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.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  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.

HitboxesEdit

GroundedEdit

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 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            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset 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            
All back hits use a position vector with offsets [10, 20] for 10 frames.
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            

TimingEdit

GroundedEdit

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)
Interruptible (from release) 77 (74)
Animation length (from release) 94 (91)
                                                                                                                                                                                           

AerialEdit

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
Back hits 12-13, 19-20, 26-27, 38-39
Final hit (early, mid, late) 47, 48, 49
Animation length 91
                                                                                                                                                                                     

LandingEdit

Interruptible 31
Animation length 32
                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

ParametersEdit

GroundedEdit

Maximum charge time 60 frames
Maximum charge damage multiplier 1.6

AerialEdit

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)
Air speed multiplier 0.5 (rising)
0.909 (helpless)
Air speed on ending 0.8
Landing lag 30 frames