From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Spin Attack.
Hitbox visualization showing Link's up special, Spin Attack, when grounded.
Hitbox visualization showing Link's up special, Spin Attack, when aerial.
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Overview[edit]
Update History[edit]
4.0.0
Spin Attack's autolink angle knockback has been reduced, no longer launching opponents at an unusual high speed if the move fails to connect.
Hitboxes[edit]
Grounded[edit]
The hitboxes' damage can be multiplied by up to 1.6× depending on the move's charge, for a maximum of 22.4% with the clean hit. More specifically, the damage multiplier is equal to 1 + 0.6 * (charge frames / 60)
.
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Clean hit
|
0 |
0 |
0 |
14.0% |
0 |
 |
Standard |
60 |
88 |
0 |
 |
4.0 |
sword2 |
-2.0 |
0.0 |
0.0 |
1.4× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
14.0% |
0 |
 |
Standard |
60 |
88 |
0 |
 |
3.5 |
sword2 |
2.5 |
0.0 |
1.0 |
1.4× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
11.2% |
0 |
 |
Standard |
60 |
88 |
0 |
 |
2.8 |
sword2 |
8.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Mid hit
|
0 |
0 |
0 |
12.0% |
0 |
 |
Standard |
52 |
88 |
0 |
 |
4.0 |
sword2 |
-2.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
12.0% |
0 |
 |
Standard |
52 |
88 |
0 |
 |
3.5 |
sword2 |
2.5 |
0.0 |
1.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
9.6% |
0 |
 |
Standard |
52 |
88 |
0 |
 |
2.8 |
sword2 |
8.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Late hit
|
0 |
0 |
0 |
9.0% |
0 |
 |
Standard |
48 |
84 |
0 |
 |
4.0 |
sword2 |
-2.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
9.0% |
0 |
 |
Standard |
48 |
84 |
0 |
 |
3.5 |
sword2 |
2.5 |
0.0 |
1.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
7.2% |
0 |
 |
Standard |
48 |
84 |
0 |
 |
2.8 |
sword2 |
8.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Latest hit
|
0 |
0 |
0 |
7.0% |
0 |
 |
Standard |
20 |
82 |
0 |
 |
4.0 |
sword2 |
-2.0 |
0.0 |
0.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
7.0% |
0 |
 |
Standard |
20 |
82 |
0 |
 |
3.5 |
sword2 |
2.5 |
0.0 |
1.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
5.6% |
0 |
 |
Standard |
20 |
82 |
0 |
 |
2.8 |
sword2 |
8.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Front hit 1
|
0 |
0 |
0 |
4.0% |
0 |
 |
Forward |
0 |
100 |
107 |
 |
6.0 |
top |
0.0 |
10.0 |
14.5 to 8.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Back hit 1
|
1 |
0 |
0 |
2.0% |
0 |
 |
Backward |
0 |
100 |
95 |
 |
5.0 |
top |
0.0 |
11.5 to 11.0 |
-12.0 to -9.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Front hit 2
|
0 |
0 |
0 |
2.0% |
0 |
 |
Forward |
0 |
100 |
107 |
 |
6.0 |
top |
0.0 |
6.0 to 7.5 |
15.0 to 8.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Back hit 2
|
1 |
0 |
0 |
2.0% |
0 |
 |
Backward |
0 |
100 |
95 |
 |
5.0 |
top |
0.0 |
11.5 to 11.0 |
-12.5 to -9.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Front hit 3
|
0 |
0 |
0 |
2.0% |
0 |
 |
Forward |
0 |
100 |
71 |
 |
6.0 |
top |
0.0 |
10.0 to 10.5 |
15.0 to 8.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Back hit 3
|
1 |
0 |
0 |
2.0% |
0 |
 |
Backward |
0 |
100 |
95 |
 |
5.0 |
sword2 |
2.0 to 5.5 |
0.0 |
0.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Front hit 4
|
0 |
0 |
0 |
2.0% |
0 |
 |
Forward |
0 |
100 |
62 |
 |
7.0 |
top |
0.0 |
14.0 to 12.5 |
12.5 to 8.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Back hit 4
|
1 |
0 |
0 |
2.0% |
0 |
 |
Backward |
0 |
100 |
95 |
 |
5.0 |
sword2 |
2.0 to 5.5 |
0.0 |
0.0 |
1.0× |
0.3× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
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All back hits use a position vector with offsets [10, 20] for 10 frames.
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Front hit 5 (early)
|
0 |
0 |
0 |
4.0% |
0 |
 |
Forward |
30 |
200 |
0 |
 |
7.5 |
top |
0.0 |
7.5 to 9.5 |
14.0 to 7.5 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Front hit 5 (mid)
|
0 |
0 |
0 |
4.0% |
0 |
 |
Forward |
30 |
200 |
0 |
 |
7.5 |
top |
0.0 |
13.0 to 12.5 |
15.5 to 7.5 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Front hit 5 (late)
|
0 |
0 |
0 |
4.0% |
0 |
 |
Forward |
30 |
200 |
0 |
 |
7.5 |
top |
0.0 |
19.0 to 14.0 |
12.5 to 7.5 |
2.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
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Grounded[edit]
Charges between
|
3-4
|
Clean and mid hits (from release)
|
7-8, 9-13 (4-5, 6-10)
|
Late and latest hits (from release)
|
14-23, 24-39 (11-20, 21-36)
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Interruptible (from release)
|
77 (74)
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Animation length (from release)
|
94 (91)
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The move enables ledge grabs from the front starting on frame 15, and from behind starting on frame 34. Jostling is also disabled during frames 26-49.
Front hits 1-4
|
8-9, 16-17, 22-23, 31-32
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Back hits
|
12-13, 19-20, 26-27, 38-39
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Final hit (early, mid, late)
|
47, 48, 49
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Animation length
|
91
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Landing[edit]
Interruptible
|
31
|
Animation length
|
32
|
Parameters[edit]
Grounded[edit]
Maximum charge time
|
60 frames
|
Maximum charge damage multiplier
|
1.6
|
The ending attributes apply on frame 48 of the move.
Initial vertical speed
|
2.4
|
Gravity multiplier
|
0.55
|
Additional air acceleration
|
0.22 (rising) 0.01 (ending) 0.025 (helpless)
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Air speed multiplier
|
0.5 (rising) 0.909 (helpless)
|
Air speed on ending
|
0.8
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Landing lag
|
30 frames
|