Spring Jump: Difference between revisions

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|universe={{uv|Sonic}}
|universe={{uv|Sonic}}
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{{tabber|align=center|title1=3DS|tab1=
{{cquote|''Deploy and use a spring to jump high.''|cite=''Smash for 3DS'''s foldout}}
|title2=Ultimate|tab2=
{{cquote|''Creates a spring and leaps up high. The spring sticks around if used on the ground.''|cite=Description from ''Ultimate''{{'}}s Move List}}}}


'''Spring Jump''' ({{ja|スプリングジャンプ|Supuringu Janpu}}, ''Spring Jump'') is [[Sonic]]'s [[up special move]], causing a spring from the {{uv|Sonic}} series to immediately appear below him and shoot him up a great vertical distance.
'''Spring Jump''' ({{ja|スプリングジャンプ|Supuringu Janpu}}, ''Spring Jump'') is [[Sonic]]'s [[up special move]], causing a spring from the {{uv|Sonic}} series to immediately appear below him and shoot him up a great vertical distance.


==Summary==
==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 [[gimp]]ing. 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 attack]]s and [[air dodge]]s, 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.
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 [[gimp]]ing. 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 attack]]s and [[air dodge]]s, 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.


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through what is essentially two back-to-back up specials.
through what is essentially two back-to-back up specials.
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==Instructional quotes==
{{InstructionalQuotes
|ssb4-3desc=Deploy and use a spring to jump high.
|ssbudesc=Creates a spring and leaps up high. The spring sticks around if used on the ground.
}}


==Customization==
==Customization==
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