Hey Kinzer how about after you begin to charge spin dash or spin charge. {What?} How long does it take for the release to happen?
... Uhm...?
... Anyway, glad you asked!
I had already posted it, but I might as well go for the full-blown break-down while I'm here.
Warning you though, there's a lot of data here though. I'm not going to bother putting this in collapse since it's all data and I feel very important to at least have the general idea of. My apologies though. I may or may not have said before that I'd have the data done by then. I'm sorry if I'm late, but it's here now. If I never said that, go ahead and ignore this disclaimer. >_>
Start transmission.
First, allow to me go over what's specific to Spin-Dash.
Frames 1-16 are start-up.
After frame 16, you may continue to hold the B-Button for a longer charge or release for the active active hitbox.
The soonest possible first active hitbox is frame 17.
Assuming soonest charge release, Sonic has an active hitbox on Spin Dash (Hop) from frames 17-48.
The aforementioned is if you release the Spin Dash in the air. If otherwise Sonic will go into his Spin Dash Roll on frame 47 on an even level.
Sonic may cancel Spin Dash's charge phase on frame 8 into a shield if grounded. This is also the same frame Sonic may jump-cancel the Spin Dash Charge into a Vertical Spin Dash Jump. With the former, the shield button can be held. With the latter, the jump button must be pressed on frame 7 the earliest; the game will not register any jump inputs beforehand.
If Sonic continues to charge Spin Dash, it takes 45 frames to fully charge itself. It is on this same frame that Sonic can no longer cancel the charge into a shield.
Sonic is invincible from frame 17-22 or the first six frames of Spin Dash Hop.
It only takes Sonic 1 frame to release, jump-cancel, or shield-cancel (assuming Spin Dash has not fully charged in this time).
Now to go over what is exclusive to Spin Charge.
Frames 1-11 are start-up.
Frame 12 checks for a charge. If there is no charge (A.K.A. you're not holding the special button on this frame), Sonic will go into what most, if not everyone has coined "the dead charge."
The dead charge has no active hitbox or charge-seeking frames and frames 13-40 are cooldown lag; for a total of 29 frames of cooldown lag.
If there is a charge, Sonic will acquire a spiky blue aura around him and one charge.
Assuming so, on frame 13 Sonic can release. This is also the soonest first active hitbox if Sonic immediately releases. this is also the same frame where Sonic can Jump-cancel Spin Charge.
It takes Sonic 1 frame to release/jump-cancel.
If Sonic continues to hold the first charge, the charge lasts for 24 frames.
If Sonic does not gain a new charge or release or jump-cancel in this time, frame 25 will be the same as the dead charge.
If Sonic presses the special button again during the previous/current/first charge's duration frames, he will gain a new charge.
Sonic can hold up to three charges.
If three charges are maintained, Sonic's Spin Dash Roll will go at full speed and is at full power.
In order to acquire a full charge, you must press the special button three times afterwards during the first charge's duration frames; remember it's 24.
This means that within the 24 frames you've acquired your first charge in queue, you must press the special button three (3) separate times afterwards, or Sonic will revert into the previous/dead charge.
[I don't know, maybe it's only twice. I could've messed up and not have it register in debug, but AFAIK you need three despite Sonic only having three separate states of Charge in Spin Charge]
Now I'll go into Spin Dash Roll.
It takes Sonic 56 frames to cross the entire Battlefield stage in his Spin Dash Roll on 1 charge of Spin Charge.
It takes Sonic 44 frames to cross the entire Battlefield stage in his Spin Dash Roll on 2 charges of Spin Charge.
It takes Sonic 39 frames to cross the entire Battlefield stage in his Spin Dash Roll on 3 charges of Spin Charge.
Spin Dash's variant of the Spin Dash Roll varies in speed and power moreorless based on how long the charge was held before release (or until it reaches its maximum charge).
[It's not an exact frame figure like 1:1, but if you would like to do the math yourself by all means tell me how many different charges Spin Dash can/should acquire.]
That means if Sonic released immediately, and did not put any influence left or right during the Spin Dash Hop, Sonic will cross the entire Battlefield stage in 43 frames.
The full charge of Spin Dash Roll crosses the entire Battlefield stage in 24 frames assuming Sonic did not put any influence left or right during the Spin Dash Hop.
[maybe 23]
If Sonic tries to turn during Spin Dash Roll, he will take 35 frames to regain a hitbox.
Spin Dash Roll; and any variant thereof, will always be a constant 110 frames regardless of the charge/state/charge's state.
[somebody help me coin this/these please.]
Whatever you can think of; Spin Dash Roll -> (Aerial) Spin Charge and vice versa, (Aerial) Spin Dash (/Hop), Spin Dash turn-around, etc.
Speed does not affect the duration, just the placement of the hitbox/Sonic.
The only thing that can alter the duration of Spin Dash Roll is canceling it into another one of Sonic's free-acting states such as (Vertical) Spin Dash Jump, shield-canceled (Aerial) Spin Charge, DJ-canceling the state of the roll/attack (if applicable), hitlag modifications (A.K.A. you hit something in this time), and obviously being hit out of Spin Dash Roll.
After the Spin Dash Roll wears off, and assuming Sonic didn't go into one of his free-acting states, Sonic takes 33 frames of skidding before he can go into neutral position.
Next up we have (Vertical) Spin Dash Jump (just the state of itself For more information about how to make the transitions into this state, read back).
[Or the rest of the guide/post. Again, the purpose of this post is to gather data, if I didn't properly explain the input, too bad. You should know. This is directed at the veterans.
If you're a newbie don't feel bad. If the guide hasn't already been updated to a certain point, it should better explain each state of Sonic's attacks and how to get into them. I might explain myself (better?) later (in this post or one in the future) or somebody else can probably cover it for me.]
Frames 1-5 are start-up.
You may cancel the (Vertical) Spin Dash Jump state into an aerial on the second frame.
If you did not cancel (V)SDJ into an aerial, the first active active hitbox is on frame 6.
The hitbox lasts from frame 6-34
[Actually, I couldn't find out when the hitbox on it disappeared for sure. I managed to get it hit on frame 34 in a couple of cases and not on frame 35 but I'm not sure if that was a matter of me misspacing/mistiming the attack/hurtbox placement or if it's really 6-34. If no one from here can confirm my number, I don't mind looking like a fool in the Research Lab and seeing if one of those guys can help me get the hard numbers.]
(Vertical) Spin Dash Jump may be double-jump canceled (assuming you had one before you made the transition into the state before the VSDJ) on frame 11.
End transmission.
Whew!
I don't remember when I started this project, but I got all of this in one sitting.
I hope you learned as much as I did. Who knew that Spin Dash Jump and Vertical Spin Dash jump were really the same thing but the only difference is where Sonic is? At least I assume they're the same thing, since I did them both at the same time and they more or less ended parallel on the X-axis and went through the same animation.
I won't even bother to mention what else I learned. Spin Dash Hop has 6 frames of release. I always thought it was five. Heh.
Chis, you got a lotta copypastaing to do this time around. Although it can't be word for word, I want you/anybody else to help me out where I asked/format all this better. It should be obvious where I'm actually talking to you guys since I put them in brackets. Parenthesis are just notes, ignore the fourth wall/put those in the guide as well please.
So with that said (and as promised?), let me follow the format of the guide and see if I can explain these two moves briefly and to the best of my abilities:
"
Spin Charge/Dash
[If we're going to separate these into two or put them into one let me know. For now I have them in the same. I know, I'm going against everything I was taught and I am very well aware that these two moves are very different but this is how I did it; if you got a better way to do it by all means. Just make sure you credit me if you used my ideas/data/formatting somewhat as an inspiration to get you to do your thing.]
*Insert nice
boat picture here.*
Damage: Varies by charge/state.
Range: Actual hitboxes are poor. Range of attack is near limitless.
Frame Data: LOOOOOOOOOOOOOL! (look up please...)
Description: Two of Sonic's staple moves in Brawl and in home-console games (Or at least Spin Charge is.). This move allows Sonic to attack opponent directly as a ball with blistering speed.
The moves themselves are really a charge/input. The actual attacks are quite complex but offer a great variety of uses and applications. From one method of approach (although not recommended), to directly beating out some attacks with invincibility, to combo ability and damage-racking, and in some very strange cases actual outright killing.
Those are the direct applications too, and just as those are near limitless in quantity, so are the abstract uses of the moves. Sonic vary rarely has to commit to any one action, and the sheer fact that it all links nicely from into the other allows the Sonic player to mess and mangle with fake-outs to scare the opponent into a committed action from which he can punish thereafter, .
The only problem with these two attacks is that they can be very easy to abuse. If you for example do not have your second jump reserved when you go into these attacks, you are forced to go through some of the phases and more often than not can put you in a very bad situation.
One who can master both is all that much more closer to being a formidable foe against even the most brilliant and talented of opponents.
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