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For other uses, see Spin Attack (disambiguation).

Press the D-Button DOWN while moving to spin like wildfire and bump off enemies.


— Description, Sonic the Hedgehog 2 (16-bit)[1]

The Spin Attack[2][3][4] (スピンアタック[5][6] Supin Atakku?), also known as the Super Sonic Spin Attack,[7] the Super Spin Attack,[1][8] or simply the Spin (回転[9][10][11] Kaiten?), is a move that appears in the Sonic the Hedgehog series. It is a trademark technique utilized by numerous indivisuals where the user curls into a moving offensive ball along the ground to dash through obstructions. It also serves as the basis of several fundamental moves, such as the Spin Jump, Spin Dash and Homing Attack.

Contents

Description

The Spin Attack consists of the user curling into a concussive ball or cutting disk while rolling along the ground at high speed. When used at a very high speed, the user is able to mow down or shred through enemies and breakable obstacles.

Sonic and Tails performing a Spin Attack in a shuttle loop, from Sonic the Hedgehog 3. Using this move in loops and on downhill slopes will increase the player's momentum.

In gameplay, the Spin Attack is the most basic maneuvers in the Sonic the Hedgehog games that the player can utilize after gaining enough running speed. Once activated, the playable character curls tightly into a ball that keeps moving forward, with the rotation speed increasing depending on how fast they are going. Some playable characters will have unique Spin Attack animations, such as Tails' twin-tails and Cream's rabbit ears fluttering behind their curled form. On the other hand, Espio whirls around like a tornado and Vector curls into a spiky wheel when they perform the Spin Attack in Knuckles' Chaotix.

The functionality of the Spin Attack is variable despite its simplicity. While in motion with the Spin Attack, the playable character can dash through Badniks on the ground, break Item Boxes or breakable obstacles, such as rarefied walls and breakable blocks in the different Zones. However, several enemies, like Orbinauts and Bombs cannot be defeated with the Spin Attack. Similarly, there are enemies that can damage or stop the playable character while they are using the Spin Attack if they intercept them with shields, projectile attacks or protective spikes on the side the playable character is aiming the Spin Attack at. Also, the Spin Attack cannot protect the user from getting damaged by environmental hazards and obstacles that inflict damage upon contact, such as horizontal spikes, bombs, Iron balls, spears, lava pools, electrical emitters, or flame projectiles. It also does not protect against obstacles that cause instant defeats, such as crushers or bottomless pits.

Depending on where and how the player uses the Spin Attack, it can make the playable character move much faster than when running at top speed. By performing the Spin Attack at the top of downhill slopes, it will increase the playable character momentum, thus making it easier for the player to get through shuttle loops, up steep inclines, and along walls and ceilings. With huge amount of speed, the playable character can also be sent flying into mid-air by curved ledges. However, while a speedy Spin Attack can be used to speed through shuttle loops, up inclines, etc., should the player not roll fast enough, they will end up rolling backwards or falling off. The player will also lose momentum when on level terrain, and even more quickly on inclines. Certain Zone gimmicks can make the playable characters perform the Spin Attack automatically, such as winding tunnels, high-speed warp tubes and high-speed elevators, as they may roll through sections where the gimmicks are utilized. Certain objects such as certain Dash Panels and Cannons can also make the playable characters curl into the Spin Attack.

By pressing in the opposite direction on Controlpadds.png, the rolling speed decreases until the player stops moving and stands up. While curled up with the Spin Attack, the player can jump into the air, though the momentum will decrease drastically if the player presses Controlpadds.png forward during this process. If the player tries to perform a Spin Attack while standing still, they will crouch instead. The Spin Attack shares some of its attributes with its mid-air variation, the Spin Jump, if the playable character rolls down from a cliff or is launched into the air.

Game appearances

Sonic the Hedgehog (16-bit)

Sonic kaiten.gif

Sonic rolling along the pathway in Green Hill Zone, from Sonic the Hedgehog (16-bit).

In its first appearance of Sonic the Hedgehog (16-bit), the Spin Attack is referred to as the Super Sonic Spin Attack[7] (回転[9] Kaiten?, lit. "Spin"). Later releases and ports would refer to this move as simply the Spin Attack[3][2] or Rolling Spin Attack.[12] In this game, it is one of Sonic's main moves.

In gameplay, the Super Sonic Spin Attack is one of only methods in the game to gain extra amount of speed. Several gimmicks can also make Sonic automatically use the Super Sonic Spin Attack, such as the S-shaped tubes in Green Hill Zone, or the clockwise-rotating internal circles and high-speed elevators in Scrap Brain Zone. In the Special Stages, Sonic also stays in Super Sonic Spin Attack form for the duration of these levels. Similar to the Super Sonic Spin Attack, the Roller Badnik can jump and roll through slopes like Sonic with a Super Sonic Spin Attack-like maneuver.

To perform the Super Sonic Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Sonic Spin Attack is in effect, the player can press in the opposite direction the Super Sonic Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Sonic Spin Attack, the player must either wait until Sonic loses momentum and returns to his idle position, perform the Spin Jump, have Sonic collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic the Hedgehog (8-bit)

Sonickaiten8bit.gif

Sonic using the Super Sonic Spin Attack, from Sonic the Hedgehog (8-bit).

In Sonic the Hedgehog (8-bit), the Spin Attack is referred to as the Super Sonic Spin Attack[13] (回転[14] Kaiten?, lit. "Spin"). In this game, it is used exclusively by Sonic.

In gameplay, the Super Sonic Spin Attack is one of only methods in the game to gain the extra amount of speed, much like in the original Sonic the Hedgehog. The momentum the move grants however, depends on the level terrain the player performs it on. Also, using the Super Sonic Spin Attack in this game also increases the risk of getting hit by harmful obstacles or falling into bottomless pits at short notice.

To perform the Super Sonic Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Sonic Spin Attack is in effect, the player can press in the opposite direction the Super Sonic Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Sonic Spin Attack, the player must either wait until Sonic loses momentum and returns to his idle position, perform the Spin Jump, have Sonic collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Eraser

In Sonic Eraser, if one of the players manages to get a combination of three consecutive matches of pieces in the 1P vs 2P mode, the player's Sonic avatar will charge at the other player's Sonic avatar using either the Spin Attack or an attack with the sparkling Invincible effect. Doing this will make the other player's Sonic dizzy and temporarily make that player's lose control over their puzzle pieces.

Sonic the Hedgehog 2 (8-bit)

Sonickaiten2-8Bit.gif

Sonic using the Spin Attack, from Sonic the Hedgehog 2 (8-bit).

In Sonic the Hedgehog 2 (8-bit), the Spin Attack is refer to as a maneuver where the user becomes a rolling buzz-saw in western manuals.[15] In the Japanese manual, however, it is called the Spin (回転[16] Kaiten?). Once again, it is one of Sonic's main techniques.

