Spin Charge: Difference between revisions
m (→Overview: grammar) |
|||
Line 15: | Line 15: | ||
Spin Charge is a spinning attack similar to [[Spin Dash]] in both appearance and function, but has the potential to move notably faster. Charging the move is different from charging Spin Dash, as one has to hold down on the [[d-pad]]/[[control stick]] and rapidly press the special move button. Unlike the Spin Dash, Sonic does not bounce on initiation of this move (done by releasing down). If the player releases the special button, but continues to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks. | Spin Charge is a spinning attack similar to [[Spin Dash]] in both appearance and function, but has the potential to move notably faster. Charging the move is different from charging Spin Dash, as one has to hold down on the [[d-pad]]/[[control stick]] and rapidly press the special move button. Unlike the Spin Dash, Sonic does not bounce on initiation of this move (done by releasing down). If the player releases the special button, but continues to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks. | ||
An aerial Spin Charge alters the properties of the move in a few notable ways. While it will increase Sonic's air speed, it will also keep him at a diagonally downwards trajectory until the move hits the ground or is jumped out of, making it inferior to Spin Dash as a recovery move. The main purpose of an aerial Spin Charge is that the move possesses two separate hits so long as the player maintains forward momentum by holding forward on the control stick, providing as much as 20% damage. The first hit has excellent vertical [[knockback]], should the player wish to surprise their opponent in the air for a [[KO]], and if the move's two hits are immediately followed by landing on the ground, Sonic can acquire as much as two extra hits in the rolling and jumping spin attacks (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similarly to the Spin Dash, it is also possible to perform a "spinshot" out of | An aerial Spin Charge alters the properties of the move in a few notable ways. While it will increase Sonic's air speed, it will also keep him at a diagonally downwards trajectory until the move hits the ground or is jumped out of, making it inferior to Spin Dash as a recovery move. The main purpose of an aerial Spin Charge is that the move possesses two separate hits so long as the player maintains forward momentum by holding forward on the control stick, providing as much as 20% damage. The first hit has excellent vertical [[knockback]], should the player wish to surprise their opponent in the air for a [[KO]], and if the move's two hits are immediately followed by landing on the ground, Sonic can acquire as much as two extra hits in the rolling and jumping spin attacks (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similarly to the Spin Dash, it is also possible to perform a "spinshot" out of an aerial Spin Charge. The move can be shield-canceled on landing if the player holds shield before touching the ground; this will stop Sonic from rolling and can often trick the opponent into reacting in the wrong fashion. | ||
In ''[[Super Smash Bros. Ultimate]]'', the Spin Charge now changes the color of the trail to indicate charge strength, going from blue (not yet full), to cyan (halfway), to yellow (maximum full charge). | In ''[[Super Smash Bros. Ultimate]]'', the Spin Charge now changes the color of the trail to indicate charge strength, going from blue (not yet full), to cyan (halfway), to yellow (maximum full charge). | ||
===Spin Shot{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}=== | ===Spin Shot{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}=== | ||
The '''Spin Shot''' is an [[advanced technique]] unique to [[Sonic]] in ''Brawl'', ''SSB4'' and ''Ultimate''. It consists of [[Double jump|double jumping]] out of either a Spin Charge or [[Spin Dash]] while maintaining Sonic's ground speed. The Spin Charge version of the Spin Shot [https://www.youtube.com/watch?v=y9UQplGd454&feature=emb_ can only be performed in the air.] 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 | The '''Spin Shot''' is an [[advanced technique]] unique to [[Sonic]] in ''Brawl'', ''SSB4'' and ''Ultimate''. It consists of [[Double jump|double jumping]] out of either a Spin Charge or [[Spin Dash]] while maintaining Sonic's ground speed. The Spin Charge version of the Spin Shot [https://www.youtube.com/watch?v=y9UQplGd454&feature=emb_ can only be performed in the air.] 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 is waiting to punish Sonic's [[Spring Jump]]. | ||
It is important to note that the Spin Charge version of the Spin Shot is much more difficult due to its nearly frame-perfect timing, making the Spin Dash version more consistently effective. | It is important to note that the Spin Charge version of the Spin Shot is much more difficult due to its nearly frame-perfect timing, making the Spin Dash version more consistently effective. |
Revision as of 16:50, May 7, 2022
Spin Charge | |
---|---|
Using the Spin Charge in Ultimate. | |
User | Sonic |
Universe | Sonic the Hedgehog |
Spin Charge (スピンチャージ, Spin Charge) is Sonic's down special move.
