Super Smash Bros. Ultimate

Mii Swordfighter (SSBU)/Up special/Custom 2

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Hero's Spin.
Hitbox visualization showing Mii Swordfighter's up special 3, Hero's Spin, when grounded.
Hitbox visualization showing Mii Swordfighter's up special 3, Hero's Spin, when aerial.
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Overview

Update history

  9.0.0

  •   Aerial Hero's Spin's third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.

Hitboxes

Grounded

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 90 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 13.0% 0   Standard 90 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 10.0% 0   Standard 90 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Mid hit
0 0 0 12.0% 0   Standard 80 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 11.0% 0   Standard 80 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 8.0% 0   Standard 80 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Late hit
0 0 0 9.0% 0   Standard 75 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 9.0% 0   Standard 75 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 7.0% 0   Standard 75 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Latest hit
0 0 0 7.0% 0   Standard 70 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 70 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 70 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            

Aerial

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 0 100 115   6.0 top 0.0 9.0 to 6.0 7.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 1
1 0 0 2.0% 0   Forward 0 100 80   6.0 top 0.0 10.0 -14.0 to -9.0 1.0× 0.3× 0%               Slash   All All            
Front hit 2
0 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 8.0 to 7.0 9.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 2
1 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 5.0 to 6.0 -15.0 to -11.0 1.0× 0.3× 0%               Slash   All All            
Front hit 3
0 0 0 2.0% 0   Forward 0 100 75   6.0 top 0.0 8.0 to 6.0 9.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 3
1 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 8.0 -13.0 to -10.0 1.0× 0.3× 0%               Slash   All All            
Front hit 4
0 0 0 2.0% 0   Forward 0 95 60   6.3 top 0.0 9.0 9.0 to 15.0 1.0× 0.3× 0%               Slash   All All            
Back hit 4
1 0 0 2.0% 0   Forward 0 100 100   6.0 top 0.0 9.0 -14.0 to -10.0 1.0× 0.3× 0%               Slash   All All            
Front hit 5 (early)
0 0 0 5.0% 0   Forward 30 200 0   8.2 top 0.0 14.0 to 18.0 4.0 to 11.0 2.0× 1.0× 0%               Slash   All All            
Front hit 5 (late)
0 0 0 5.0% 0   Forward 30 200 0   8.2 top 0.0 15.0 to 19.0 3.0 to 7.0 2.0× 1.0× 0%               Slash   All All            

Timing

Grounded

Charges between 4-5
Hitboxes (clean, mid, late, latest) 8-9, 10-14, 15-24, 25-40
Hitboxes (from release) 4-5, 6-10, 11-20, 21-36
Interruptible (from release) 79 (75)
Animation length (from release) 86 (82)
                                                                                                                                                                           

Aerial

The move enables ledge grabs from the front starting on frame 15, and from behind starting on frame 34.

Front hits 1-4 8, 16, 22, 31
Back hits 11, 19, 26, 38
Final hit (early, late) 47, 48
Animation length 85
                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible