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


— Description, Sonic the Hedgehog 2[1]

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

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. Using the move in loops and on downhill slopes will increase the player's momentum.

Sonic's Sparkly Spin Attack

Sonic and Tails performing a Spin Attack in a loop, from Sonic the Hedgehog 3.

In gameplay, the Spin Attack is one of the most basic maneuvers found in the Sonic the Hedgehog series 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 varies, 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 Spin Attack is aimed at. Also, the Spin Attack cannot protect the user from 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 loops, up steep inclines, and along walls and ceilings. With huge amounts of speed, the playable character can also be sent flying mid-air by curved ledges. However, while a speedy Spin Attack can be used to speed through 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 rapidly on inclines. Certain Zone gimmicks will automatically activate the Spin Attack, such as tunnels, high-speed warp tubes, and elevators, as they may roll through sections where these gimmicks are utilized. Some 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, the rolling speed decreases until the playable character eventually 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 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 (1991)[]

Sonic kaiten
Spin-Attack-Sonic-the-Hedgehog-16-Bit

Sonic rolling along the pathway in Green Hill Zone, from the 16-bit version of Sonic the Hedgehog (1991).

In the 16-bit version of Sonic the Hedgehog (1991), the Spin Attack is referred to as the Super Sonic Spin Attack[10] (回転[7] Kaiten?, lit. "Spin"). Later releases and ports would refer to this move as simply the Spin Attack[2][3][11] 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 because of the speed cap, that Sonic has after reaching his running animation.[Note 2] Several gimmicks can also make Sonic automatically use the Super Sonic Spin Attack, such as the S-shaped tunnels in Green Hill Zone or the clockwise-rotating internal circles and elevators in Scrap Brain Zone. In the Special Stages, Sonic stays in the Super Sonic Spin Attack 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 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 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.

Sonickaiten8bit
Just don't jump above this badnik

Sonic using the Super Sonic Spin Attack, from 8-bit version of Sonic the Hedgehog (1991).

In the 8-bit version of Sonic the Hedgehog (1991), 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 works much like in the 16-bit version. To perform it in gameplay, the player must press down on Controlpadds while moving around with sufficient enough speed. However, using this move in this game increases the risk of getting hit by harmful obstacles or falling into bottomless pits at short notice.

Sonic the Hedgehog 2 (8-bit)[]

Sonickaiten2-8Bit
AquaLakeBoss

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

In Sonic the Hedgehog 2 (8-bit), the Spin Attack is described as, in western manuals, a maneuver where the user becomes a rolling buzz-saw.[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 the 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's 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, Mecha Sonic, one of the bosses in the game, can perform its own variation of the Spin Attack when attacking Sonic during its boss fight.

To perform the Spin Attack in gameplay, the player must press down on Controlpadds 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 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[]

Sonic 2 kaiten
Tails 2 kaiten
Casino-Night-ZoneII-II

Sonic and Tails using the Super Spin Attack, from Sonic the Hedgehog 2.

In Sonic the Hedgehog 2 (16-bit), the Spin Attack is referred to as the Super Spin Attack[1] (回転[8] Kaiten?, lit. "Spin"). Later releases and 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 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 enter 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 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 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
For the bright future..

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 referred to as the Super Spin Attack[18] (回転[19] 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 the 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 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 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
Tails TT kaiten
Mecha Corkscrew Loop

Sonic using the Super Spin Attack, from Sonic Chaos.

In Sonic Chaos, the Spin Attack is called the Super Spin Attack[20] (回転[21] 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 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 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 Spinball[]

Sonic spinball spin

In the 16-bit version and 8-bit version of Sonic Spinball, the Spin Attack is not an maneuver 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, 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.

In the Bonus Stages in the 8-bit version, the player is able to perform the Spin Attack regularly, much like in previous games. The player has to gain a minimal amount of speed and then press down on Controlpadds to make Sonic curl into the Spin Attack on curved ledges.

Sonic 3 & Knuckles[]

Sonic 3 & K kaiten
Tails spin3
Knuckles 3 kaiten
IceCapZoneActKnuxII

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

In Sonic the Hedgehog 3, its add-on continuation Sonic & Knuckles, and the lock-on game Sonic 3 & Knuckles, the move is known as the Sonic Spin,[22] the Spin[9][23] (回転 Kaiten?), the Spin Attack (スピンアタック[5] Supin Atakku?), or 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, Hyper Tails and Hyper Knuckles. (In the Sonic Origins remaster of the game, it can also be used by Super Tails.)

