Gyro: Difference between revisions

6 bytes removed ,  14 years ago
m
no edit summary
No edit summary
mNo edit summary
Line 1: Line 1:
[[Image:Gyro_charge.jpg|thumb|Gyro being charged]]
[[File:Gyro charge.jpg|thumb|Gyro being charged]]
[[Image:Gyro_launch.jpg|thumb|A gyro can be thrown at an opponent.|300px]]
[[File:Gyro launch.jpg|thumb|A gyro can be thrown at an opponent.|300px]]
'''Gyro''' is the name for [[R.O.B. (SSBB)|R.O.B.]]'s [[down special move]] in ''[[Super Smash Bros. Brawl]]''. The attack encompasses a spin toy that R.O.B. fires. It is chargeable; the longer it charges, the stronger and faster it becomes. A fully charged Gyro normally inflicts 18% of damage, and has high [[knockback]]. After being launched, it can be picked back up and thrown at the opponent, inflicting 10% of 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. 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. Much like [[Donkey Kong (SSBB)|Donkey Kong]]'s [[Giant Punch]] and [[Samus (SSBB)|Samus]]'s [[Charge Shot]], Gyro does not attack instantly when used. Instead, its initial use begins a charging process. The move must be performed a second time to fire the gyro.
'''Gyro''' is the name for [[R.O.B. (SSBB)|R.O.B.]]'s [[down special move]] in ''[[Super Smash Bros. Brawl]]''. The attack encompasses a spin toy that R.O.B. fires. It is chargeable; the longer it charges, the stronger and faster it becomes. A fully charged Gyro normally inflicts 18% of damage, and has high [[knockback]]. After being launched, it can be picked back up and thrown at the opponent, inflicting 10% of 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. 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. Much like [[Donkey Kong (SSBB)|Donkey Kong]]'s [[Giant Punch]] and [[Samus (SSBB)|Samus]]'s [[Charge Shot]], Gyro does not attack instantly when used. Instead, its initial use begins a charging process. The move must be performed a second time to fire the gyro.


Line 9: Line 9:
*R.O.B.’s [[series symbol]] visually incorporates the design of his gyros and is the basis for the [[Subspace Army]]'s symbol.
*R.O.B.’s [[series symbol]] visually incorporates the design of his gyros and is the basis for the [[Subspace Army]]'s symbol.
*The color scheme of a gyro varies depending on the [[Palette swap (SSBB)#R.O.B.|color scheme]] of the R.O.B. who used it.
*The color scheme of a gyro varies depending on the [[Palette swap (SSBB)#R.O.B.|color scheme]] of the R.O.B. who used it.
{{Template:R.O.B. Special Moves}}
{{Special Moves|char=R.O.B.}}
[[Category:Attacks]]
[[Category:Attacks]]
[[Category:Special Attacks]]
[[Category:Special Attacks]]
[[Category:Robot universe]]
[[Category:Robot universe]]
[[Category:Down Special Moves]]
[[Category:Down Special Moves]]
4,255

edits