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Sonic Wiki Zone
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In ''[[Sonic the Hedgehog 2]],'' {{Nihongo|'''Super Spin Attack'''<ref>''[[Sonic the Hedgehog 2]]'' ([[Sega Genesis]]) United States instruction manual pg. 6.</ref>|回転<ref>''[[Sonic the Hedgehog 2]]'' ([[Sega Mega Drive]]) Japanese instruction manual pg. 11.</ref>|Kaiten|lit. "Spin"}} is one of main abilities utilized by [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]]. Later releases or ports referred this move simply as '''Spin Attack'''<ref name="MegaCollection"/> or '''Rolling Spin Attack'''.<ref name="ClassicCollection"/><ref>''[[Sega Genesis Classics]]'' - ''[[Sonic the Hedgehog 2]]'' ([[Steam]]) digital manual pg. 2.</ref> In this game, all the atributes of the Spin Attack from [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (1991)]] are retained, including defeating [[Badnik]]s and breaking [[Item Box|Monitor]]s and [[Breakable Block|breakable block]]s on the ground. The gane presents the first time an visual difference for the Spin Attack between playable characters, as Tails' twin-tails can be seen hanging out from behind his rolling animation. [[Spin Dash]] is also introduced in the game, where charging it and then releasing it makes the Sonic dash through the pathway in his spinning ball mode.
+
In ''[[Sonic the Hedgehog 2]],'' {{Nihongo|'''Super Spin Attack'''<ref>''[[Sonic the Hedgehog 2]]'' ([[Sega Genesis]]) United States instruction manual pg. 6.</ref>|回転<ref>''[[Sonic the Hedgehog 2]]'' ([[Sega Mega Drive]]) Japanese instruction manual pg. 11.</ref>|Kaiten|lit. "Spin"}} is one of main abilities utilized by [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]]. Later releases or ports referred this move simply as '''Spin Attack'''<ref name="MegaCollection"/> or '''Rolling Spin Attack'''.<ref name="ClassicCollection"/><ref>''[[Sega Genesis Classics]]'' - ''[[Sonic the Hedgehog 2]]'' ([[Steam]]) digital manual pg. 2.</ref> In this game, all the atributes of the Spin Attack from [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (1991)]] are retained, including defeating [[Badnik]]s and breaking [[Item Box|Monitor]]s and [[Breakable Block|breakable block]]s on the ground. The game presents the first time an visual difference for the Spin Attack between playable characters, as Tails' twin-tails can be seen hanging out from behind his rolling animation. [[Spin Dash]] is also introduced in the game, where charging it and then releasing it makes the Sonic dash through the pathway in his spinning ball mode.
   
 
Additionally, the playable character enters the spinning ball mode automatically if the player lands to [[Flipper]]s, entering [[high-speed warp tube]]s, [[Slot Machine]]s, additional [[point]] granting bars of [[Casino Night Zone]], narrow tunnels of [[Spring Catapult]]s or floathing [[Cannon]]s.
 
Additionally, the playable character enters the spinning ball mode automatically if the player lands to [[Flipper]]s, entering [[high-speed warp tube]]s, [[Slot Machine]]s, additional [[point]] granting bars of [[Casino Night Zone]], narrow tunnels of [[Spring Catapult]]s or floathing [[Cannon]]s.

Revision as of 16:18, 25 July 2021

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For other uses, see Spin Attack (disambiguation).

The Spin Attack[1] (スピンアタック Supin Atakku?) is a move that appears in the Sonic the Hedgehog series. It is a trademark technique utilized by several people and and serves notably as the basis of several other fundamental attacks, 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. When used at a very high speed, the user is able to mow down or shred through enemies and breakable obstacles.

Sonic's Sparkly Spin Attack

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, 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 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.

In many earlier installments of the series, the player has to gain enough speed and press down on Controlpadds to perform the Spin Attack. After earlier installments for the Sega Genesis, this simple button function is used in all platformer titles where the Spin Attack has been featured. These include platform games for Master System and Game Gear, Sonic the Hedgehog Pocket Adventure, the Sonic Advance games, the Sonic Rush games, all episodes of Sonic the Hedgehog 4 and the Nintendo DS version of Sonic Colors. In Sonic 3D Blast, the player has to gain running speed and press Sega Genesis B Button/Sega Saturn B Button for Sonic to perform the Spin Attack. This can also be done in Special Stages on the Sega Saturn version. In Sonic R, the player has to press down on Controlpadds to perform Spin Dash Roll as Sonic, Tails and Knuckles. In Sonic Adventure and Sonic Adventure DX: Director's Cut, Tails and Knuckles can only perform the Spin Attack by pressing DreamcastB or X Button Dreamcast button while running, whereas other characters perform different actions or unique variations of the move. In Sonic Heroes, when the playable Speed Type character is about to perform Rocket Accel, the character can curl into a ball by holding down the action button (XboxX/Square/SNNBGAMECUBEDISCO) while running to attack enemies, though it can only deal a hit equal to a non-upgraded Homing Attack regardless of the level the player is on. The Spin Attack as separate movement is notably absent in the 3D titles such as Sonic Adventure 2, but the playable characters can still perform it through their use of the Spin Jump and Spin Dash, as well emitting different colored auras around them while spinning. The Spin Attack returned once again as a separated movement for Classic Sonic in both versions of Sonic Generations, where it functions similarly as in earlier installments. The Spin Attack also appears as Sonic's dash attack in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U.

