Spin Attack: Difference between revisions

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===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros.]]''===
{{SSB|Link}}'s Spin Attack has nearly identical [[knockback]] and damage whether used on the ground and in the air, with extremely similar animation (the size of the circle made by the attack while in the air is smaller). Both versions deal substantial knockback, making them good combo finishers. As a [[recovery]] move, though, it is lacking in both horizontal and vertical range; while, as an attack, it has a strictly horizontal [[hitbox]], leaving Link vulnerable from above and below. Unlike in ''Melee'' and ''Brawl'', it consists of only one hit when used in the air, being as powerful as it is on the ground, usable as a [[combo]] finisher or aerial finisher.
{{SSB|Link}}'s Spin Attack has nearly identical [[knockback]] and damage whether used on the ground and in the air, with extremely similar animation (the size of the circle made by the attack while in the air is smaller). Both versions deal substantial knockback, making them good combo finishers. As a [[recovery]] move, though, it is lacking in both horizontal and vertical range; while, as an attack, it has a strictly horizontal [[hitbox]], leaving Link vulnerable from above and below. Unlike in ''Melee'' and ''Brawl'', it consists of only one hit when used in the air, being as powerful as it is on the ground, usable as a [[combo]] finisher or aerial finisher.


===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
If used on the ground, {{SSBM|Link}} will have a bit more range and opponents will be hit away quite a distance. If hit by the attack near the end of its animation, the hit acts as a [[semi-spike]], making it a useful edgeguard technique. Young Link's version has less range, but will suck in opponents to deal several hits of damage, similar to [[Mario Tornado]]. If used in midair, the move is the same for both Link and Young Link; they will spin while moving upward, dealing a possible 5 hits, the last having considerable [[knockback]] to it, with Young Link's version being considerably weaker. The move is greatly improved from the previous game, having larger recovery distance and covering Link from above if used in midair. Both Link and Young Link can grab an [[edge]] backwards with their Spin Attack, but only during the move, similar to the [[Falcon Dive]] and the [[Dark Dive]]. Link can also descend down a edge with Spin Attack by running and performing it before the edge. The edge of Link's Spin Attack allows players to give their opponents a very effective [[gimp]]; but with Young Link, players would require perfect timing to get the same effect.
If used on the ground, {{SSBM|Link}} will have a bit more range and opponents will be hit away quite a distance. If hit by the attack near the end of its animation, the hit acts as a [[semi-spike]], making it a useful edgeguard technique. Young Link's version has less range, but will suck in opponents to deal several hits of damage, similar to [[Mario Tornado]]. If used in midair, the move is the same for both Link and Young Link; they will spin while moving upward, dealing a possible 5 hits, the last having considerable [[knockback]] to it, with Young Link's version being considerably weaker. The move is greatly improved from the previous game, having larger recovery distance and covering Link from above if used in midair. Both Link and Young Link can grab an [[edge]] backwards with their Spin Attack, but only during the move, similar to the [[Falcon Dive]] and the [[Dark Dive]]. Link can also descend down a edge with Spin Attack by running and performing it before the edge. The edge of Link's Spin Attack allows players to give their opponents a very effective [[gimp]]; but with Young Link, players would require perfect timing to get the same effect.


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===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
[[File:Link Spin Attack.jpg|Link's ground spin attack in ''Brawl''.|thumb|250px]]
[[File:Link Spin Attack.jpg|Link's ground spin attack in ''Brawl''.|thumb|right|250px]]
In ''Brawl'', it gains the ability to be [[charge]]d, but it is much weaker than in ''Melee'' when uncharged. By holding the attack, {{SSBB|Link}} will hold his sword in place for a few seconds before releasing a more powerful version of his normal Spin Attack, somewhat similar to a [[smash attack]]. The attack can only be charged while Link is on the ground, however. Toon Link also has the ability to charge up his Spin Attack, but it is more like Young Link's Spin Attack from ''Melee'', it will trap opponents and will deal multiple hits. Toon Link's spin attack is a semi-spike if multiple hits connect, though they exist only to suck in targets for the rest of the attack.  
In ''Brawl'', it gains the ability to be [[charge]]d, but it is much weaker than in ''Melee'' when uncharged. By holding the attack, {{SSBB|Link}} will hold his sword in place for a few seconds before releasing a more powerful version of his normal Spin Attack, somewhat similar to a [[smash attack]]. The attack can only be charged while Link is on the ground, however. Toon Link also has the ability to charge up his Spin Attack, but it is more like Young Link's Spin Attack from ''Melee'', it will trap opponents and will deal multiple hits. Toon Link's spin attack is a semi-spike if multiple hits connect, though they exist only to suck in targets for the rest of the attack.  


While using the Spin Attack in the air, if all strikes make contact, the final blow has extremely powerful upward knockback. This is an excellent move for Toon Link to finish a string of aerial attacks with, or to KO off the side of a small stage. The angled orientation of the aerial hitbox, especially for Toon Link's version, allows it to hit potential edge-guarders through the stage's edge. Toon Link's covers a greater distance in the air than Link's does, able to go from near the bottom of the [[Battlefield (SSBB)|Battlefield]] stage to the ledge without his midair [[jump]], making it one of the best recoveries in the game. Link can reach the ledge by giving momentum with his midair jump.
While using the Spin Attack in the air, if all strikes make contact, the final blow has extremely powerful upward knockback. This is an excellent move for Toon Link to finish a string of aerial attacks with, or to KO off the side of a small stage. The angled orientation of the aerial hitbox, especially for Toon Link's version, allows it to hit potential edge-guarders through the stage's edge. Toon Link's covers a greater distance in the air than Link's does, able to go from near the bottom of the [[Battlefield (SSBB)|Battlefield]] stage to the ledge without his midair [[jump]], making it one of the best recoveries in the game. Link can reach the ledge by giving momentum with his midair jump.


If Toon Link uses Spin Attack right when he's running off the ledge, when he falls and Spin Attack starts, he won't rise at all. Link's Spin Attack as a recovery move, however, has very poor horizontal and vertical recovery and his stats makes it worse, unable to gain any horizontal distance at all if he uses it immediately after flinching until he becomes helpless, making Link having one of the worst recoveries in the game. It can also not [[Edge sweet spot|auto-sweetspot the ledge]] during the first frames of Link's Spin Attack.<br clear="right" />
If Toon Link uses Spin Attack right when he's running off the ledge, when he falls and Spin Attack starts, he won't rise at all. Link's Spin Attack as a recovery move, however, has very poor horizontal and vertical recovery and his stats makes it worse, unable to gain any horizontal distance at all if he uses it immediately after flinching until he becomes helpless, making Link having one of the worst recoveries in the game. It can also not [[Edge sweet spot|auto-sweetspot the ledge]] during the first frames of Link's Spin Attack.


===''[[Super Smash Bros. 4]]''===
===''[[Super Smash Bros. 4]]''===
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