Spin Attack

The Spin Attack is Link's signature move. The attack is done in most Zelda games by holding down the button that the sword is assigned to for a matter of time and then releasing it. This will cause for Link to spin once while damaging all enemies around him. The Spin Attack is a basic attack, although a better, upgraded version can usually be learned sometime later in the games.

In Skyward Sword, the player has to swing both the Wii remote and the nunchuk in the same direction to perform a Spin Attack. Because of the directional movement possible with the Wii Remote, this allows Link to perform, for the first time, a vertical Spin Attack.

Super Spin Attack
The Super Spin Attack is a special technique found in several Zelda games, including Ocarina of Time and Majora's Mask. It is a Spin Attack with a bigger radius of attack. It can be differentiated from the normal spin attack due to its color: in the Nintendo 64 Zelda games, the Super Spin Attack is denoted by the red outlines that the attack makes, in contrast to the normal Spin Attack which creates a blue circle. Usually it can only be used when one's life meter is completely filled up or requires magic. It must be granted to Link by the Great Fairy of Power or, in the case of the Great Spin in Twilight Princess, by the Hero's Shade.

In Four Swords Adventures, each Link has the ability to execute a spin attack during the game-play in both Overhead and side-scrolling areas. But the Cross formation enables a powerful Spin Attack in which all Four Links will perform the Super Spinning Attack.

Great Spin Attack
The Great Spin Attack, also known as the Hurricane Spin, is an extremely advanced spin attack. When used, Link can spin multiple times, prolonging the use of the Spin Attack. A version of this move is first displayed by Ralph when he is practicing with sword fighting with Link in the ending credits of Oracle of Ages.

The Wind Waker
The Hurricane Spin (as it is known in The Wind Waker) is taught by Orca on Outset Island. When ten Knight's Crests are given to Orca, he will teach Link this move. It drains magic on use, and there is a side effect that comes with this powerful maneuver: Link will be dizzy and unable to move for a few moments leaving him susceptible to attacks from enemies. Link can prevent the dizziness by throwing himself into a solid object. This will have the same effect as rolling into one.

This move can also be used in Four Swords after powering up the sword via the extra mission unlocked in the multiplayer mode. Simply hold the B button until the sword flashes for the second time, then release. Be warned- Link will be dizzy and unable to move just as in The Wind Waker.

The Minish Cap
The Great Spin Attack in The Minish Cap is taught to Link by Swiftblade I, one of the Blade Brothers. When learned, Link can spin multiple times when he performs his Spin Attack (this is done by tapping the sword button repeatedly after charging the attack). The Great Spin Attack's most effective use may not be in battle, but rather in cutting large fields of grass after consuming Beedle's Picolyte to collect items such as Kinstones and Mysterious Shells.

Phantom Hourglass
The Great Spin Attack can be used in Phantom Hourglass after getting the Swordman's Scroll by doing the Phantom Hourglass Trading Sequence. It can be done by using a Spin Attack twice in a row; the third time will be a great spin attack. Link will be dizzy for a few seconds after this attack.

Spirit Tracks
The Great Spin Attack appears once again in Spirit Tracks, learned after getting 20 stamps and talking to Niko. He gives Link one of the Swordsman's Scrolls, which contains the technique that was passed on to him by the Hero of Winds. Like The Wind Waker, Link gets dizzy after he uses this attack.