Spin Dash (スピンダッシュ,Supin Dasshu?), also called as Super Dash Attack, Super Spin Dash (超スピンダッシュ,Chō Supin Dasshu?), is Sonic's trademark technique and a variant of the Spin Attack, which allows the users to instantly launch themselves forward into a high speed Spin Attack from a stationary position. The Spin Dash was first introduced in Sonic the Hedgehog 2 and is one of the most well-known and frequently used moves throughout the Sonic the Hedgehog series.
The Spin Dash was developed by Sonic. As recollected by Sonic, it came to him one day during his "Genesis days" when he tried combining a somersault with running. The North American manual of Sonic the Hedgehog 2 however, suggests that Tails created the "Super Dash Attack" while imitating Sonic's performances.
When performing the Spin Dash, the user crouches down, performs an oval-shaped charge (called the Spin Charge) and then dashes off into a high speed rolling attack. While in this state, the player can shred through any unprotected enemy, break through walls, and dash up steep slopes without having to build up running momentum. However, the characters are not invulnerable while Spin Dashing, as colliding with spikes and other hazards still causes damage. Usually, the player has to press down on and tap the jump button to execute the Spin Charge. After gaining enough speed, the player must release the down button to shoot character off. Some games have different ways to do the move, however.
While the Spin Dash has become a trademark move for Sonic the Hedgehog, some characters can also use it and have even created their own variations of it.
Sonic the Hedgehog (1991)
Spin Dash was not included in the original release of Sonic the Hedgehog, but has been included in ports and re-releases. The Spin Dash has been added to the port of compilation game Sonic Jam and has added as an optional move in the 2013 re-release of the game. It performs similarly as it does in Sonic the Hedgehog 2. The unlockable characters Tails and Knuckles are able to perform it as well (when enabled).
Sonic the Hedgehog 2
The Spin Dash makes its debut in the 16-bit version of Sonic the Hedgehog 2, where the player can use it as Sonic or Tails. To perform the Spin Dash, the player has to press down on and press , or several times. After gathering speed, the player can release the button for the character to take off.
The Spin Dash also makes it easy to destroy Badniks, go through broken floors in Hill Top Zone, or up sharp ramps and Shuttle loops. If the player is skilled, it is possible to jump very high on steep hills while performing a Spin Dash.
Sonic the Hedgehog CD
Spin Dash makes another appearance in Sonic the Hedgehog CD. However, performing the Spin Dash is different than in the previous game. Here, the player has to press down on and hold , or , then release after a few seconds. If the player releases too early, the dash will not happen.
When Sonic does the Spin Dash, he is shaped like a ball instead of an oval. Sonic can be seen doing the Spin Dash in the bad ending of the game, as he performs it to throw the rock in the air to hit Robotnik.
In the options menu of the 2011 re-release, the player is able to switch to the Spin Dash method to "Genesis" mode, the style of the Spin Dash performed in the Mega Drive Sonic games. As Tails also became a playable character, he can also perform the Spin Dash.
The Spin Dash appears in Sonic Chaos, where Sonic and Tails can perform it. The player has to press down on , keep pressing or and then release it. As zones in the game are short, the Spin Dash can be useful. In the game there are secret passages behind walls which can brake easily with the Spin Dash.
The Spin Dash appears in both the 16-bit and 8-bit versions of Sonic Spinball. Sonic can perform it in platforming sections of the pinball areas, where it can be useful to burst back to the pinball sections. The move is the same as it is in Sonic the Hedgehog 2.
Sonic the Hedgehog 3 & Knuckles
The Spin Dash makes an appearance in Sonic the Hedgehog 3, its add-on continuation Sonic & Knuckles and the lock-on Sonic the Hedgehog 3 & Knuckles. In Sonic the Hedgehog 3, Sonic and Tails are able to perform the move, while in Sonic & Knuckles and its lock-on version of Sonic the Hedgehog 2 and Sonic the Hedgehog 3, Knuckles can also perform the Spin Dash. Doing the move is almost identical to Sonic the Hedgehog 2, as the player must press the down button on and press , or a few times and before releasing the playable character.
The Spin Dash appears in Sonic the Hedgehog Triple Trouble. Both Sonic and Tails can perform it. Doing the move is identical to performing it in Sonic Chaos. There are minecarts in Sunset Park Zone that are controlled by Moto Bug-looking badniks, which the playable character can defeat in order to ride the Spin Coaster. The player has to press down on then press or to move the Spin Coaster.
The Spin Dash appears in Knuckles' Chaotix, where Knuckles the Echidna, Espio the Chameleon, Mighty the Armadillo and Vector the Crocodile can perform it. Doing the Spin Dash is similar to performing the move in Sonic the Hedgehog 3 & Knuckles. It can be useful during the ring force bond gameplay. The playable characters are sent to the stages by spin dashing on the launching platform which moves forward and hurls the characters to the stage.
