Editing Spin Dash

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==Overview==
==Overview==
Sonic curls into a ball and begins charging the attack, sliding backwards as he does so. Upon release of the special button, he lunges forward with a slight hop, then continues rolling to deal damage. The attack will do a single hit as he passes opponents, as opposed to [[Spin Charge]]'s multiple small hits, and Sonic can turn around before the end of the move to attack again. If [[ground]]ed, pressing the special, attack, or [[jump]] buttons during the dash will launch Sonic into the air for a stronger strike that can quickly cancel into an aerial attack or his [[Homing Attack|neutral]] or [[Spring Jump|up specials]], though this will cost him his second jump.
Spin Dash is a rolling move similar to {{b|Rollout|move}}. It also makes Sonic do a short hop when it initiates. 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 [[projectile]]s that cause [[flinch]]ing, 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", which allows him to transition into aerial attacks quickly against grounded targets. 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. Depending on the opponent's SDI it combos into any of his aerials besides [[down aerial]], and can also combo into a Homing Attack, Spring Jump, or footstool at low percents. In the [[Subspace Emissary]], Sonic uses Spin Dash on both of [[Tabuu]]'s wings.
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. Depending on the opponent's SDI it combos into any of his aerials besides [[down aerial|down air]], and can also combo into an uncharged [[Homing Attack]], a [[Spring Jump]] and a footstool at low percents. In the [[Subspace Emissary]], Sonic uses Spin Dash on both of [[Tabuu]]'s wings.


The Spin Dash can also be used to perform numerous glitches, including the [[spin glitch]] and [[parasol glitch]].
The Spin Dash can also be used to perform numerous glitches, including the [[spin glitch]] and [[parasol glitch]].

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