Editing Rosalina & Luma (SSBU)

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Luma mechanically functions like a blend of {{b|Pikmin|species}} and the [[Ice Climbers]]' partner climber: it uses [[hit points]] (HP) like the Pikmin, in which it will be KO'd if it is dealt 40%, and it responds to player inputs like the partner Ice Climber. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 10 seconds (7 seconds if 3 players are present, and 5 seconds if 4 or more players are present) until another Luma appears. Luma also cannot experience status effects, such as [[stun]] or [[sleep]], which can allow it to attack and/or fend off opponents if Rosalina happens to find herself put under a status effect that renders her unable to move or attack. Luma also cannot be grabbed, and is able to act when Rosalina herself does get grabbed.
Luma mechanically functions like a blend of {{b|Pikmin|species}} and the [[Ice Climbers]]' partner climber: it uses [[hit points]] (HP) like the Pikmin, in which it will be KO'd if it is dealt 40%, and it responds to player inputs like the partner Ice Climber. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 10 seconds (7 seconds if 3 players are present, and 5 seconds if 4 or more players are present) until another Luma appears. Luma also cannot experience status effects, such as [[stun]] or [[sleep]], which can allow it to attack and/or fend off opponents if Rosalina happens to find herself put under a status effect that renders her unable to move or attack. Luma also cannot be grabbed, and is able to act when Rosalina herself does get grabbed.


While they are largely defensive characters, Rosalina & Luma have several offensive options that allow them to rack up damage if given the opportunity. They have many attacks with disjointed hitboxes, most notably each of Rosalina's aerials, which are also useful for racking up damage. Their neutral aerial is a fast, low commitment option with upwards knockback, perfectly complimenting their aerial and juggling oriented fighting style. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like {{SSBU|Ness}}' same combo. Despite having a large multi-hitting hitbox, it has the longest amount of landing lag out of her aerials and is generally unsafe on shield. Her and Luma's back aerials are quick [[semi-spike]]s and can be used in a wide range of scenarios, such as edge-guarding and spacing. Due to their back aerial being fairly disjointed, it can allow the duo to effectively wall out certain opponents that lack an ability to contest the move, such as opponents that lack greater disjoints. Their up aerial is a capable attack, as it possesses outstanding disjointed range and can KO off the top of some stages when used properly. Although their slowest, down aerial is also a very potent edge-guarding option: Rosalina's hitbox is very large, hard to challenge from below due to its duration, and capable of [[meteor smash]]ing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth and sending opponents directly outward.
While they are largely defensive characters, Rosalina & Luma have several offensive options that allow them to rack up damage if given the opportunity. They have many attacks with disjointed hitboxes, most notably each of Rosalina's aerials, which are also very useful for racking up damage. Their neutral aerial is a fast, low commitment option with upwards knockback, perfectly complimenting their aerial and juggling oriented fighting style. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like {{SSBU|Ness}}' same combo. Despite having a large multi-hitting hitbox, it has the longest amount of landing lag out of her aerials and is generally unsafe on shield. Her and Luma's back aerials are quick [[semi-spike]]s and can be used in a wide range of scenarios, such as edge-guarding and spacing. Their up aerial is a capable attack, as it possesses outstanding disjointed range and can KO off the top of some stages when used properly. Although their slowest, down aerial is also a very potent edge-guarding option: Rosalina's hitbox is very large, hard to challenge from below due to its duration, and capable of [[meteor smash]]ing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth and sending opponents directly outward.


Rosalina also has access to a unique advanced technique called Lunar Landing. If Rosalina inputs an aerial attacks right as she lands, the aerial will not come out and she will land without enduring any landing lag (Unless using down aerial), but Luma will continue performing its respective aerial attack. This allows for greater mix-up and follow-up potential, as well as mindgames, but requires Luma in order to actually be performed. Their dash grab also has a similar occurrence, where if Rosalina performs a dash attack and instantly grabs, Rosalina will perform a dash grab while Luma will perform its respective dash attack. This makes their dash grab a lot safer, and means they can deal an extra 3% just by landing the grab. Rosalina can also use Lunar Landing to access her advantage state by inputting Luma's respective back aerial or forward aerial as she lands which gives her the ability to [[clang]] the Lunar Landing with various projectiles or grounded moves without Rosalina herself having any ending lag, giving her an easier time landing back on stage and also providing a consistent option for her to punish certain attacks and even projectiles. When coupled with Rosalina's reliable set of throws, these traits give her and Luma even greater mix-up potential, as well as more approaching and punishing options. Using the attack canceling feature built into Ultimate's mechanics, Rosalina can perform one move while Luma does a tilt or dash attack. This also allows for multiple combos and mindgames.
Rosalina also has access to a unique advanced technique called Lunar Landing. If Rosalina inputs an aerial attacks right as she lands, the aerial will not come out and she will land without enduring any landing lag (Unless using down aerial), but Luma will continue performing its respective aerial attack. This allows for greater mix-up and follow-up potential, as well as mindgames, but requires Luma in order to actually be performed. Their dash grab also has a similar occurrence, where if Rosalina performs a dash attack and instantly grabs, Rosalina will perform a dash grab while Luma will perform its respective dash attack. This makes their dash grab a lot safer, and means they can deal an extra 3% just by landing the grab. Rosalina can also use Lunar Landing to access her advantage state by inputting Luma's respective back aerial or forward aerial as she lands which gives her the ability to [[clang]] the Lunar Landing with various projectiles or grounded moves without Rosalina herself having any ending lag, giving her an easier time landing back on stage and also providing a consistent option for her to punish certain attacks and even projectiles. When coupled with Rosalina's reliable set of throws, these traits give her and Luma even greater mix-up potential, as well as more approaching and punishing options. Using the attack canceling feature built into Ultimate's mechanics, Rosalina can perform one move while Luma does a tilt or dash attack. This also allows for multiple combos and mindgames.


Rosalina's throws possess a variety of useful increments that she can effectively utilize to set up into punishes or direct follow-ups. This produces convenient methods for her to grant a great deal of damage to her opponent very early into a stock. Rosalina's up throw constructively acts as her main combo throw which allows for exceedingly effective setups for combos into various attacks. Such attacks, most notably, both Rosalina and Luma's aerials, can usually either combo into each other or other moves allowing for great utilization of setups that lead into a wide variety of methods to output damage. Rosalina can consistently use her up throw to combo into her and Luma's neutral aerial, up tilt, and up aerial. This allows for Rosalina to find easy methods to rack up damage by using her up throw to set up further combos or juggle her opponents with her neutral aerial or up aerial. Her forward throw is a potent tool for setting up edge-guarding when throwing an opponent off the edge or it can act as KO throw when used at the edge at very high percentages. Her forward throw even obtains further use with it allowing her to throw her opponent into a detethered Luma's attacks, effectively being able to use her forward throw to "pinball" her opponent at lower percentages. Her back throw is most commonly used as her primary KO throw when at higher percentages, although it can provide an opportunity to edge trap or edge-guard the opponent if it is used on the edge. However, her down throw, due to its high base knockback and ending lag, is the least useful of her throws and has very limited combo potential, as it can only potentially combo into her forward aerial at very low percentages.  
Rosalina's throws possess a variety of useful increments that she can effectively utilize to set up into punishes or direct follow-ups. This produces convenient methods for her to grant a great deal of damage to her opponent very early into a stock. Rosalina's up throw constructively acts as her main combo throw which allows for exceedingly effective setups for combos into various attacks that can either combo into each other or other moves allowing for great utilization of setups into a wide variety of methods to output damage. Rosalina can consistently use her up throw to combo into her and Luma's neutral aerial, up tilt, and up aerial. This allows for Rosalina to find easy methods to rack up damage with her up throw to set up further combos or juggle her opponents with her neutral aerial or up aerial. Her forward throw is a potent tool for setting up edge-guarding when throwing an opponent off the edge or it can act as KO throw when used at the edge at very high percentages. Her forward throw even obtains further use with it allowing her to throw her opponent into a detethered Luma's attacks, effectively being able to use her forward throw to "pinball" her opponent at lower percentages. Her back throw is most commonly used as her primary KO throw when at higher percentages, although it can provide an opportunity to edge trap or edge-guard the opponent if it is used on the edge. However, her down throw, due to its high base knockback and ending lag, is the least useful of her throws and has very limited combo potential, as it can only potentially combo into her forward aerial at very low percentages.  


Rosalina and Luma can obtain numerous uses with their tilt attacks, primarily when Luma is detethered from Rosalina with the use of Luma Shot. This makes it so that the duo's tilt attacks can potentially be used as a measure to tactfully place Rosalina into advantage state if she uses a detethered Luma's to cover the stage, with any of Luma's tilt attacks being able to effective place an opponent out of advantage state and possibly giving Rosalina the opportunity to escape a situation where she is stuck in disadvantage, greatly strengthening her defensive capabilities. Rosalina has fairly quick startup on both her forward tilt and down tilt as well as notable range on both moves when combined with Luma's. Specifically, their forward tilt allows them to use its range as a poking tool or to knock opponents forward and set up [[tech-chasing]] at lower percentages. Rosalina's down tilt can set up for tech-chasing at mid-percentages and can effectively ledgetrap certain characters. Luma's down tilt obtains noteworthy range both when attached  and detached to Rosalina's and it can act as a combo finisher, poking tool, and Rosalina can use it [[gimp]] certain recoveries if Luma's down tilt is used while it is detethered from Rosalina at the ledge or offstage. Rosalina and Luma's up tilt is not only an effective combo starting tool but even a decent combo extender, primarily into allowing a follow-up into their any of their aerials, and their up tilt can act as a useful anti-air. However, Rosalina's up tilt does not possess a hitbox in front of her which can lead to a direct punish if it's not used correctly, making it best used as an anti-air when Rosalina does not have Luma. Luma's respective up tilt can hit opponents when they are both grounded and in the air, with Luma's up tilt even being a functional move to KO grounded opponents at high percentages.
Rosalina and Luma can obtain numerous uses with their tilt attacks primarily when Luma is detethered from Rosalina with the use of Luma Shot. This makes it so that the duo's tilt attacks can be used as a measure to tactfully place Rosalina into advantage state if she uses a detethered Luma's to cover the stage, with any of Luma's tilt attacks being able to effective place an opponent out of advantage state and possibly giving Rosalina the opportunity to escape a situation where she is stuck in disadvantage, greatly strengthening her defensive capabilities. Rosalina has quick startup on both her forward tilt and down tilt as well as notable range on both moves especially when combined with Luma's. Specifically, their forward tilt allows them to use its range as a poking tool or to knock opponents forward and set up [[tech-chasing]] at lower percentages. Rosalina's down tilt can set up for tech-chasing at mid-percentages and can effectively ledgetrap certain characters. Luma's down tilt obtains noteworthy range both when attached  and detached to Rosalina's and it can act as a combo finisher, poking tool, and Rosalina can use it [[gimp]] certain recoveries if Luma's down tilt is used while it is detethered from Rosalina at the ledge or offstage. Rosalina and Luma's up tilt is not only an effective combo starting tool but even a decent combo extender, primarily into allowing a follow-up into their any of their aerials, and their up tilt can act as a useful anti-air. Luma's respective up tilt can hit opponents when they are both grounded and in the air, with Luma's up tilt even being a functional move to KO grounded opponents at high percentages.


Rosalina & Luma are also gifted with a good set of smash attacks. Their forward smash possesses a large amount of range, making it very useful to finish off opponents. While it has the highest knockback growth out of Rosalina's attacks, it requires Luma's involvement to achieve its true KO potential and range, which is among the best in the game. Their up smash has minimal start-up and, while it possesses less range, is still a great KOing option regardless due to rendering Rosalina's head [[Intangibility|intangible]] throughout its duration. Lastly, their down smash is a useful anti-pressure option thanks to it having less start-up and especially ending lag in comparison to their other smashes. Due to it also being a semi-spike, it can also be used for edge-guarding. As of update 13.0.0, it is strong enough to KO reliably, which further bolsters its utility. Luma can also perform smash attacks while away from Rosalina; thus, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.
