robo rocket gives you a ~4 frame spike. That alone is enough to put it on a good number of movesets. It does limit a few things over up3, such as the ability to savely chase at high percents off nair/dthrow and his ridiculous recovery, but in the matchups you would be using it in, your opponents wouldn't have many tools to go deep enough offstage to gimp you (ie falcon, luigi, possibly diddy). In matchups like that, you're already getting back to the stage for free anyways most of the time, so the 'risk' of up b 2 isn't very apparent. Also, generally when I play with this custom, i'll just grab the ledge and buffer a standing getup, roll, or getup attack, since all of those will let me touch the ground and regain the fuel immediately while invincible.
10 frames on the fire gyro is hugely significant; one of the main advantages of the other gyros is how easy they are to throw out in neutral, which lets rob control the pace of the game from a mid range. This advantage is completely removed when using fire gyro, as it is extremely easy to either punish when you shield/catch the gyro. The fact that the only way to correctly use the fire gyro is when you've already won neutral, forgoing a potential follow up, chase, or edgeguard for the ability to hold an item, cuts so much of the use from the other gyros, its almost like a nerfed move.
I also play competitive card games, and in deckbuilding, a card that can theoretically add a lot, but requires you to be ahead in the game to use is called a "win-more" card. In the situations where you are consistently having enough time to pull out fire gyro by already controlling neutral, you should already be in a position to win the game because you're consistently winning interactions in neutral. There aren't situations where pulling a clutch fire gyro is going to do anything more for you than the other gyros, but there are situations where a well placed slip gyro will land you a grab that leads into a kill, or a robo rocket spike gives you an edgeguard you wouldn't have otherwise had, or where an arm rotor reflection saves you from a projectile where the other side b's wouldn't. Fire gyro doesn't add anything to rob's gameplay, while simultaneously cutting out one of his best tools in neutral. This is not the type of move that warrants more than 2 sets at best.
1233
1223
1231
1221
1133
1131
2233
2231
1232
1132
I removed 2 of the wide angle sets for what would probably be the 2 most standard fire gyro sets, 1132 and 1232. Does that sound good?
We decided on 1332 over 1232 for fire gyro because matchups where you want to use reflector arm are generally one where you want the range of standard gyro over Fire (and also that's my preferred set).
Also, let's discuss reflector arm a bit. To my knowledge this is how it works. It has a slightly quicker duration than default, but still more than back arm rotor. Once you start the move, there's no way to cancel it. It has a larger reflection box than standard. Each standard hit does the same damage as normal but they don't combo into each other. The final hit is the slightly increased power of back arm rotor, but the slight increase in power on both isn't really major (it's like 5% instead of 3%). You cannot angle refection like you can default. Reflection also stalls you in the air during it, and you can't move during it. Did I miss anything or get anything wrong?
Here are all the matchups where reflector arm would be possible to use
Mario, Luigi, Dr. Mario, Peach, Bowser, Yoshi, Diddy Kong, Link, Toon Link, Sheik, Samus, ZSS, Kirby, King DeDeDe, Fox, Falco, Pikachu, Charizard, Lucario, Ness, Game & Watch, Pit, Olimar, R.O.B., Rosalina and Luma, Palutena, Dark Pit, Villager, Wii Fit Trainer, Duck Hunt, Mega Man, Pac-Man, Miis
Now here are all the matchups where reflecting would be superior to shielding.
Link, Toon Link, Sheik (with her shield breaking custom needles) , Samus, Lucario, Ness, Olimar, R.O.B., Duck Hunt, Mega Man, Pac-Man, Miis
Now there are some matchups where I'm not to familiar with the characters customs so I might not have included them, or were unsure exactly how much lag or shield damage the projectiles did. There's also the Villager matchup where reflecting something can amazing, or it can give the villager an amazing projectile.
I also thought it reflected stronger than default, but testing against Wii Fit Trainer's Sun Salutation both reflected at a 1.6 multiplier (both got 29%).
So it's a good move, but should we really give it 7 spots to it when it's only useful in around 15/51 matchups? I defintely say swap 1232 for 1332 and I still say we should probably give 1 more set to default or back arm rotor.