In gameplay, the Spin Attack has a speed cap when used on downhill slopes, making it only slightly faster than basic running speed when at maximum momentum. In addition, using the Spin Attack close to a water pool in Aqua Lake Zone will make Sonic skip across the water surface. Also, in Gimmick Mountain Zone, Scrambled Egg Zone and Crystal Egg Zone, the Spin Attack is automatically triggered when Sonic utilizes Flywheels or enters high-speed warp tubes. Additionally, Silver Sonic, one of the bosses in the game, can perform its own variation of the Spin Attack as well when attacking Sonic during its boss fight.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until Sonic loses momentum and returns to his idle position, perform the Spin Jump, or have Sonic collide with a wall.

Sonic the Hedgehog 2 (16-bit)

Sonic 2 kaiten.gif
Tails 2 kaiten.gif

Sonic and Tails using the Super Spin Attack, from Sonic the Hedgehog 2 (16-bit).

In Sonic the Hedgehog 2 (16-bit), the Spin Attack is referred to as the Super Spin Attack[1] (回転[10] Kaiten?, lit. "Spin"). Later releases or ports of the game however would referred to this move as the Spin Attack[3] or Rolling Spin Attack.[12][17] In this game, it is one of the main techniques utilized by Sonic, Super Sonic and Tails. The game introduces as well the first visual difference for the Spin Attack between playable characters, with Tails' twin-tails fluttering behind his Super Spin Attack form. It also introduces the Spin Dash, a move where the user revs up a Spin Attack before dashing forwards with it.

In gameplay, the Super Spin Attack retains all its attributes from the original Sonic the Hedgehog. Additionally, the playable character will automatically use the Super Spin Attack if they land on Flippers or enters gimmicks like the high-speed warp tubes, slot machines, the point-rewarding bars in Casino Night Zone, the narrow tunnels with Spring Catapults at the end, or Cannons. Also, during the battle with Mecha Sonic in Death Egg Zone, Mecha Sonic will perform it own variation of the Super Spin Attack when attacking.

To perform the Super Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Spin Attack is in effect, the player can press in the opposite direction the Super Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the playable character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic the Hedgehog CD

Sonic kaiten.gif

Sonic performing the Super Spin Attack while building up momentum for the Time Warp, from Sonic the Hedgehog CD.

In Sonic the Hedgehog CD, the Spin Attack is refer to as the Super Spin Attack[8] (回転[18] Kaiten?, lit. "Spin"). Once again, it is used exclusively by Sonic.

In gameplay, the Super Spin Dash's mechanics are mostly the same as those in the original Sonic the Hedgehog. Alongside the Spin Dash and Super Peel Out, the Super Spin Attack is useful when the player needs momentum to trigger a Time Warp. In addition, using the Spring Poles in Palmtree Panic and floating Spring machines in Stardust Speedway will make Sonic use the Super Spin Attack automatically.

To perform the Super Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Spin Attack is in effect, the player can press in the opposite direction the Super Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Spin Attack, the player must either wait until Sonic loses momentum and returns to his idle position, perform the Spin Jump, have Sonic collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Chaos

Sonic TT kaiten.gif
Tails TT kaiten.gif

Sonic using the Super Spin Attack, from Sonic Chaos.

In Sonic Chaos, the Spin Attack is called the Super Spin Attack[19] (回転[20] Kaiten?, lit. "Spin"). In this game, this technique can only be used by Sonic and Tails. Unlike in Sonic the Hedgehog 2 (16-bit) though, Tails' twin-tails do not flutter behind him when he uses the Super Spin Attack.

In gameplay, the Super Spin Attack's attributes are relatively the same as in Sonic the Hedgehog 2 (8-bit). In addition to regular Zones, Sonic can also perform the Super Spin Attack in Special Stages. Also, when the playable character passes through Boosters or corkscrew loops, they will automatically use the Super Spin Attack.

To perform the Super Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Spin Attack is in effect, the player can press in the opposite direction the Super Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic the Hedgehog Spinball

Sonic spinball spin.gif

In Sonic the Hedgehog Spinball, the Spin Attack is not an manuever the player can trigger on command. However for most of the game, Sonic automatically assumes his Spin Attack form in the pinball sections of Veg-O-Fortress. Typically, Sonic assumes this form when the player launches him around with Flippers in order to guide him around the levels. When Sonic lands in flat platforming section however, his Spin Attack form gets canceled out and he resumes his normal idle stance.

Sonic Spinball (8-bit)

JumpStHSpinball8Bit.gif

In Sonic Spinball (8-bit), the Spin Attack is a move exclusive to Sonic. However for a large part of the game, Sonic automatically assumes his Spin Attack form when passing through the pinball sections of the game. Much like in 16-bit counterpart, Sonic assumes his Spin Attack form when the player launches him around with Flippers in order to progress around the levels. When Sonic lands in flat platforming section however, his Spin Attack form gets canceled out and he resumes his normal idle stance.

In the Bonus Stages of the game though, the player is able to perform the move regularly much like in previous games. The player has to gain minimum amount of speed and then press down on Controlpadds.png to make Sonic curl into Spin Attack on curved ledges.

Sonic the Hedgehog 3 & Knuckles

Sonic 3 & K kaiten.gif
Tails spin3.gif
Knuckles 3 kaiten.gif

Knuckles using the Spin Attack, from Sonic the Hedgehog 3 & Knuckles.

In Sonic the Hedgehog 3, its add-on continuation Sonic & Knuckles, and the lock-on version Sonic the Hedgehog 3 & Knuckles, the Spin Attack goes unnamed in western manuals,[21] while Japanese manuals refers the move as Spin[11][22] (回転 Kaiten?) or Spin Attack (スピンアタック[5] Supin Atakku?). Later releases and ports in the western market would refer to this move as the Rolling Spin Attack.[12] In Sonic the Hedgehog 3, Sonic, Super Sonic and Tails are able to perform the Spin Attack, while Knuckles is only able to use it in the game's Competition Mode. Sonic & Knuckles on the other hand has Sonic, Super Sonic, Knuckles and Super Knuckles being able to use the Spin Attack. Lastly, in Sonic the Hedgehog 3 & Knuckles, the Spin Attack is used by Sonic, Super Sonic, Tails, Knuckles and Super Knuckles, as well as Hyper Sonic, Super Tails and Hyper Knuckles.