Rosalina & Luma are also gifted with a good set of smash attacks. Their forward smash possesses a large amount of range, making it very useful to finish off opponents. While it has the highest knockback growth out of Rosalina's attacks, it requires Luma's involvement to achieve its true KO potential and range, which is among the best in the game. Their up smash has minimal start-up and, while it possesses less range, is still a great KOing option regardless due to rendering Rosalina's head [[Intangibility|intangible]] throughout its duration. Lastly, their down smash is a useful anti-pressure option thanks to it having less start-up and especially ending lag in comparison to their other smashes. Due to it also being a semi-spike, it can also be used for edge-guarding. As of update 13.0.0, it is strong enough to KO reliably, which further bolsters its utility. Luma can also perform smash attacks while away from Rosalina; thus, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.


Rosalina and Luma's special moves give them special utility inaccesible to any other character. Luma Shot gives Rosalina a method to attack safely from a distance and gives them superior ledge guarding capabilities. Star Bits, their side special move, is a very good tool for keeping opponents away from. It cannot be clanked with and has long lasting hitboxes, allowing it to stop fast approaches like a Sonic Spin Dash. It can be a primary tool for spacing, camping, and disrupting approaches if it is coupled with Luma Shot where Luma is detethered from Rosalina. When used properly, Rosalina is practically immune to projectiles via Gravitational Pull. While it does not deal damage, it causes Rosalina to completely nullify any projectile near her. Despite not being a reflector, it shares the same ability of making incoming items and projectiles come under Rosalina's ownership, which means any opponents can be damaged by the orbiting item or projectile if they are too close. In addition, Gravitational Pull activates on frame 4, making it an effective tool for nullifying projectiles that are sent at her at a variety of ranges on the stage. This allows Rosalina to virtually shut down projectile-reliant playstyles of zoning-oriented characters such as Villager, as their over-reliance on projectiles causes them to have a difficult time fighting her so long as Gravitational Pull is properly used. Although situational, Gravitational Pull can also gimp certain recoveries, with the best examples being PK Thunder; Rosalina can immediately pull away the PSI lightning bolt projectile before Ness or Lucas can use it to recover, rendering them helpless as a result. However, Gravitational Pull is not impervious. Rosalina can be heavily punished if she mistimes the move or if it is used on a projectile that is sent by an opponent at a close enough distance to attack her, as it does not produce damage or knockback to repel an opponent attempting to punish her, or when the move ends and Rosalina is left vulnerable with its notable frames of ending lag. Aside from Gravitational Pull, Luma can also be used to block projectiles, especially with proper use of Luma Shot where Luma can be at a distance in front of Rosalina to block intercepting projectiles from hitting her, although this comes at the cost of depleting its HP. Launch Star provides one of the longest and fastest-traveling recovery moves in the game, which when coupled with Rosalina’s extremely slow falling speed and high acceleration makes her less reliant on her double jump offstage, allowing her to travel far out from the sides of the stage while almost always being able to make it back with proper aim and timing.
Rosalina and Luma's special moves give them special utility inaccesible to any other character. Luma Shot gives Rosalina a method to attack safely from a distace and gives them superior ledge guarding capabilities. Star Bits, their side special move, is a very good tool for keeping opponents away from. It cannot be clanked with and has long lasting hitboxes, allowing it to stop fast approaches like a Sonic Spin Dash. When used properly, Rosalina is practically immune to projectiles via Gravitational Pull. While it does not deal damage, it causes Rosalina to completely nullify any projectile near her. Despite not being a reflector, it shares the same ability of making incoming items and projectiles come under Rosalina's ownership, which means any opponents can be damaged by the orbiting item or projectile if they are too close. In addition, Gravitational Pull activates on frame 4 and has very little ending lag, making it difficult for an opponent to punish her for using it. This allows Rosalina to virtually shut down projectile-reliant playstyles of zoning-oriented characters such as Villager, as their over-reliance on projectiles causes them to have a difficult time fighting her so long as Gravitational Pull is properly used. Although situational, Gravitational Pull can also gimp certain recoveries, with the best examples being PK Thunder; Rosalina can immediately pull away the PSI lightning bolt projectile before Ness or Lucas can use it to recover, rendering them helpless as a result. Aside from Gravitational Pull, Luma can also be used to block projectiles, although this comes at the cost of depleting its HP. Launch Star provides one of the longest and fastest-traveling recovery moves in the game, which when coupled with Rosalina’s extremely slow falling speed and high acceleration makes her less reliant on her double jump offstage, allowing her to travel far out from the sides of the stage while almost always being able to make it back with proper aim and timing.


