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Young Link (SSBU)/Up special

Hitbox visualization showing Young Link's up special, Spin Attack, when grounded.
Hitbox visualization showing Young Link's up special, Spin Attack, when aerial.
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OverviewEdit

Update HistoryEdit

  10.1.0

  •   Aerial Spin Attack has received various adjustments that allow the move to connect more reliably:
    •   The first front hit has a new hitbox that outprioritizes the old hitbox and is smaller (size: 6u → 4u) but has similar range (Y-offset: 7.5 → 5.5, Z-offset: 10.5—8.5 → 11.5—7.5), sends at a vertical angle (367° → 80°) and has more set knockback (107 → 110). This sends opponents higher, setting them up for the following hits.
    •   The first front hit's pre-existing hitbox no longer sends at an autolink angle (367° → 80°), but has less set knockback (107 → 76).
    •   The third front hit no longer sends at an autolink angle (367° → 65°), but has less set knockback (107 → 70).
    •   The fourth front hit has a new hitbox that outprioritizes the old hitbox and is smaller (size: 6.5u → 4u), positioned differently (Y-offset: 9.5—8.5 → 9—6, Z-offset: 10.5—8.5 → 5.5—7), sends at a more vertical angle (70° → 74°) and has less set knockback (72 → 60). This sets them up for the final hit.
    •   The fourth front hit's pre-existing hitbox sends at an altered angle (70° → 98°) and has less set knockback (72 → 62).

HitboxesEdit

GroundedEdit

The hitboxes' damage can be multiplied by up to 1.6× depending on the move's charge, for a maximum of 20.8% total. 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
Multihits
0 0 4 1.0% 0   Standard 0 100 55   3.5 sword 2.2 0.0 1.0 0.4× 0.5× 0%               Slash   All All            
1 0 4 1.0% 0   Standard 0 100 55   3.5 sword 5.7 0.0 1.0 0.4× 0.5× 0%               Slash   All All            
2 0 4 1.0% 0   Standard 0 100 55   3.0 arml 0.0 0.0 0.0 0.4× 0.5× 0%               Slash   All All            
3 0 4 1.0% 0   Standard 0 100 10   3.0 top 0.0 5.0 0.0 0.4× 0.5× 0%               Slash   All All            
Final hit
0 0 0 3.0% 0   Standard 71 85 0   4.0 top 0.0 7.0 to 4.5 -11.0 to 8.0 1.8× 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 3.0% 0   Forward 0 100 110   4.0 top 0.0 5.5 11.5 to 7.5 1.0× 0.3× 0%               Slash   All All            
1 0 0 3.0% 0   Forward 0 100 76   6.0 top 0.0 7.5 10.5 to 8.5 1.0× 0.3× 0%               Slash   All All            
Back hit 1
0 0 0 2.0% 0   Backward 0 100 100   5.0 sword 5.0 2.5 0.0 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 8.0 10.5 to 8.5 1.0× 0.3× 0%               Slash   All All            
Back hit 2
0 0 0 2.0% 0   Backward 0 100 100   5.0 sword 5.0 2.5 0.0 1.0× 0.3× 0%               Slash   All All            
Front hit 3
0 0 0 2.0% 0   Forward 0 100 70   6.0 top 0.0 8.5 to 8.0 10.5 to 8.5 1.0× 0.3× 0%               Slash   All All            
Back hit 3
0 0 0 2.0% 0   Backward 0 100 105   5.0 sword 5.0 2.5 0.0 1.0× 0.3× 0%               Slash   All All            
Front hit 4
0 0 0 2.0% 0   Forward 0 100 60   4.0 top 0.0 9.0 to 6.0 5.5 to 7.0 1.0× 0.3× 0%               Slash   All All            
1 0 0 2.0% 0   Forward 0 100 62   6.5 top 0.0 9.5 to 8.5 10.5 to 8.5 1.0× 0.3× 0%               Slash   All All            
Back hit 4
0 0 0 2.0% 0   Backward 0 100 110   5.0 sword 5.0 2.0 0.0 1.0× 0.3× 0%               Slash   All All            
Front hit 5
0 0 0 3.0% 0   Forward 40 180 0   7.5 top 0.0 13.5 to 7.5 8.0 2.0× 1.0× 0%               Slash   All All            

TimingEdit

GroundedEdit

Charges between 5-6
Multihits (from release) 9-47 (4-42; rehit rate: 4)
Final hit (from release) 49 (44)
Interruptible (from release) 70 (66)
Animation length (from release) 90 (86)
                                                                                                                                                                                   

AerialEdit

The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 35. Jostling is also disabled during frames 26-51.

Front hits 1-4 8-10, 16-18, 22-24, 31-33
Back hits 12-13, 19-20, 26-27, 39-40
Final hit 47-51
Animation length 85
                                                                                                                                                                         

LandingEdit

Interruptible 25
Animation length 43
                                                                                     
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 66 of the move.

Initial vertical speed 2.4
Gravity multiplier 0.5
Additional air acceleration 0.02 (rising)
0 (ending and helpless)
Air speed multiplier 0.7 (rising)
0.9 (helpless)
Air speed on ending 0.8
Landing lag 24 frames