Spring Jump: Difference between revisions

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==Summary==
==Summary==
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. Barring any outside influence, the spring will remain on the ground long enough for Sonic to do three jumps off of, 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. Barring any outside influence, the spring will remain on the ground long enough for Sonic to do three jumps off of, 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.
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.
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