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{{Infobox Special Move
[[Image:Sonic_charge.jpg|right|thumb|Spin Charge]]
 
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|image=[[File:Sonic charge.jpg|250px]]
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|user=[[Sonic the Hedgehog]]
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|games=''[[Super Smash Bros. Brawl]]''<br>''[[Super Smash Bros. 3DS/Wii U]]''
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}}
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'''Spin Charge''' is [[Sonic]]'s [[Down Special Move]]. It is similar to [[Spin Dash]] in both appearance and function, but has the potential to move quite a bit faster.
   
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==Overview==
'''Spin Charge''' is [[Sonic the Hedgehog (SSBB)|Sonic's]] [[Down Special Move]]. It is similar to [[Spin Dash]] in both appearance and function, but has the potential to move quite a bit faster. Charging the move is different than charging Spin Dash, as you have to hold down on the D-Pad/Control Stick and rapidly press the Special Move button. Unlike the Spin Dash, you do not bounce on initiation of this move (done by releasing down), however, but you still retain the ability to change directions or jump. If you release the special button, but continue to hold down, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.
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Charging the move is different than charging Spin Dash, as the D-Pad/Control Stick must be held and the Special Move button must be rapidly pressed. Unlike the Spin Dash, Sonic does not bounce on initiation of this move, which is done by releasing down. However, he still retains the ability to change directions or jump. If the Special Move Button is released, but down is being held, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.
   
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{{Sonic Special Moves}}
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 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 his 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. Similar to the Spin Dash, it is also possible to perform a "spinshot" out of a aerial Spin Charge. Finally, 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.
 
==Origin==
 
   
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==Aerial Spin Charge==
The Spin Dash is a standard Sonic technique originating from Sonic the Hedgehog 2. Its controls, behavior and execution are almost exactly the same in Brawl as they were in said game, save the fact that it can change the direction of its roll much easier. In Sonic 2, 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.
 
 
An aerial Spin Charge alters the properties of the move in a few notable ways. While it increases 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 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 his 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 a jumping Spin Charge (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similar to the Spin Dash, it is also possible to perform a "[[Spinshot]]" out of an aerial Spin Charge. Finally, 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.
   
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==Custom Variations==
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In ''[[Super Smash Bros. 3DS/Wii U]]'', Spin Charge can be customized into '''Auto-Spin Charge''' or '''Gravitational Charge'''.
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===Auto-Spin Charge===
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'''Auto-Spin Charge''' can be powered up by holding the button instead of repeatedly pressing it. However, it is harder to control.
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===Gravitational Charge===
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'''Gravitational Charge''' will pull in opponents in front of it while pushing away opponents behind it. It will take more button presses to power up, however.
   
{{Sonic Special Moves}}
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{{Sonic Custom Special Moves}}
 
[[Category:Sonic the Hedgehog universe]]
 
[[Category:Sonic the Hedgehog universe]]
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
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[[Category:Down Special Moves]]
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[[Category:Super Smash Bros. Brawl]]
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[[Category:Super Smash Bros. 3DS/Wii U]]
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[[Category:Third Party Universes]]
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[[Category:Super Smash Bros. Ultimate]]

Revision as of 00:19, 4 June 2019

Spin Charge is Sonic's Down Special Move. It is similar to Spin Dash in both appearance and function, but has the potential to move quite a bit faster.

Overview

Charging the move is different than charging Spin Dash, as the D-Pad/Control Stick must be held and the Special Move button must be rapidly pressed. Unlike the Spin Dash, Sonic does not bounce on initiation of this move, which is done by releasing down. However, he still retains the ability to change directions or jump. If the Special Move Button is released, but down is being held, Sonic will stop spinning in place instead of unleashing the move, allowing for feint attacks.

Sonic's Special Moves
Brawl 3DS/Wii U Ultimate
Standard Special Homing Attack
Side Special Spin Dash
Up Special Spring Jump
Down Special Spin Charge
Final Smash Super Sonic

Aerial Spin Charge

An aerial Spin Charge alters the properties of the move in a few notable ways. While it increases 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 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 his 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 a jumping Spin Charge (plus an aerial move) if the opponent is grounded and is at a low enough percent, with a 50%+ damage potential. Similar to the Spin Dash, it is also possible to perform a "Spinshot" out of an aerial Spin Charge. Finally, 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.

Custom Variations

In Super Smash Bros. 3DS/Wii U, Spin Charge can be customized into Auto-Spin Charge or Gravitational Charge.

Auto-Spin Charge

Auto-Spin Charge can be powered up by holding the button instead of repeatedly pressing it. However, it is harder to control.

Gravitational Charge

Gravitational Charge will pull in opponents in front of it while pushing away opponents behind it. It will take more button presses to power up, however.

Sonic's Custom Special Moves
Custom 1 Custom 2
Standard Special Stomp Surprise Attack
Side Special Hammer Spin Dash Burning Spin Dash
Up Special Double Spring Springing Headbutt
Down Special Auto-Spin Charge Gravitational Charge