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[[Image:Brawl spindash.jpg|thumb|right|Sonic performing a Spin Dash, as seen in ''[[Super Smash Bros. Brawl]]''.]]
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{{Outdated}}
The '''Spin Dash''', first mentioned as the '''Super Dash Attack''' in the ''[[Sonic the Hedgehog 2 (16-bit)]]'' [[:Image:Sonic2_us_manual_06_07.gif|instruction manual]], and known as a '''Turbo''' in ''[[Sonic the Comic]]'', refers to the ability of [[Sonic]] and others to dash off from a standstill. Sonic rolls into a ball form and spins to rev up and gain momentum and takes off at great speed. If a [[badnik]] is hit while in this ball form when it is going at high speed or while revving up the spin dash it takes damage.
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{{MoveBob
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| image=Brawl spindash.jpg
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| debut=Sonic the Hedgehog 2 (16-bit){{!}}Sonic the Hedgehog 2
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| debutyear=1992
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| user=[[Sonic the Hedgehog]]
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| user2=[[Miles "Tails" Prower]]
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| user3=[[Knuckles the Echidna]]
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| user4=[[Amy Rose]]
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| user5=[[Mighty the Armadillo]]
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| user6=[[Ray the Flying Squirrel]]
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| user7=[[Espio the Chameleon]]
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| user8=[[Vector the Crocodile]]
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| user9=[[Shadow the Hedgehog]]
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| user10=[[Cream the Rabbit]]
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| type=Movement, attack
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}}
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The '''Spin Dash''' or '''Super Spin Dash''', which debuted in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and in ''[[Sonic the Hedgehog CD]]'' (and is called a '''Turbo''' in ''[[Sonic the Comic]]''), is the ability of [[Sonic the Hedgehog]] and various other playable characters to dash off from a standstill. Its animation is meant to symbolize the wheel of a car during a burnout. The character crouches, curls into a ball, spins to rev up and gain potential energy, and finally takes off at great speed. As at any other time the character is in a ball, if they hit an enemy (e.g. a [[Badnik]] or [[Dr. Eggman]]) they deal damage to them. The Spin Dash is faster and can be more useful than the [[Spin Attack#Spin roll|spin roll]].
  
The move was first introduced in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' and has appeared in most Sonic games that have been released since then. In sidescrolling games the move is performed by pressing {{down}} and a jump button. Most 3D titles have the spin dash assigned to a single button.
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In 2D side-scrolling games, the move is performed by holding {{Down}} and pressing a jump button. Most 3D titles have the Spin Dash assigned to a single button.
  
==Spin Dash in Sonic 2,3, S&K==
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==In ''Sonic'' 2 and subsequent 2D games==
[[Image:SpinDash.PNG|frame|right|[[Knuckles]], about to demonstrate the technique on a hapless [[Sparkle]] in [[Carnival Night Zone]].]]
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[[Image:SpinDash.PNG|frame|right|[[Knuckles the Echidna]] about to demonstrate the technique on a helpless [[Sparkle]] in ''[[Sonic the Hedgehog 3|Sonic 3]]'''s [[Carnival Night Zone]].]]
In ''Sonic 2'', ''Sonic 3'', and ''Sonic & Knuckles'', the Spin Dash works the same way. It is used in all subsequent 2D games. Holding {{down}} and pressing {{a}}, {{b}}, or {{c}} will charge up a Spin Dash, and releasing {{down}} will send [[Sonic]] zooming off at high speed in whatever direction he is facing. By repeatedly tapping the button the speed will increase. There are a few cool little tricks to be learned other than just blasting to the side.  
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The most famous form of the Spin Dash debuted in ''Sonic the Hedgehog 2'', and is usable in all subsequent 2D games. Holding {{Down}} and pressing Jump ({{A}}, {{B}} or {{C}}) will charge up a Spin Dash; releasing {{Down}} will send the character zooming forwards at high speed. By repeatedly tapping the button, the launch speed increases. <!---"There are a few tricks that are possible, other than simply blasting to the side." Which people should add more of to justify this statement!--->
  
Diagonal Blast: This trick takes expert timing. Charge up the Spin Dash by holding {{down}} and pressing {{a}} rapidly. Then, the split second after releasing {{down}}, press {{up}} and tap {{a}}. If timed correctly, Sonic will blast off at an upward angle, which is useful in areas with varied terrain.
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In ''[[Tails Adventures]]'', [[Miles "Tails" Prower|Tails]] can perform this move if he finds the Sonic item in [[Caron Forest]] and brings it with him on adventures.
  
