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:''This article is about Rosalina & Luma's appearances in ''Super Smash Bros. 4''. For the characters in other contexts, see [[Rosalina]] and [[Luma]]. | :''This article is about Rosalina & Luma's appearances in ''Super Smash Bros. 4''. For the characters in other contexts, see [[Rosalina]] and [[Luma]]. | ||
{{Infobox Character | {{Infobox Character | ||
|name | |name = Rosalina & Luma | ||
|image | |image = [[File:Rosalina SSB4.png|250px]] | ||
|universe | |universe = {{uv|Mario}} | ||
|game | |game = SSB4 | ||
|ssbgame1 | |ssbgame1 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
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'''Rosalina & Luma''' ({{ja|ロゼッタ&チコ|Rozetta & Chiko}}, ''Rosetta & Chiko''), known simply as '''Rosalina''' ({{ja|ロゼッタ|Rozetta}}, ''Rosetta'') in the [[character customization]] menu and the {{for3ds}} foldout, are playable characters in ''[[Super Smash Bros. 4]]''. A duo consisting of Rosalina and a Luma, the player primarily controls Rosalina, while additional moves and inputs control the Luma's position and attacks. They were revealed during a [[Nintendo Direct]] on December 18th, 2013, which coincided with Rosalina's reveal in ''{{s|mariowiki|Mario Kart 8}}''.<ref>[https://www.youtube.com/watch?v=OS_gYzv02SQ Nintendo Direct 12.18.13]</ref> Kerri Kane, who first voiced Rosalina in ''{{s|mariowiki|Mario Kart 7}}'', reprises her role.<!--Kerri Kane is listed in the credits in the voice acting section; do not change it--> | '''Rosalina & Luma''' ({{ja|ロゼッタ&チコ|Rozetta & Chiko}}, ''Rosetta & Chiko''), known simply as '''Rosalina''' ({{ja|ロゼッタ|Rozetta}}, ''Rosetta'') in the [[character customization]] menu and the {{for3ds}} foldout, are playable characters in ''[[Super Smash Bros. 4]]''. A duo consisting of Rosalina and a Luma, the player primarily controls Rosalina, while additional moves and inputs control the Luma's position and attacks. They were revealed during a [[Nintendo Direct]] on December 18th, 2013, which coincided with Rosalina's reveal in ''{{s|mariowiki|Mario Kart 8}}''.<ref>[https://www.youtube.com/watch?v=OS_gYzv02SQ Nintendo Direct 12.18.13]</ref> Kerri Kane, who first voiced Rosalina in ''{{s|mariowiki|Mario Kart 7}}'', reprises her role.<!--Kerri Kane is listed in the credits in the voice acting section; do not change it--> | ||
'''Luma''' ({{ja|チコ|Chiko}}, ''Chiko'') is a member of [[mariowiki:Luma (species)|the star-shaped species of the same name]] that is under the care of Rosalina. It<!--The Rosalina & Luma: Rebound and Rosalina & Luma: Luma's Reactions tips refer to Luma as "it"--> fights in tandem with Rosalina, similarly to how [[Ice Climbers|Nana fights in tandem with Popo]], and utilizes [[hit points]] (HP) like [[Captain Olimar]]'s {{b|Pikmin|species}} do. Unlike Nana and the Pikmin, Luma is controlled by the player, even when separated from Rosalina, | '''Luma''' ({{ja|チコ|Chiko}}, ''Chiko'') is a member of [[mariowiki:Luma (species)|the star-shaped species of the same name]] that is under the care of Rosalina. It<!--The Rosalina & Luma: Rebound and Rosalina & Luma: Luma's Reactions tips refer to Luma as "it"--> fights in tandem with Rosalina, similarly to how [[Ice Climbers|Nana fights in tandem with Popo]], and utilizes [[hit points]] (HP) like [[Captain Olimar]]'s {{b|Pikmin|species}} do. Unlike Nana and the Pikmin, Luma is controlled by the player, even when separated from Rosalina,and has a set respawn time upon being KO'd. Rosalina is always accompanied by a yellow Luma at the beginning of each battle, and while the yellow Luma can respawn upon being KO'd, it is possible for a differently colored Luma to take its place. The other Lumas are colored blue, green, red, cream<!--The Rosalina & Luma: Luma's Color tip refers to the apricot Luma's color as cream--> (who appears almost identical to [[mariowiki:Luma (character)|Baby Luma]]), and blackish brown (who is actually {{s|mariowiki|Polari}})<!--The Rosalina & Luma: Luma's Color tip confirms that Polari is indeed the dark brown Luma-->. | ||
