Okay, pretty much, Aerial Spin Charge (down-B) is probably Sonic's strongest combo starter, and it's got its use in battle, as a damager and a feint. I haven't seen mention of its features yet, so I'm assuming I'm the first (at least, to group all of these together). And if that's true, then it's not a widely known/understood move :x
I explained it clearer (?) here:
http://allisbrawl.com/forum/topic.aspx?id=11834
Summary:
- ASC has an inherent two-hit hit combo that sets up for an aerial combo, similar to how aerial side-B does (pops them up)
- The damage of the first hit depends on your speed, not charge. All you have to do is hold forward and you'll do full damage (
11%), from any height! Side-B loses its attack hitbox after enough fall time (not much), but Down-B can have its attack hitbox on as long as you hold forward. The first hit has high knockback, so like djbrowny said, it can kill off the top. From full hop height, it can do it from like..140-150% (no stale move). On a standing Mario, it's around 180%.
- I'm not sure how the damage from the 2nd hit is calculated, but it fluctuates from 7-10%. Pretty much, all you have to do is
be next to your enemy, or just keep holding forward - this means that each "forward" ASC is worth
at least 18 damage, 15 if you want to factor in stale moves, with out counting the aerial. Either way, this one pops them up with lesser knockback so you can combo into an aerial.
-
You can shield cancel the landing if you hold shield as you land. Just hold shield while you're landing. Too good.
If you factor in the aerial attacks' damage, the hops are basically worth 25-35 damage.
And then I think I mentioned the "perfect" combo where you go from an ASC combo, land, and do a full spindash combo as you land.
ASC [hit 1]> ASC [hit 2]> (land on/in front of opponent) SD [hit] > SDJ [hit] > aerial
and that combo is worth at least 40 damage, provided that you can get the spindash when you land, and hit the spindash jump and combo it into the aerial >_>
...yeah.