In gameplay, the Spin Attack has all its attributes from Sonic the Hedgehog 2 (16-bit). In addition, the playable character is able to use the Spin Attack on the water surface in Hydrocity Zone at high speed, if the player has gained enough speed. The playable character will automatically use the Spin Attack when utilizing vertical corkscrew loops in Hydrocity Zone Act 2, underground launcher loops in Launch Base Zone Act 1, multispinning loops in Sandopolis Zone, Warp Points in Hidden Palace Zone and Sky Sanctuary Zone, and Ring Shooters in Death Egg Zone. Also, when in the Glowing Sphere or Slot Machine type Bonus Stages, the player will be navigating them while in Spin Attack form. In addition, during the encounters with Mecha Sonic, the robot will be shown performing the Spin Attack and its variants.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic the Hedgehog Triple Trouble

Sonic TT kaiten.gif
Tails TT kaiten.gif

In Sonic the Hedgehog Triple Trouble, while unnamed in western manuals,[23] the Spin Attack is refer to as Spin (回転[24] Kaiten?) in the Japanese manual. In this game, this move can be used by Sonic and Tails. Much like in Sonic Chaos, Tails' twin-tails do not appear when he is using the Spin Attack.

In gameplay, the Spin Attack has the same attributes as in Sonic the Hedgehog 2 (8-bit) and Sonic Chaos. The game also features a variant of the Spin Attack called the Flying Spin Attack that can be performed after using an upward Spring. In addition, Sonic and Tails will perform the Spin Attack automatically when passing through Boosters or entering the Cannon-like woven baskets in Meta Junglira Zone. In addition, there are Spin Coasters, which require the player to rev up the Spin Attack in order to move the Spin Coaster.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the character collide with a wall, or get damaged by a damage-inflicting hazard.

Knuckles' Chaotix

KnucklesSpinJumpChaotix.gif
Vector kaiten.gif
Espio spin.gif
MightySpinJumpChaotix.gif

In Knuckles' Chaotix, the Spin Attack is referred to as the Super Spin[25] (回転[26] Kaiten?, lit. "Spin"). In this game, Knuckles the Echidna, Vector the Crocodile, Espio the Chameleon and Mighty the Armadillo are able to do the Super Spin. While Knuckles and Mighty execute the Super Spin in the traditional fashion, Vector and Espio execute it by curling into a wheel and whirling around like a tornado respectively while moving along the ground.

In gameplay, the Super Spin's mechanics are about same as those in Sonic the Hedgehog CD. Usually, when utilizing the Super Spin, the Combi partner's actions at the time will affect the player's acceleration with the Super Spin. The best moment to use the Super Spin is after using the Forward or Reverse Snap with the Ring Power. The playable character will as well perform their Super Spin maneuver automatically, whenever they are sent into mid-air after running through curved ledges, using Springs or simply leaping from the edge of flat level terrains. Also, in the Bonus Stages, Knuckles, Vector, Espio or Mighty will be navigating them while in Super Spin form.

To perform the Super Spin in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Super Spin is in effect, the player can press in the opposite direction the Super Spin is heading in with Controlpadds.png to decrease its acceleration. To cease with the Super Spin, the player must either wait until the playable character or the Combi partner lose momentum and return to their idle position, perform the Spin Jump, have the character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Labyrinth

In Sonic Labyrinth, the Spin Attack cannot be used by the player. However in the fourth round for each Zone, before the boss fights, there are sections where Sonic automatically assumes his Spin Attack form as he rolls down a long, narrow slide with Rings and obstacles. While Sonic rolls down this slide in his Spin Attack form, the player can press left or right on Controlpadds.png to adjust Sonic's horizontal position.

Sonic 3D Blast

Sonic Blast spin.gif

In Sonic 3D Blast, the Spin Attack is referred to as the Sonic Slow Roll in the original Western manuals.[27][28] Later however, the move is referred to as rolling[29] or spinning.[30] In this game, it is used exclusively by Sonic.

In gameplay, the Sonic Slow Roll has been simplified for isometric gameplay as its purpose is to break Badniks, Monitors and breakable walls, rather than gaining speed. Also, Sonic automatically starts the Sonic Slow Roll if the player enters the automated sections activated by Dash Panels, the tubes in Spring Stadium Zone, or the high-speed elevators in Gene Gadget Zone and Panic Puppet Zone. In addition, in the Sega Saturn version of the game, the player can make Sonic perform the Sonic Slow Roll during Special Stages. Doing so increases Sonic's momentum vastly.

To perform the Sonic Slow Roll in gameplay, the player has to press B Button (Sega Genesis).svg/Sega Saturn B Button.png while moving around with sufficient enough speed. After that, the player can use Controlpadds.png to steer Sonic. Meanwhile, Sonic will continue to the Sonic Slow Roll until he either loses momentum and returns to his idle position, or jumps.

In the opening for the Sega Saturn version of the game, Sonic is seen curling into a ball to take down Badniks.

Sonic Blast

Sonic G kaiten.gif
Knuckles G kaiten.gif

In Sonic Blast, the Spin Attack is unnamed in western manuals. However, the Japanese manual once again refer to it as simply the Spin[31] (回転 Kaiten?). In this game, Sonic and Knuckles are both able to perform the Spin Attack.

In gameplay, the Spin Attack's mechanics are the same as they were in previous Sonic the Hedgehog titles for the Game Gear. In addition, Yellow Desert Zone Act 2 features a maze of craters, which makes the playable character enter their Spin Attack form as they navigate it.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while the playable character is moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Jam (Game.com)

In Sonic Jam (Game.com), the Spin Attack is unnamed in all versions of the game. This time around, the Spin Attack can be performed by Sonic, Tails and Knuckles.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed.

Sonic R

In Sonic R, the Spin Attack is referred to as the Spin Dash Roll[32] (スピン移動[33][34] Supin idō?, lit. "Spin movement"). In this game, it is one of the moves that Sonic, Tails and Knuckles are able to perform.

To perform the Spin Dash Roll in gameplay, the player must press down on Controlpadds.png once while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can quickly press up on Controlpadds.png to keep rolling forward.

Sonic Adventure

In Sonic Adventure and its enhanced port Sonic Adventure DX: Director's Cut, the rolling mechanic is unmentioned in all published instruction booklets of the game. However, the Japanese strategy guide Sonic Adventure: Navigation Guide, calls both the Spin Jump and rolling mechanic the Spin Attack (スピンアタック Supin Atakku?).[6] In this game, only Tails and Knuckles are able to perform the Spin Attack.

In gameplay, the Spin Attack lets the user build up the momentum while rolling down slopes at high speed. To perform the Spin Attack in gameplay, the player must press DreamcastB.png/X Button Dreamcast.png while moving around with sufficient enough speed. While the Super Spin Attack is in effect, the player can use the movement controls to steer the playable character. To cease with the Super Spin Attack, the player must either perform the Spin Jump or use another technique.

