Lonewolf10787
Smash Cadet
Sonic has a dash dance... while spinning?
I've successfully pulled this off, and will detail how it's performed.
Has anybody seen or confirmed this? I was playing a strangers match, and the guy started spin dashing in very tight, controlled bursts left and right-- looked remarkably like a dash dance, but while spin dashing. Craziest thing I've ever seen.
Can anybody point me in the right direction here or confirm this?
No more waiting! The sonic dash dance, as observed above, is confirmed!
This setup has only been performed successfully using a standard Wiimote/Nunchuck mapping with default configurations. Z is equal to shield.
I found two ways to do this, and both have some pretty sick benifits. I'm dubbing the following OBSERVED method the SNBDD-- Sonic Narrow Band Dash Dance-- unless anyone has a better idea.
The NB jets back and forth VERY quickly and has a directional preference. It's more akin to canceling than it is to dash dancing, but nonetheless, the effect is the same.
Techniques used:
1. Shield Cancel
2. Down Special
3. Down Smash
4. Spin Dash Cancel
5. Dash Smash
I'll be giving thread references when I'm not updating on my laptop.
First, initiate a spin dash in the direction you want to go. Release, and tap Z a few frames after the release to cancel the spin dash but maintain your momentum. Hold down and the direction you're facing, and directly after cancelling, release the stick and *flick* down again to down smash. Don't charge it, just release it. You'll still be heading in one direction, but sonic will jet back and forth. On his 2nd pass, press and hold shield (it won't go up until the end of the smash) and the direction you're heading. Sonic will attempt to roll, but dash in the opposing direction, initiate a dash roll and immediately cancel with shield, attempt to roll to the new direction and in mid roll initiate a spindash by holding down and b before the roll initiates.
You'll be at your start point again, just keep canceling the spin dash in one direction and you'll maintain momentum. The repeated cancels LOOK like the spin dash, even FEEL like the spindash at certain points. All it is is sonic's down smash sliding with the dash momentum, a few clever cancels, and you had a narrowband spindash dance.
This would be as stated underneath, the SWBDD. I call this one the Wide Band because it has more of a "sweep", as it never relies on the down smash. Its MUCH harder to pull off, but the payoff is a drastic increase in momentum, and a pretty wild skew of direction. You can be facing left, but following this "looping" pattern, can launch in *ANY OF THE 4 DIRECTIONS* (yes, including down if you FF) while retaining momentum.
For obvious reasons, I prefer the SNBDD, as its what I've been trying to discover-- but someone might find use for the WB anyway.
Sorry for the complicated explanations but really... these are complicated moves. I drove myself to near insomnia trying to figure it out!1. Charge the main dash (down B) ONCE (This is key, the initial acceleration cannot be too great or you'll get too much "pop")
2. Release, and in the frame where sonic's spin starts skewing from a circle to whichever direction you choose, immediately tap A, hold down and angle in the opposing direction...
3. ...Aerial dodge, and use sonic's SIDE B in the first opposing direction. This all has to be done VERY quickly, in the first rising frames. Sonic's aerial dodge should be done practically milliseconds after leaving the ground with his rising headbutt.
4. Things begin to get tricky here. Before sonic hits the ground, again, hit the opposing direction to make sonic turn. WHEN sonic hits the ground, immediately tap the shield button to create a gliding motion backwards. You'll have normal control of sonic while still in the curled animation. Your timing here has to be perfect, otherwise you'll lose your momentum.
If you cannot do a reverse aerial rush, you cannot proceed from this point.
5. While still in the curled animation, down B and charge that B as quickly as you can to get maximum power. You need to play around with it to see how much you can get-- there will be no visual cue other than the normal dust kicked back from an already successful roll. You have to feel it out and watch how quickly sonic's spikes spin-- not even the noise is pulled.
6. Release the spin dash (you should be facing the initial start direction), hold the opposing direction, pop A again, and go through the reverse aerial rush motion, but hold down instead of up:
opposing direction, (pop A) point towards your target and hold down
7. Aerial dodge again, and in the middle of the dodge (where sonic's head starts flipping towards the ground) charge your spin dash again QUICKLY and release in the air. This puts you back at step 5, but instead of being on the ground, your charge begins in the air.
Repeat as many times as necessary. You will "glide" in the direction your initial thrust pushes you towards.
This is VERY tricky, it might just be more trouble than it's worth other than the fact that with each successive boost, you gain speed and you still inflict damage.
While this technique is not quite what I witnessed online, I can imagine with a little refinement it can be. If you pull all these steps off quickly, without waiting for the peaks of any jumps or animations, the spins can be executed at near ground level, giving the illusion of gliding across the ground.
Again, I'm stressing this is NOT what I witnessed-- I won't stop till I get that. But I figured you might benifit from this in the meantime.
*edit*
For a visual reference, imagine sonic doing little "loop the loops" on the ground. Thats pretty much the effect this replicates, but with a very squashed "loop".

Anyway, I'm pretty stuck as to getting you guys a visual reference-- definitely working on it-- but if anyone wants to pick it up from here, I am POOPED. I'm going to go pass out for a few days.