheless acknowledged her bravery and resourcefulness and entrusted the Right Eye with her, later asking Wekapipo to save her from Valentine.
    • Wekapipo: Despite meeting in the Steel Ball Run as long-standing enemies, Gyro and Wekapipo have a certain respect of each other's ability as both are proficient Spin users. Gyro revealed to Wekapipo that his sister was alive and well, having saved her life once. This revelation earned Gyro Wekapipo's help during the search for the Corpse Parts.
    • Mountain Tim: Gyro only saw Tim as a rival in the Steel Ball Run race, deriding his hat when he first saw Tim. However, both come to see as allies during the fights against the Boom Boom Family and Oyecomova.


    • Diego Brando: Gyro and Diego are bitter rivals, as both repeatedly tried to outdo each other in the Steel Ball Run. Gyro thinks of Diego as the greatest threat for his goal of finishing first in the race and never ceases to antagonize or insult him. Diego won't hesitate to kill Gyro, but Gyro's moral code stops him from doing the same, and he only wishes to beat him up.
    • Hot Pants: As one of the competitor in the Steel Ball Run and a rival in the search for the Saint Corpse Parts, Gyro views Hot Pants poorly. Their first meeting consisted of Hot Pants attacking Gyro for wrong reasons, and Gyro never let up his antagonistic behavior after that, regularly insulting the horse rider and once stealing her food. Later on, Gyro remains in the dark about Hot Pants' true identity, while Johnny was able to forge a more understanding and sympathetic relationship.
    • Sandman: Gyro and Sandman are rivals in the Steel Ball Run race, but initially act friendly with each other. Sandman bore no ill will against Gyro and repaid being made winner of the first stage in Gyro's stead with critical information during the fourth stage. However, the next time they meet, Sandman now worked with Valentine and tried to force Gyro and Johnny to give their Corpse Parts, going as far as trying to kill them. Nonetheless, Sandman was merely indifferent to what he saw as the struggle between white men.
    • Pocoloco: Gyro thinks of Pocoloco as a dangerous rival and mistakes the latter's luck as talent, while Pocoloco sees Gyro as a mere stepping stone in the race.


    • Boom Boom Family: Gyro was initially cold and cautious to Andre Boom Boom, and he was later proven right to act in such a way as Andre, along with his brother and father, attacked. Gyro thinks the whole family as idiots, though holds regard for their dangerous Stand abilities.
    • Oyecomova: Oyecomova was an Italian assassin who attempted kill Gyro, Tim and Johnny, only to be defeated by their respective Stand powers.
    • Ringo Roadagain: Ringo and Gyro were mortal enemies during their encounter. Ringo looked down on Gyro for being a "follower" but was impressed by his sudden growth, acknowledging his will during his last moments. Gyro returned the animosity and begrudging respect for the gunman.
    • Funny Valentine: Valentine was Gyro's enemy in the search to obtain the Corpse Parts.

    Video Games

    Jump Super Stars

    Gyro appears as a support and help character. His supports summon him to throw his Steel Balls at the opponent, inflicting either the paralysis or shocked status effects, and his Help Koma increases the affected battle character's movement speed.

    At the time of the game's release, Steel Ball Run was listed as a different franchise separate from JoJo's Bizarre Adventure; Gyro appears as the series' main representative character.

    Jump Ultimate Stars

    Gyro appears again as a support and help character. While his support attack remains the same, his Help Koma now increases the rate at which the affected battle character's special attack gauge replenishes.

    Due to Steel Ball Run having been confirmed as Part 7 of JoJo's Bizarre Adventure, unlike the previous game, Gyro is now listed as part of the JoJo's Bizarre Adventure franchise, and is one of two Part 7 characters in the game, alongside Johnny Joestar.

    JoJo's Bizarre Adventure: All Star Battle

    Gyro Zeppeli was 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, or Valentine are used, which they can pick up to receive blessings that boost their performance in combat. 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.

    Exclusive to Gyro are the Steel Ball Icon and the Spin Gauge, both displayed about the Heart Heat Gauge. The Steel Ball Icon display how many of Gyro's two Steel Balls are in his possession. Gyro's Steel Balls will automatically return to him after a short delay once thrown, hitting the opponent if they are between the Steel Balls and Gyro. The Spin Gauge displays how much Spin Energy Gyro has.

