This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Spin Attack.
Hitbox visualization showing Link's grounded Spin Attack.
Hitbox visualization showing Link's aerial Spin Attack.

Overview

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Update history

  1.0.6

  •   Grounded startup (frame 11 → 8) and total duration (FAF 86 → 82).
  •   The grounded version has a new clean hit during its first two active frames which deals more damage on its front hit (12% → 14%). Its knockback values were not compensated, considerably improving its KO potential.
    • {{buff|After the new early hit, the early mid hit deals significantly more damage on the front hit compared to the old mid hit (9% → 12%). The late mid hit starts two frames later than the old mid hit and hits equally as hard as the old mid hit.
  •   Back hit X position (6.6 → 7), giving it more range.

  1.0.8

  •   Knockback scaling (84 (clean)/80 (early mid)/80 (late mid) → 86/86/82).

Hitboxes

Grounded

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Early hit
0 0 14% 0   60 85 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.4x 0%               Slash  
1 0 14% 0   60 85 0 3.0 1001 2.6 0.5 0.8 1.0x 1.4x 0%               Slash  
2 0 11.2% 0   60 85 0 3.0 1001 6.5 0.0 2.5 1.0x 1.0x 0%               Slash  
Clean hit
0 0 12% 0   48 85 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 12% 0   48 85 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 9.6% 0   48 85 0 3.0 1001 7.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
Late hit
0 0 9% 0   48 82 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 9% 0   48 82 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 7.2% 0   48 82 0 3.0 1001 7.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
Latest hit
0 0 7% 0   20 80 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 7% 0   20 80 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 5.6% 0   20 80 0 3.0 1001 7.0 1.0 -2.0 1.0x 1.0x 0%               Slash  

Aerial

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 4% 0   0 100 70 4.0 1001 0.0 4.0 1.0 1.0x 1.0x 0%               Slash  
1 0 4% 0   0 100 40 4.0 1001 0.0 -4.0 -1.0 1.0x 1.0x 0%               Slash  
2 0 4% 0   0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 2
0 0 2% 0   0 100 90 5.0 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 3
0 0 2% 0   0 100 60 4.0 1001 0.0 3.0 2.5 1.0x 1.0x 0%               Slash  
1 0 2% 0   0 100 50 4.5 1001 0.0 -3.0 -2.5 1.0x 1.0x 0%               Slash  
2 0 2% 0   0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 4
0 0 2% 0   0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 5
0 0 2% 0   0 100 50 4.0 1001 0.0 3.0 2.5 1.0x 1.0x 0%               Slash  
1 0 2% 0   0 100 55 4.5 1001 0.0 -3.0 -2.5 1.0x 1.0x 0%               Slash  
2 0 2% 0   0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 6
0 0 2% 0   0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 7
0 0 2% 0   0 100 60 4.0 1001 0.0 3.0 1.5 1.0x 1.0x 0%               Slash  
1 0 2% 0   0 100 50 4.5 1001 0.0 -3.0 -1.5 1.0x 1.0x 0%               Slash  
2 0 2% 0   0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 8
0 0 2% 0   0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 9
0 0 4% 0   30 200 0 7.0 1001 3.5 0.0 0.0 1.0x 1.8x 0%               Slash  
1 0 4% 0   30 200 0 7.0 0 0.0 10.0 10.0 1.0x 1.8x 0%               Slash  

Timing

Ground

Charges between 4-5
Early hit 8-9
Clean hit 10-14
Late hit 15-24
Latest hit 25-40
Interruptible 78
Animation length 95
                                                                                                                                                                                             

Air

Hits 1-8 8, 11, 16, 19, 22, 26, 31, 38
Hit 9 47-48
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible