You may! And Super Sonic will come in time. Right now I'd basically only have the standing sprites to show off, so I may as well show off all the moves I've been holding back until now.
Right now he has an option for an SA1 style jump, and that's...basically it. Maybe I can make the directional spindash guide line from SMS an toggle-able command, but that'd still only be 2 options. A bit overboard for a whole menu, and I can't imagine either option would be a cause for servers to refuse to add SA-Sonic.
A quick tap on spin makes Sonic instantly roll with a small microburst of speed. This gives you fantastic control over your speed at all times, and can compensate for his abysmal acceleration. Although these bursts give diminishing returns as you move faster, the spindash never slows Sonic (unless you're going uphill) and charges relative to his current speed, so never fear you'll lose the momentum you had.
Quickly tapping into the spindash' momentum redirection allows zigzagging like THIS with good reflexes.
That said....any time spend slowing down from charging will be paid off later with a
larger burst of higher-precision speed. Being fast
and methodical is an unlikely but very real combo.
Stacking spinbursts is what fans dubbed the spamdash in Sonic Adventure 1. Incase you're worried about spin-mashing fests, don't be. You'll uphold your current speed when uncurling for a while before Sonic actually begins to gradually slow down. Therefore, doing a quick spin every few seconds when you feel you're at max speed gives the same result as mashing like crazy.
The spamdash turning SA-Sonic's gameplay into a mashing fest was a big concern, so there are many situations when spamming spinbursts isn't optimal. There'll be times when charging is preferred, when you'll wanna spamdash, stay rolled up or even simply run. More on that later!