In gameplay, the Spin Attack has all of 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 of Hydrocity Zone, 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, multi-spinning 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 navigate while in Spin Attack form. In addition, during the encounters with Mecha Sonic Mk. II, 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 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 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
Tails TT kaiten

In Sonic the Hedgehog Triple Trouble, while unnamed in western manuals,[24] the Spin Attack is referred to as the Spin (回転[25] Kaiten?) in the Japanese manual. In this game, the 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 upon entering the Cannon-like woven baskets in Meta Junglira Zone. Also, the game features 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 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 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
Vector kaiten
MightySpinJumpChaotix

In Knuckles' Chaotix, the Spin Attack is referred to as the Super Spin[26] (回転[27] Kaiten?, lit. "Spin"). In this game, Knuckles the Echidna, Vector the Crocodile, and Mighty the Armadillo are able to perform the Super Spin. While Knuckles and Mighty execute the Super Spin in the traditional fashion, Vector executes it by curling into a wheel. Espio also features a functionally-identical variant of the move known as the Axel Spin.

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 also perform their Super Spin maneuver automatically whenever they are sent into the 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, or Mighty will be navigating while in their Super Spin form.

To perform the Super Spin in gameplay, the player must press down on Controlpadds 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 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 is not an maneuver the player can trigger on command and instead, Sonic assumes this form after performing the Spin Dash. 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 to adjust Sonic's horizontal position.

Sonic 3D Blast[]

Sonic Blast spin

In Sonic 3D Blast, the Spin Attack is referred to as the Sonic Slow Roll in the original Western manuals.[28][29] Later, however, the move is referred to as rolling[30] or spinning.[31] 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 tunnels in Spring Stadium Zone, or the 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, thereby increasing Sonic's momentum vastly.

To perform the Sonic Slow Roll in gameplay, the player has to press Sega Genesis B Button/Sega Saturn B Button while moving around with sufficient enough speed. After that, the player can use Controlpadds 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
Knuckles G kaiten

In Sonic Blast, the Spin Attack is unnamed in western manuals. However, the Japanese manual once again refers to it as simply the Spin[32] (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 the 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 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 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 R[]

In Sonic R, the Spin Attack is referred to as the Spin Dash Roll[33] (スピン移動[34][35] 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 once while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can quickly press up on Controlpadds 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 allows the user to build up momentum while rolling down slopes at high speed. To perform the Spin Attack in gameplay, the player must press DreamcastB/X Button Dreamcast while moving around with sufficient enough speed. While the Spin Attack is in effect, the player can use the movement controls to steer the playable character. To cease the with Spin Attack, the player must either perform the Spin Jump or use another technique.

Sonic Advance series[]

Sonic Advance[]

SonicSpinJumpAdvance
TailsSpinJumpAdvance
KnucklesSpinJumpAdvance
Spin-Attack-Sonic-Advance

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,[36] while the Japanese manual calls it the Spin movement (スピン移動[37] 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.

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 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 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
AmySpinJumpAdvance2
TailsSpinJumpAdvance2
CreamSpinJumpAdvance2
KnucklesSpinJumpAdvance2
Spin-Attack-Sonic-Advance-2

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

In Sonic Advance 2, the Spin Attack is called spin[38] (スピン移動[39] 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, much like Tails' twin-tails do.

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

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

Sonic Advance 3[]

In Sonic Advance 3, the Spin Attack is once again refer to as Spin.[40] In addition, all 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 it.

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 will make the playable character and their partner assume their Spin forms 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 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 to decrease its acceleration.

Sonic Heroes[]

In Sonic Heroes, the Spin Attack, simply named Spin,[41] 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/Square/SNNBGAMECUBEDISCO. While the Spin is in effect, the player can use the movement controls to steer the Spin.

Sonic Rush series[]

Sonic Rush[]

Spin-Attack-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 key moves. Blaze also has her own variation of the move that is based on the Burst Dash, it functions like the Spin Attack just with lower acceleration.

In gameplay, the player is able to perform the Spin Attack in both regular Acts and Boss Acts. Sonic Rush has the Spin Attack's rolling mechanics adjusted to a certain extent: its momentum decreases considerably when rolling downhill, which usually results in the player not gaining enough momentum or the move ceasing altogether. However, the player can press in the direction the Spin Attack is heading with Controlpadds to keep the Spin Attack's rolling momentum going. Also, when Sonic is sent into the 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 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 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 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 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 to decrease its acceleration. Conversely, the player can press in the direction the Spin Attack is heading with Controlpadds 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 goes 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 and 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. 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 Cross or Circle.

