When used on the ground, the spring remains in place for a while, allowing other characters to use it, too. If this move is used in the air, the spring falls downwards, acting as a projectile that deals 4% damage and horizontal knockback, making it effective for edge guarding and especially gimping. Springing from the ground sends Sonic higher up than when using it in the air. After using this move, Sonic still retains the ability to use normal aerial attacks and air dodges, but will be unable to use special moves until he touches the ground. Additionally, in Brawl, this move does not allow Sonic to grab any ledges onstage (i.e. auto-sweetspot) until he is finished gaining vertical distance, making it dangerous for recovery if Sonic goes above a ledge and exposed to an edge-guarder; this was changed in SSB4, as he can now auto-sweetspot ledges, making it a safer recovery, though gaining less height. Barring any outside influence, the spring will remain on the ground long enough for Sonic to do three jumps off of it, disappearing just as he makes his third jump. Unlike the Spring item, it will always face straight up, even on a steep slope. Sonic's down aerial sends him kicking downward at about the same distance as when he springs upward.
Sonic can use Spring Jump to escape from juggling. Its fast start-up, distance, and multiple options afterwards make it a reliable defensive move when his damage percentage is low.
If Sonic bounces off a previously set Spring, even his own, it doesn't count as his third jump as long as he doesn't land on it immediately from his up special, so he can use Spring Jump immediately afterward, gaining a great deal of height, essentially two back-to-back up specials.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Springs are a recurring element in the Sonic series, having first appeared in Sonic the Hedgehog. They are used to propel the player with a certain force in the direction the spring faces, usually to assist in reaching higher areas, gain additional speed, or proceeding through the level. In earlier games, their pads are cylinder-shaped, and have at least two color variations depending on how much force they exert, with yellow and red springs having the lowest and highest force, respectively. Starting with Sonic Adventure, their pads are semispherical, and only have a red-colored variant, with their exerted force varying between each spring. Additionally, their design now includes a yellow star within a blue circle in the pad's center, similar to the design of the bumpers in Sonic the Hedgehog.
In the Super Smash Bros. series, the design of the spring influenced by both iterations, using the graphical elements of its contemporary counterpart while retaining the shape of the early springs. The sound heard when a character jumps on it is also the same sound they make in early Sonic games.
Ads keep SmashWiki independent and free :)