==Spin Dash in Sonic 1==
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In ''[[Sonic Rush]]'' and ''[[Sonic Rush Adventure]]'', [[Blaze the Cat]] can perform her own version of the move, which is referred to as the '''Burst Dash'''{{fileref|SonicRush DS US manual.pdf|page=13}} (バーストダッシュ){{fileref|SonicRush DS JP manual.pdf|page=13}}. Blaze uses her pyrokinesis to charge the move and bursts ahead with the same function as the Spin Dash.
===Sonic Jam===
 
When ''[[Sonic 1]]'' was ported to the [[Sega Saturn]] as part of the Sonic games compilation, ''[[Sonic Jam]]'', the Spin Dash was introduced into the game. This allowed the player to finish levels in much quicker time. It also caused a problem in [[Green Hill Zone]] where it would be possible for Sonic to die falling off the bottom of the screen after Spin Dashing through a tunnel.
 
  
===Sonic the Hedgehog Genesis===
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===Back-porting to ''Sonic 1''===
The Spin Dash is present in ''[[Sonic the Hedgehog Genesis]]'' and works much the same as in ''Sonic 2'', though when charging up you are still vulnerable.
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The ''Sonic 2'' version of the Spin Dash has been retroactively added to the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' game five times officially (and many times by fans through [[sega:ROM hacking|ROM hacking]]; see below).
  
===ROM Hacks===
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'''In ''Sonic Jam''''': When ''Sonic the Hedgehog'' was ported to the [[Sega Saturn]] as part of the ''Sonic'' games compilation ''[[Sonic Jam]]'', the move was added as an optional feature. The move can allow the player to finish levels much more quickly, but creates a potential problem in [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]] by slightly increasing the chance of triggering the [[Sonic the Hedgehog (16-bit)/Bugs#Speed Tunnel Scrolling in Green Hill Zone|S-tunnel scrolling bug]], in which the screen does not scroll quickly enough to keep up with Sonic and he dies on hitting its bottom (as if it were a pit).
In chronological order:
 
*[[Esrael]] ported the Spin Dash code from ''[[Sonic 2 Beta]]''.
 
*[[drx]] wrote his own Spin Dash code.
 
*[[Hivebrain]] ported the Spin Dash code from ''[[Sonic 2]]'' (final version), as part of his ''[[Sonic 1 Plus]]'' ROM hack.
 
*[[Stealth]] ported the Spin Dash (along with the entire Knuckles object) from ''[[Knuckles in Sonic 2]]'' as part of his ''[[Knuckles the Echidna in Sonic the Hedgehog]]'' ROM hack. This port of the Spin Dash was also included in ''[[Sonic Megamix]]''.
 
*[[Cinossu]] wrote his own Spin Dash code, in the style of ''Sonic CD'', for his ROM hack, ''[[Sonic the Hedgehog Extended Edition]]''.
 
<!--- Do not add to this list --->
 
  
Nowadays, due to widespread [[ASM]] usage and the existence of a [[SCHG_How-to:Add_Spin Dash_to_Sonic_1/Part_1|Spin Dash porting guide]], most recent Sonic 1 hacks feature a Sonic 2-style Spin Dash.
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'''In ''Sonic the Hedgehog Genesis''''': The Spin Dash is also present in ''[[Sonic the Hedgehog Genesis]]'', a recreation of the original game on the [[sega:Game Boy Advance|Game Boy Advance]]. It works much as it usually does, with the exception that while charging speed, Sonic remains vulnerable to damage.
  
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'''In ''Sonic the Hedgehog (2013)''''': The Spin Dash is also present in ''[[Sonic the Hedgehog (2013)]]'', a remaster of the original game on iOS and Android devices. It works much as it usually does, however it may not always be useful as the stages are not built for it.
  
==Spin Dash in Sonic CD==
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'''In ''3D Sonic the Hedgehog''''': The Spin Dash is present in ''[[3D Sonic the Hedgehog]]''.{{ref|https://web.archive.org/web/20140117012749/http://blogs.sega.com/2013/12/03/sega-3d-classics-%E2%80%93-3d-sonic-the-hedgehog-interview-with-developer-m2/}} It can be toggled off and on (which requires a game reset), and is on by default. For some reason, Sonic can still be damaged by collision with a moving Badnik while charging the move in this version, much like ''Sonic the Hedgehog Genesis''.
The Spin Dash in ''Sonic CD'' works different than the one that appeared in ''Sonic 2'' and later titles. Sonic still takes hits while in the ball form and the spin dash must be revved up by repeatedly pressing the button before being used or Sonic will stand up instead of using the move.
 
  
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'''In ''Sega Ages Sonic the Hedgehog''''': The Spin Dash is present in ''[[Sega Ages Sonic the Hedgehog]]'' where it can be toggled off and on alongside the [[Drop Dash]] (which requires a game reset), and is on by default. Its coding is the same as in ''3D Sonic the Hedgehog'', so Sonic can still be damaged by collision while charging the move. In both Challenge modes, the Spin Dash is always enabled.
  
==Spin Dash in 3D polygonal games==
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==In ''Sonic CD''==
Since ''[[Sonic Adventure]]'' the Spin Dash was performed by pressing a single button rather than pressing {{down}} and jump. This is due to the fact that pressing down would cause sonic to turn in that direction, rather than duck.
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''[[Sonic the Hedgehog CD]]'' was released after ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', and so technically marks the move's second appearance, but here it functions differently to the version in the latter game and subsequent 2D titles. Revving up does not confer invulnerability to attack, and must be completed by holding Jump for a sufficient time, otherwise Sonic will just stand up instead of dashing off--which, in any case, he always does at the same speed, because the launch speed is not scalable.
  
[[Category:Moves]]
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In the [[Sonic the Hedgehog CD (2011)|2011 remaster]], the player is given the option to choose between this type of Spin Dash and the ''Sonic 2'' version.
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==In 3D games==
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In 3D ''Sonic'' games, the first of which was ''[[Sonic 3D Blast]]'', the Spin Dash is performed by pressing a single dedicated button (usually from a standstill as in the 2D games) rather than using {{Down}} and Jump, because the directional controls are used to move Sonic around the floor.
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'''In [[Sonic Adventure]]''''':
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'''In [[Sonic Adventure 2]]''''':
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'''In [[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''''': Shadow can Spin Dash just like Sonic normally does. Alternatively, Shadow can use the [[Dark Spin Dash]] when standing in a pool of [[Red Slime]], allowing Shadow to move much faster on certain pathways.{{fileref|Shadow GC US manual.pdf|Page=16}}
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'''In [[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog (2006)]]''''':
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'''In [[Sonic Lost World]]''''': it is possible for Sonic to dash forward continuously from a Spin Dash by pressing and holding the {{ZL}} button immediately after releasing the move. He can also perform the Spin Dash while running on walls or ceilings for an extra boost.
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'''In [[Sonic Frontiers]]''''':
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==In the ''Super Smash Bros.'' series==
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In ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Nintendo 3DS]] / [[Super Smash Bros. for Wii U|Wii U]]'' and ''[[Super Smash Bros. Ultimate]]'', Sonic performs a Spin Dash for his side special move. The move is charged by holding {{Right}}+Special Move, then launched by releasing the buttons, causing Sonic to make a short hop as he dashes. The Spin Dash is also his down special move, but this variation is called the Spin Charge, and is charged by holding {{Down}} and repeatedly pressing the Special Move Button, much like in traditional ''Sonic'' games, and does not make Sonic do a small hop.
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The 3DS and Wii U instalments also feature additional variations of the Spin Dash that the player can customize Sonic with:
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*'''Custom Side Special 1''': Hammer Spin Dash. Has a larger hop at the beginning, with the descending part of the arc having burying capabilities.
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*'''Custom Side Special 2''': Burning Spin Dash. The hop is non-existent, but Sonic is on fire. Has shorter hops out of the move. Similar to Sonic's [[Fire Somersault]] move in Sonic Adventure 2.
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*'''Custom Down Special 1''': Auto-Spin Charge. Similar to Sonic CD's Spin Dash, instead of repeatedly pressing Special Move Button, you have to hold it down.
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*'''Custom Down Special 2''': Gravitational Charge. Pulls opponents in front of Sonic towards him, and pushes opponents behind Sonic away from him.
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==In [[sega:ROM hacking|ROM hacks]]==
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Originally, adding the Spin Dash to a [[Sonic hacks|hack]] of ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' was considered technically impressive. In chronological order: <!---Does anyone have dates for these?--->
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*[[User:Esrael|Esrael]] ported its code from the famous ''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Sonic 2 beta]]''.
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*[[User:Drx|drx]] wrote his own code.
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*[[User:Hivebrain|Hivebrain]] ported its code from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' final, as part of his hack ''[[Sonic the Hedgehog Plus]]''.
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*[[Stealth]] ported the move (along with the entire [[Knuckles the Echidna]] object) from ''[[Knuckles in Sonic 2]]'', as part of his hack ''[[Knuckles the Echidna in Sonic the Hedgehog]]''. This implementation was also included in ''[[Sonic the Hedgehog Megamix]]''.
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*[[User:Cinossu|Cinossu]] wrote his own code, in the style of ''Sonic CD'', for his hack ''[[Sonic the Hedgehog Extended Edition]]''. Other hacks have implemented the ''Sonic CD'' Spin Dash, albeit much less frequently.
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<!--- Do not add to this list ---> <!--- OK; I'll make a new list directly below :P --->
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*[[User:Qiuu|qiuu]] and [[User:Snkenjoi|snkenjoi]] replaced ''Sonic CD'''s version of the move with that of ''Sonic 2'' in their hack ''[[Sonic CD Plus Plus]]'', in response to a bounty by [[User:Mad Echidna|Mad Echidna]]. This was well-received by many members.
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Nowadays, due to widespread [[sega:assembly language|assembly language]] usage and the existence of a [[SCHG_How-to:Add_Spin Dash_to_Sonic_1/Part_1|Spin Dash porting guide]], most recent ''Sonic 1'' hacks feature a Spin Dash, usually ''Sonic 2''-style.
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==In other media==
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{{sectstub}}
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==References==
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<references/>