To perform the Spin Attack in gameplay, the player must press down on Analog-Stick/Directional-Buttons-PS 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[]

Spin-Attack-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, along with newcomers Tails, Rouge, and Espio, are able to perform the move.

In gameplay, the Spin Attack functions much like it did in Sonic Rivals. In addition, gimmicks like the 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 Analog-Stick/Directional-Buttons-PS 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 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. 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 through 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 features moving platforms that make Sonic use the Spin Attack automatically when landing on them. By pressing left or right on Controlpadds, 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 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 to decrease its acceleration.

Sonic the Hedgehog 4: Episode II[]

SEGA Forever - Sonic 4 Episode 2 - Screenshot 04 1533124448

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/Cross.

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

Sonic Colors[]

Spin-Attack-Sonic-Colors-DS

Sonic using the Spin Attack, from the Nintendo DS version of Sonic Colors.

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 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 to decrease its acceleration. To cease 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 the air by a Spring.

Sonic Generations[]

In the console/PC version and the Nintendo 3DS version of Sonic Generations, the Spin Attack is referred by different names; the console/PC version refers to it as the Spin,[42] while the Nintendo 3DS version calls it the Roll.[43] In both versions of the game, the technique is used exclusively by Classic Sonic. Additionally, in the console/PC version, it is used by Classic Super Sonic as well.

In gameplay in the console/PC version of the game, the Spin has low acceleration, much like in Sonic the Hedgehog 4: Episode I, as its rolling speed decreases on downhill slopes instead of increasing. There are also many S-shaped tunnels that make Classic Sonic automatically use the Spin upon entering them. Classic Sonic will similarly use the Spin automatically when entering high-speed warp tubes in Chemical Plant. Also, in Casino Night, both Classic and Modern Sonic will assume their Spin forms when navigating the level's pinball tables. To perform the Spin Attack in gameplay in the console/PC version, the player must press down on Controlpadds while moving around with sufficient enough speed. Alternatively, the player can press XboxX/Square 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. Also, utilizing Boosters will make 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 that will 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 slip under the spinning barrels in Radical Highway without losing momentum by performing the Roll at right time in the Nintendo 3DS. To perform the Spin Attack in gameplay in the Nintendo 3DS version, the player must press down with Controlpadds while moving around with sufficient speed.

Sonic Mania[]

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

In Sonic Mania and its expansion Sonic Mania Plus, the Spin Attack is called the spin[44] (回転[45] 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.

SMMetalSonicBounce

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 games also introduce the Drop Dash, which grants Sonic an instant forward Spin 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 when on the pinball table. In addition, during the boss battle in Stardust Speedway Zone Act 2, Metal Sonic and Silver Sonic will perform their own variations of the spin move.

In Sonic Mania Plus, while using the spin Mighty becomes invulnerable to sharp obstacles and hazards, such as spikes and buzzsaws. This also allows him to deflect small projectiles from various enemies and bosses. However, if he lands directly on a sharp hazard, he will either bounce slightly or force himself out of the spin. If the latter action is done, he will gain brief invulnerability depending on the hazard and how it was interacted with.

To perform the spin in gameplay, the player must press down on 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 Left-Analog-Stick or Controlpadds 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[]

In Sonic Forces, the Spin Attack is unnamed in the digital manuals. Modern Sonic is only seen performing the Spin Attack in CGI trailers and during the Real-Time Interaction of the Red Gate Bridge. In terms of gameplay, 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 while moving around with sufficient enough speed. Alternatively, the player can press XboxX/Square/Switch y at anytime.

Sonic Frontiers[]

In Sonic Frontiers, the Spin Attack appears as one of the basic moves used by Sonic in Cyber Space stages.[46][47] However, the move is only exclusive to 2.5D side-scroller stages.[48]

While unavailable to be used as a separate move, the rolling mechanic is present during the Open Zone gameplay, where the player can utilize it as part of the Drop Dash's implementation to gain extra amount of momentum while rolling in downhill slopes of the Open Zone terrain.[46] The player can reach at high speeds on the speedometer in short amounts of time as it is useful to complete time limited Challenges or doing small amount of damage on enemies/guardians.[49][50]

The Murder of Sonic the Hedgehog[]

The Murder of Sonic Sonic breaks door

Sonic using the Spin Attack, from The Murder of Sonic the Hedgehog.

