Gyro: Difference between revisions

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[[Image:Gyro_charge.jpg|thumb|Gyro being charged]]
[[Image:Gyro_charge.jpg|thumb|Gyro being charged]]
[[Image:Gyro_launch.jpg|thumb|A gyro can be thrown at an opponent.]]
[[Image:Gyro_launch.jpg|thumb|A gyro can be thrown at an opponent.]]
'''Gyro''' is the name for [[Robotic Operating Buddy| R.O.B.]]'s [[Down B|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 does 18% of damage, and has high [[knockback]]. After being launched, it can be picked back up and thrown at the opponent doing 10% of damage. It also acts like the [[Unira]] in that it will still cause damage on contact as long as it is spinning, and can be picked up by non-R.O.B. players. 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 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]], Gyro does not attack instantly when used. Instead, its initial use charges and must be performed a second time before it fires.
'''Gyro''' is the name for [[R.O.B. (SSBB)|R.O.B.]]'s [[Down B|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 doing 10% of damage. It also acts like the [[Unira]] in that it will still cause damage on contact as long as it is spinning, and can also be picked up by non-R.O.B. players. 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.


The "Gyro" is essentially a spinning top. The R.O.B. accessory for the Nintendo Entertainment System would spin the gyros and use them to press buttons to activate in-game effects for the game ''[[Gyromite]]''; the button would remain pressed only as long as the gyro retained enough speed to remain upright.
The "Gyro" is essentially a spinning top. The [[Robotic Operating Buddy|R.O.B.]] accessory for the [[Nintendo Entertainment System]] would spin the gyros and use them to press buttons to activate in-game effects for the game ''[[Gyromite]]''; the button would remain pressed only as long as the gyro retained enough speed to remain upright.


R.O.B.'s Gyro symbol's design is incorporates the symbol for ''The [[Subspace Emissary]]''.
R.O.B.’s character symbol visually incorporates the design of R.O.B.’s gyros and the mark of the [[Subspace Emissary]].


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Revision as of 14:16, April 24, 2008

Gyro being charged
A gyro can be thrown at an opponent.

Gyro is the name for 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 doing 10% of damage. It also acts like the Unira in that it will still cause damage on contact as long as it is spinning, and can also be picked up by non-R.O.B. players. 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's Giant Punch and 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.

The "Gyro" is essentially a spinning top. The R.O.B. accessory for the Nintendo Entertainment System would spin the gyros and use them to press buttons to activate in-game effects for the game Gyromite; the button would remain pressed only as long as the gyro retained enough speed to remain upright.

R.O.B.’s character symbol visually incorporates the design of R.O.B.’s gyros and the mark of the Subspace Emissary.


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Template:R.O.B. Special Moves