In Tails Adventure, there is an item with a item simply called Sonic (ソニック,Sonic?) that can be used by Tails. While using the item, the player has to press to roll into a stationary spin and then release to move forward as a curling ball. With this move the player can easily destroy breakable walls. The move is similar to the Spin Dash. It is possible that this is the way Tails learned to do the Spin Dash, as the game is a prequel to Sonic the Hedgehog 2 in Japanese instruction manual.
In Sonic Labyrinth, Sonic can perform the Spin Dash despite that his shoes are replaced with the Slow-Down Boots, making it impossible to run fast or jump high. The Spin Dash can be activated by pressing the or buttons for a while and then releasing the button to move. At the same time, the player has to decide which direction Sonic will go, as the game is in an isometric perspective.
Sonic 3D Blast
The Spin Dash appears once again in an isometric perspective in Sonic 3D Blast (also known as Sonic 3D Flickies Island). In the game, the Spin Dash has to be activated by pressing while using to decide which direction Sonic will go.
There are devices that automatically send Sonic spin dashing through loops and ramps. There are also many hidden passages behind specific breakable walls that can be broken with Spin Dash. Like Lava Reef Zone in Sonic & Knuckles, there are blue transports in Volcano Valley Zone which work by doing the Spin Dash on them.
The Spin Dash appears in Sonic Blast as a move both Sonic and Knuckles can perform. Doing it is similar to performing it in Sonic Triple Trouble.
The Spin Dash in Sonic R can be used by Sonic, Tails, Knuckles and Super Sonic. To do the Spin Dash, the player has to press the B button a few times and use to set the direction. The player can use this to get an extra boost at the beginning countdown of the race.
The Spin Dash appears in Sonic Adventure. Only Sonic can use it. To perform it, the player has to hold / and then release it. Sonic can easily perform another Spin Dash while rolling, so he does not need to stop. The Spin Dash can also be loaded to perform the Light Speed Dash. Sonic used his trademark move in several cutscenes, the most notable times being at the start of his story to follow the police and in the ending of the Final Story, where Sonic can be heard using it to follow Dr. Eggman.
Sonic the Hedgehog Pocket Adventure
The Spin Dash appears in Sonic the Hedgehog Pocket Adventure once again as a move exclusive to Sonic. It works similarly as in Sonic the Hedgehog 2. To perform it, player has to duck, press A or B, then release.
Sonic Adventure 2
The Spin Dash appears in Sonic Adventure 2 as a move exclusive to Sonic and Shadow. In the multiplayer mode, Metal Sonic and Amy Rose are also able to do the Spin Dash. The Spin Dash is executed similarly as it is in Sonic Adventure. In this version, Sonic and Shadow don't need to Spin Dash to perform the Light Speed Dash.
Before Sonic and Shadow acquire any Level Up Items in their respective stories, their Spin Dash sounds are much higher-pitched than they are once the first Level Up Item is acquired.
Sonic Advance games
The Spin Dash has appeared in the Sonic Advance games. In all three games, Sonic, Tails and Knuckles can use it. It can be done by ducking, pressing and then releasing (the button can also be tapped a few times rapidly to build up more speed). In Sonic Advance 2, Cream the Rabbit and Amy are able to do the Spin Dash, although Amy can only charge her running speed, similar to the Super Peel-Out. All characters can do the Spin Dash in Sonic Advance 3 although in Amy's case, she needs to be partnered with Sonic the Hedgehog in order to do so.
Shadow the Hedgehog
In Shadow the Hedgehog, Shadow can perform a Spin Dash similar to how he can in Sonic Adventure 2. The player has to press down / to load and then release it.
Sonic Rush games
The Spin Dash appears in both Sonic Rush and Sonic Rush Adventure as one on Sonic's moves. Blaze the Cat has a variation called Burst Dash. Like in the Sonic Advance games, the player has to duck, press / and then release. As boosting is introduced in these games, the Spin Dash has become a sort of slower technique to get start-up speed.
Sonic the Hedgehog (2006)
The Spin Dash appears in Sonic the Hedgehog (2006) as one of Sonic's moves. Sonic can't jump or perform any other moves while rolling around and has to wait a few moments until he stops rolling or cancels the roll by pressing the action button. The player can also Spin Dash while using the Red Gem, Purple Gem and Sky Gem.
The Spin Dash appears as one of Sonic's movesets in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS / Wii U. In Super Smash Bros. Brawl, the Spin Dash has 3 variations of this move: his down special (the original attack; called the Spin Charge), his forward special (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).
