Template:SSB4 to SSBU changelist/Rosalina & Luma
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Aesthetics
- As with all veterans returning from SSB4, Rosalina & Luma's models feature a more subdued color scheme. Rosalina's gown now features simple textile detailing, and has a more turquoise color, consistent with her appearances outside of Smash Bros.
- Rosalina's slippers are now their usual silver, rather than matching the shade of her dress.
- As with Peach, default Rosalina's crown in her stock icon is its usual silver, rather than cyan like her dress.
- Luma always faces the screen regardless of the direction it turns towards; Rosalina's stance, however, is not mirrored.
- As with Peach, Zelda, and Palutena, Rosalina's dress now has independent physics.
- To compensate for her revised dress physics, Rosalina's crouching animation has been altered; her dress fans out behind her rather than moving in front. However, this does not apply when holding a small item.
- Rosalina's airdodge and rolls now cause a bright light to appear as she steps right or left. Additionally, her sidestep animation now features more effects as she teleports.
- Luma now cries out at the end of its jab, smash attacks, and during down taunt.
- During Rosalina's Star KO, Luma starts shrinking before exploding in a burst of stars once she is KOed.
- When Luma has low HP, it will have a tired idle animation.
- Luma is slightly less expressive, as it no longer blinks when idle as well as during all of Rosalina's victory poses.
Attributes
- Like all characters, Rosalina's jumpsquat animation takes three frames to complete (down from 5).
- Luma has less HP (50 → 40).
- Luma's respawn time has shortened and is dependent on the amount of players in the battle (12.5 seconds → 10 (2 players), 7 (3 players), 5 (>3 players)).
- Luma's attacks benefit from a 1.5x damage amplifier when Rosalina launches it away.
- When Luma is launched, it receives roughly 25% less knockback, improving its survivability.
- When opponents get near a detethered Luma, it autofaces them, in a similar way to Ryu's mechanic.
- Rosalina's air speed is slightly faster (1 → 1.05).
- Rosalina walks faster (1.0835 → 1.138).
- Rosalina dashes faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).
- Rosalina has higher traction (0.068 → 0.099). However, it is significantly slower relative to the cast, going from the 6th highest out of 58 characters to the 63rd highest out of 89 characters.
- The introduction of attack canceling benefits Rosalina more than other returning veterans, as she can make Luma perform a grounded attack while she performs an aerial, giving her unique attack options.
- Luma receives more knockback in general, making it easier to KO.
- Luma no longer stalls in place as long when performing attacks airborne.
- Rosalina is heavier (77 → 82), weighing as much as Falco. This increases her survivability.
Ground attacks
- Neutral attack:
- The first hit of Rosalina's jab has less startup lag (frame 8 → 5), The second hit of her jab deals more damage (1% → 2%) and both third hits of jab have less startup lag (frame 9 → 7). Both first hits of jab also have less ending lag (frame 23 → 21).
- The first two hits of Luma's jab deals less damage (2% → 1%).
- Luma's jab movement and range have decreased significantly, no longer pushing Luma forward. This hinders Rosalina's ability to space with jab.
- Luma's jab 3 knockback growth greatly decreased, removing its KO potential. Jab 3 also has a shorter duration (frames 9-11 (Rosa), 9-13 (Luma) → 7-8 (both)).
- Luma's rapid jab knockback growth greatly increased, making it a good killing option near the ledge. The final hit also has less startup lag (frame 9 (Rosa), 8 (Luma) → 6 (both)).
- Rapid jab deals much less damage (1.7% (Rosa), 1.2% (Luma) → 0.3% (Rosa), 0.1% (Luma)) greatly hindering its damage racking potential. The final hit also has a shorter duration (frames 9-11 (Rosa), 8-12 (Luma) → 6-7 (both)).
- Forward tilt:
- Forward tilt deals more damage (6%/5% → 7.5%/6.7% (Rosa), 4.3% → 6.7%/4.5% (Luma)). Luma's forward tilt also has less ending lag (frame 39 → 38).
- Luma's forward tilt has a shorter duration (frames 8-11 → 8-10).
- Up tilt:
- Rosalina's up tilt has a larger horizontal hitbox, deals more damage when hit clean (8% → 10%) and has decreased startup lag with a longer duration (frames 9-17 → 7-17). Luma's up tilt also deals more damage (8%/4%/3% → 12%/6%/4.5%).
- Rosalina's up tilt has a weaker late hit and has less intangibility (frames 4-11 → 4-10). Luma's up tilt has more ending lag (frame 31 → 41).
- Down tilt:
- Down tilt deals more damage (4.5% → 5.5% (Rosa), 3.5% → 5.2% (Luma)).
- Luma's down tilt has more ending lag (frame 32 → 33).
- Dash attack:
- Dash attack has less ending lag (FAF 48 → 41).
- Forward smash:
- Luma's forward smash hitbox has less range but has increased knockback to compensate for the change.
- Up smash:
- Rosalina's up smash hitbox has increased knockback scaling (90 → 94) and Luma's up smash hitbox has increased base knockback (60 → 65).
- Down smash:
- Down smash has an altered animation that is more floaty and graceful.