Latest revision as of 16:05, 1 February 2024

Clock.svg This article is outdated.
Due to changing events, this article is either no longer correct or needs information added to it to make it complete. Please update it so that it meets current knowledge.
Brawl spindash.jpg
Spin Dash
First seen: Sonic the Hedgehog 2 (1992)
Users: Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Mighty the Armadillo, Ray the Flying Squirrel, Espio the Chameleon, Vector the Crocodile, Shadow the Hedgehog, Cream the Rabbit
Type: Movement, attack

The Spin Dash or Super Spin Dash, which debuted in Sonic the Hedgehog 2 and in Sonic the Hedgehog CD (and is called a Turbo in Sonic the Comic), is the ability of Sonic the Hedgehog and various other playable characters to dash off from a standstill. Its animation is meant to symbolize the wheel of a car during a burnout. The character crouches, curls into a ball, spins to rev up and gain potential energy, and finally takes off at great speed. As at any other time the character is in a ball, if they hit an enemy (e.g. a Badnik or Dr. Eggman) they deal damage to them. The Spin Dash is faster and can be more useful than the spin roll.

In 2D side-scrolling games, the move is performed by holding Down and pressing a jump button. Most 3D titles have the Spin Dash assigned to a single button.

In Sonic 2 and subsequent 2D games

Knuckles the Echidna about to demonstrate the technique on a helpless Sparkle in Sonic 3's Carnival Night Zone.

The most famous form of the Spin Dash debuted in Sonic the Hedgehog 2, and is usable in all subsequent 2D games. Holding Down and pressing Jump (A, B or C) will charge up a Spin Dash; releasing Down will send the character zooming forwards at high speed. By repeatedly tapping the button, the launch speed increases.

In Tails Adventures, Tails can perform this move if he finds the Sonic item in Caron Forest and brings it with him on adventures.

In Sonic Rush and Sonic Rush Adventure, Blaze the Cat can perform her own version of the move, which is referred to as the Burst DashMedia:SonicRush DS US manual.pdf[1] (バーストダッシュ)Media:SonicRush DS JP manual.pdf[2]. Blaze uses her pyrokinesis to charge the move and bursts ahead with the same function as the Spin Dash.

Back-porting to Sonic 1

The Sonic 2 version of the Spin Dash has been retroactively added to the original Sonic the Hedgehog game five times officially (and many times by fans through ROM hacking; see below).

In Sonic Jam: When Sonic the Hedgehog was ported to the Sega Saturn as part of the Sonic games compilation Sonic Jam, the move was added as an optional feature. The move can allow the player to finish levels much more quickly, but creates a potential problem in Green Hill Zone by slightly increasing the chance of triggering the S-tunnel scrolling bug, in which the screen does not scroll quickly enough to keep up with Sonic and he dies on hitting its bottom (as if it were a pit).

In Sonic the Hedgehog Genesis: The Spin Dash is also present in Sonic the Hedgehog Genesis, a recreation of the original game on the Game Boy Advance. It works much as it usually does, with the exception that while charging speed, Sonic remains vulnerable to damage.

In Sonic the Hedgehog (2013): The Spin Dash is also present in Sonic the Hedgehog (2013), a remaster of the original game on iOS and Android devices. It works much as it usually does, however it may not always be useful as the stages are not built for it.

In 3D Sonic the Hedgehog: The Spin Dash is present in 3D Sonic the Hedgehog.[3] It can be toggled off and on (which requires a game reset), and is on by default. For some reason, Sonic can still be damaged by collision with a moving Badnik while charging the move in this version, much like Sonic the Hedgehog Genesis.

In Sega Ages Sonic the Hedgehog: The Spin Dash is present in Sega Ages Sonic the Hedgehog where it can be toggled off and on alongside the Drop Dash (which requires a game reset), and is on by default. Its coding is the same as in 3D Sonic the Hedgehog, so Sonic can still be damaged by collision while charging the move. In both Challenge modes, the Spin Dash is always enabled.

In Sonic CD

Sonic the Hedgehog CD was released after Sonic 2, and so technically marks the move's second appearance, but here it functions differently to the version in the latter game and subsequent 2D titles. Revving up does not confer invulnerability to attack, and must be completed by holding Jump for a sufficient time, otherwise Sonic will just stand up instead of dashing off--which, in any case, he always does at the same speed, because the launch speed is not scalable.

In the 2011 remaster, the player is given the option to choose between this type of Spin Dash and the Sonic 2 version.

In 3D games

In 3D Sonic games, the first of which was Sonic 3D Blast, the Spin Dash is performed by pressing a single dedicated button (usually from a standstill as in the 2D games) rather than using Down and Jump, because the directional controls are used to move Sonic around the floor.

In Sonic Adventure:

In Sonic Adventure 2:

In Shadow the Hedgehog: Shadow can Spin Dash just like Sonic normally does. Alternatively, Shadow can use the Dark Spin Dash when standing in a pool of Red Slime, allowing Shadow to move much faster on certain pathways.Media:Shadow GC US manual.pdf[4]

In Sonic the Hedgehog (2006):

In Sonic Lost World: it is possible for Sonic to dash forward continuously from a Spin Dash by pressing and holding the ZL button immediately after releasing the move. He can also perform the Spin Dash while running on walls or ceilings for an extra boost.

In Sonic Frontiers:

In the Super Smash Bros. series

In Super Smash Bros. Brawl, Super Smash Bros. for Nintendo 3DS / Wii U and Super Smash Bros. Ultimate, Sonic performs a Spin Dash for his side special move. The move is charged by holding Right+Special Move, then launched by releasing the buttons, causing Sonic to make a short hop as he dashes. The Spin Dash is also his down special move, but this variation is called the Spin Charge, and is charged by holding Down and repeatedly pressing the Special Move Button, much like in traditional Sonic games, and does not make Sonic do a small hop.

The 3DS and Wii U instalments also feature additional variations of the Spin Dash that the player can customize Sonic with:

  • Custom Side Special 1: Hammer Spin Dash. Has a larger hop at the beginning, with the descending part of the arc having burying capabilities.
  • Custom Side Special 2: Burning Spin Dash. The hop is non-existent, but Sonic is on fire. Has shorter hops out of the move. Similar to Sonic's Fire Somersault move in Sonic Adventure 2.
  • Custom Down Special 1: Auto-Spin Charge. Similar to Sonic CD's Spin Dash, instead of repeatedly pressing Special Move Button, you have to hold it down.
  • Custom Down Special 2: Gravitational Charge. Pulls opponents in front of Sonic towards him, and pushes opponents behind Sonic away from him.

In ROM hacks

Originally, adding the Spin Dash to a hack of Sonic 1 was considered technically impressive. In chronological order:

Nowadays, due to widespread assembly language usage and the existence of a Spin Dash porting guide, most recent Sonic 1 hacks feature a Spin Dash, usually Sonic 2-style.

In other media

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References