B-sticking would be very weird with Sonic, since the stick can't hold down for you to charge down-B... you have to B-stick down,
then jam the control stick down soon enough that it gets its first charge in at least, lulz.
Back on topic....
Holy crap, I just figured out why I'm still sometimes unexpectedly losing my 2nd jump during an SD or an SC. I know that ASC/SD passes remaining jump data to an SDR>SDJ and all that.... but what I didn't realize is that this information doesn't get updated until you either jump off a platform, or get hit by an attack. You can sort of "air-trip" with your midair jump and the spin specials, the way you can airtrip with a Spring....
we could call this "midair-tripping" lol
Here's what I mean. Jump > Jump > ASC shield-cancel the landing, and walk around the stage a bit. You'd think you have your jumps restored, right?
Wrong! If you use a grounded SC or SD (including SDJ/VSDJ), your 2nd jump is gone! Because when you shield-cancelled the ASC's landing, you
didn't really land. Alternatively, go on a high platform and ASC down, such that the ASC ends before you reach the bottom platform. In this case you landed properly, so if you use a spin special off the ground, it can be jump-cancelled.
I never really caught on to this phenomena, because I rarely use spindashes off the ground lol.
After a "midair trip" (landing on the ground in a spinspecial after using your 2nd jump), you have to jump off the stage to restore it (or get hit lol). You can use as many grounded SCs and SDs as you want, it won't restore the jump data.
Of further note, you know how SC and SD have some start-up lag frames? (SD's lag frames are the ones you see before you can shield-cancel it) Landing in those frames is a "proper landing" that restores your jump data. But anytime afterwards, it's a midair trip (if your 2nd jump is gone). This explains why using SD to bounce VSDJ's around the stage can seem inconsistent about when your jump is available (assuming you'd used your midair jump at some point).
Another thing:
Spin Dash Jump (SDJ):
Ending:
- If you you had a double jump during the charge, you can use it out of the SDJ by hitting [Up] or [Jump]
- You can immediately cancel the SDJ with an Aerial, Airdodge, Spring, or Homing Attack. You have to wait until after the hitbox goes away before you can start a new side/down-B.
You can also cancel an SDJ with an item-throw. Furthermore, you can Z-drop items from SDJ, and it doesn't cancel the SDJ! Neat, huh?