Spin Dash: Difference between revisions

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m (→‎Instant Spin Dash Jump: added link to wavebounce)
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Spin Dash is a rolling move similar to [[Rollout (move)|Rollout]]. It also makes Sonic do a short hop when it initiates. Unlike [[Spin Charge]], this move can be used as a horizontal [[recovery]]. 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.   
Spin Dash is a rolling move similar to [[Rollout (move)|Rollout]]. It also makes Sonic do a short hop when it initiates. Unlike [[Spin Charge]], this move can be used as a horizontal [[recovery]]. 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," 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. This can also combo into his [[up aerial|up air]] and [[forward aerial|forward air]] (if moved/timed correctly). 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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In ''[[Super Smash Bros. 4]]'', the Spin Dash gains the ability to jump and move around in the air while it is charging as long as the B button is held.
In ''[[Super Smash Bros. 4]]'', the Spin Dash gains the ability to jump and move around in the air while it is charging as long as the B button is held.


In ''Ultimate'', the Spin Dash gains the ability to be released during a jump and loses the ability to be shield-canceled and cross up shields unless charged enough. It also loses the hop at the beginning and still has invincibility on it's first 6 frame, and at full charge the dash itself is strong enough to clank with a full power Charge Shot.
In ''Ultimate'', the Spin Dash gains the ability to be released during a jump and loses the ability to be shield-canceled and cross up shields unless charged enough. It still has invincibility on it's first 6 frames, and at full charge the dash itself is strong enough to clank with a full power Charge Shot.


==Instructional quotes==
==Instructional quotes==