While Spin Dash does not appear in the Xbox 360/PlayStation 3 version of Sonic Unleashed, Sonic can Spin Dash at the start of day stages in the PlayStation 2/Wii version of the game. If timed properly, Sonic will start the level with a free unit of boost energy; otherwise he will trip and fall. Touching Dash Pads while boosting will also play this animation in the PS2/Wii versions.
Sonic the Hedgehog 4
The Spin Dash is featured in bothepisodes of Sonic the Hedgehog 4. Sonic can perform it in both episodes and Tails can do it in second episode. It works similar to the Sonic Rush games; however, in the first episode, the move will not roll Sonic down the hill or help him go up ramps completely. This was later fixed in Episode II. Metal Sonic can perform the Spin Dash in Episode Metal. Sonic and Tails can be also seen doing the Spin Dash in the loading screen of Episode II. Additionally, a new variation of the Spin Dash called the Rolling Combo appears as one of Sonic and Tails' Tag Actions.
The Spin Dash appears in the Nintendo DS version of Sonic Colors as one Sonic's moves. The Spin Dash can be activated like it was in the Sonic Rush games. Sonic can also perform a variation of the Spin Dash while under the effects of the Pink Wisp in the Wii version of the game.
The Spin Dash returns in all versions of Sonic Generations as one of Classic Sonic's moves. There are two ways to perform it: the player can do it the traditional "crouch and tap-the-jump button" way (hold down and repeatedly tap / or by pressing/tapping / while still. Oddly, the Spin Dash in the game is more powerful than before, essentially serving as Classic Sonic's equivalent to Modern Sonic's Boost.
When Modern Sonic touches a dash panel, he will ll briefly use the Spin Dash, much like in the Wii/PS2 version of Sonic Unleashed. Unlike in Sonic Unleashed, however, Sonic doesn't have to touch the dash panel while boosting to activate the Spin Dash; the animation plays when Sonic runs over a Dash Panel at a certain speed. Modern Sonic can also somewhat use it freely when drifting, as he Spin Dashes to drift in the game. Classic Sonic can use a skill that enables him to Spin Dash longer.
Sonic Lost World
In Sonic Lost World, the Spin Dash returns as one of Sonic's main moves, where it is used in a more traditional manner in a 3D game for the first time since Sonic Adventure 2. Pressing activates the Spin Dash, while pressing and holding down again will allow Sonic to continuously Spin Dash, similar to the Sonic Boost.
The Spin Dash in this game mainly serves the same purposes as it did in earlier games; to allow Sonic to reach his full momentum. Spin Dashing is the fastest way for Sonic to move around in this game, as speed control is a primary part of the gameplay in Sonic Lost World. In the Wii U version, Sonic will quickly lose his momentum while Spin Dashing on icy terrain due to the slippery surface. However, in the Nintendo 3DS version, Sonic will maintain his momentum when performing the Spin Dash on icy terrain.
The Burst Dash is a move performed by Blaze the Cat. It is similar to Espio's Whirl Dash as Blaze assumes a tornado formation, but she revs up by standing and charging the fire at her feet and is instead surrounded by fire.
The Dark Spin Dash is a move performed by Shadow the Hedgehog. In terms of performance, it is identical to the regular Spin Dash. It is used exclusively in Shadow the Hedgehog to access the Red Slime paths for transportation and shortcuts.
The Spin Dash first appeared in Sonic Boom: Rise of Lyric, where it is one of Sonic's usable moves in gameplay. In this game, it can both be used to attack enemies and as well utilize different gimmicks, such as the Spin Ramp and Spin Ball.
The Spin Dash's animation is meant to symbolize the wheel of a car during a burnout.
The Spin Dash has a different sound effect of Spin Attack in the beta version of Sonic the Hedgehog 2. It has been changed to its own sound effect in the final version of the game as it sounds more efficient.
Tails' tails don't move along while his body is rolling during the Spin Dash or Spin Attack in earlier games and Sonic Advance games. This happens in a similar way with Cream's ears during the Spin Dash.
In Sonic the Hedgehog Genesis, which is a port of the original game, features an anniversary mode feature, which includes the Spin Dash movement for Sonic.
In recent games (mostly on consoles) the Spin Dash has fallen out of Sonic's use, in favor of Boosts and Sliding, although he has been using it occasionally in several spin-off handheld games and as Classic Sonic in Sonic Generations. It also returns in Sonic Lost World.
As Sonic runs over a Dash Panel and while drifting in Sonic Generations, he's seen curling into a ball which closely resembles the Spin Dash, although it is very similar in essence to the Spin Attack.
↑Sega of America (March 2007). Sonic Central. Sega of America. “Tyler: You are really cool. How do you do the Spindash? Later, dude. / Sonic: Well Tyler, I learned to do the Spindash back in the Genesis days. It just came to me one day when I tried combining a simple somersault with running.”