Rodaku
Smash Rookie
- Joined
- Jun 10, 2014
- Messages
- 15
- NNID
- Dallas7174
- 3DS FC
- 4554-0450-6263
Hello, i am Rodaku... after a while of Smash 4 i have come to Love R.O.B. so much, and why is that you asked...
well you shouldn't be asking i mean its in the title... GYRO GAMES
The gyro is one of the greatest tools in R.O.B.s arsenal, forget the jet boosters, his lazors and his Supah Spin, its all about dat Gyro, and i am here to tell you how to get better at your own Gyro game so you can beat others with your awesome Gyro Skills.
NEUTRAL GYRO GAME:
Now when the game starts or during the match, after you thrown out your tool of Mass destruction, run pick that thing up. You don't want your opponent to have your greatest tool to destroy everything. Once you have said tool, your at the advantage, your opponent is scarred stiff and he doesn't even know it. Now the best plan after you pick up your gyro is be somewhat far from your opponent and STAND STILL. This is the biggest mind game you force on your opponent, why you ask? cause now they are forced to run in at a gyro to the face at one point.
Now while your standing there staring your opponent in the eyes showing them your means of destroying them, wait for them to rush, at this point time your throw carefully, there are three major points you want to throw your gyro into your opponents face.
OFF STAGE GYRO GAME:
Now here is your most dangerous part of your Gyro game comes, why you ask, well i will tell you in a sec... but for now, when your opponent is off stage, just try to snipe there second jump with a nicely timed Gyro toss or a Lazor to the face, though Try the lazor most of the time, why? because of the Gyros most dangerous tool in this game, and that is once your opponent is getting to the ledge.
If your opponent has dodged your lazor for some reason or you don't think you can hit it, throw your gyro on the stage and quickly pick it up, this is where your gonna tell your opponent that the ledge is no longer safe. You have two major steps at this point.
Your Gyro and YOU:
Now we will talk about Custom Gyros and which ones you plan to use in each matchup, i will explain them based on there order in the game. (i won't be listing damage rations for each because there is already a thread for that kind of stuff but might update it if have to)
REGULAR GYRO:
This Gyro is pretty basic, it goes a nice distance when shot out. the longer you charge it, the longer it lasts and lastly the more you charge (like only a secound or two.) the more damage it does when its thrown out. Picking it up and throwing it will change its damage. Here is a key tip throw when you throw the gyro after picking it up.... Depending on the direction you are facing, Thats where the gyro will knock them back. So if you face left and throw the gyro either UP, Down, or Left. once the gyro hits, it will send the opponent left no matter WHICH part of the gyro hits.
FIRE GYRO:
The Fire gyro is pretty much like the Regular gyro with trade offs... those trade offs being that it doesn't shoot out as far and it doesn't last as long when fully charged, but what it makes up for is with DAMAGE... it does more damage once thrown out and when picked back up and thrown so if you don't care for using your gyro as a trap, then use this and chuck it at people.
Slip Gyro:
Last but not least is the Slip Gyro, this Gyros tradeoffs are only slim but they are there. The tradeoff here is that the Gyro won't fly out when shot from the ground, instead it will glide across the ground and slip up people, while it keeps going on its marry way, this means that if it hits someone then you will have to run past them to get the Gyro. Also the Gyro does a lot less damage WHEN SENT OUT, but when picked up and thrown, it acts like a regular Gyro. Lastly to note, when the gyro is thrown from the air and hits someone, it will act like a regular Gyro hit but still with the reduced damage, as well as the Gyro quickly dropping down to the floor.
and with that, i am done teaching the Gyro game, i hope you other R.O.B.s find this information useful and that you can implement this into your GYRO GAME, this is Rodaku signing off.
NOTES:
well you shouldn't be asking i mean its in the title... GYRO GAMES
The gyro is one of the greatest tools in R.O.B.s arsenal, forget the jet boosters, his lazors and his Supah Spin, its all about dat Gyro, and i am here to tell you how to get better at your own Gyro game so you can beat others with your awesome Gyro Skills.
NEUTRAL GYRO GAME:
Now when the game starts or during the match, after you thrown out your tool of Mass destruction, run pick that thing up. You don't want your opponent to have your greatest tool to destroy everything. Once you have said tool, your at the advantage, your opponent is scarred stiff and he doesn't even know it. Now the best plan after you pick up your gyro is be somewhat far from your opponent and STAND STILL. This is the biggest mind game you force on your opponent, why you ask? cause now they are forced to run in at a gyro to the face at one point.
