Spin Charge: Difference between revisions

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Spin Charge is a spinning attack similar to [[Spin Dash]] in both appearance and function, but has the potential to move notably faster. Charging the move is different from charging Spin Dash, as one has to hold down on the [[d-pad]]/[[control stick]] and rapidly press the special move button. Unlike the Spin Dash, Sonic does not bounce on initiation of this move (done by releasing down). If the player releases the special button, but continues to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.
Spin Charge is a spinning attack similar to [[Spin Dash]] in both appearance and function, but has the potential to move notably faster. Charging the move is different from charging Spin Dash, as one has to hold down on the [[d-pad]]/[[control stick]] and rapidly press the special move button. Unlike the Spin Dash, Sonic does not bounce on initiation of this move (done by releasing down). If the player releases the special button, but continues to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.


An aerial Spin Charge alters the properties of the move in a few notable ways. While it will increase Sonic's air speed, it will also keep him at a diagonally downwards trajectory until the move hits the ground or is jumped out of, making it inferior to Spin Dash as a recovery move. The main purpose of an aerial Spin Charge is that the move possesses two separate hits so long as the player maintains forward momentum by holding forward on the control stick, providing as much as 20% damage. The first hit has excellent vertical [[knockback]], should the player wish to surprise their opponent in the air for a [[KO]], and if the move's two hits are immediately followed by landing on the ground, Sonic can acquire as much as two extra hits in the rolling and jumping spin attacks (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similarly to the Spin Dash, it is also possible to perform a "spinshot" out of a aerial Spin Charge. The move can be shield-canceled on landing if the player holds shield before touching the ground; this will stop Sonic from rolling and can often trick the opponent into reacting in the wrong fashion. Finally, a "spin jump" can be down by jumping while charging and the effects change depending on which variant of Spin Dash is being used (Burning Spin Dash will lower the jump while Hammer Spin Dash makes the jump higher).
An aerial Spin Charge alters the properties of the move in a few notable ways. While it will increase Sonic's air speed, it will also keep him at a diagonally downwards trajectory until the move hits the ground or is jumped out of, making it inferior to Spin Dash as a recovery move. The main purpose of an aerial Spin Charge is that the move possesses two separate hits so long as the player maintains forward momentum by holding forward on the control stick, providing as much as 20% damage. The first hit has excellent vertical [[knockback]], should the player wish to surprise their opponent in the air for a [[KO]], and if the move's two hits are immediately followed by landing on the ground, Sonic can acquire as much as two extra hits in the rolling and jumping spin attacks (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similarly to the Spin Dash, it is also possible to perform a "spinshot" out of a aerial Spin Charge. The move can be shield-canceled on landing if the player holds shield before touching the ground; this will stop Sonic from rolling and can often trick the opponent into reacting in the wrong fashion.


== Customization ==
== Customization ==
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