ItsRainingGravy
Smash Ace
http://supersmashbros.wikia.com/wiki/Spinshot#Spinshot
https://www.youtube.com/watch?v=oZXWmnwphyk
While messing around in training mode, I had discovered this technique still exists...but in a much different manner than what people remember. In order to do this new version of the "spinshot", you need to completely disregard every method explained in the two links above. Here's how you do it in this game:
1) To do this technique, you must use Spin Dash (Side B). It can be done with Spin Charge (Down B) I think, but it is infinitely easier to do and much quicker if you use Spin Dash instead.
2) You must use the Spin Dash while running.
3) You must use the attack button to cancel the Spin Dash animation. You cannot use the jump button for this technique.
4) You must press the attack button at a very few specific frames. If you press the attack button too late, you will do a VSDJ (Vertical Spin Dash Jump). If you do it too early, it will not register the input of your attack button. You have to press the attack button before Sonic curls up into a ball. I recommend that you continue to practice this in 1/4th or 1/2th speeds in which you can hold the L-Button to slowly progress through the animation.
5) If done correctly, Sonic will jump diagonally curled up into a ball instead of straight up, and use the momentum of his run to continue to move forward.
Here is the input in simple terms:
Run -> Side Special -> Press Attack at a very specific frame(s) before completely curling up into a ball.
Differences in contrast to Spinshot and other information about this technique:
- You don't use jump to use this technique.
- Likewise, this technique does not take away your double jump.
- Furthermore, you can only preform this technique on the ground.
- This technique has a hitbox unlike Spinshot, and does as much damage as a SDJ (6%).
- Like a SDJ, you can act out of this technique with any aerial besides a Spin Dash or a Spin Charge. This includes jumping (footstooling too), Homing Attack, Spring Jump, Air dodge, double jump, and all of his standard aerial attacks.
- Goes about as fast and as far as a normal SDJ (Spin Dash Jump).
Basically with proper practice and mastery of this technique, you can instantly jump out of your running animation and have a constant hitbox around you that can be used to protect you, help set up combos, surprise opponents, and more. It's a bit difficult to pull off being very frame-specific, but it is extremely useful.
I am dubbing this technique the "Instant Spin Dash Jump", since that is pretty much what it is anyways.
https://www.youtube.com/watch?v=oZXWmnwphyk
While messing around in training mode, I had discovered this technique still exists...but in a much different manner than what people remember. In order to do this new version of the "spinshot", you need to completely disregard every method explained in the two links above. Here's how you do it in this game:
1) To do this technique, you must use Spin Dash (Side B). It can be done with Spin Charge (Down B) I think, but it is infinitely easier to do and much quicker if you use Spin Dash instead.
2) You must use the Spin Dash while running.
3) You must use the attack button to cancel the Spin Dash animation. You cannot use the jump button for this technique.
4) You must press the attack button at a very few specific frames. If you press the attack button too late, you will do a VSDJ (Vertical Spin Dash Jump). If you do it too early, it will not register the input of your attack button. You have to press the attack button before Sonic curls up into a ball. I recommend that you continue to practice this in 1/4th or 1/2th speeds in which you can hold the L-Button to slowly progress through the animation.
5) If done correctly, Sonic will jump diagonally curled up into a ball instead of straight up, and use the momentum of his run to continue to move forward.
Here is the input in simple terms:
Run -> Side Special -> Press Attack at a very specific frame(s) before completely curling up into a ball.
Differences in contrast to Spinshot and other information about this technique:
- You don't use jump to use this technique.
- Likewise, this technique does not take away your double jump.
- Furthermore, you can only preform this technique on the ground.
- This technique has a hitbox unlike Spinshot, and does as much damage as a SDJ (6%).
- Like a SDJ, you can act out of this technique with any aerial besides a Spin Dash or a Spin Charge. This includes jumping (footstooling too), Homing Attack, Spring Jump, Air dodge, double jump, and all of his standard aerial attacks.
- Goes about as fast and as far as a normal SDJ (Spin Dash Jump).
Basically with proper practice and mastery of this technique, you can instantly jump out of your running animation and have a constant hitbox around you that can be used to protect you, help set up combos, surprise opponents, and more. It's a bit difficult to pull off being very frame-specific, but it is extremely useful.
I am dubbing this technique the "Instant Spin Dash Jump", since that is pretty much what it is anyways.
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