Editing Gyro

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|name=Gyro
|name=Gyro
|image=[[File:ROB Down B SSBU.gif|300px]]
|image=[[File:ROB Down B SSBU.gif|300px]]
|caption=Gyro being fired in ''[[Super Smash Bros. Ultimate]]''.
|caption=Gyro being fired in ''Ultimate''.
|user=[[R.O.B.]]
|user=[[R.O.B.]]
|universe={{uv|R.O.B.}}
|universe=''{{uv|R.O.B.}}''
}}
}}


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==Overview==
==Overview==
The attack encompasses a spin top that R.O.B. fires. It is chargeable; the longer it charges, the stronger and faster it becomes. However, a fully charged gyro will deal less damage than a slightly less charged one. A fully charged Gyro normally inflicts 18% damage and has high [[knockback]] in Brawl. After being launched, the gyro will spin on the ground for a while, gradually losing charge until it stops spinning and despawns. The gyro will not lose charge while airborne. The gyro can also be picked back up and thrown at the opponent, inflicting 10% damage. The gyro also can be hit with an attack, which causes it to bounce around and deal damage, assuming the attack doesn't clash with the gyro which causes it to despawn. It also acts like the [[Unira]] in that it will still cause damage on contact as long as it is spinning. Its knockback direction is decided by the direction the thrower was facing, even if it was thrown up or down; this makes it an effective tool for trapping opponents into unavoidable combos.  
The attack encompasses a spin top that R.O.B. fires. It is chargeable; the longer it charges, the stronger and faster it becomes. However, a fully charged gyro will deal less damage than a slightly less charged one. A fully charged Gyro normally inflicts 18% damage and has high [[knockback]] in Brawl. After being launched, it can be picked back up and thrown at the opponent, inflicting 10% damage. An opponent can pick it up as well. It also acts like the [[Unira]] in that it will still cause damage on contact as long as it is spinning. Its knockback direction is decided by the direction the thrower was facing, even if it was thrown up or down; this makes it an effective tool for trapping opponents into unavoidable combos.  


Only one gyro per playable R.O.B. can be on the screen at any given time, and each R.O.B. can only use another gyro as soon as the previous gyro leaves the screen. If the move is attempted when a gyro is already spawned, R.O.B. goes into his Gyro-charging stance and makes a motion with his arms as if to spin a gyro, but no gyro appears. As the Gyro is treated like an [[item]], it can be [[glide toss]]ed; which, combined with R.O.B.'s very fast and long glide toss, makes this move an asset in his approach.  
Each R.O.B. can only have one originating gyro on the screen at any time and can use Gyro again as soon as the previous gyro leaves the screen. If the move is attempted when R.O.B. cannot reuse his gyro, he goes into his Gyro-charging stance and makes a motion with his arms as if to spin a gyro, but no gyro appears. As the Gyro is treated like an [[item]], it can be [[glide toss]]ed; which, combined with R.O.B.'s very fast and long glide toss, makes this move an asset in his approach.  


Much like {{SSBB|Donkey Kong}}'s [[Giant Punch]] and {{SSBB|Samus}}'s [[Charge Shot]], it is an auto-[[charge]] special. Gyro does not attack instantly when used. Instead, its initial use begins a charging process. The input must be performed a second time to fire the gyro (as well as tapping any attack button during the charging period), while shielding or moving left or right into a roll during said period of charging can cancel and save it for later to charge for another time. And at full charge, the charge will automatically cancel. Cancelling it in the air will also make R.O.B. drop his charge and cancel it normally. Getting hit or dying while charging however, will cause R.O.B. to drop the level of charge and he must charge the move like normal again.
Much like {{SSBB|Donkey Kong}}'s [[Giant Punch]] and {{SSBB|Samus}}'s [[Charge Shot]], it is an auto-[[charge]] special. Gyro does not attack instantly when used. Instead, its initial use begins a charging process. The input must be performed a second time to fire the gyro (as well as tapping any attack button during the charging period), while shielding or moving left or right into a roll during said period of charging can cancel and save it for later to charge for another time. And at full charge, the charge will automatically cancel. Cancelling it in the air will also make R.O.B. drop his charge and cancel it normally. Getting hit or dying while charging however, will cause R.O.B. to drop the level of charge and he must charge the move like normal again.


Unlike most other chargeable special moves, Gyro can actually be interrupted with [[instant charge-cancel]]ing. This effectively gives R.O.B. near-instant access to his [[neutral attack]], [[tilt attack]]s, and [[smash attack]]s while charging his Gyro.
Unlike most other chargeable special moves, Gyro can actually be interrupted with [[instant charge-cancel]]ing. This effectively gives R.O.B. near-instant access to his [[neutral attack]], [[tilt attack]]s, and [[smash attack]]s while charging his Gyro.
The gyro itself has a hidden percent system like the playable characters. If put into a situation where it cannot touch the ground and attacked several times, each attack will cause it to have more knockback, and thus deal more damage. If attacked enough times, the gyro can deal 999% damage and have enough knockback to trigger the [[blast through]] glitch.<ref>[https://www.youtube.com/watch?v=ORex33Q5gM8 How ROB's Gyro is the STRONGEST Item — Random Smash Ultimate Facts]</ref>


==Instructional quote==
==Instructional quote==
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*Despite R.O.B. using Gyros from ''Gyromite'' in ''{{b|Super Smash Bros.|series}}'', his hands are "padded" for ''Stack-Up'', while his hands in ''Gyromite'' are "clawed" in order to hold the Gyros.
*Despite R.O.B. using Gyros from ''Gyromite'' in ''{{b|Super Smash Bros.|series}}'', his hands are "padded" for ''Stack-Up'', while his hands in ''Gyromite'' are "clawed" in order to hold the Gyros.
*Gyro is the only one of R.O.B.’s special moves to have a clear origin.
*Gyro is the only one of R.O.B.’s special moves to have a clear origin.
==References==
{{reflist}}


{{Special Moves|char=R.O.B.}}
{{Special Moves|char=R.O.B.}}

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