Now while your standing there staring your opponent in the eyes showing them your means of destroying them, wait for them to rush, at this point time your throw carefully, there are three major points you want to throw your gyro into your opponents face.
- When your opponent stops in the tracks and brings up the shield, just wait a bit and throw it at there face, go get your Gyro and start back to the beginning ot the neutral gyro game.
- If your opponent just rushes at you with no thought about there safety, chuck it at there face... back to stage one.
- if your opponent jumps, at this point you either chuck that Gyro in the air as a trap for later or jump and at the face.
OFF STAGE GYRO GAME:
Now here is your most dangerous part of your Gyro game comes, why you ask, well i will tell you in a sec... but for now, when your opponent is off stage, just try to snipe there second jump with a nicely timed Gyro toss or a Lazor to the face, though Try the lazor most of the time, why? because of the Gyros most dangerous tool in this game, and that is once your opponent is getting to the ledge.
If your opponent has dodged your lazor for some reason or you don't think you can hit it, throw your gyro on the stage and quickly pick it up, this is where your gonna tell your opponent that the ledge is no longer safe. You have two major steps at this point.
- Step one: Throw that Gyro right on the ledge, make sure that its RIGHT on it and doesn't fall off or to close on the stage.
- Step Two: move a bit off the ledge and do a Down Air, and send that sucka Right to the ground
- If your opponent will try to roll/get onto the stage, they will get hit by the gyro and get knocked back RIGHT into your Down Air.
- if your opponent thinks about jumping to dodge the Gyro... DOWN AIR.
- your opponent can drop a bit but.... again... DOWN AIR.



Your Gyro and YOU:
Now we will talk about Custom Gyros and which ones you plan to use in each matchup, i will explain them based on there order in the game. (i won't be listing damage rations for each because there is already a thread for that kind of stuff but might update it if have to)
REGULAR GYRO:
This Gyro is pretty basic, it goes a nice distance when shot out. the longer you charge it, the longer it lasts and lastly the more you charge (like only a secound or two.) the more damage it does when its thrown out. Picking it up and throwing it will change its damage. Here is a key tip throw when you throw the gyro after picking it up.... Depending on the direction you are facing, Thats where the gyro will knock them back. So if you face left and throw the gyro either UP, Down, or Left. once the gyro hits, it will send the opponent left no matter WHICH part of the gyro hits.
FIRE GYRO:
The Fire gyro is pretty much like the Regular gyro with trade offs... those trade offs being that it doesn't shoot out as far and it doesn't last as long when fully charged, but what it makes up for is with DAMAGE... it does more damage once thrown out and when picked back up and thrown so if you don't care for using your gyro as a trap, then use this and chuck it at people.
Slip Gyro:
Last but not least is the Slip Gyro, this Gyros tradeoffs are only slim but they are there. The tradeoff here is that the Gyro won't fly out when shot from the ground, instead it will glide across the ground and slip up people, while it keeps going on its marry way, this means that if it hits someone then you will have to run past them to get the Gyro. Also the Gyro does a lot less damage WHEN SENT OUT, but when picked up and thrown, it acts like a regular Gyro. Lastly to note, when the gyro is thrown from the air and hits someone, it will act like a regular Gyro hit but still with the reduced damage, as well as the Gyro quickly dropping down to the floor.
and with that, i am done teaching the Gyro game, i hope you other R.O.B.s find this information useful and that you can implement this into your GYRO GAME, this is Rodaku signing off.
NOTES:
- if your against someone using the ranged game, your Gyro game is harder to implement because of the fact your Gyro will go away if it hits some projectiles.... SOME
- Gyros that are thrown downward can instantly be picked up if you spam out your Neutral or Down Airs, use this on someone guarding from a downward assault to instantly punish the opponents punish if possible.
- Gyros that are left on the ground after thrown out from your Down Special make great defensive tools for if your going in with your Side B and the opponent guards it, just head back behind the gyro and you might have time to recover... MIGHT.
- Gyros Spin, spinning = winning.
- When using your Up B, don't hold it, instead continually mash the B button or up, this way you get DOUBLE THE LIFT for DOUBLE the recovery.
- Did you know that if you get hit... and you use Back air after getting hit... the thrust from your back air is gone... i didn't know that either till now.
- Fighting someone who loves to roll? Side-B is your answer cause it catches them while in the roll animation... Neat right?
- If you read your opponent right, you can hog the ledge from them, then jump and hit them with a back air... if you read them right that is.
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