Editing Spin Dash
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|caption= Using a Spin Dash in ''Ultimate''. | |caption= Using a Spin Dash in ''Ultimate''. | ||
|user=[[Sonic]] | |user=[[Sonic]] | ||
|universe={{uv|Sonic | |universe={{uv|Sonic}} | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
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" | 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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==Techniques== | ==Techniques== | ||
===Instant Spin Dash Jump=== | ===Instant Spin Dash Jump=== | ||
The '''Instant Spin Dash Jump''' (shortened to '''ISDJ''') is an advanced technique in | The '''Instant Spin Dash Jump''' (shortened to '''ISDJ''') is an advanced technique in [[Super Smash Bros. 4]] that Sonic can use out of a run. While the standard Spin Dash causes Sonic to hop into the air at the start of the move and then land, pressing [[A button|A]] or the jump button within one frame of starting a Spin Dash will allow the hop of the Spin Dash to be skipped, and Sonic will ascend while travelling forwards. Although the technique is very hard to pull off, it can allow Sonic to close out stocks quickly, as the move can combo into his [[Sonic (SSB4)/Forward aerial|forward aerial]] at the end of the ascent, and KO near the blast zone. A successful ISDJ is also very difficult to [[Punishment|punish]]. One can input Spin Dash in the opposite direction of the run and Sonic will perform a turnaround ISDJ which maintains forward momentum. It can also be [[wavebounce]]d and [[B-reversing|B-reversed]]. While a somewhat similar version of this technique is in [[Ultimate]], it has been nerfed considerably. Due to the changes in both the move's mechanics and the physics engine, the timing is less strict, but the rewarded mobility has been reduced, removing the practicality of the technique. | ||
===Spin Shot=== | ===Spin Shot=== | ||
The '''Spin Shot''' is an [[advanced technique]] present in every title | The '''Spin Shot''' is an [[advanced technique]] present in every title sonic has appeared in. The technique consists of [[Double jump|double jumping]] out of either a Spin Dash or [[Spin Charge]] while maintaining Sonic's ground speed. The Spin Dash version of the Spin Shot [https://www.youtube.com/watch?v=y9UQplGd454&feature=emb_title can be performed] either in the air or on ground. The Spin Shot can be used primarily as a recovery option. It also functions as a combo starter, or as a mixup option if the opponent its waiting to punish Sonic's [[Spring Jump]]. | ||
==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|Sonic|Side|name1=Spin Dash|desc1 | {{CustomSet|Sonic|Side|name1=Spin Dash|desc1=Roll forward at high speed. You can charge it, change the direction, and link to other attacks.|name2=Hammer Spin Dash|desc2=Starts with a huge hop that buries any foes it hits. Slightly weaker than Spin Dash.|name3=Burning Spin Dash|desc3=A more powerful Spin Dash with no hop at the start. Jumps during the dash are lower.}} | ||
# '''Spin Dash''': Default. | # '''Spin Dash''': Default. | ||
# '''Hammer Spin Dash''': Starts with a huge hop that buries any foes it hits. Slightly weaker than Spin Dash. | # '''Hammer Spin Dash''': Starts with a huge hop that buries any foes it hits. Slightly weaker than Spin Dash. | ||
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The Burning Spin Dash custom variant is similar to the Fire Somersault technique from ''Sonic Adventure 2''. However, the Flame Ring made Sonic's somersault technique fiery, not his Spin Dash move. | The Burning Spin Dash custom variant is similar to the Fire Somersault technique from ''Sonic Adventure 2''. However, the Flame Ring made Sonic's somersault technique fiery, not his Spin Dash move. | ||
{{ | {{clear}} | ||
==Gallery== | ==Gallery== |