Despite her various strengths, Rosalina has noticeable weaknesses. Her tall height sometimes makes it very hard to avoid attacks, while her light weight causes her to be very susceptible to early KOs. Although Launch Star provides an extremely long-distanced recovery, it lacks any sort of hitbox (until Luma is able to act at the end of the move), making her vulnerable to meteor smashes; to add insult to injury, the move can be difficult to aim directly upward which can cause players to SD if they find themselves in a scramble situation directly beneath the ledge. Her disadvantage state is extremely poor, as she cannot deal with juggling very well thanks to her slow falling speed and average air speed, though her very high air acceleration, invisible neutral air dodge and hard-to-contest aerials can allow her some control over mixing up her landing.
Despite her various strengths, Rosalina has noticeable weaknesses. Her tall height sometimes makes it very hard to avoid attacks, while her light weight causes her to be very susceptible to early KOs. Although Launch Star provides an extremely long-distanced recovery, it lacks any sort of hitbox (until Luma is able to act at the end of the move), making her vulnerable to meteor smashes; to add insult to injury, the move can be difficult to aim directly upward which can cause players to SD if they find themselves in a scramble situation directly beneath the ledge. Her disadvantage state is extremely poor, as she cannot deal with juggling very well thanks to her slow falling speed and average air speed, though her very high air acceleration, invisible neutral air dodge and hard-to-contest aerials can allow her some control over mixing up her landing.
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Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are unimpressive and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 10 seconds it takes to do so can be more than enough time for the opponent to land a combo or score a KO on Rosalina. This is further compounded by Luma's inability to act out of a tumble until landing on the ground, as attacks that knock Luma off-stage will result in it being inevitably KO'd, regardless of how much HP it has. Most of the cast also has a reliable move to use in order to KO Luma and thus avoid the risk of being punished by Rosalina. Luma's vulnerability is coupled with Luma possessing no way to shield on it's own, with the only way to protect it being through Rosalina's shield. Luma's lack of any shield can potentially put it at risk whenever it is tethered away from Rosalina, making it so that some characters with strong projectiles can easily KO a de-tethered Luma. Luma's lack of rolls, a spotdodge, or an airdodge makes it very easy for opponents to pressure it if Rosalina is forced to dodge an attack. Luma's lack of a grab also makes it have difficulty pressuring shields without being tethered to Rosalina. Additionally, both Rosalina and Luma have a particularly difficult time against characters with larger disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in ''SSB4''. Characters with swords or other long, disjointed hitboxes will have no problem using their weapons to easily outrange both her and Luma, challenge her attempts at aerial pressure, and juggle her, making it difficult for her to wall them out and putting Rosalina in a position where a mistake could easily result in her taking a large amount of damage or even losing a stock.  
Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are unimpressive and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 10 seconds it takes to do so can be more than enough time for the opponent to land a combo or score a KO on Rosalina. This is further compounded by Luma's inability to act out of a tumble until landing on the ground, as attacks that knock Luma off-stage will result in it being inevitably KO'd, regardless of how much HP it has. Most of the cast also has a reliable move to use in order to KO Luma and thus avoid the risk of being punished by Rosalina. Luma's vulnerability is coupled with Luma possessing no way to shield on it's own, with the only way to protect it being through Rosalina's shield. Luma's lack of any shield can potentially put it at risk whenever it is tethered away from Rosalina, making it so that some characters with strong projectiles can easily KO a de-tethered Luma. Luma's lack of rolls, a spotdodge, or an airdodge makes it very easy for opponents to pressure it if Rosalina is forced to dodge an attack. Luma's lack of a grab also makes it have difficulty pressuring shields without being tethered to Rosalina. Additionally, both Rosalina and Luma have a particularly difficult time against characters with larger disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in ''SSB4''. Characters with swords or other long, disjointed hitboxes will have no problem using their weapons to easily outrange both her and Luma, challenge her attempts at aerial pressure, and juggle her, making it difficult for her to wall them out and putting Rosalina in a position where a mistake could easily result in her taking a large amount of damage or even losing a stock.  