    • Spin: Gyro charges the Spin Energy into his Steel Balls, leaving him open to attack but replenishing the Spin Gauge. This skill's function is similar to the "Ripple Breath" skill possessed by all Ripple-Style Users. When filled completely, Gyro enters Golden Spin Mode, increasing the damage of all attacks involving his Steel Balls, and allowing them to hit multiple times per attack, better improving Gyro's ability to combo from them. The Spin Gauge is then turned into a timer, slowly draining to zero, and Gyro is unable to use this ability again until it empties completely.
    • I toughened my skin: Gyro places a Steel Ball imbued with the Spin to his chest, causing his skin to wring and toughen. This skill is used to instantly block attacks using the Heart Heat Gauge in place of the Guard Gauge, and will last as long as the Style button is held, or until the HHG empties.
    • Spin, spin!: Gyro throws a Steel Ball at the opponent as a projectile, hitting them multiple times. Gyro can throw both of his Steel Balls in succession, but both need to be available to do so. (Comboable through Puttsun Cancel)
    • Raaaaugh!: Gyro throws a Steel Ball to the ground, before it proceeds to quickly move toward the opponent, carried by the power of the Spin. If it hits the opponent, the Steel Ball will release its Spin energy upward, blowing them into the air. (Comboable)
    • I'm gonna throw it away!: This move can only be used when Gyro has both Steel Balls available. Gyro drops both Steel Balls to the ground, and using the Spin, the two kick up debris to shoot at the opponent, sending them flying if hit. (Comboable)
    • Run wild, run free!: This move can only be used when mounted. Valkyrie spins around stomping, hitting the opponent multiple times and knocking them off their feet if hit. This attack can hit a downed opponent. (Comboable through Puttsun Cancel)
    • Winds from Mexico: This move can only be used when mounted and at a distance. Gyro, using a Steel Ball imbued with the Spin on Valkyrie's rear, causes the horse to gallop forward at a fast speed. If the opponent is hit, they are knocked high into the air. (Comboable through Puttsun Cancel)
    • Throw - Can only spin for a bit!: Gyro pushes the opponent off balance, before using Spin energy to form a spinning ball of compressed air between his hands and blasting them with it.

    Gyro receives a new blessing every time he picks up one of the three Holy Corpse Parts, but if knocked down, loses it as he drops the part.

    1. Gyro gains access to the ability Scan: Gyro throws a Steel Ball at the opponent as a projectile, hitting them multiple times. If the button is held long enough and let go, or until the Steel Ball hits the opponent, the Steel Ball will remain hovering in the air. If used a second time, Gyro throws his remaining Steel Ball at the one hovering, causing it to ricochet towards the opponent and hitting them for substantial damage.
    2. Any one of Gyro's moves that utilize Steel Balls can only be interrupted by Throws/HHA/GHA.
    3. Gyro's attack power is boosted, increasing his damage. Golden Spin Mode is also permanently active; The Spin Gauge will never run empty.

    Gyro's HHA, "One moooore shot!", throws a Steel Ball with a large amount of Spin Energy infused into it. If it connects, Gyro throws a second one as the two Steel Balls shred the opponent's face and send them flying. The HHA will automatically retrieve a single Steel Ball upon use, and its damage will be increased if Golden Spin Mode is active.

    Gyro's GHA, "Ball Breaker", will instantly fill the Spin Gauge to max, automatically activating Golden Spin Mode. The GHA can only be performed while mounted, but will automatically summon Valkyrie when used unmounted. Gyro on horseback, launches a singularly powerful Steel Ball imbued with the power of the Complete Golden Spin Energy. If it lands, the Steel Ball will shred into the opponent's torso, before Ball Breaker appears in front of it. The Stand finishes by spinning and funneling itself into the Steel Ball, dramatically increasing its power and speed. The entrance of the Stand into the Steel Ball shredding the opponent at point-blank range generates a massive green burst.

    If Valentine is falls victim to the GHA, a unique special scene plays where 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 exploding in a blast of Complete Golden Spin Energy.

    Most of his alternate costumes are based on manga and chapter covers. Gyro's first taunt makes him smile while saying his catch phrase "Nyo~ho" as the camera zooms in on his iconic grills reading "GO! GO! ZEPPELI" and his second taunt will make Gyro sing his Mozzarella song.

    JoJo's Bizarre Adventure: Eyes of Heaven

    Gyro was announced for the game alongside Johnny, Valentine, and THE WORLD Diego.

