El Frosty
Smash Rookie
ok, firstly, hi there fellow sonic lovers, origonally a toon link lover myself but im quickly finding myself seduced by sonic (ewww furry!). Ive not yet myself played in many tournies, in fact I've only been in one and it didnt go well (too slow with my shield, among other things) :-s
anyhoo, thought id post a few tips regarding the spin dash here, seeing as the first two points at least seem as far as i can tell, bizzarly overlooked by the sonic guides here on smash boards, despite them being particularly useful in what sonic does best, mindgames.
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SDVH (Spin Dash Vertical Jump)
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both side B and down B can be cancelled before release by simply hitting jump whilst still holding the relevent buttons. the result is sonic releases his attack straight upwards for some damage (about 6% if i recall corectly) and leaves you free to follow on with any of his other moves, the point? more mindgame potential. whilst charging a down B all too often have i seen peeps trying to leap over me in order to suprise attack from behind or above, and been able to catch them off guard with this move. . a good trick I've found is to spin jum to Nair in order to suprise those who try to rush you when you start charging a spin move.
use it too much and as with anything it begins to get predictable.
it is also very useful for dodging a projectile.
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SDS (Spin Dash Stall)
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Simple, when charging a Down B, let go of B and the spin will stop. this move has horrendous lag, and for the most part is completly useless, you often better cancelling with shield, spin jump or just letting the spin dash go, however in some situations ive found it preferable not to move when deciding to charge a spin dash, for exaple a Ganon player is charging his warlock punch just to hit you when you release the spin,
Sure its situational, but hey, its a nice little tool when used correctly in our mindgame strategy eh?
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SDDH (Spin Dash Diagonal Hop)
====================
Short and sweet, although i think this one has been mentioned in one of the many guides, if your C-Stick is set to smash attacks, try jabbing FSmash on it while charging a spin attack, the result is something similar to spin jumping, but diagonally instead of vertically. useful if for whatever reason you felt the need to overuse spin jumping and have become predictable with it (you fool!)
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SHAD (Short Hop Ariel Dodge)
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this is more a general strategy, but ive found sonic to be the most effective at using it, due to the apperence of the move, and the requirement of a speedy approach
basic strategy is to start to dash forward at your opponant, and just before you get in range hit jump IMMEDIATLY followed by shield. the result is a short hop with an air dodge (im sure its already been long since given a name as some kind of bogus "advanced technique"). this i find just works well as sonic, since he just effortlessly flips over the opponant and lands saftly directly behind him. chances are, unless someone is expecting this move (as with anything) he will have tried to smash you on your approach, thinking you were being careless, and now be in those precious few lag frames after his attack, leaving you free to punish (if your quick)
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i sure hope ive been some assistance to you guys, normally i wouldnt post anything like this as it shows my general noobishness, but i have yet to see any of these three techniques mentioned in the major guides posted in the stickies, so felt the need to at least point out they are there and can be incorperated into a general mindgame playstyle. anything else i tend to use when playing sonic has been mentioned repeatebly in the stickies, so i would rather you go read them for a less long-winded explaination of those techniques.
thank you for reading. critique appreciated
edit: fixed to include "official" terminoligy (thanks Teh Umby)
anyhoo, thought id post a few tips regarding the spin dash here, seeing as the first two points at least seem as far as i can tell, bizzarly overlooked by the sonic guides here on smash boards, despite them being particularly useful in what sonic does best, mindgames.
=====================
SDVH (Spin Dash Vertical Jump)
=====================
both side B and down B can be cancelled before release by simply hitting jump whilst still holding the relevent buttons. the result is sonic releases his attack straight upwards for some damage (about 6% if i recall corectly) and leaves you free to follow on with any of his other moves, the point? more mindgame potential. whilst charging a down B all too often have i seen peeps trying to leap over me in order to suprise attack from behind or above, and been able to catch them off guard with this move. . a good trick I've found is to spin jum to Nair in order to suprise those who try to rush you when you start charging a spin move.
use it too much and as with anything it begins to get predictable.
it is also very useful for dodging a projectile.
=====================
SDS (Spin Dash Stall)
=====================
Simple, when charging a Down B, let go of B and the spin will stop. this move has horrendous lag, and for the most part is completly useless, you often better cancelling with shield, spin jump or just letting the spin dash go, however in some situations ive found it preferable not to move when deciding to charge a spin dash, for exaple a Ganon player is charging his warlock punch just to hit you when you release the spin,
Sure its situational, but hey, its a nice little tool when used correctly in our mindgame strategy eh?
====================
SDDH (Spin Dash Diagonal Hop)
====================
Short and sweet, although i think this one has been mentioned in one of the many guides, if your C-Stick is set to smash attacks, try jabbing FSmash on it while charging a spin attack, the result is something similar to spin jumping, but diagonally instead of vertically. useful if for whatever reason you felt the need to overuse spin jumping and have become predictable with it (you fool!)
====================
SHAD (Short Hop Ariel Dodge)
====================
this is more a general strategy, but ive found sonic to be the most effective at using it, due to the apperence of the move, and the requirement of a speedy approach
basic strategy is to start to dash forward at your opponant, and just before you get in range hit jump IMMEDIATLY followed by shield. the result is a short hop with an air dodge (im sure its already been long since given a name as some kind of bogus "advanced technique"). this i find just works well as sonic, since he just effortlessly flips over the opponant and lands saftly directly behind him. chances are, unless someone is expecting this move (as with anything) he will have tried to smash you on your approach, thinking you were being careless, and now be in those precious few lag frames after his attack, leaving you free to punish (if your quick)
=================
i sure hope ive been some assistance to you guys, normally i wouldnt post anything like this as it shows my general noobishness, but i have yet to see any of these three techniques mentioned in the major guides posted in the stickies, so felt the need to at least point out they are there and can be incorperated into a general mindgame playstyle. anything else i tend to use when playing sonic has been mentioned repeatebly in the stickies, so i would rather you go read them for a less long-winded explaination of those techniques.
thank you for reading. critique appreciated
edit: fixed to include "official" terminoligy (thanks Teh Umby)