Great Spin Attack

The Great Spin Attack is a recurring skill in the Legend of Zelda series. In most appearances, the Great Spin attack, when activated, unleashes multiple Spin Attacks. It is similar to the Hurricane Spin from The Legend of Zelda: The Wind Waker.

The Legend of Zelda: The Minish Cap
The Great Spin Attack is the final sword technique learned in the game. Swiftblade the First teaches Link this skill in his Dojo, and it is widely considered the greatest sword technique in the game.

The Great Spin attack can be activated by continually pressing the button Link's sword is equipped with during a normal Spin Attack. The duration of the Great Spin Attack can be increased if Link trains with Greatblade.

The Legend of Zelda: Twilight Princess
The Great Spin is the final Hidden Skill Link can learn from the Hero's Shade. When Link's health is full, his Spin Attack will become a Great Spin Attack; the Great Spin Attack will inflict more damage than an ordinary Spin Attack, making this one of the strongest sword techniques in the game. The differences between this and a regular Spin Attack is a red streak appearing in the sword's trail, the Great Spin has a greater range, and Link utters a different battle cry. The Great Spin Attack is less pronounced while under water.

The Legend of Zelda: Phantom Hourglass
The Great Spin Attack can be learned by completing a small trading quest near the end of the game. To use the Great Spin Attack, Link must do three consecutive Spin Attacks. After the Great Spin Attack has ended, Link will be temporarily stunned, a trait of the Hurricane Spin. When used, it allows Link to move faster than when he is running; as such, it is useful for clearing certain parts of the Temple of the Ocean King.

The Legend of Zelda: Spirit Tracks
The Great Spin Attack is learned after collecting all 20 stamps for Niko's Stamp Book. It is executed in the same manner as in Phantom Hourglass and leaves Link stunned for a short while after using it. If Link runs into a treasure, he will stop that attack and pick it up, leaving him in his normal state. Running into any object that is indestructible yet not part of the border of the game while performing this also stops the attack with no dizzy aftereffects. Dark Link, the final enemy fought in the Take 'Em All On minigame, uses this technique in battle.