Sonic the Hedgehog Pocket Adventure

Hedgehogtheater101.png
Insertsomethingwittyhere.png

In Sonic the Hedgehog Pocket Adventure, the Spin Attack is referred to as the Sonic spin[35] (回転[36] Kaiten?, lit. "Spin"). In this game, it is one of the main moves used by Sonic, as well as Tails in the game's multiplayer mode.

In gameplay, the functionality of the Sonic spin is same as in the mainline Sonic the Hedgehog games for the Sega Mega Drive. To perform the Sonic spin in gameplay, the player must press down with the controller stick while moving around with sufficient enough speed. While the Sonic spin is in effect, the player can press in the opposite direction the Sonic spin is heading in with the controller stick to decrease its acceleration. To cease with the Sonic spin, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, have the playable character collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Advance series

Sonic Advance

SonicSpinJumpAdvance.png
TailsSpinJumpAdvance.png
KnucklesSpinJumpAdvance.png

Tails using the Spin Attack, from Sonic Advance.

In Sonic Advance, the Spin Attack is literally referred to as Move While Spinning in Western manuals,[37] while the Japanese manual calls it the Spin movement (スピン移動[38] Supin idō?). In this game, it is again one of the basic moves performed by Sonic, Tails and Knuckles. Amy, on the other hand, performs the Crouch in its place instead.

In gameplay, the Spin Attack's mechanics are accurately replicated from the mainline Sonic the Hedgehog games for Sega Mega Drive. Gimmicks that make the playable character assume their Spin Attack form automatically include the spinning domes in Casino Paradise Zone and Angel Island Zone.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in on Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Advance 2

SonicSpinJumpAdvance2.gif
AmySpinJumpAdvance2.gif
TailsSpinJumpAdvance2.gif
CreamSpinJumpAdvance2.gif
KnucklesSpinJumpAdvance2.gif

Cream performing the Spin Attack on a water surface, from Sonic Advance 2.

In Sonic Advance 2, the Spin Attack is called spin[39] (スピン移動[40] Supin idō?, lit. "Spin movement"). In this game, all five of the playable characters can perform the Spin Attack. Notably, Cream's ears will be fluttering behind her Spin Attack form when using this move.

In gameplay, the Spin Attack has all its attributes from Sonic Advance. The player is also able to perform the Spin Attack on the water surfaces in Leaf Forest if used while moving a high enough speeds.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in on Controlpadds.png to decrease its acceleration.

Sonic Advance 3

In Sonic Advance 3, the Spin Attack is once again refer to as Spin.[41] In addition, all of the five playable characters are able to perform it. However, while Sonic, Tails, Knuckles and Cream can perform the Spin regardless of whom they are partnered up with. Amy has to be partnered up with Sonic in order to use the move.

In gameplay, there are several gimmicks, like the upwards-firing water cannons in Ocean Base, the snowblower-like machines in Twinkle Snow, and the horizontal/vertical catapults in Twinkle Snow and Chaos Angel, that make the playable character and their partner assume their Spin form automatically. Also, when preparing to perform the Tag Action, the playable character will hold their partner while they execute the Spin.

To perform the Spin in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration.

Sonic Heroes

In Sonic Heroes, the Spin Attack, here simply named Spin[42] appears as a move exclusive to the Speed Type characters Sonic, Shadow, Amy and Espio. Sonic is also seen curling into his Spin form in the opening cinematic of the game.

In gameplay, the Spin's functionality differs from its previous appearances. When the playable team's Speed Type character is about to perform Rocket Accel, the character can curl into a Spin while running to attack enemies, though it can only deal damage equal to a non-upgraded Homing Attack regardless of the level the playable character is on. Also, when entering the pinball table sections in Casino Park and BINGO Highway, all of the playable characters will assume their Spin Attack forms while the player navigates them around on said tables.

To perform the Spin in gameplay, the selected team must be in Speed Formation with the Speed Type member as the leader. Then player must then hold down XboxX.png/PSSquareButton.png/SNNBGAMECUBEDISCO.png. While the Spin is in effect, the player can use the movement controls to steer the Spin.

Sonic Rush series

Sonic Rush

Sonic performing the Spin Attack, from Sonic Rush.

In Sonic Rush, the Spin Attack goes unmentioned in the instruction booklets. In this game, it is one of Sonic's moves. Blaze also has her own variation of the move that is based on the Burst Dash. It functions basically like the Spin Attack, with the exception of its lower acceleration in comparison to the Spin Attack.

In gameplay, the player is able to perform the Spin Attack in both regular Acts and Boss Acts. Sonic Rush is also the first game to have the Spin Attack's rolling mechanics adjusted to certain extent: its momentum decreases considerably after rolling down downhills, which usually results in the player not gaining enough momentum, or the move ceasing altogether, while rolling towards curved ledges or giant loops. However, the player can press in the direction the Spin Attack is heading with Controlpadds.png to keep the Spin Attack's rolling momentum going. Also, when Sonic is sent into mid-air by curved ledges while using the Spin Attack, he will automatically exit his Spin Attack form and become vulnerable to enemy collisions.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration.

Sonic Rush Adventure

In Sonic Rush Adventure, the Spin Attack goes unmentioned in the instruction booklets once again. In this game, it is again one of Sonic's basic maneuvers. Blaze is also able to perform her version of the Spin Attack once again.

In gameplay, Sonic is able to perform the Spin Attack in both regular Acts and Boss Acts. In addition, all of the move's attributes are the same as in Sonic Rush. To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. Conversely, the player can press in the direction the Spin Attack is heading with Controlpadds.png to keep the Spin Attack's rolling momentum going.

Sonic Rivals series

Sonic Rivals

In Sonic Rivals, the Spin Attack is a featured move, but once again unmentioned in the manuals. In this game, Sonic, Knuckles, Shadow and Silver are able to use the Spin Attack,

In gameplay, the Spin Attack is useful for defeating Badniks, but it is ineffective against rival characters' kick/punch attacks. Most of the Zones in the game also feature short tube structures on the ground, which will not only give the playable characters a boost of speed, but also make them assume their Spin Attack form automatically when passing though them. Also, making contact with the high striker-like gimmicks in Sky Park Zone and floating Boost Rings will automatically make the playable character assume their Spin Attack form until they are released by pressing PSXButton.png or PSObutton.png.

To perform the Spin Attack in gameplay, the player must press down on the control stick while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with the control stick to decrease its acceleration.

Sonic Rivals 2

Tails' Spin Attack, from Sonic Rivals 2.

In Sonic Rivals 2, the Spin Attack is again unmentioned in the game's manuals. In this game, all five original playable characters from Sonic Rivals and newcomers Tails, Rouge and Espio are able to perform the Spin Attack.

