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==Overview== | ==Overview== | ||
The attack encompasses a | The attack encompasses a top 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% damage and has high [[knockback]] in SSBB. 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. | ||
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. | 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. |
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