Dragonbreath
Smash Ace
I've been thinking about the spin dashes lately, specifically the combos within them. (When I say spin dashes, I'm referring to both of them.) Izzy once said that Sonic's specials aren't exactly special. Well, they're certainly not spamable projectiles or teh pee-kay phiur. But I don't think we've fully tapped their potential yet. For example, someone discovered invincibility frames at the start of the side-b, and a way to increase horizontal momentum via spinshotting. Nevertheless, I don't think we know exactly how to use the simplest functions of the spin dashes: The combos.
So lets start by looking at them basically: They're chargeable attacks that rush toward the enemy at high speed with (seemingly) low priority. You can jump during them to deal an extra hit, which sets you up nicely for an aerial attack. That's the basic.
Now, the complex. Which aerial should you use in which scenario? How soon should you jump? Which combos work at which percent on which weight with which Spin Dash? Should you even follow up with an aerial at all? That last bit's a legitimate question; The jump hit seems to have as much knockback as a homing attack.
Sonic is a character that requires much skill to use. This thread is primarily meant to provide a place to determine which Spin Dash combos work best on which characters at which percents. Hopefully, we can apply that knowledge to high level play and raise Sonic's tier a notch or two.
If this thread gets popular, I'll start making an itemized list of SDcombos for different characters. I'll be doing some testing myself, but there's a lot of variables inside Sonic's two specials, so please, don't be shy.
So lets start by looking at them basically: They're chargeable attacks that rush toward the enemy at high speed with (seemingly) low priority. You can jump during them to deal an extra hit, which sets you up nicely for an aerial attack. That's the basic.
Now, the complex. Which aerial should you use in which scenario? How soon should you jump? Which combos work at which percent on which weight with which Spin Dash? Should you even follow up with an aerial at all? That last bit's a legitimate question; The jump hit seems to have as much knockback as a homing attack.
Sonic is a character that requires much skill to use. This thread is primarily meant to provide a place to determine which Spin Dash combos work best on which characters at which percents. Hopefully, we can apply that knowledge to high level play and raise Sonic's tier a notch or two.
If this thread gets popular, I'll start making an itemized list of SDcombos for different characters. I'll be doing some testing myself, but there's a lot of variables inside Sonic's two specials, so please, don't be shy.