In gameplay, the Spin Attack functions much like it did in Sonic Rivals. In addition, gimmicks like fountains in Blue Coast Zone, Flippers in Neon Palace Zone, Zip Lines and automatic rope lasso sections in Frontier Canyon Zone , door switches in Mystic Haunt Zone Act 3, and the loading elevator-platforms in Chaotic Inferno Zone, along with more standard gimmicks like Jump Panels and high-speed warp tubes, will automatically make the playable character assume their Spin Attack form.

To perform the Spin Attack in gameplay, the player must press down on the control stick while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with the control stick to decrease its acceleration.

Super Smash Bros. series

Super Smash Bros. Brawl

In Super Smash Bros. Brawl, Sonic's moveset consists of numerous maneuvers that feature his Spin Attack in some form. Many of these include the Up/Down smash moves, Neutral/Forward aerials, Back/Down throws, Floor attacks and most of his Special moves, such as the Homing Attack, Spin Dash and Spin Charge.

In gameplay, Sonic's Dash attack resembles the traditional Spin Attack move, as the player has Sonic curling into a ball while dashing at the opponent in front of him. Hitting the opponent with this attack deals multiple hits. Also, after rolling a short distance, Sonic gets back into his idle pose.

Super Smash Bros. for Nintendo 3DS and Wii U

In Super Smash Bros. for Nintendo 3DS and Wii U, the Spin Attack in Sonic's moveset has remained relatively consistent in comparison to the previous title, albeit with minor changes. In particular, his Down Smash's spinning animation has been removed in favor of a split kick. Also, Sonic's Dash attack includes the Spin Attack, followed by a flying kick.

Super Smash Bros. Ultimate

In Super Smash Bros. Ultimate, Sonic's Dash attack has been modified again, with the Spin Attack mechanic having been completely replaced with a split kick. Because of this, it no longer hits multiple times and deals less knockback. Despite this, the Spin Attack is still utilized as a part of Sonic's other moves, like in previous Super Smash Bros. games.

Sonic the Hedgehog 4

Sonic the Hedgehog 4: Episode I

In Sonic the Hedgehog 4: Episode I, the Spin Attack is one of the most basic moves used by Sonic and Super Sonic.

In gameplay, the Spin Attack's core mechanics are based on those it had in Sonic Rush and Sonic Rush Adventure, albeit with notably lowered acceleration while using the Spin Attack. If the player presses down and lets go of the controller, Sonic's rolling acceleration while using the Spin Attack will not increase when going down slopes or loops. It will also make him stop up in one place quickly when used on flat terrain. In addition, Sonic will automatically perform the Spin Attack after passing through Boosters. Mad Gear Zone Act 3 also has moving platforms, which make Sonic use the Spin Attack automatically when landing on them. By pressing left or right on Controlpadds.png, the player will make Sonic roll in one of the tilting directions.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration.

Sonic the Hedgehog 4: Episode II

The Spin Attack, from Sonic the Hedgehog 4: Episode II.

In Sonic the Hedgehog 4: Episode II, the Spin Attack appears as a basic move used by Sonic, Super Sonic, and Tails. Also, in the game's additional episode, Sonic the Hedgehog 4: Episode Metal, Metal Sonic can perform the Spin Attack as well.

In gameplay, the Spin Attack's mechanics have been slightly improved in comparison to how they were in Sonic the Hedgehog 4: Episode I, as the player is again able to roll down slopes with the Spin Attack without losing momentum. However, much like in the previous episode, passing through Boosters will make the playable character assume their Spin Attack form. Also, performing the Special Combination will make both Sonic and Tails perform rapid Spin Attacks across the screen in mid-air. Also, in the game's multiplayer mode, Sonic or Tails will assume floating Spin Attack formations after losing a life or being left off-screen until the player presses XboxA.png/PSXButton.png.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration.

Sonic Colors

Sonic using the Spin Attack, from Sonic Colors (Nintendo DS).

In the Nintendo DS version of Sonic Colors, the Spin Attack goes unnamed in the manuals and unmentioned in the game's Tutorial Act. In this game, only Sonic is able to perform the Spin Attack.

In gameplay, the Spin Attack has all of its attributes taken directly from Sonic Rush and Sonic Rush Adventure. Also, unlike the Boost, Sonic is able to perform the move in both regular Acts and Boss Acts. However, the player is unable pass through narrow entrances with the Spin Attack, and must use the Slide instead.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can press in the opposite direction the Spin Attack is heading in with Controlpadds.png to decrease its acceleration. To cease with the Spin Attack, the player must either wait until Sonic loses momentum and returns to his idle position, perform the Spin Jump, activate the Boost or a Color Power, have Sonic collide with a wall, or be sent into mid-air by Springs.

Sonic Generations

In the console/PC version and Nintendo 3DS version of Sonic Generations, the Spin Attack is referred by different names; the console/PC version refer to it as the Spin,[43] while the Nintendo 3DS version calls it the Roll.[44] On both versions of the game, this technique is used exclusively by Classic Sonic. Additionally, on the console/PC version, it is used by Classic Super Sonic as well.

In gameplay on the console/PC version of the game, the Spin has low speed acceleration, much like in Sonic the Hedgehog 4: Episode I, as its rolling speed decreases on downhill slopes instead of increasing. In the console/PC version, there are S-shaped tubes as well that make Classic Sonic automatically use the Spin when entering them. Classic Sonic will similarly use the Spin automatically when entering high-speed warp tubes in Chemical Plant. Also, in Casino Night in the console/PC version, both Classic and Modern Sonic will assume their Spin forms when navigating the level's pinball table. To perform the Spin Attack in gameplay in the console/PC version, the player must press down on Controlpadds.png while moving around with sufficient enough speed. Alternatively, the player can press XboxX.png/PSSquareButton.png at anytime.

In gameplay in the Nintendo 3DS version, the Roll works much like it did in the Sonic Advance titles and Sonic the Hedgehog 4: Episode II. With it, the player can reach top speed smoothly without losing acceleration when rolling downhill with this move. Also, in the Nintendo 3DS version, utilizing Boosters makes Classic Sonic use the Roll automatically. Also, when running along walls in Emerald Coast, Classic Sonic cannot trigger the Roll. Additionally, like in the console/PC version, there are S-shaped tubes in this version of Sonic Generations that make Classic Sonic automatically use the Roll when entering them. Classic Sonic will similarly assume his Roll form when landing on flippers in Casino Night. The player can as well slip under the spinning barrels in Radical Highway without losing momentum by performing the Roll at right time. To perform the Spin Attack in gameplay in the Nintendo 3DS version, the player must press down with Controlpadds.png while moving around with sufficient enough speed.

Sonic Dash

Knuckles using the Roll, from Sonic Dash.

In Sonic Dash, the Spin Attack is referred to as Roll. In this game, it is one of main moves used by almost every playable character in the game. This also include third-party characters such as the Angry Birds, Hello Kitty, and Pac-Man.