    Gyro possesses the most Styles out of any character: he is a Stand User, a Mounted Fighter, and is the lone Spin User Style of the the game's playable characters. As a Spin User, Gyro is able to strengthen and enhance the properties of his abilities via the power of the Spin; as a Mounted Fighter, Gyro is able to switch between riding atop Valkyrie or moving on-foot; as a Stand User, Gyro is one of many characters with wildly varied abilities that grant him uniqueness in battle.

    Gyro interacts with larger stage objects by trapping them using the Spin, causing opponents that get too close to be blown back a large distance.

    • Steel Ball Icon: A small icon above Gyro Spin Gauge displays how many of his two Steel Balls are in his possession and available for his various attacks and skills. If an icon is dim, that Steel Ball has been recently used and is unavailable. Gyro's Steel Balls will always return to him once used.
    • Style Action - Spin: Gyro charges the Spin into his Steel Balls (he requires both to be available). This Style Action's function is similar to the "Ripple Breathing" ability possessed by all Ripple Users. When enough Spin energy has been charged, Gyro enters Golden Spin Mode, enhancing various properties of all his skills and abilities. While in Golden Spin Mode, Gyro is unable to use his Style Action again until he reverts to normal.
      • Spin Gauge: A small gauge above Gyro's health gauge displays the amount of Spin he has currently charged and how close he is to entering Golden Spin Mode. Once Golden Spin Mode has been activated, the Spin Gauge will remain full for a period of time, before beginning to deplete, eventually emptying and causing Gyro to revert.
    • Raaaaugh!: Gyro throws a Steel Ball to the ground, before it begins moving forward carried by the power of the Spin, with some homing capabilities. The activating input can be held to allow the Steel Ball to move farther; Gyro may still move around while doing so. If it hits an opponent or the activating input is released, the Steel Ball will release its Spin energy upward, blowing opponents upward and into the air. While in Mounted Mode, the Steel Ball will move much slower. While in Golden Spin Mode, the Steel Ball will receive boosts to speed, damage, and homing capability, Gyro will recover faster from using the skill, and the skill itself gains a shorter cooldown period.
    • ORAAAAAAA!!: Gyro throws a Steel Ball as a projectile either forward or towards his lock-on target, before it immediately returns to him. While in Mounted Mode, Gyro may use this skill while moving. While in Golden Spin Mode, the Steel Ball will deal multiple hits if it connects as well as receive boosts to range and Guard Break power; Gyro will recover faster from using the skill, can cancel it into another one, and the skill itself gains a shorter cooldown period.
      • Neither of us can turn back now!: This skill is only available in succession after "ORAAAAAAA!!" is used. Gyro continues the attack by throwing his second Steel Ball, this time with the power to send opponents hit flying. While in Mounted Mode, Gyro may use this skill while moving. While in Golden Spin Mode, the Steel Ball will deal multiple hits if it connects as well as receive boosts to range and Guard Break power; Gyro will recover faster from using the skill, and the skill itself gains a shorter cooldown period. The in-game description erroneously states that this skill is a follow-up to "Raaaaugh!".
    • Grazie to my ancestors!: Gyro uses his Steel Balls and the power of the Spin to temporarily create a warped area around himself. While active, he cannot be locked onto by opponents, and is invincible to projectiles and traps. While in Gold Spin Mode, the skill will remain active for a longer amount of time and gain a shorter cooldown period.
    • Valkyrie: Gyro switches between Mounted Mode and Ground Mode. While in Mounted Mode, Valkyrie has above-average mobility and jump height, can unleash devastating Normal and Powerful Attacks, and Gyro's Spin Gauge charges dramatically faster using his Style Action. However, his stamina gauge will slowly drain, automatically dismounting him when it empties. While in Ground Mode, Gyro can interact with stage objects and grab ledges. While in Golden Spin Mode, Gyro gains super armor while mounting/dismounting, and the skill executes quicker and gains a shorter cooldown period.
    • EX - Raaaaugh!: Gyro is invincible until he completes throwing the Steel Ball, and the Steel Ball receives all the benefits of Golden Spin Mode regardless if it is actually active.
    • EX - Scan: This skill is only available in EX form, in place of "ORAAAAAAA!!". Gyro throws an unblockable Steel Ball imbued with Scan at an upward angle, otherwise towards his lock-on target. The activating input can be held to allow the Steel Ball to move farther; Gyro may still move around while doing so. If it hits an opponent or the activating input is released, the Steel Ball will remain suspended in place for a short period of time. Opponents that make contact with the stationary Steel Ball will take moderate damage and be left crumpling. If "ORAAAAAAA!!" is used, Gyro will now throw his remaining Steel Ball at the stationary one, causing it to deflect at high speed towards the nearest opponent or Gyro's lock-on target; this gives it the power to send them flying and deal high damage on-contact, or Guard Break them in a single hit if they attempt to block it. While in Golden Spin Mode, the Steel Ball receives a damage boost and the skill itself gains a shorter cooldown period.
    • Spin along the "Path of the Golden Rectangle!": Gyro must enter Golden Spin Mode. (200 Points)
    • You know what kills the most?: Gyro must connect the full Normal Attack combo while in Mounted Mode. (200 Points)
    • I can see really well now!: Gyro must connect "Scan". (300 Points)
    • Lesson 4! Pay your respects!: Gyro must connect "ORAAAAAAA!!" while in Golden Spin Mode a total of 5 times. (500 Points)
    • The secret to the Steel Ball is the search for infinity...: Gyro must Retire an opponent while in Golden Spin Mode. (800 Points)
    Dual Heat Attacks
    • Solo - Ball Breaker: Identical to its performance in All Star Battle, though executes faster for the sake of brevity.
    • With Johnny - GO! GO! GO!: The two riding on their horses, Gyro throws a Steel Ball while Johnny shoots a fingernail, both infused with the Golden Spin. As a result, Ball Breaker and Tusk ACT4 fly side-by-side towards the opponent. After Tusk briefly pummels the target, both Stands fly through their midsection as the power of the two Golden Spins generate a massive energy explosion.

