For potential Spin Dash counters,
Taranee Cook has the ability to read minds, and she established a mental link with the other guardians that allows them to communicate over a planetary distance so she can get a read on what Team Sonic plan on doing and let the others know (she doesn't spam mind reading but it's something she's done before), so even if separated, they always know what's happening with each other.
Will Vandom also has a danger sense and the ability to sense the energy/power of others/objects so she would also notice the sudden spike in their power when the activate spin dash.
Will herself has teleportation different form the others and can avoid it, meanwhile Taranee always covers herself in a fire aura and here heat/fire is the universal element and superior to heat that can turn sand into glass, superior to lava, and can even the sun as she can even suck up the heat from the sun itself without issue. So charging her would cause them harm unless they possess the necessary resistance. The other three don't have sold ways to block or dodge it but Will can create forcefield that can reflect attacks back with twice the force so she can protect her team.
In Character Moves
* Important Note: The Guardians don't not start with any of there extreme hax even in their most difficult battles, only if it's actually required. For example
Irma Lair has Transmutation with a simple hand gesture she can turn people into harmless animals however she's never done this against her opponents in the entire series, just accidentally on a boy or to prove she was magical to a boy she liked, and against Cornelia just to be funny. Another example is that they only used Existence Erasure once because they had no other way to stop the evil magic that was across the planet, but they never used it in combat despite it's potency. So if anyone does read the profiles, you can simply ignore their deadly hax like Transmutation, Reality Warping, Existence Erasure and such as that's not something they'd use in character unless it literally requires them to.
Now as for what they actually start with, it's mainly either CQC or ranged energy attacks, this includes energy beams or their elements (Though Will's element is pure energy so it's only energy blast for her), Irma uses high pressure water, Taranee uses balls of fire that can explode, Cornelia creates fissures to make her opponents fall in or earth domes to contain them, Hay Lin uses high pressure winds that can cover a wide range, so effectively they'll be utilizing the elements and hand to hand most of the time. You can check their pages to see how they utilize their elements.
For support abilities, they have invisibility and barriers (magic and element variety), Will can amp the others with her energy, Irma can release sound waves that can freeze enemies and make them brittle (though I'm pretty sure Sonic and crew resist extreme cold), Taranee has mind reading/mental link and if enraged she can just cause people to spontaneously combat with just a glance, Cornelia can summon plants to restraint targets (the team has infinite lifting strength), Hay Lin can also increase their speed with the wind. The girls clothing actively have instinctive reactions and will defend them against attacks without them needing to do a thing so effectively, Team Sonic aren't just fighting the girls in close range, they are fighting their elastic clothing.
Others than that, that's pretty much it. Big hax won't really be used by them unless put in a situation that literally requires them to. Other stuff like surface scaling, empathic manipulation (Will), Illusion Creation/Matter Manipulation (Hay Lin) and so on are either not something useful or just out of character.