In gameplay, the Roll is a vital technique needed to defeat queues of Badniks or get under narrow underpasses in the Zones. The player can as well extend the duration of Roll up to two times. There are also automated sections with pathways or loops, where the playable character automatically uses Roll when passing over Dash Panels. At the same time, they will also attract a huge amount of Rings along the way. The game also features missions, where the player can earn more XP and Gems by performing the Roll a certain number of times.

To perform the Roll in gameplay, the player has to swipe down on the touchscreen.

Sonic Mania

Sonic Spin Attack Mania.png
Tails Spin Attack Mania.png
Knuckles Spin Attack Mania.png
MightySpinManiaPlus.png
RaySpinManiaPlus.png

In Sonic Mania and its expansion Sonic Mania Plus, the Spin Attack is again referred to as the spin[45] (回転[46] Kaiten?). In these games, it is one of the basic moves performed by Sonic, Super Sonic Tails, Super Tails, Knuckles, Super Knuckles, Mighty, Super Mighty, Ray and Super Ray.

Metal Sonic's mid-air version of the spin, from Sonic Mania.

In gameplay, the spin has all of its attributes from the mainline Sonic the Hedgehog games for the Sega Mega Drive. The also introduces the Drop Dash, which grants Sonic an instant forward dash in his spin form after dropping to the ground. There are as well numerous gimmicks in the games that make the playable character assume their spin form automatically. These include the helix lifts in Chemical Plant Zone Act 2, the glass funnels in Studiopolis Zone Act 2, the bouncing Conveyor Belts in Press Garden Zone Act 1, the giant revolvers in Mirage Saloon Zone Act 2, the transportation method to other level layouts in Metallic Madness Zone Act 1, and the twin poles featuring electrical currents in Titanic Monarch Zone Act 1 (if the player has the Lightning Shield equipped). Also, in the Pinball Stages, the playable character will assume their spin form automatically on the pinball table. Also, during the boss battle in Stardust Speedway Zone Act 2, Metal Sonic and Silver Sonic will perform their own variations of the spin move.

To perform the spin in gameplay, the player must press down on the left analog stick while moving around with sufficient enough speed. While the spin is in effect, the player can press in the opposite direction the Spin is heading in with the left analog stick to decrease its acceleration. To cease with the spin, the player must either wait until the playable character loses momentum and returns to their idle position, perform the Spin Jump, collide with a wall, or get damaged by a damage-inflicting hazard.

Sonic Forces: Speed Battle

In Sonic Forces: Speed Battle, the Spin Attack is unnamed. In this game, it is used exclusively by Classic Sonic and Elf Classic Sonic, with the majority of the remaining playable characters using the Slide instead.

In gameplay, the Spin Attack's mechanics and purpose are relatively similar to those it has in Sonic Dash, with the player being obligated to use it to get underneath obstacles and destroy enemies during a run. To perform the Spin Attack in gameplay, the player has to swipe down on the touchscreen.

Sonic Forces

In Sonic Forces, the Spin Attack is unnamed in the digital manuals. In this game, the Spin Attack is one of Classic Sonic's personal moves.

In gameplay, the Spin Attack's functions are the same as those it had in the console/PC versions of Sonic Generations. To perform the Spin Attack in gameplay, the player must press down on Controlpadds.png while moving around with sufficient enough speed. Alternatively, the player can press XboxX.png/PSSquareButton.png/Switch y.png at anytime.

Variants

Bound Jump

Main article: Bound Jump

The Bound Jump can only be used by Sonic. The user is propelled downward while Spin Jumping, then rebounds off the ground like a ball. It is used to attack enemies below the user, as well as gain extra height when used repeatedly. The user must have first obtained the Bounce Bracelet (or, in some games, the Aqua Shield) to perform this attack.

Burst Dash

Main article: Burst Dash

Blaze's rolling version of Burst Dash, from Sonic Rush.

The Burst Dash is a move used by Blaze the Cat and is her personal take on the Spin Dash. When performing this move, Blaze stands on her feet and spins on the tip of her toes along the ground like a top, diagonally pivoted, while enveloping herself in a cloak of flames, thus turning her into a fiery tornado.

Drop Dash

Main article: Drop Dash

The Drop Dash, first appearing in Sonic Mania, is another variant of the Spin Attack. With this move, the player can drop down and instantly dash into a Spin Attack in either direction when making contact with the ground.

Flying Spin Attack

Main article: Flying Spin Attack

The Flying Spin Attack only appears in Sonic the Hedgehog Triple Trouble, where it is used by Sonic and Tails. Uniquely, the Flying Spin Attack can only be performed in midair when bouncing off Springs or running off cliff edges, and can be used to both protect its user from getting hit by enemies or attack foes.

Homing Attack

Main article: Homing Attack

Sonic targeting a Spinner with the Homing Attack.

The Homing Attack debuted in Sonic Adventure. Whilst in the air, the character performs a high-speed Spin Dash towards the nearest enemy or Item Box. If there is no target nearby, the character just dashes forward in the air. Although the Homing Attack debuted in Sonic Adventure, similar attacks could be performed in Sonic 3 and Sonic 3D Blast with the help of special power-ups. In Super Smash Bros. Brawl, Sonic uses this as his standard special move, albeit with a brief pause to charge up the dash. This attack is arguably the second most commonly used variation of the Spin Attack.

Insta-Shield

Main article: Insta-shield

Originating in Sonic the Hedgehog 3, the Insta-shield causes Sonic to rapidly spin in the air, fast enough to briefly generate a shield of wind. For the split second it lasts, it extends the range of his standard Spin Attack and grants him temporary invincibility. This attack was not seen again until Sonic Advance due to it being replaced by the Homing Attack in Sonic Adventure. In Sonic Advance 3, Tails could also perform the Insta-shield when he was partnered with Knuckles.

Light Speed Attack

Main article: Light Speed Attack

Shadow using the Light Speed Attack in Sonic Adventure 2.

The Light Speed Attack is exclusive to Sonic and Shadow. This move allows the user to use the Light Speed Dash on enemies and can destroy all nearby enemies in in an instant. The user must have fully charged a Spin Dash before being able to perform the move, as a lot of energy is used to execute it. The user must have obtained the Ancient Light in Sonic Adventure and Sonic Adventure 2 or use Sonic Overdrive in Sonic Heroes to perform it.

Rolling Combo

Main article: Rolling Combo

The Rolling Combo is a combination move exclusive to Sonic and Tails. When performing this move, Sonic and Tails join together in a spherical formation to form a larger and more powerful version of the Spin Attack. This move only appears in Sonic the Hedgehog 4: Episode II.