    In the alternate timeline he is shown to have survived the fight with Valentine and is fighting along-side Johnny against the alternate Diego Brando.


    He is paired with Jolyne Cujoh in the Eyes of Heaven Tournament, beating Muhammad Avdol and Koichi Hirose in the first round and Jotaro Kujo and Vanilla Ice in the second. Making it to the semifinals, they beat Jonathan Joestar and DIO in the first round and Bruno Bucciarati and Trish Una in the second. Ultimately, they were defeated in the final round by Kars and Pet Shop.


    • Araki personally liked the Jonathan-Zeppeli relationship from Phantom Blood and wanted to retell it again for a longer coming-of-age story. He chose to make Johnny and Gyro around the same age so they could be less formal and more friendly than their original counterparts. Gyro's random jokes and Johnny's trivial use of his spinning nails were included to reflect this concept.
    • Gyro was able to see Stands before he achieved one of his own. He is the first and so far only Zeppeli to have a Stand.
    • In the Italian edition of SBR, Gyro's name is written as "J.Lo", in a reference to American-Latino singer Jennifer Lopez. This is also a slight pun on the fact that the pronunciations of "Gyro" and "J.Lo" in Japanese are almost identical. This was to avoid his name being pronounced as "Ghiro" (dormouse).
    • In the French edition of SBR, Gyro's name is written as "Jayro".
    • Giro means "Rotation/Spin" in Spanish and Italian.
    • Gyro is currently the only Zeppeli killed by the main villain
    • Gyro sometimes use the word "Ora" similar to Jonathan Joestar as well as Joseph Joestar


    Lesson 1
    Lesson 1 is - don't have any weird hopes in me.

    Lesson 2
    Work on those Muscles.

    For example, if I grab your wrist like this... holding the wrist tightly like this, the muscle automatically knows to bend. The flesh instinctively protects the body by wounding the muscle. That's nature for you."

    Lesson 3
    Johnny!You have to!!Lesson 3!When we were camped out you said you spun the cork!It's the same with the bullets!Toss it!

    Believe in the Spin!

    The power of rotation is limitless!Trust in that!

    Lesson 4
    Pay your Respects.

    I've got no choice. We're cornered so I have to teach you... First off, Johnny, let me tell you one thing. Starting now, you can only say the words 'There is no way I can do this' four times, and four times only. All right? four times. That's what my father taught me when I was a kid. Long story short, the secret of the Steel Balls is the pursuit for Infinity, that's what my family, the Zeppelis, always strived for... My ancestors attempted to contain the idea of Infinity into the skill of using these Steel Balls for the purpose of medicine and execution...."

    Lesson 5
    "Johnny ! Lesson 5 !... yeah, I'm sure that's what we're on right now: I always tried to take the fastest shortcut in this Steel Ball Run Race, but...

