Spin Dash is a rolling 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 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," 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. This can also combo into his up air and forward air (if moved/timed correctly). 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 also loses the hop at the beginning and still has invincibility on it's first 6 frame, and at full charge the dash itself is strong enough to clank with a full power Charge Shot.
Instant Spin Dash Jump
The Instant Spin Dash Jump (shortened to ISDJ) is an advanced technique 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.
The Spin Shot is an advanced technique that 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:
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.