Using a Spin Dash in Ultimate.
|Sonic the Hedgehog
Sonic curls into a ball and begins charging the attack, sliding backwards as he does so. Upon release of the special button, he lunges forward with a slight hop, then continues rolling to deal damage. The attack will do a single hit as he passes opponents, as opposed to Spin Charge's multiple small hits, and Sonic can turn around before the end of the move to attack again. If grounded, pressing the special, attack, or jump buttons during the dash will launch Sonic into the air for a stronger strike that can quickly cancel into an aerial attack or his neutral or up specials, though this will cost him his second jump.
This move is one of the most 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", which allows him to transition into aerial attacks quickly against grounded targets. 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. Depending on the opponent's SDI it combos into any of his aerials besides down aerial, and can also combo into a Homing Attack, Spring Jump, or footstool at low percents. In the Subspace Emissary, Sonic uses Spin Dash on both of Tabuu's wings.
In Super Smash Bros. 4, the Spin Dash gains the ability to jump and move around in the air while it is charging as long as the B button is held.
In Ultimate, the Spin Dash gains the ability to be released during a jump and loses the ability to be shield-canceled and cross up shields unless charged enough. It still has invincibility on it's first 6 frames, and at full charge the dash itself is strong enough to clank with a full power Charge Shot.
|Spin while dashing forward. Can be charged.
|Rolls forward at high speed. Can be charged, redirected, and linked to other attacks.
Instant Spin Dash Jump
The Instant Spin Dash Jump (shortened to ISDJ) is an advanced technique in Super Smash Bros. 4 that Sonic can use out of a run. While the standard Spin Dash causes Sonic to hop into the air at the start of the move and then land, pressing A or the jump button within one frame of starting a Spin Dash will allow the hop of the Spin Dash to be skipped, and Sonic will ascend while travelling forwards. Although the technique is very hard to pull off, it can allow Sonic to close out stocks quickly, as the move can combo into his forward aerial at the end of the ascent, and KO near the blast zone. A successful ISDJ is also very difficult to punish. One can input Spin Dash in the opposite direction of the run and Sonic will perform a turnaround ISDJ which maintains forward momentum. It can also be wavebounced and B-reversed. While a somewhat similar version of this technique is in Ultimate, it has been nerfed considerably. Due to the changes in both the move's mechanics and the physics engine, the timing is less strict, but the rewarded mobility has been reduced, removing the practicality of the technique.
The Spin Shot is an advanced technique present in every title Sonic has appeared in. The technique consists of double jumping out of either a Spin Dash or Spin Charge while maintaining Sonic's ground speed. The Spin Dash version of the Spin Shot can be performed either in the air or on ground. The Spin Shot can be used primarily as a recovery option. It also functions as a combo starter, or as a mixup option if the opponent its waiting to punish Sonic's Spring Jump.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
- Spin Dash: Default.
- Hammer Spin Dash: Starts with a huge hop that buries any foes it hits. Slightly weaker than Spin Dash.
- Burning Spin Dash: Deals more damage and has a fire effect, but doesn't hop at the beginning.
The Spin Dash 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. Additionally, in Sonic the Hedgehog 2, Sonic does not hop when he executes the attack. The Spin Dash move in Super Smash Bros. Brawl is derived from Sonic the Hedgehog 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 the Hedgehog CD, Sonic doesn't automatically hop when he dashes off nor can he change his direction at will. The Spin Dash has appeared in most 3D Sonic games to date, where the player has more control over the move and can even be canceled into a jump.
The Burning Spin Dash custom variant is similar to the Fire Somersault technique from Sonic Adventure 2. However, the Flame Ring made Sonic's somersault technique fiery, not his Spin Dash move.