So all of us are familier with sonic's Spindash/charge jump cancel that goes straight up into the air while in a spin animation.
(this thread was inspired by watching sonic speed runs on the genesis and noticing the similarities in sonics movments, and i was thinking how cool it would be if sonic could damage thigns by jump at them like on the genesis, oh wait.... he can!)
I'd like to propose some ideas regarding it:
-I beleive this jump goes slightly higher than sonics normal single jump (possibly!!)
-This attack can at some points, deal damage to opponents
-This attack is cancelabile by many if not all of sonic's moves. and therefore, no drawbacks?
-This move is not used very often by sonic players, and probobly often forgotten about
-This move is usable in competetive situations, if nothing else for mindgames.
-also while using this move, you can easily change direction before your jump, allowing easier and more reliable BAIR (also your oponent wont know which way sonic is facing)
-This move could be as useful as a grounded spindash/charge, except directed into the air... because if u think about it, thats really all it is... maybe it has matching priortiy and can be another combo application for sonic?
well anyway. please discuss and throw us some of your own ideas and opinions on this move.
(this thread was inspired by watching sonic speed runs on the genesis and noticing the similarities in sonics movments, and i was thinking how cool it would be if sonic could damage thigns by jump at them like on the genesis, oh wait.... he can!)
I'd like to propose some ideas regarding it:
-I beleive this jump goes slightly higher than sonics normal single jump (possibly!!)
-This attack can at some points, deal damage to opponents
-This attack is cancelabile by many if not all of sonic's moves. and therefore, no drawbacks?
-This move is not used very often by sonic players, and probobly often forgotten about
-This move is usable in competetive situations, if nothing else for mindgames.
-also while using this move, you can easily change direction before your jump, allowing easier and more reliable BAIR (also your oponent wont know which way sonic is facing)
-This move could be as useful as a grounded spindash/charge, except directed into the air... because if u think about it, thats really all it is... maybe it has matching priortiy and can be another combo application for sonic?
well anyway. please discuss and throw us some of your own ideas and opinions on this move.