Spin Dash is a rolling tackle move similar to Rollout. It also makes Sonic do a short hop when it initiates. Unlike Spin Charge, this move can be used as a horizontal recovery. Both attacks move approximately the same speed once on the ground, and both can change direction once initiated. Spin Dash is slightly stronger than Yoshi's Egg Roll, as Yoshi's Egg Roll breaks upon impact with projectiles that cause flinching, or well timed attacks. Spin Dash simply stops in function, and cancels out any damage. If the Spin Dash collides with the Egg Roll, both attacks are negated.
This move is one of the more defensive moves in Sonic's arsenal. It can be shield-canceled any time before it is fully charged, and if the dash is jump canceled immediately upon release, Sonic will perform a fast, long-reaching short hop referred to as a "spinshot," out of which he can perform any move except his second jump. Spin Dash also has invincibility frames at the very beginning. If Spin Dash is performed at a slope, the hop will instantly transition into the regular ground dash move, with the exception of the dash having a far higher priority, making it capable of clanking with highly disjointed attacks. In the Subspace Emissary, Sonic uses Spin Dash on both of Tabuu's wings.
The Spin Dash itself originates from Sonic the Hedgehog 2, but in that game, the player had to rapidly tap the button to charge the spin, making it more like Spin Charge. The Spin Dash move in Brawl is derived from Sonic CD, where the player has to only hold down on the control pad and a jump button for Sonic to automatically charge the Spin Dash. However, in Sonic CD, Sonic doesn't automatically hop when he dashes off, nor can he change his direction at will. Spin Dash has appeared in most of Sonic's 3D games to date, where the player has more control over the move and can even be canceled into a jump.