Overview
Spin Charge is a spinning attack similar to Spin Dash in both appearance and function, but has the potential to move notably faster. Charging the move is different from charging Spin Dash, as one has to hold down on the d-pad/control stick and rapidly press the special move button. Unlike the Spin Dash, Sonic does not bounce on initiation of this move (done by releasing down). If the player releases the special button, but continues to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.
An aerial Spin Charge alters the properties of the move in a few notable ways. While it will increase Sonic's air speed, it will also keep him at a diagonally downwards trajectory until the move hits the ground or is jumped out of, making it inferior to Spin Dash as a recovery move. The main purpose of an aerial Spin Charge is that the move possesses two separate hits so long as the player maintains forward momentum by holding forward on the control stick, providing as much as 20% damage. The first hit has excellent vertical knockback, should the player wish to surprise their opponent in the air for a KO, and if the move's two hits are immediately followed by landing on the ground, Sonic can acquire as much as two extra hits in the rolling and jumping spin attacks (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similarly to the Spin Dash, it is also possible to perform a "spinshot" out of an aerial Spin Charge. The move can be shield-canceled on landing if the player holds shield before touching the ground; this will stop Sonic from rolling and can often trick the opponent into reacting in the wrong fashion.
In Super Smash Bros. Ultimate, the Spin Charge now changes the color of the trail to indicate charge strength, going from blue (not yet full), to cyan (halfway), to yellow (maximum full charge).
Spin Shot
The Spin Shot is an advanced technique unique to Sonic in Brawl, SSB4 and Ultimate. It consists of double jumping out of either a Spin Charge or Spin Dash while maintaining Sonic's ground speed. The Spin Charge version of the Spin Shot can only be performed in the air. 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 is waiting to punish Sonic's Spring Jump.
It is important to note that the Spin Charge version of the Spin Shot is much more difficult due to its nearly frame-perfect timing, making the Spin Dash version more consistently effective.
Instructional quotes
case foldout | Dash forward. Repeatedly press to charge. | |
Move List | Dashes forward rapidly. Can be powered up by repeatedly pressing the special-move button. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
- Spin Charge: Default.
- Auto-Spin Charge: Removes the need of repeatedly pressing the B button for it to charge.
- Gravitational Charge: Pulls opponents in front of Sonic towards him, then pushes them behind and away from him.
Origin
The Spin Charge is very similar to the Spin Dash that originated from Sonic the Hedgehog 2. This version of the Spin Dash has been used in most of the Sonic games that have been in a 2D format, with a few exceptions such as Sonic the Hedgehog CD, which used a Spin Dash that would charge by itself. Its controls, behavior and execution are almost exactly the same in Super Smash Bros. Brawl as they were in said game, save the fact that it can change the direction of its roll much easier. In Sonic the Hedgehog CD, it was actually called the Super Spin Dash. Currently, this Spin Dash is used in Sonic's handheld appearances, such as the Sonic Advance, Sonic Rush, and Sonic Rivals games for the Game Boy Advance, Nintendo DS, and PSP, respectively. Spin Dashes also appear in 3D console games, such as Sonic Adventure and Sonic Heroes, though the mechanics are more similar to Brawl's Spin Dash, such as not being able to charge it by repeatedly pressing the B button.