Spring Jump


 * Not to be confused with Shock Spring Jump.

Spring Jump (, Spring Jump) is Sonic's up special move, causing a spring from the series to immediately appear below him and shoot him up a great vertical distance.

Overview
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 it gains 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. Thus, he can use Spring Jump immediately afterward, gaining a great deal of height through what is essentially two back-to-back up specials.

Sonic can use Spring Jump as a tech introduced in Ultimate called the "Spring Ride." Spring Ride is performed by using Spring Jump to collide his opponent to the blast zone. Most Sonic players used this tech to take stocks really early.

Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:


 * 1) Spring Jump: Default.
 * 2) Double Spring: Can create two springs, doubling the effectiveness, but with a sacrifice of height. The springs also disappear if they were on the ground.
 * 3) Springing Headbutt: The initial jump can deal damage, but the spring disappears if it's on the ground. The jump is also slightly lower.

Origin
Springs are a recurring element in the Sonic series, having first appeared in the original 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 the original Sonic the Hedgehog.

In the Super Smash Bros. series, the design of the spring is influenced by both iterations, using the graphical elements of its contemporary counterpart while retaining the shape of the early springs. The sound heard when Sonic or a character jumps on it is also the same sound they make in early Sonic games.

Trivia

 * This is the only one of Sonic’s special moves aside from his Final Smash in which he does not turn into a ball.
 * The spring left behind by the attack is one of the few items that can't be swallowed.
 * If the player performs a moveset swap with as Sonic, a large, golden Arwing will appear rather than the spring when the attack is initiated.
 * If Sonic is reversed by Mario's Cape or Dr. Mario's Super Sheet during the Spring Jump, he is able to use the move again.
 * In Brawl, a glitch occurs whenever this move is interrupted by certain actions, Sonic's helplessness will be stored and he cannot use Spring Jump until he leaves the ground and relands, which is achievable by either walking off the platform (which is a suicidal action if there is no ground beneath) or by simply jumping. This also applies to whenever he uses Cypher. The methods to achieve this glitch are listed below:
 * If Sonic gets fired out of a Barrel Cannon and doesn't do anything until he lands, causing him to go into his lying position. This was later fixed in Smash 4.
 * If Sonic grabs a ladder and climbs to the top onto a platform. While he still has access to his three other special moves in Brawl, he does not in Smash 4. This was later fixed in a patch in Ultimate.
 * If Sonic cancels the animation by a ground action while very close to the ground. This method is really noticeable by Sonic not experiencing any landing lag. This was later fixed in Smash 4.
 * Additionally, there's another glitch where certain stage elements will cause Sonic to turn helpless. This also applies to whenever he uses Cypher, although Sonic cannot use a midair jump or use any of his special moves. The methods to achieve this glitch are listed below:
 * Whenever Sonic performs performs a tech or lands while throwing an item after getting fired out of a Barrel Cannon. This was later fixed in Smash 4.
 * Whenever Sonic jumps off a Spring (can be either the item or a stage element). This was fixed in Ultimate.
 * Whenever Sonic grabs onto a ladder and lets go. This was later fixed in a patch in Ultimate.