In The Murder of Sonic the Hedgehog, the Spin Attack was used by Sonic when he was being attacked by the Mirage Express' mechanical arms. Much later, he used it while busting open the doors of the train to rescue his friends.

Sonic Superstars[]

In Sonic Superstars, the Spin Attack acts basically identical to other classic games. It can be preformed by Sonic, Super Sonic, Tails, Super Tails, Knuckles, Super Knuckles, Amy, Super Amy and Trip. In this game the player has the ability to Spin Dash, as well as Drop Dash.

Other game appearances[]

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 so will make the other player's Sonic dizzy and temporarily cause that player to lose control over their puzzle pieces.

Sonic Jam (Game.com)[]

Gamecom sonic spin
Gamecom tails spin
Gamecom knuckles spin

In Sonic Jam, 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 while moving around with sufficient enough speed.

Sonic the Hedgehog Pocket Adventure[]

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In Sonic the Hedgehog Pocket Adventure, the Spin Attack is referred to as the Sonic spin[51] (回転[52] 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 control 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 control 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 the Hedgehog (Didj)[]

Didj sonic spin

In Sonic the Hedgehog (Didj), the move is simply called the Roll.[53] In this game, it is performed by Sonic the Hedgehog.

To perform the Roll in gameplay, the player must press the Controlpadds left/right and down at the same time while moving around with sufficient enough speed.

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 remains 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 yet 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 Dash[]

Knucklesdash

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, including 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 to get under narrow underpasses in the Zones. The player can extend the duration of the Roll up to two times. There are also automated sections with pathways or loops, where the playable character automatically use the 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 must swipe down on the touchscreen.

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 Speed Simulator[]

In Sonic Speed Simulator, the Spin Attack is known as the Spin Dash. In this game, it can be performed by every playable character in the game. In gameplay, it is used solely for movements, as there are no enemies or breakable objects in the game to use it on.

To perform the Spin Dash in this game, the player has to press the following button:

PC Mobile Xbox One
[E]/[SHIFT] Roll button X button

Variants[]

Axel Spin[]

Main article: Axel Spin
Espio spin

The Axel Spin is Espio the Chameleon's equivalent of the Spin Attack. When performing this move, Espio spins across the ground like a top. This move has only appeared in Knuckles' Chaotix.

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
Burst-Dash-Spin-Attack-Sonic-Rush

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 the 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 while in midair after bouncing off Springs or running off cliff edges. The move can be used to both protect its user from getting hit by enemies or attack foes.

Homing Attack[]

Main article: Homing Attack
Homing attack02

Sonic targeting a Spinner with the Homing Attack, from Sonic Unleashed

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 the Hedgehog 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 can also perform his own variation of the Insta-shield when partnered with Knuckles.

Light Speed Attack[]

Main article: Light Speed Attack
Launcher 2014-10-20-23-5-12-720

Shadow using the Light Speed Attack, from 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 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 be able 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, Shadow, Amy, and Metal Sonic. The user simply somersaults forward and attacks along the ground upon pressing the Melee Attack button. The move is nowhere as fast as the Spin Dash, but it does not require charging up which makes 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
Spin Dash Generations

Classic Sonic charging up the Spin Dash, from the console/PC version of Sonic Generations.

The Spin Dash is one of Sonic's trademark moves and is frequently used throughout the Sonic the Hedgehog series. It allows the user to instantly launch themself 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 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.

Trivia[]

  • Sonic can see what's in front of him quite well while spinning.[54]

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 1.12 1.13 1.14 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.
  2. This technical feature is later removed in the 2013 re-release of the game and Sonic Origins.