Game appearances

Sonic the Hedgehog (16-bit)

Sonic kaiten
But whatever, there he goes

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[2] (回転[3] Kaiten?, lit. "Spin"). Later releases and ports would refer to this move as simply the Spin Attack[4][5] or Rolling Spin Attack.[6] 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.

To perform the Super Sonic Spin Attack in gameplay, the player must 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.

Sonic the Hedgehog (8-bit)

In Sonic the Hedgehog (8-bit), the Super Sonic Spin Attack[7] (回転[8] Kaiten?, lit. "Spin") is only used by Sonic as one of main manuevers, much like in the 16-bit counterpart. The rolling is very useful to defeat Badniks (With the exception of Orbinauts and Bombs) and break Video Monitors on the ground.

Much like in Sonic the Hedgehog (1991), the Super Sonic Spin Attack is one of only methods in the game to gain the extra amount of speed. The momentum increases variably based on the level terrain or downhill slopes where the player performs the move. In Green Hill Zone and Jungle Zone, there are also ramps, which can send Sonic into far distance, if the player uses the Super Sonic Spin Attack. However, using this ability in this game also increases the risk of getting hit by obstacles or falling down to the bottomless pits on the pathway at short notice.

Much like in 16-bit version of the game, the player has gain minimum amount of running speed by pressing left or right on Controlpadds and then press down on Controlpadds to make Sonic curl into a ball. While rolling, the player can press to opposite direction on Controlpadds to decrease the acceleration. Sonic can Spin Jump, come to solid wall or slow down on a flat terrain in order to return his idle position.

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)

In 8-bit version of Sonic the Hedgehog 2, the Spin Attack is refer to as rolling buzz-saw in western manuals,[9] while being called in Japanese manual simply as Spin (回転 Kaiten?).[10] Being once again one of Sonic main abilities, the player can dash through Badniks, Monitors or breakable blocks to reveal alternate pathways.

Unlike in 8-bit version of Sonic the Hedgehog, the Spin Attack has strict speed cap in this game when used in downhill slopes, making it only slightly faster method to gain extra amount of momentum compared to basic running speed. In Aqua Lake Zone, using either the Spin Jump or Spin Attack near close to water pool, Sonic isstone skipping on the water surface, while accessing to the pathway right side of the water pool. Green Hills Zone features ramps to send the player into mid-air at high speed if using the rolling ability on slopes. In Gimmick Mountain Zone, Scrambled Egg Zone and Crystal Egg Zone, the player turns automatically into its spinning ball mode when using Flywheels or entering High-speed warp tubes.

The player has to gain minimum amount of running speed by pressing left or right and then press down on Controlpadds to perform the Spin Attack. Pressing the opposite direction on Controlpadds decreases the acceleration. Sonic returns to his idle postition by jumpping, colliding with a wall or slowing down his spinning ball mode.

Sonic the Hedgehog 2 (16-bit)

Sonic 2 kaiten
Tails 2 kaiten

In Sonic the Hedgehog 2, Super Spin Attack[11] (回転[12] Kaiten?, lit. "Spin") is one of main abilities utilized by Sonic and Tails. Later releases or ports referred this move simply as Spin Attack[4] or Rolling Spin Attack.[6][13] In this game, all the atributes of the Spin Attack from Sonic the Hedgehog (1991) are retained, including defeating Badniks and breaking Monitors and breakable blocks on the ground. The game presents the first time an visual difference for the Spin Attack between playable characters, as Tails' twin-tails can be seen hanging out from behind his rolling animation. Spin Dash is also introduced in the game, where charging it and then releasing it makes the Sonic dash through the pathway in his spinning ball mode.

Additionally, the playable character enters the spinning ball mode automatically if the player lands to Flippers, entering high-speed warp tubes, Slot Machines, additional point granting bars of Casino Night Zone, narrow tunnels of Spring Catapults or floathing Cannons.

In gameplay, Sonic and Tails are able to perform the Spin Attack by moving around to build up needed amount of speed by pressing left and right on Controlpadds. While running, pressing down with Controlpadds activates the rolling mode. The player can press to opposite direction on Controlpadds to decrease the acceleration, as the playable character will remain in ball mode until he either loses the momentum and returns to his idle position, performs the Spin Jump, collides with a wall or getting hit by Badnik/obstacle.