Somersault

Main article: Somersault

The Somersault attack is exclusive to Sonic the Hedgehog, Shadow the Hedgehog, Amy, and Metal Sonic. The user simply somersaults forward and attacks along the ground upon pressing the Melee Attack button. It's nowhere as fast as the Spin Dash, but does not require charging up, making it ideal for close combat. It can be upgraded with the Flame Ring to become the Fire Somersault, which surrounds the user with fire while executing the move. It is also commonly used to slide underneath hazards and into small openings in walls.

Spin Dash

Main article: Spin Dash

Classic Sonic charging up the Spin Dash, from Sonic Generations.

The Spin Dash is Sonic's trademark move and is frequently used throughout the series. It allows the user to instantly launch themselves forward into a high-speed Spin Attack from a stationary position. The user crouches, rolls in place to charge up, then dashes off at high speed in ball form. The Spin Dash is used to attack enemies, break through walls, and dash up steep slopes without having to build up running momentum.

Spin Jump

Main article: Spin Jump

The Spin Jump is probably the most commonly used variation of the Spin Attack. Also called the Rolling Jump, this move simply involves the user performing the Spin Attack while jumping; aside from allowing the player to maneuver though stages, the Spin Jump has the added benefit of damaging midair enemies on contact. In Super Smash Bros. Brawl, Sonic does not use the Spin Jump merely by jumping, even though he curls up during the jump, but rather as one of his midair attacks.

In other media

Animation

Adventures of Sonic the Hedgehog

Main article: Triple Spin

The Triple Spin, from Adventures of Sonic the Hedgehog.

In the Adventures of Sonic the Hedgehog animated series, the Triple Spin, or Super Sonic Spin, is an assault move utilized primarily by Sonic the Hedgehog. When using it, Sonic turns himself into a spinning buzz saw, allowing him to damage foes by ramming them or cut right through substances.

Sonic the Hedgehog (TV series)

Main article: Super Spin (SatAM)

In the Sonic the Hedgehog animated series, the Super Spin is the signature attack used by Sonic the Hedgehog. In addition to being able to move around at super speed with this move, the Super Spin also allows Sonic to burrow through the ground and tear through material as durable as thick metal.

Sonic Underground

In the Sonic Underground animated series, the Super Sonic Triple Spin, or simply the Super Spin, is one of the signature techniques used by Sonic the Hedgehog. Much like in the Sonic the Hedgehog television series, this technique lets Sonic curl himself into a buzz saw where he uses his quills as blades.

Sonic the Hedgehog: The Movie

The Spin Attack, from Sonic the Hedgehog: The Movie.

In Sonic the Hedgehog: The Movie, the Spin Attack is used primarily by Sonic the Hedgehog. In this movie, the move lets Sonic turn into rapid, spiky ball within a second that occasionally leaves a blue aura trail behind him. The Spin Attack is used multiple times as a ground or mid-air manuever to damage or take down opponents.

Sonic X

Main article: Spin Attack (Sonic X)

In the anime series Sonic X and its comic series published by Archie Comics, the Spin Attack is used by multiple users. In this media, it is one of the most powerful attacks used by Sonic the Hedgehog, Shadow the Hedgehog, Emerl and the X Robot. However, it has also been used by other characters in certain situations.

At the beginning of the series, Sonic could only perform the Spin Attack whenever he used a Ring. At the beginning of the second season however, he became able to use it at will.

Sonic Boom

The spin attack, from Sonic Boom: Rise of Lyric.

In the Sonic Boom franchise, the spin attack is used by Sonic and Shadow. Like in other media, the users roll into a ball and surround themselves in their own aura when performing this move, before ramming into enemies at high speed. Like in the games, the users leave a colored trail behind them when using it. If the user's legs are injured though, the spin attack cannot be performed properly.

Sonic Mania Adventures

In Sonic Mania Adventures, the Spin Attack is seen being performed by Sonic the Hedgehog, Miles "Tails" Prower and Ray the Flying Squirrel.

Film

Sonic the Hedgehog

Sonic using the Spin Attack, from the Sonic the Hedgehog (film).

In the Sonic the Hedgehog film series, Sonic is capable of curling into a ball to perform the Spin Attack. In addition, Sonic is able to charge this attack with his innate electromagnetic energy surges, greatly amplifying its attack power. In Sonic the Hedgehog, Sonic used this move for the first time to take down a massive tank-like Badnik.

Comics

Archie Comics

Main articles: Spin Attack (Archie) and Sonic Spin

Sonic using the Spin Attack, from Sonic the Hedgehog #253.

In the Sonic the Hedgehog comic series and its spin-offs published by Archie Comics, the Spin Attack, also known as the Sonic Spin, is a common maneuver. In this media, it is one of Sonic the Hedgehog's signature attacks.

In the earlier issues of the series, the Spin Attack was only used by Sonic and was one of his most defined maneuvers. Over time though, the Spin Attack continued to evolve as Sonic used it to develop the Spin Dash and for other applications. It was eventually used by others characters as well, such as Shadow the Hedgehog, Scourge the Hedgehog, and even Tails.

After the Super Genesis Wave rebooted reality, the Spin Attack has become a common maneuver used by several characters, such as Knuckles the Echidna, Big the Cat, and Antoine D'Coolette.

Sonic the Comic

Sonic using the Spin Attack, from Sonic the Comic #33. Art by Richard Elson.

In the Sonic the Comic series and its spin-offs published by Fleetway Editions, the Spin Attack, also referred to as the Super Spin Attack,' Super-Sonic Spin Attack and Sonic Spin Attack, is Sonic's extensively used move ever since the first panel of the comic series.[47] Much like in the video games, when using this move, Sonic leaps into mid-air like when performing Spin Jump and shoots himself into the opponent with the force of a cannonball.

IDW Publishing

Main article: Spin Attack (IDW)

In the Sonic the Hedgehog comic series and its spin-offs published by IDW Publishing, the Spin Attack is the signature move of Sonic and various other characters. However, variations of the move have also been used by others characters, like Rough the Skunk and Neo Metal Sonic.

Manga

Sonic the Hedgehog Story Comic

In the Sonic the Hedgehog Story Comic manga series, the Spin Attack is used by Sonic in all three stories. In this media, the Spin Attack is demonstrated much more dramatically, as Sonic is either stunning or downright smashing through many of Dr. Eggman's robots and Badniks. At the end of each one of the three stories, Sonic also uses the Spin Attack to spin around and damage Eggman's Egg Mobile.