- It has more range (size and Y offsets 3.5 → 4.7) despite being placed closer to Rosalina (Z offsets 19.0—9.0/-19.0—-9.0 → 18.0—8.0/-18.0—-8.0).
Aerial attacks
- All aerials have less landing lag (11 frames → 8 (neutral), 20 → 16 (forward), 16 → 10 (back), 18 → 11 (up), 20 → 12 (down)).
- Neutral aerial:
- Rosalina has a new neutral aerial: she spins her wand around herself. It now hits in front of Rosalina first and the animation is much faster, improving its safety. Because of this, it has significantly decreased ending lag (FAF 66 → 44) and the second hit of Luma's neutral aerial comes out twice as fast (frame 26 → 13). It auto-cancels drastically earlier (60 → 33), allowing it to auto-cancel in a short hop fast fall and when the hitboxes cease, and Luma can perform two neutral aerials in a short hop. It also deals more damage (5% → 10% (Rosa early), 7.5% → 8% (Rosa late), 4% (Luma front), 3% (Luma back) → 4.5% (Luma)). This makes it much faster, safer and versatile than the old neutral aerial.
- Luma's neutral aerial has increased startup lag for the first hit and both neutral aerials have a shorter duration (frames 9-34 (clean), 35-46 (late) → 9-26/27-33 (Rosa), frames 3-6 (Luma hit 1), frames 26-29 (Luma hit 2) → 7-9/13-14)).
- Both neutral aerials have different angles (361° → 60°/72° (Rosalina)/ 74° (Luma)).
- Forward aerial:
- Rosalina's forward aerial has less startup (frame 11 → 10) and much less ending lag (frame 76 → 55).
- It auto-cancels much earlier (67 → 50), allowing it to do so in a short hop.
- Luma's forward aerial has a shorter duration (frames 11-14 → 11-13) and has more ending lag (frame 58 → 60).
- Back aerial:
- It auto-cancels later (46→ 50), although it can still auto-cancel in a short hop.
- Up aerial:
- Luma has a new up aerial: an uppercut, instead of an upwards kick.
- Rosalina's late up aerial has drastically higher knockback scaling (30 → 98). It also auto-cancels slightly earlier (45 → 42).
- Luma's up aerial has more startup lag and both up aerials have a shorter duration (frames 8-29 → 8-19 (Rosa), frames 3-10 → 6-11 (Luma)). Up aerial's ending lag has also increased (FAF 42 → 50), significantly worsening its juggling potential.
- Down aerial:
- Luma's down aerial has increased startup lag (frame 8 → 15) and ending lag (FAF 42 → 50).
- It auto-cancels one frame later, matching its new interruptibility (49 → 50).
Throws and other attacks
- Rosalina's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.
Special moves
- Luma Shot:
- Luma Shot has less ending lag when sending out (FAF 44 → 35) and calling back Luma (FAF 38 → 22)
- Luma Shot travels less distance, and Luma halts all momentum at the end of the move.
- Luma Shot can no longer be held indefinitely.
- Star Bits:
- The first two Star Bits have less startup lag (13/17 → 10/16).
- Star Bits have greatly increased range.
- Star Bits deal more damage (2.8% → 3%).
- The last Star Bit has more startup lag (21 → 22).
- Star Bits are now projectiles, rather than moving hitboxes connected to Luma. As such, once a Star Bit is fired, its movement is independent of Luma.
- As projectiles, the Star Bits are pocketable and are set to be reflectable but not absorbable.
- The Star Bits are now affected by the reduced shieldstun for projectiles, and like most projectiles have reduced shield damage (0 → -1.5).
- However, this also means Luma does not sustain hitlag when the star bits connect, improving their safety on hit, especially when combined with the universal increase to hitlag.
- Launch Star:
- Rosalina's head does not poke out during her 2-frame animation, making it safer when snapping the ledge.
- Gravitational Pull:
- Gravitational Pull equips items instead of only pulling them in.
- Gravitational Pull has less ending lag (FAF 45 → 40).
- Gravitational Pull has slower startup and fewer active frames (frame 2–60 → 5–39), no longer pulling objects after the animation has ended.
- Gravitational Pull range has been reduced.
- Final Smash:
- Rosalina's Final Smash uses a Grand Star during her Final Smash, and the name was changed to accommodate for that, going from Power Star to Grand Star. The change however, is only aesthetic, and the move overall functions the same as it did in SSB4.
- During Grand Star, an outer space backdrop temporarily appears.
- Grand Star pulls opponents in towards the multi-hitting star, making it more effective as a damage dealing attack. The Grand Star itself also covers more area, and grows significantly faster.
- The smaller stars that fly off of the grand star travel a shorter distance before disappearing, and deal less damage (3% → 1%). They also no longer spawn from inside the power star, and thus cannot deal additional damage to opponents caught in the star. This drastically reduces the move's maximum damage potential.
- The explosion at the end of the move deals less damage (12% → 11%), and has altered knockback (50 (base)/118 (scaling) → 80/105), dealing less knockback overall. Combined with the above change, this removes the ability for the move to KO opponents starting at 0% damage.