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This article is about Sonic's and Super Sonic's Spin Dash variants. For Tails' variant, see Spin Dash (Tails).
Spin Dash
SSF2 Sonic - Spin Dash.png
Sonic symbol.svg
Sonic curling into a ball and rolling in SSF2.
Universe Sonic
User(s) Sonic (Super Smash Flash)Sonic (Super Smash Flash 2)Super Sonic (Final Smash)
Effect Sonic curls into a ball from and starts rolling forward, damaging opponents on his way.

Spin Dash (スピンチャージ), also referred to as Spin Charge, is a recurring attack in the Super Smash Flash series used by Sonic the Hedgehog.


When Sonic uses the Spin Dash, he curls into a ball form and then launches himself forward at great speed, normally after charging the attack, striking anything and anyone that gets in his way.

In Super Smash Flash

In the original Super Smash Flash, Spin Dash is Sonic's down attack. He is only able to travel a fixed distance, as he is unable to charge it like in his original games, but this also means the Spin Dash comes out sooner than expected, and in order to keep rolling, the player has to keep the attack button pressed.

In Super Smash Flash 2

Sonic version

For the reboot, Super Smash Flash 2, Spin Dash has turned into Sonic's down special move. Now the attack requires Sonic to properly charge the attack, otherwise he cannot lunge himself forward. This is done by mashing the special move button. There are other changes on Sonic's Spin Dash compared to its SSF counterpart; for instance, it can be controlled now, allowing the player to change its direction at will, which is required in order to keep the Spin Dash going, and Sonic can jump out of it.

Super Sonic version

No.svg This article contains information pertaining to unused content.

The subject was never implemented or was removed, cut or altered at some point of its development, and this article pertains to its original implementation.

Super Sonic's Spin Dash.

Before Super Sonic became a transformation Final Smash in the Beta version, Spin Dash was his side special move.

While charging, Sonic could be moved horizontally freely, and even jump. When released, the move could be cancelled by pressing the special move button. Comparing to Sonic's version, Super Sonic's attack dealt much more damage, and had a much longer duration. Lastly, the player could jump during the move multiple times, where with Sonic's move, they can only jump once, and the move would end upon the player's landing.

However, Sonic could not end the move facing backwards, and could not charge the move by mashing the button; the button needed obligatorily to be held. Homing Attack replaced Sonic Wave in demo v0.7.


Spin shot

The technique being performed.

The Spin shot is a fast, long-reaching jump Sonic gains the momentum from the Spin Dash and jump cancels the move upon releasing the special. The Spin Shot is mostly performed with Sonic's forward aerial. It is performed by charging the Spin Dash and jumping upon releasing the special button while pushing forward and the attack button. It has to be timed right in order to gain the momentum from the Spin Dash.


Sonic using Spin Dash in Sonic the Hedgehog 2.

Spin Dash is a technique that was introduced in the SEGA Genesis game, Sonic the Hedgehog 2, that can be performed with both Sonic the Hedgehog and Miles "Tails" Prower. To use it, the player has to crouch and press the A, B, or C button to gather speed; by releasing the button, Sonic or Tails would roll forward at high speed. This move is very convenient to gain speed so shuttle loops can be crossed easily or to take out some Badniks on contact. Since then, the Spin Dash became a regular technique in the Sonic games, so much to the point of becoming synonymous to the series itself.

The conversion for SSF is a more simplified version of the attack from Sonic the Hedgehog 2 onwards, as charging is not possible and the distance traveled is fixed. On the other hand, the conversion for SSF2 is a more faithful recreation of the Spin Dash as it can be charged now, the player has full control of it and it is possible to jump out of it; a subtle difference, though, lies on the fact the player has to mash the button to charge it, something that was not required in the original games.


Super Smash Flash

Super Smash Flash 2


Early designs


  • Sonic’s Spin Dash in SSF has the longest travelling range in the game.
  • Prior to the Beta version of SSF2, when performing Sonic's down special move in the air, he instead performed a different attack called the Bounce Attack, which was removed for unknown reasons. In Beta, Sonic retains the ability to perform his down special after a Spring Jump, presumably as a relic of the mechanics of the removed Bounce Attack.
Sonic's special moves
Neutral special move Homing Attack
Side special move Light Dash
Up special move Spring Jump
Down special move Spin Dash
Final Smash Super Sonic
Super Sonic's special moves
Neutral special move Homing Attack
Side special move Spin Dash
Up special move Super Sonic Boost
Down special move Blue Tornado