- This article is about Tails' Spin Dash variant. For Sonic's variant, see Spin Dash (Sonic).
Tails rolling with his Spin Dash.
|Effect||Tails curls into a ball from and rolls forward, damaging any opponent in his way.|
Unlike Sonic's variant, Tails' Spin Dash is much faster, cannot be controlled, stops once he hits an opponent, only goes in the direction he is facing, can be used in the air and out-prioritizes most projectiles. If Tails short hops a Spin Dash, lands on the ground and jumps again (using a second jump or external jump button), he will perform a pseudo wavedash. Tails' variant does not require the player to mash the button to charge it (unlike Sonic's); by simply keeping the button all the way down the attack gets charged correctly. This allows Tails' Spin Dash to come out sooner at the expense of remaining in ball form less time.
Spin Dash is a technique that was introduced in the SEGA Genesis game, Sonic the Hedgehog 2, the very same game Miles "Tails" Prower made his debut. Tails, as well as Sonic, can perform it by first crouching and then pressing the A, B, or C button to gather speed; by releasing the button, 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. In Sonic the Hedgehog 2, Tails would not stop after colliding with a Badnik and could turn around as he continues rolling. These aspects were omitted for Tails' Spin Dash in SSF2 in order to differentiate it from Sonic's.
The charging method of this attack may originate from the Spin Dash seen in the Sonic Adventure games, where said move was charged via holding the button down, rather than tapping it.
|Tails' special moves|
|Standard special move||Energy Ball|
|Side special move||Airlift|
|Up special move||Remote Robot|
|Down special move||Spin Dash|