Spin Dash (スピンチャージ, Supin dasshu) is Sonic's, Tails's and Super Sonic's down attack in Super Smash Flash and is Sonic and Tails's down special move in Super Smash Flash 2. It is also Super Sonic's side special move. It shared Sonic's down special move slot with Bounce Attack. Each character's version of the attack has specific characteristics. Sonic's Spin Dash is fast, can be controlled well, can do jumps, and can change direction at will, which is required in order to keep his Spin Dash going. Tails' Spin Dash is much faster than Sonic's, can not be controlled, stops once he hits an opponent, only goes in the direction he is facing, can be used in the air and out-prioritizes most projectiles. If Tails short hops a spin dash, lands on the ground and jumps again (using a second jump or external jump button) he will perform a pseudo wavedash. Super Sonic's Spin Dash is more powerful, easier to control, can do more damage than Sonic's, lasts longer then regular Sonic's, can also do jumps, and can only go in the direction he faced when he initated the move. It also will move forward while he is charging it. It replaced his Force Blast in v0.7 of the SSF2 Demo. Spin Dash can be canceled by pressing the special move button.
|This article/section contains information pertaining to unused content from games and similar media.|
This means it was never implemented into the game or was removed, cut or altered at some point of its development, and this article pertains to its original implementation.
Bounce Attack, known in Japan as Bound Attack (バウンドアタック, Baundo Atakku), is a special move first usable by Sonic in Sonic 3 & Knuckles (as the form of a powerup - the aqua shield) and was a variation of his down special move when used in midair. It shares Sonic's down special move slot with Spin Dash. Sonic curls into his ball form, rockets downwards, and strikes the ground with force, propelling him back into the air. In the air, it was a Stall-Then-Fall attack. If it comes in contact with an aerial opponent, it will be powerfully meteor smashed. However, it is dangerous to use off-stage because Sonic will not stop until he hits an opponent. Also, Sonic does not bounce off aerial opponents if the move connects with them, but he will be able to jump out of the animation and recover. Sonic can also grab ledges during the move. It was removed in SSF2 Beta.
The Spin Shot is a fast, long-reaching short hop. Sonic gains the momentum from the spin dash and jump cancels the move upon releasing the special. The Spin Shot is mostly performed with Sonic's forward aerial. It is performed by charging the spin dash and jumping upon releasing the special button while pushing forward and the attack button. It has to be timed right in order to gain the momentum from the spin dash.
Spinning Bounce Shot
The Spinning Bounce Shot is an advanced version of the Spin Shot. Sonic still gains the momentum from canceling the spin dash but this uses the Bounce Attack instead and after landing it, he regains his second jump. But, if it is launched too far, the move would end in a SD. It is performed by charging the spin dash and jumping upon releasing the special button then pressing the down special input. This advanced technique was found by McleodGaming Forums user, BlueFirebird.
Infinite Turning Spin Hop
The Infinite Turning Spin Hop is another advanced technique of the Spin Dash. This combines the Infinite Turning Spin Dash and the Short Hop Spin Dash together into one single move. It is performed by charging the spin dash and first holding down and jumping and immediately when you land, hold the left and right keys.
|Standard special move||Homing Attack|
|Side special move||Light Dash|
|Up special move||Spring Jump|
|Down special move||Spin Dash|
|Final Smash||Super Sonic|
|Standard special move||Energy Ball Blaster|
|Side special move||Airlift|
|Up special move||Tails Whirlwind|
|Down Special Move||Spin Dash|
|Standard special move||Homing Attack|
|Side special move||Spin Dash|
|Up Special Move||Super Sonic Boost|
|Down special move||Blue Tornado|