This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Spin Attack.
Hitbox visualization showing Link's grounded Spin Attack.
Hitbox visualization showing Link's aerial Spin Attack.

Overview

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

Update history

 
Hitbox visualization showing the changes to Link's Up special hitboxes over time. Note that this only shows the grounded version's clean hit

  1.0.6

  •   Grounded startup (frame 11 → 8) and total duration (FAF 86 → 82).
  •   The grounded version has a new clean hit during its first two active frames which deals more damage on its front hit (12% → 14%). Its knockback values were not compensated, considerably improving its KO potential.
    •   After the new early hit, the early mid hit deals significantly more damage on the front hit compared to the old mid hit (9% → 12%). The late mid hit starts two frames later than the old mid hit and hits equally as hard as the old mid hit.
  •   Far hit X position (6.6 → 7), giving it more range.

  1.0.8

  •   Grounded Knockback scaling (84 (clean)/80 (early mid)/80 (late mid) → 85/85/82).

  1.1.0

  •   Grounded clean hitboxes X/Y/Z offsets (4.3/1/-2 (middle), 7/1/-2 (far) → (2.6/0.5/0.8)/(6.5/0/2.5)). This gives the move more horizontal range.

  1.1.3

  •   Grounded angles (47° (clean)/45° (early mid/late mid) → 45°/43°) and knockback scaling (85 (clean/early mid)/82 (late mid)/80 (late) → 86/84/82).
  •   Grounded far hit damage (9% (clean)/7% (early mid/late mid)/5% (late) → 11.2%/9.6%/7.2%/5.6%).
  •   Grounded far hit X offset (6.5 (clean)/7 (early mid/late mid/late) → 7/8).
  •   Aerial hits 1, 3, 5 and 7's near hits now always launch opponents in the direction Link is facing (Angle flipper: 0 → 3), making it connect more reliably.
  •   Aerial hits 1-8 now have weight independent knockback.
  •   Aerial hit 1 low hitbox set knockback (100 → 40).
  •   Aerial hit 3 low hitbox set knockback (100 → 50).
  •   Aerial hit 5 low hitbox set knockback (100 → 55).
  •   Aerial hit 7 high/low hitbox set knockback (45 (high)/80 (low) → 60/50).
  •   Aerial hit 9 hitlag (1.8x → 2x).

Hitboxes

Grounded

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 14% 0   60 86 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.4x 0%               Slash  
1 0 14% 0   60 86 0 3.0 1001 2.6 0.5 0.8 1.0x 1.4x 0%               Slash  
2 0 11.2% 0   60 86 0 3.0 1001 7.0 0.0 2.5 1.0x 1.0x 0%               Slash  
Early mid hit
0 0 12% 0   48 86 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 12% 0   48 86 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 9.6% 0   48 86 0 3.0 1001 8.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
Late mid hit
0 0 9% 0   48 84 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 9% 0   48 84 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 7.2% 0   48 84 0 3.0 1001 8.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
Late hit
0 0 7% 0   20 82 0 4.0 1001 -1.0 1.0 -2.0 1.0x 1.0x 0%               Slash  
1 0 7% 0   20 82 0 3.0 1001 4.3 1.0 -2.0 1.0x 1.0x 0%               Slash  
2 0 5.6% 0   20 82 0 3.0 1001 8.0 1.0 -2.0 1.0x 1.0x 0%               Slash  

Aerial

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Hit 1
0 0 0 4% 0   Standard 0 100 70 4.0 1001 0.0 4.0 1.0 1.0x 1.0x 0%               Slash   63               6.0 4.0 1.0
1 0 0 4% 0   Standard 0 100 40 4.0 1001 0.0 -4.0 -1.0 1.0x 1.0x 0%               Slash   63               6.0 -4.0 -1.0
2 0 0 4% 0   Forwards 0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash   63               -6.0 0.0 0.0
Hit 2
0 0 0 2% 0   Standard 0 100 90 5.0 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash   63              
Hit 3
0 0 0 2% 0   Standard 0 100 60 4.0 1001 0.0 3.0 2.5 1.0x 1.0x 0%               Slash   63               6.0 3.0 2.5
1 0 0 2% 0   Standard 0 100 50 4.5 1001 0.0 -3.0 -2.5 1.0x 1.0x 0%               Slash   63               6.0 -3.0 -2.5
2 0 0 2% 0   Forwards 0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash   63               -6.0 0.0 0.0
Hit 4
0 0 0 2% 0   Standard 0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash   63              
Hit 5
0 0 0 2% 0   Standard 0 100 50 4.0 1001 0.0 3.0 2.5 1.0x 1.0x 0%               Slash   63               6.0 3.0 2.5
1 0 0 2% 0   Standard 0 100 55 4.5 1001 0.0 -3.0 -2.5 1.0x 1.0x 0%               Slash   63               6.0 -3.0 -2.5
2 0 0 2% 0   Forwards 0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash   63               6.0 0.0 0.0
Hit 6
0 0 0 2% 0   Standard 0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash   63              
Hit 7
0 0 0 2% 0   Standard 0 100 60 4.0 1001 0.0 3.0 1.5 1.0x 1.0x 0%               Slash   63               6.0 3.0 1.5
1 0 0 2% 0   Standard 0 100 50 4.5 1001 0.0 -3.0 -1.5 1.0x 1.0x 0%               Slash   63               6.0 3.0 -1.5
2 0 0 2% 0   Forwards 0 100 85 5.0 1001 0.0 0.0 0.0 1.0x 1.0x 0%               Slash   63               6.0 0.0 0.0
Hit 8
0 0 0 2% 0   Standard 0 100 90 6.5 1001 4.0 0.0 0.0 1.0x 1.0x 0%               Slash   63              
Hit 9
0 0 0 4% 0   Standard 30 200 0 7.0 1001 3.5 0.0 0.0 1.0x 2.0x 0%               Slash   63               6.0 0.0 0.0
1 0 0 4% 0   Standard 30 200 0 7.0 0 0.0 10.0 10.0 1.0x 2.0x 0%               Slash   63              
  • All hits except for the final hit are weight independent.

Timing

Ground

Charges between 4-5
Early hit 8-9
Clean hit 10-14
Late hit 15-24
Latest hit 25-40
Interruptible 78
Animation length 95
                                                                                                                                                                                             

Air

Hits 1-8 8, 11, 16, 19, 22, 26, 31, 38
Hit 9 47-48
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible