The user curls into a ball, as if to perform a Spin Dash, however, the user instead grinds the ground to create a forward-moving ground-traveling shock wave, whilst jumping backwards from recoil. This move can also be aimed, and the wave can also carry opponents due to the knockback and the projectile speed, depending on such a placement it can deal damage twice.
Unlike the wave itself, the Spin Dash portion at the very start of the attack, however, is not affected by the auto-block setting against any Shot attacks (and it only deals one hit), and the period which Sonic rise up into the air from the recoil in spinball form can also deal a normal non-special hit.
This move is also used at the end of a Sonic Combo, and, like the Sonic Wave by default, it can be aimed. However, during Sonic Combo, the Sonic Wave at the end still counts as a Shot skill as opposed to a Power skill.
Because of the nature of the hits independent of the projectile itself, it can be easy to K.O. an AI opponent or anyone unaware of the spin hitbox's early active frames when the Ichikoro Gauge happens to be full. Though if the opponent has managed to block the wave, auto-blocked or not, then it is possible for Sonic if he is too close to his opponent to have his spinball period get blocked by said opponent's guard.
Unlike the air version, during a certain period when Sonic is recovering from his recoil in midair, he is able to quickly perform any aerial maneuver, such as his air attack, air action or his currently-set-aerial skill/special, giving some options.
Emerl can randomly obtain this skill after participating in a fight with Sonic, either with or against him.
|Skill Points||★ ★ ★ ★ ★ ☆|
- Official in-game description.