Overall, Rosalina & Luma have a high learning curve, where players must become comfortable with using her aerial bait-and-punish abilities as well as her grounded keep-away options. Players must also learn when to separate Rosalina from Luma, as well as when to protect each during the course of a match with their various options. Mastering her unique playstyle allows for creating impressive tag-team combos and scoring KOs through strong pressure.
Overall, Rosalina & Luma have a high learning curve, where players must become comfortable with using her aerial bait-and-punish abilities as well as her grounded keep away options. Players must also learn when to separate Rosalina from Luma, as well as when to protect each during the course of a match with their various options. Mastering her unique playstyle allows for creating impressive tag-team combos and scoring KOs through strong pressure.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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|usmashname=Bend Back ({{ja|ベンドバック|Bendo Bakku}})
|usmashname=Bend Back ({{ja|ベンドバック|Bendo Bakku}})
|usmashdmg=Rosalina: {{ChargedSmashDmgSSBU|12}}<br>Luma: {{ChargedSmashDmgSSBU|6}} (clean), {{ChargedSmashDmgSSBU|5}} (late)
|usmashdmg=Rosalina: {{ChargedSmashDmgSSBU|12}}<br>Luma: {{ChargedSmashDmgSSBU|6}} (clean), {{ChargedSmashDmgSSBU|5}} (late)
|usmashdesc=Rosalina performs a backward arcing headbutt while emitting a rainbow colored trail. Her head is intangible on frames 7-16.<br>Luma performs a bicycle kick. It is Rosalina's best out of shield option, and her most reliable KO option without Luma. It also has minimal startup for a smash attack.
|usmashdesc=Rosalina performs a battering ram before arcing backward while emitting a rainbow colored trail. Her head is intangible on frames 7-16.<br>Luma performs a bicycle kick. It is Rosalina's best out of shield option, and her most reliable KO option without Luma. It also has minimal startup for a smash attack.
|dsmashname=Twin Galaxy ({{ja|ツインギャラクシー|Tsuin Gyarakushī}})
|dsmashname=Twin Galaxy ({{ja|ツインギャラクシー|Tsuin Gyarakushī}})
|dsmashdmg=Rosalina: {{ChargedSmashDmgSSBU|7}} (front), {{ChargedSmashDmgSSBU|9}} (back)<br>Luma: {{ChargedSmashDmgSSBU|4}} (back), {{ChargedSmashDmgSSBU|5}} (front)
|dsmashdmg=Rosalina: {{ChargedSmashDmgSSBU|7}} (front), {{ChargedSmashDmgSSBU|9}} (back)<br>Luma: {{ChargedSmashDmgSSBU|4}} (back), {{ChargedSmashDmgSSBU|5}} (front)
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|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}''||
|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}''||
|-
|-
|5||{{Head|Kirby|g=SSBU|s=20px}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}{{Head|Kirby|g=SSBU|s=20px|cl=White}} {{SSBU|Kirby}} (×6)||[[Dream Land]]||''{{SSBUMusicLink|Kirby|Green Greens (for 3DS / Wii U)}}''||Horde Battle (3 at a time)<br>The Kirbys could also be a possible reference to the Lumas themselves.
|5||{{Head|Kirby|g=SSBU|s=20px}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}{{Head|Kirby|g=SSBU|s=20px|cl=White}} {{SSBU|Kirby}} (×6)||[[Dream Land]]||''{{SSBUMusicLink|Kirby|Green Greens (for 3DS / Wii U)}}''||Horde Battle.<br>The Kirbys could also be a possible reference to the Lumas themselves.
|-
|-
|6||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Fated Battle}}''||{{CharHead|Mario|SSBU|hsize=20px}} appears as a teammate. Items do not appear.
|6||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Fated Battle}}''||{{CharHead|Mario|SSBU|hsize=20px}} appears as a teammate. Items do not appear.

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