
Its uncharged state also has the potential to combo and its charged state has a small amount of KO potential at higher percents. Homing Attack deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and edge-guard breaking. However, they can bypass shields if fully-charged and jump over them on initial contact. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. Both moves also have Sonic's hurtbox extend beyond the attack's hitbox. The mobility of both in tandem with Sonic's already impressive speed makes him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's C4 or Yoshi's Egg Roll. Spin Charge can also perform a "spinshot", although it can only be done while airborne and can't be reversed.īoth give Sonic additional protection when recovering and combo into other moves.
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Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. From jumping into cancellation, charging it to alter its timing, switching directions after releasing, and utilizing the spin shot, Spin Dash plays an extremely important role when attempting to play mind games versus Sonic's opponent. Due to the number of branching choices Sonic has when starting Spin Dash, it is his most reliable attack in neutral and one of his best approach options overall. The fully-charged version of Spindash will also be intangible whenever Sonic turns the move around. The non-fully-charged version with the hop though can bypass if not beat out almost anything due to being aerial.

The intangible fully charged version can pass through most grounded attacks but will clank with projectiles and aerial attacks.

Spin Dash also has a moment of intangibility on startup, which can bypass even Wonderwing. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it, however, loses this initial hop if fully charged. Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. Despite their very similar-looking appearances in functions, they both have different strengths and uses for various different situations. Spin Dash and Spin Charge allow him to not only move across stages at varying speeds, but also do damage on contact, and both can follow up into an aerial attack or uncharged Homing Attack. As a cherry on top, he can even wall jump. When combined with his above average falling speed and jumps, this allows him to move across the stage at the speed of sound, despite his only average gravity and slow air acceleration. He unsurprisingly possesses the fastest dashing speed in the game by default (surpassed only by Hero under the effects of Acceleratle which is technically using a Special Move), the 7th fastest walking speed, the 12th fastest air speed (tied with Mario, Donkey Kong, Little Mac, and Inkling), and the highest traction in the game (surpassed only by Sephiroth under the effects of Winged Form). Sonic is a lightweight who, staying true to his home series, has outstanding mobility.


Sonic must then be defeated on Green Hill Zone (the Ω form is used in World of Light).
