Spring Jump is Sonic's Up Special Move as well his main recovery move. It acts as a personalized spring, causing a spring from the Sonic series to immediately appear underneath him, shooting Sonic up a great vertical distance.
When used on the ground, the spring remains in place for a while, allowing other characters to use it, too. If this move is used in the air, the spring falls downwards, acting as a projectile, making it effective for edgeguarding. After using this move, Sonic will not enter into helpless state; he still retains the ability to use normal aerial attacks and air dodges, but will be unable to use Special Moves until he touches the ground.
Additionally, this move does not allow Sonic to grab any ledges onstage (i.e. auto-sweetspot) until he is finished gaining vertical distance, making it dangerous for recovery if Sonic goes above a ledge and exposed to an edgeguarder. Barring any outside influence, the spring will remain on the ground long enough for Sonic to do three jumps off of, disappearing just as he makes his third jump. Unlike the Spring item, it will always face straight up, even on a steep slope.
If Sonic bounces off a previously set Spring, even his own, it doesn't count as his third jump, as long as he doesn't land on it immediately after using it, so he can use Spring Jump immediately afterwards, gaining a great deal of height, essentially two back-to-back Up Special Moves.
|Sonic's Special Moves|
|Standard Special||Homing Attack|
|Side Special||Spin Dash|
|Up Special||Spring Jump|
|Down Special||Spin Charge|
|Final Smash||Super Sonic|
In Super Smash Bros. 3DS/Wii U, Spring Jump can be customized into Double Spring or Springing Headbutt.
Double Spring will not send Sonic as high, but he can use this twice in a row in midair.
- Can be used twice
- Doesn't travel as high
- The springs won't stay still on ground
- Cannot use the spring on ground for air combos
Springing Headbutt will cause Sonic to spin straight up and deal a headbutt to anyone he hits, but it will not remain on the stage.
|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|
Many techniques are possible when the spring is placed on the ground, such as using Sonic's Down Aerial infinitely until it disappears to rack up damage at low percentages. Sonic can also dodge the sleep effect of Peach's Final Smash by bouncing on the spring.
In the Sonic series, Sonic is never given the ability to summon springs. Springs had to be found at fixed locations in each level. In the games, there are two types of springs: Yellow Springs let Sonic bounce a short distance up, and Red Springs let Sonic bounce very high, the latter being the type Sonic uses in Brawl.
- If Sonic is grabbed, but not thrown and/or pummeled after using this move, Sonic will be unable to use the spring again until he lands or is attacked.
- If Sonic goes into a Barrel Cannon via this move or lands before transitioning to his helpless pose, the next time he jumps or falls off a platform, he will enter his helpless pose.
- If Sonic grabs a ladder or jumps off a custom stage spring after using this move, when he lets go, he still has the same helpless falling animation and he won't be able to use another Spring Jump or midair jump.
- The spring left behind by the attack is one of the few items that can't be swallowed.
- Sonic's Spring Jump used from the ground actually goes higher up than a short-hop and aerial Spring Jump. Essentially, an aerial Spring Jump does not go as high as a grounded Spring Jump.
- If a moveset swap is used to give Sonic Fox's moveset, when he uses this move, rather than a spring coming up, a golden Arwing will appear. He can still bounce up and down on the Arwing though.