Editing Spring Jump

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{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|brawl=y|ssb4=y|ultimate=y}}
{{for|the [[item]] in the [[Super Smash Bros. (series)|Super Smash Bros. series]]|Spring}}
{{for|the [[item]] in the [[Super Smash Bros. (series)|Super Smash Bros. series]]|Spring}}
:''Not to be confused with [[Shock Spring Jump]].''
{{Infobox Special Move
{{Infobox Special Move
|name=Spring Jump
|name=Spring Jump
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==Overview==
==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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==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|Up|name1=Spring Jump|desc1=Spawns a spring. When used on the ground, it sticks around and can be used by anyone.|name2=Double Spring|desc2=Doesn't spring as high, but the move can be used twice in a row without landing.|name3=Springing Headbutt|desc3-ntsc=Spring straight up and deliver a headbutt. The spring doesn't stick around, though.|desc3-pal=Spawns a spring to launch a headbutt straight up. The spring doesn't stick around, though.}}
{{CustomSet|Sonic|Up|name1=Spring Jump|desc1=Spawns a spring. When used on the ground, it sticks around and can be used by anyone.|name2=Double Spring|desc2=Doesn't spring as high, but the move can be used twice in a row without landing.|name3=Springing Headbutt|desc3=Spring straight up and deliver a headbutt. The spring doesn't stick around, though.}}
# '''Spring Jump''': Default.
# '''Spring Jump''': Default.
# '''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.
# '''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.
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==Origin==
==Origin==
[[File:SonicAdventureSpring.png|thumb|Springs, as they appear in ''Sonic Adventure DX: Director's Cut''.]]
[[File:SonicAdventureSpring.png|thumb|right|Springs, as they appear in ''Sonic Adventure DX: Director's Cut''.]]
[[File:Spring StH.png|thumb|left|Springs, as they originally appeared in ''Sonic the Hedgehog''.]]
[[File:Spring StH.png|thumb|left|Springs, as they originally appeared in ''Sonic the Hedgehog''.]]
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''.
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)|''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.
In the [[Super Smash Bros. (series)|''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.
{{clr}}
{{clear}}


==Gallery==
==Gallery==
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*The spring left behind by the attack is one of the few items that can't be [[item swallow|swallowed]].
*The spring left behind by the attack is one of the few items that can't be [[item swallow|swallowed]].
*If the player performs a moveset swap with {{SSBB|Fox}} as Sonic, a large, golden [[Arwing]] will appear rather than the spring when the attack is initiated.
*If the player performs a moveset swap with {{SSBB|Fox}} 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.
*If Sonic is caped by {{SSBU|Mario}} or sheet-flipped by {{SSBU|Dr. Mario}} 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 {{SSBB|Snake}} whenever he uses [[Cypher]]. The methods to achieve this glitch are listed below:
*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 {{SSBB|Snake}} 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 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''.

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