Sonic the Hedgehog CD

Sonic Chaos

Sonic the Hedgehog Spinball

Sonic spinball spin

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 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 will resume his normal idle stance.

Sonic Spinball (8-bit)

JumpStHSpinball8Bit

In Sonic Spinball (8-bit), the player cannot make Sonic perform the Spin Attack on command. Instead, he 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 will resume his normal idle stance.

Sonic the Hedgehog 3 & Knuckles

Sonic the Hedgehog Triple Trouble

Knuckles' Chaotix

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 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.[14][15] Later however, the move is referred to as rolling[16] or spinning.[17] In this game, it is used exclusively by Sonic.

In gameplay, the Sonic Slow Roll is simplified for isometric gameplay. 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 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.

Sonic Blast

Sonic Jam (Game.com)

In Sonic Jam (Game.com), the Spin Attack is a move performed by Sonic, Tails and Knuckles. To perform it in gameplay, the playable character has to reach amount of running speed and then the player has to press down to make him curl into a ball.

Sonic R

Sonic Adventure

In Sonic Adventure and 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?).[18] 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 must press DreamcastB/X Button Dreamcast while moving around with sufficient enough speed. The player can then move the movement controls to steer the playable character while they are using the Spin Attack. Meanwhile, the playable character will continue to use the Spin Attack until they either jumps or use other techniques.

Sonic the Hedgehog Pocket Adventure

Sonic Advance series

Sonic Advance

Sonic Advance 2

Sonic Advance 3

Sonic Heroes

Sonic Rush series

Sonic Rush

Sonic Rush Adventure

Sonic Riders

Super Smash Bros. series

Super Smash Bros. Brawl

Super Smash Bros. for Nintendo 3DS and Wii U

Super Smash Bros. Ultimate

Sonic the Hedgehog 4

Sonic the Hedgehog 4: Episode I

Sonic the Hedgehog 4: Episode II

Sonic Colors

Sonic Generations

In console/PC and Nintendo 3DS versions of Sonic Generations, the Spin Attack is seen used exclusively by Classic Sonic as one of his basic ablities. In this game, the move is referred simply as Spin[19] or Roll.[20] Much like in previous games, the Spin Attack can be performed to defeat enemies on the way while running, break Item Boxes or breakable blocks. In all versions of the game, there are S-shaped tubes, where the Classic Sonic automatically enters his top rolling speed. Classic Sonic also enters his rolling ball mode automatically after entering high-speed warp tubes in Chemical Plant or landing to a flipper in Casino Night.

There are slight differences of the rolling mechanic between different versions of the game. The Spin Attack in console/PC versions has low speed acceleration much like in Sonic the Hedgehog 4: Episode I, as the rolling speed decreases on downhill slopes instead of increasing. In Casino Night DLC Stage, both Classic and Modern Sonic curl automatically into the ball mode on the large pinball table.

In Nintendo 3DS version, the Spin Attack functions much like in Sonic Advance games and Sonic the Hedgehog 4: Episode II in comparision. The player reaches to the top speed smoothly without losing acceleration in a long term while rolling through downhill slopes and loops. Also in Nintendo 3DS version, passing through Boosters makes Classic Sonic enter automatically into rolling ball mode. While running on walls of Emerald Coast, Classic Sonic can't enter the ball mode. In Radical Highway, the player can avoid spinning barrels without losing an momentum by performing the Spin Attack at right time.

To perform the Spin Attack during the gameplay in console/PC versions of the game, the player has to reach minimum amount of running speed as Classic Sonic by pressing left or right on analog stick and then either press down on the left analog stick or alternately press Square/XboxX. In Nintendo 3DS version of the game, the player has to reach press left or right on Circle Pad/Controlpadds and then press down on Controlpadds.

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 Forces: Speed Battle

In Sonic Forces: Speed Battle, the Spin Attack is move only used by Classic Sonic and Elf Classic Sonic, as majority of characters in the game use Slide instead. The functionality of the Spin Attack is relatively similar from Sonic Dash, as the player has to use it primarily in order to spin underneath obstacles during a run. To perform the Spin Jump in this game, the player has to swipe up on the touchscreen.

Sonic Forces

Name variations

The Spin Attack has multiple names given in instruction manuals. In early installments of the series for the Sega Genesis, the move is first called as the Super Sonic Spin Attack and Super Spin Attack in the North American instruction manuals. In Japan, the Spin Attack is named simply as Spin (スピン Supin?). In Knuckles' Chaotix, the Spin Attack is called the Super Spin (回転 Kaiten?, lit. "Rotation") and in Sonic R along with the Spin Dash, the Spin Attack is called the Spin Dash Roll.