Trivia

  • The Spin Attack is a variation on the real-life tendency for hedgehogs to roll into tight balls for protection.
  • There are few tricks that the player can pull of by performing the Spin Attack at the right time and places:
    • If the player is running on upward slope, performing the Spin Jump and right then at the ground, performing the Spin Attack makes the playable character spin backwards in the short term.
    • While approaching to the shuttle loop at medium running speed, the player can perform the Spin Jump and right after do the Spin Attack at the above ceiling of the inner loop. Right after, the player then performs another Spin Jump down in the loop and quickly performs the Spin Attack to exit the loop with extra amount of speed.
    • Right after performing the Spin Attack and gaining enough of momentum from slopes while going through upward slope, the player can then press down A Button (Sega Genesis).svg/B Button (Sega Genesis).svg/C Button (Sega Genesis).svg for doing high Spin Jump to reach higher pathways.
  • In Sonic the Hedgehog 3 and its add-on Sonic & Knuckles, Knuckles can break through various walls without needing to use the Spin Attack.
  • Nintendo 3DS version of Sonic Generations has a trick, in which it is possible for the player to receive and stay at the top speed at fast rate. The player has enter the rolling mode while running, quickly do short Spin Jump and then quickly return to the rolling mode repeatedly.
  • While Tails' twin-tails are seen swinging behind his curled form while using the Spin Attack, in games such as Sonic Chaos, Sonic Triple Trouble and Sonic Adventure, his tails are absent while executing the move.

Notes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Certain characters are not able to perform the Spin Attack as a separated move, but they can curl into ball mode by doing any other variation of the move such as Spin Jump, Spin Dash or Homing Attack, or when entering certain areas that require them to curl up and roll like the Spin Attack.

References

  1. 1.0 1.1 1.2 Sonic the Hedgehog 2 (Sega Mega Drive) United States instruction booklet, pg. 6.
  2. 2.0 2.1 Sega Genesis Classics - Sonic the Hedgehog (Steam) digital manual, pg. 2.
  3. 3.0 3.1 3.2 Sonic Mega Collection (Nintendo Gamecube) United States instruction manual pg. 5.
  4. Sumo Digital (23 February 2010). Sonic & Sega All-Stars Racing. PlayStation 3. Sega. Area/Level: Character Select screen. "Sonic the Hedgehog's profile card: Sonic is the world's fastest hedgehog, capable of running at the speed of sound (768 mph). His other abilities include a “Spin Attack”, a “Spin Dash” and his “Super Sonic” transformation which makes him indestructible and gives him the gift of run-flight. Sonic is not an expert swimmer, but is fearless – even of Dr. Eggman. Alongside his best friend Tails, Sonic runs around the world stopping Dr. Eggman's schemes."
  5. 5.0 5.1 Sonic & Knuckles Collection (PC) Japanese instruction booklet, pg. 10.
  6. 6.0 6.1 (in Japanese) ソニックアドベンチャー オペレーションガイド. SoftBank. January 1999. p. 73. ISBN 978-4757203006.
  7. 7.0 7.1 Sonic the Hedgehog (Sega Mega Drive) United States instruction booklet, pg. 3.
  8. 8.0 8.1 Sonic the Hedgehog CD (Sega CD) United States instruction booklet, pg. 8.
  9. 9.0 9.1 Sonic the Hedgehog (Sega Mega Drive) Japanese instruction booklet, pg. 13.
  10. 10.0 10.1 Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction booklet, pg. 11.
  11. 11.0 11.1 Sonic the Hedgehog 3 (Sega Mega Drive) Japanese instruction manual pg. 8.
  12. 12.0 12.1 12.2 Sonic Classic Collection (Nintendo DS) Australia instruction booklet, pg. 4.
  13. Sonic the Hedgehog (Sega Game Gear) United States instruction booklet, pg. 3.
  14. Sonic the Hedgehog (Sega Game Gear) Japanese instruction booklet, pg. 7.
  15. Sonic the Hedgehog 2 (Sega Game Gear) United States instruction manual, pg. 5.
  16. Sonic the Hedgehog 2 (Sega Game Gear) Japanese instruction manual, pg. 7.
  17. Sega Genesis Classics - Sonic the Hedgehog 2 (Steam) digital manual, pg. 2.
  18. Sonic the Hedgehog CD (Sega CD) Japanese instruction booklet, pg. 8.
  19. Sonic Chaos (Sega Game Gear) United States instruction booklet, pg. 6.
  20. Sonic Chaos (Sega Game Gear) Japanese instruction booklet, pg. 6.
  21. Sonic the Hedgehog 3 (Sega Mega Drive) United States instruction manual pg. 7.
  22. Sonic & Knuckles (Sega Mega Drive) Japanese instruction booklet, pg. 15.
  23. Sonic the Hedgehog Triple Trouble (Sega Game Gear) United States instruction booklet, pg. 6.
  24. Sonic the Hedgehog Triple Trouble (Sega Game Gear) Japanese instruction booklet, pg. 7.
  25. Knuckles' Chaotix (Sega 32X) United States instruction booklet, pg. 10.
  26. Chaotix (Sega 32X) Japanese instruction booklet, pg. 10.
  27. Sonic 3D Blast (Sega Genesis) United States instruction manual pg. 12.
  28. Sonic 3D Blast (Sega Saturn) United States instruction manual pg. 12.
  29. Sega Genesis Classics - Sonic 3D Flickies' Island (Steam) digital manual, pg. 2.
  30. Sonic Mega Collection (Nintendo Gamecube) United States instruction booklet, pg. 30.
  31. Sonic Blast (Sega Game Gear) Japanese instruction booklet, pg. 10.
  32. Sonic R (Sega Saturn) United States instruction manual pg. 17.
  33. Sonic R (Sega Saturn) Japanese instruction manual pg. 23.
  34. (in Japanese) ソニックRオフィシャルガイド. SoftBank. 24 December 1997. p. 11. ISBN 978-4797305166.
  35. Sonic the Hedgehog Pocket Adventure (Neo Geo Pocket Color) United States instruction booklet, pg. 6.
  36. Sonic the Hedgehog Pocket Adventure (Neo Geo Pocket Color) Japanese instruction manual pg. 6.
  37. Sonic Advance (Game Boy Advance) United States instruction booklet, pg. 8.
  38. Sonic Advance (Game Boy Advance) Japanese instruction booklet, pg. 10.
  39. Sonic Advance 2 (Game Boy Advance) United States instruction booklet, pg. 7.
  40. Sonic Advance 2 (Game Boy Advance) Japanese instruction booklet, pg. 11.
  41. Sonic Advance 3 (Game Boy Advance) United States instruction booklet, pg. 8.
  42. Sonic Heroes (Nintendo Gamecube) United States instruction booklet, pg. 17.
  43. Sonic Generations (Xbox 360) United Kingdom instruction manual pg. 7.
  44. Sonic Generations (Nintendo 3DS) United States instruction manual pg. 4.
  45. Sonic Mania English instruction manual.
  46. Sonic Mania Japanese instruction manual.
  47. Sonic the Comic #1, "Enter: Sonic"
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