Spin Dash: Difference between revisions

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Merged info from Spin Shot article, tagged ISDJ section for cleanup
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(Merged info from Spin Shot article, tagged ISDJ section for cleanup)
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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. In Ultimate it also loses the hop at the beginning, loses the brief invincibility but 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. In Ultimate it also loses the hop at the beginning, loses the brief invincibility but at full charge the dash itself is strong enough to clank with a full power Charge Shot.
===Instant Spin Dash Jump===
The '''Instant Spin Dash Jump''' (shortened to '''ISDJ''') is an advanced technique 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 wave-bounced and [[B-reversing|B-reversed]].


==Instructional quotes==
==Instructional quotes==
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|ssbudesc=Rolls forward at high speed. Can be charged, redirected, and linked to other attacks.
|ssbudesc=Rolls forward at high speed. Can be charged, redirected, and linked to other attacks.
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}}
==Techniques==
===Instant Spin Dash Jump===
{{cleanup|Which games are the ISDJ applicable within?}}
The '''Instant Spin Dash Jump''' (shortened to '''ISDJ''') is an advanced technique 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 wave-bounced and [[B-reversing|B-reversed]].
===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 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==
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