In Sonic Adventure, Sonic Adventure 2 and the Sonic Advance games, the Spin Jump is misnamed as the Spin Attack in instruction manuals. In handheld games including Sonic Runners, the Spin Dash and Spin Attack have been identified as the same move in the instruction manuals and guides.

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

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
Homing attack02

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
Launcher 2014-10-20-23-5-12-720

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
Spin Dash Generations

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

The Spin Dash, also called Super 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.

In Super Smash Bros. Brawl, Sonic has three variations of this move; his down special (the original attack; named as the Spin Charge), his forward special (which goes by the original name; a slower dash that does not need to charge and begins with a hop to aid in recovery), and his down smash (a rapid Spin Dash back and forth).

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

Sonic the Hedgehog (TV series)

Main article: Super Spin (SatAM)

Sonic X

Main article: Spin Attack (Sonic X)

The Spin Attack is seen several times in Sonic X. In this media, it is one of the most powerful attacks used by both Sonic the Hedgehog, Shadow the Hedgehog, Emerl and the X Robot, but also rarely 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 (second half of the first series) however, he became able to it at will.

Sonic Boom

Spin Attack (Sonic Boom) v2

The spin attack in Sonic Boom.

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

Comics

Archie Comics

Main articles: Spin Attack (Archie) and Sonic Spin
Spin Attack (Archie)

Sonic using the Spin Attack in the Archie Comics.

The Spin Attack has also made several appearances in the Sonic the Hedgehog comic series and its spin-offs, published by Archie Comics. In this media, it is one of Sonic the Hedgehog's signature attacks.

In the comic series' earlier issues, 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.

Following the Super Genesis Wave, 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 Spin Attack the Comic

The Spin Attack in Sonic the Comic.

In Sonic the Comic series published by Fleetway Editions, the Spin Attack is Sonic's extensively used move ever since the first panel of the comic series.[21] 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, like the Homing Attack.

IDW Publishing

Main article: Spin Attack (IDW)

The Spin Attack is a move that appears in the Sonic the Hedgehog comic series and its spin-offs by IDW Publishing. It is the signature move of Sonic but variations of the move have been known to be used by others 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 aproaching 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 perfoms 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 Sega Genesis A ButtonSega Genesis B ButtonSega Genesis C Button make the player perform 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.
  • The Spin Attack in Sonic Rush, Sonic Rush Adventure, Sonic the Hedgehog 4: Episode I, Nintendo DS version of Sonic Colors and console versions of Sonic Generations has a strange mechanic that effects to player's momentum. The player's speed notably decreases if the player lets go of Controlpadds after performing the Spin Attack. The playable character would not normally curl down on hills or through the loops. Even in some previously mentioned games, the player cannot roll on certain ramps at the medium speed and may stop rolling at the mid-point of them.
  • 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.

Gallery

Artwork

Gallery

Screenshots

Gallery

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 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. 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."
  2. Sonic the Hedgehog (Sega Mega Drive) United States instruction booklet, pg. 3.
  3. Sonic the Hedgehog (Sega Mega Drive) Japanese instruction booklet, pg. 13.
  4. 4.0 4.1 Sonic Mega Collection (Nintendo Gamecube) United States instruction manual pg. 5.
  5. Sega Genesis Classics - Sonic the Hedgehog (Steam) digital manual, pg. 2.
  6. 6.0 6.1 Sonic Classic Collection (Nintendo DS) Australia instruction booklet, pg. 4.
  7. Sonic the Hedgehog (Sega Game Gear) United States instruction manual pg. 3.
  8. Sonic the Hedgehog (Sega Game Gear) Japanese instruction manual pg. 7.
  9. Sonic the Hedgehog 2 (Sega Game Gear) United States instruction manual pg. 5.
  10. Sonic the Hedgehog 2 (Sega Game Gear) Japanese instruction manual pg. 7.
  11. Sonic the Hedgehog 2 (Sega Genesis) United States instruction manual pg. 6.
  12. Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction manual pg. 11.
  13. Sega Genesis Classics - Sonic the Hedgehog 2 (Steam) digital manual pg. 2.
  14. Sonic 3D Blast (Sega Genesis) United States instruction manual pg. 12.
  15. Sonic 3D Blast (Sega Saturn) United States instruction manual pg. 12.
  16. Sega Genesis Classics - Sonic 3D Flickies' Island (Steam) digital manual, pg. 2.
  17. Sonic Mega Collection (Nintendo Gamecube) United States instruction manual pg. 30.
  18. (in Japanese) ソニックアドベンチャー オペレーションガイド. Guide book. January 1999. p. 73. ISBN 978-4757203006.
  19. Sonic Generations (Xbox 360) United Kingdom instruction manual pg. 7.
  20. Sonic Generations (Nintendo 3DS) United States instruction manual pg. 4.
  21. Sonic the Comic #1, "Enter: Sonic"
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