    'The shortest route was a detour. It was a detour that was our shortest path.'

    ...It's been true the whole time we've been crossing this continent, and its because of you we were able to take that route..."


    1. JoJonium Interview Volume 2
    2. 2.0 2.1 JOJOVELLER: STANDS - Comments by Hirohiko Araki
    3. SBR Chapter 64: "Chocolate Disco, Part 1", p.8
    4. SBR Chapter 94: "The World of the Stars and Stripes"
    5. P7 Bunko V1 (02/2017)
    6. SBR Chapter 5: "First Stage: 15,000 Meters", p11
    7. SBR Chapter 5: "First Stage: 15,000 Meters", p19
    8. SBR Chapter 6: "The Dried-Up River; Diego Brando", p23
    9. SBR Chapter 7: "Pocoloco and Sandman", p22
    10. SBR Chapter 13: "The Sheriff's Request to Mountain Tim", p25
    11. SBR Chapter 4: "September 25, 1890 - 3 Hours to Start", p26
    12. SBR Chapter 3: "Johnny Joestar", p25, p29
    13. SBR Chapter 13: "The Sheriff's Request to Mountain Tim", p20
    14. SBR Chapter 19: "The Devil's Palm, Part 2", p2
    15. SBR Chapter 86: "Ball Breaker, Part 4"
    16. SBR Chapter 43: "Silent Way, Part 4", p6
    17. SBR Chapter 2: "Gyro Zeppeli", p26
    18. SBR Chapter 21: "Gyro Zeppeli's Mission, Part 2", p9-15
    19. SBR Chapter 32: "Third Stage: Cannon City", p19-23
    20. SBR Chapter 35: "A Man's World, Part 3", p22
    21. SBR Chapter 38: "Catch the Rainbow (On a Stormy Night...), Part 1", p51-64
    22. SBR Chapter 36: "The Green Tomb, Part 1", p5
    23. SBR Chapter 63: "Seven Days in a Week"
    24. SBR Chapter 41: "Silent Way, Part 2", p6
    25. SBR Chapter 1: "The Steel Ball Run: Press Conference", p49
    26. 26.0 26.1 26.2 26.3 26.4 26.5 D4C (story arc)
    27. SBR Chapter 4: "September 25, 1890 - 3 Hours to Start", p4
    28. SBR Chapter 84: "Ball Breaker, Part 2", p42
    29. SBR Chapter 95: "The World of the Stars and Stripes -Outro", p43
    30. SBR Chapter 45: "The Land of Promises: Sugar Mountain, Part 1", p3
    31. SBR Chapter 46: "The Land of Promises: Sugar Mountain, Part 2", p23
    32. SBR Chapter 84: "Ball Breaker, Part 2", p41
    33. SBR Vol. 3 Ch. 12: 1st Stage Disqualified From Victory p. 8
    34. SBR Vol. 1 Ch.4: September 25, 1890 - 3 Hours to Start
    35. SBR Vol. 1 Ch. 5: First Stage, 15,000 Meters
    36. SBR Vol. 2 Ch. 6: The Dried-Up River; Diego Brando
    37. SBR Vol. 2 Ch. 8: Crossing the Forest
    38. SBR Vol. 2 Ch. 9: Long, Long Downhill
    39. SBR Vol. 2 Ch. 10: Final Straight 2,000 Meters Left
    40. SBR Vol. 2 Ch. 11: The Final Stretch 1,000 Meters Left
    41. SBR Vol. 3 Ch. 12: 1st Stage Disqualified From Victory
    42. SBR Vol. 3 Ch. 13: The Sheriff's Request to Mountain Tim
    43. SBR Vol. 3 Ch. 14: Across the Arizona Desert: Continuing Along the Shortest Route
    44. SBR Vol. 3 Ch. 15: The Desert Born Outlaws (1)
    45. The Terrorist from a Faraway Country (story arc)
    46. Tusk (story arc)
    47. Scary Monsters (story arc)
    48. SBR Chapter 32
    49. A Man's World (story arc)
    50. The Green Tomb (story arc)
    51. Catch the Rainbow
    52. Silent Way (story arc)
    53. The Land of Promises: Sugar Mountain (story arc)
    54. Wrecking Ball (story arc)
    55. Civil War (story arc)
    56. SBR Chapter 59
    57. SBR Chapter 35: A Man's World (3) p.18
    58. SBR Chapter 83: Ball Breaker (1)
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