References[]

  1. 1.0 1.1 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 (February 23, 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) Japanese instruction booklet, pg. 13.
  8. 8.0 8.1 Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction booklet, pg. 11.
  9. 9.0 9.1 Sonic the Hedgehog 3 (Sega Mega Drive) Japanese instruction manual pg. 8.
  10. Sonic the Hedgehog (Sega Mega Drive) United States instruction booklet, pg. 3.
  11. Christian Whitehead (16 May 2013). Sonic the Hedgehog (2013). iOS/Android. Sega. Instructions: Special Moves - Spin Attack. "Top Down on the D-Pad while moving to perform a rolling spin attack."
  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) United States instruction booklet, pg. 8.
  19. Sonic the Hedgehog CD (Sega CD) Japanese instruction booklet, pg. 8.
  20. Sonic Chaos (Sega Game Gear) United States instruction booklet, pg. 6.
  21. Sonic Chaos (Sega Game Gear) Japanese instruction booklet, pg. 6.
  22. Hill, Simon (June 1994). "Getting Started". The Official Sonic 3 Play Guide. Titan Books. p. 6. ISBN 978-1852865672.
  23. Sonic & Knuckles (Sega Mega Drive) Japanese instruction booklet, pg. 15.
  24. Sonic the Hedgehog Triple Trouble (Sega Game Gear) United States instruction booklet, pg. 6.
  25. Sonic the Hedgehog Triple Trouble (Sega Game Gear) Japanese instruction booklet, pg. 7.
  26. Knuckles' Chaotix (Sega 32X) United States instruction booklet, pg. 10.
  27. Chaotix (Sega 32X) Japanese instruction booklet, pg. 10.
  28. Sonic 3D Blast (Sega Genesis) United States instruction manual pg. 12.
  29. Sonic 3D Blast (Sega Saturn) United States instruction manual pg. 12.
  30. Sega Genesis Classics - Sonic 3D Flickies' Island (Steam) digital manual, pg. 2.
  31. Sonic Mega Collection (Nintendo Gamecube) United States instruction booklet, pg. 30.
  32. Sonic Blast (Sega Game Gear) Japanese instruction booklet, pg. 10.
  33. Sonic R (Sega Saturn) United States instruction manual pg. 17.
  34. Sonic R (Sega Saturn) Japanese instruction manual pg. 23.
  35. (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.
  36. Sonic Advance (Game Boy Advance) United States instruction booklet, pg. 8.
  37. Sonic Advance (Game Boy Advance) Japanese instruction booklet, pg. 10.
  38. Sonic Advance 2 (Game Boy Advance) United States instruction booklet, pg. 7.
  39. Sonic Advance 2 (Game Boy Advance) Japanese instruction booklet, pg. 11.
  40. Sonic Advance 3 (Game Boy Advance) United States instruction booklet, pg. 8.
  41. Sonic Heroes (Nintendo Gamecube) United States instruction booklet, pg. 17.
  42. Sonic Generations (Xbox 360) United Kingdom instruction manual pg. 7.
  43. Sonic Generations (Nintendo 3DS) United States instruction manual pg. 4.
  44. Sonic Mania English instruction manual, "Controls (Gamepad)".
  45. Sonic Mania Japanese instruction manual, "Xbox One ワイヤレスコントローラー".
  46. 46.0 46.1 EGX Sonic Frontiers Gameplay 2. GreenHill 2D footage. Big Cyberspace Gate Footage. YouTube (September 24, 2022). Retrieved on September 25, 2022.
  47. Sonic Frontiers (@Sonic_Frontier) on Twitter. Twitter (September 22, 2022). Retrieved on September 22, 2022. "Sonic Frontiers: Big thanks for @/AyugaWind who shared those with me. Here a pics for sonic rolling in 2D cyberspace level and the pose he does when pressing the boost button without moving."
  48. Sonic Frontiers (@Sonic_Frontier) on Twitter. Twitter (August 28, 2022). Retrieved on August 28, 2022. "Sonic Frontiers: - Sonic can roll into a ball in 2D only if you press down while running/boosting, but they couldn't do it in 3D . - Also Horizontal Bar are back in Cyber space levels and the open zone."
  49. Sonic Frontier EGX Footage - Unseen diamond structure footage (& actual good cyberspace gameplay). YouTube (September 24, 2022). Retrieved on September 25, 2022.
  50. Drop dash & jump vs Ninja - sonic frontiers. YouTube (September 26, 2022). Retrieved on September 26, 2022.
  51. Sonic the Hedgehog Pocket Adventure (Neo Geo Pocket Color) United States instruction booklet, pg. 6.
  52. Sonic the Hedgehog Pocket Adventure (Neo Geo Pocket Color) Japanese instruction manual pg. 6.
  53. Sonic the Hedgehog (Didj) game design document, pg. 13.
  54. 【特別企画】音速!一問一答 ソニックアンサー動画まとめ (2022//6/24実施) (Japanese). ソニック・ザ・ヘッジホッグ【公式】 (July 14, 2022). Retrieved on December 1, 2023.

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