Rosalina & Luma are ranked 5th out of 55 on the [[tier list]], placing them in the A tier and making them the third highest ranking [[newcomer]]s. The pair are known for their powerful defensive [[neutral game]], as Rosalina can invalidate projectiles using [[Gravitational Pull]], Luma can tank hits on behalf of Rosalina and is immune to status effects, and either character can help the other ward off [[pressure]] by individually [[punish]]ing opponents. The duo also have impressive KO potential, thanks to Luma's power and many of Rosalina's moves having [[disjoint]]ed ranges. By extension, their respective movesets are both quick and useful, such as Rosalina's up aerial having impressive juggling potential, and Luma's aerials boasting approach and combo potentials thanks to their [[Lunar Landing]] technique. | Rosalina & Luma are ranked 5th out of 55 on the [[tier list]], placing them in the A tier and making them the third highest ranking [[newcomer]]s. The pair are known for their powerful defensive [[neutral game]], as Rosalina can invalidate projectiles using [[Gravitational Pull]], Luma can tank hits on behalf of Rosalina and is immune to status effects, and either character can help the other ward off [[pressure]] by individually [[punish]]ing opponents. The duo also have impressive KO potential, thanks to Luma's power and many of Rosalina's moves having [[disjoint]]ed ranges. By extension, their respective movesets are both quick and useful, such as Rosalina's up aerial having impressive juggling potential, and Luma's aerials boasting approach and combo potentials thanks to their [[Lunar Landing]] technique. | ||
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==Moveset== | ==Moveset== | ||
*Rosalina can [[ | *Rosalina can [[crawl]]. | ||
*Luma utilizes a [[hit points]] (HP) mechanic. It has 50 HP, and if it is KO'd either by losing all of its HP or by crossing a [[blast line]], another Luma will appear after 13 seconds. | *Luma utilizes a [[hit points]] (HP) mechanic. It has 50 HP, and if it is KO'd either by losing all of its HP or by crossing a [[blast line]], another Luma will appear after 13 seconds. Luma is also controlled by the player, instead of [[artificial intelligence]]. | ||
*'''R:''' Rosalina, '''L:''' Luma | *'''R:''' Rosalina, '''L:''' Luma | ||
{{MovesetTable | {{MovesetTable | ||
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|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=R: 2%<br | |neutral1dmg=R: 2%<br>L: 2% | ||
|neutral2dmg=R: 1%<br | |neutral2dmg=R: 1%<br>L: 2% | ||
|neutral3dmg=R: 3%<br | |neutral3dmg=R: 3%<br>L: 4% | ||
|neutralinfdmg=R: 1.7% (loop), 3% (last)<br | |neutralinfdmg=R: 1.7% (loop), 3% (last)<br>L: 1.2% (loop), 3% (last) | ||
|neutraldesc=R: Swings her wand twice followed by emitting a sparkle-shaped energy blast between her hands. Alternatively, the first hit can be [[jab cancel]]ed into a grab, while the second hit be followed by a rapid series of wand strikes that culminates with a final wand strike.<br | |neutraldesc=R: Swings her wand twice followed by emitting a sparkle-shaped energy blast between her hands. Alternatively, the first hit can be [[jab cancel]]ed into a grab, while the second hit be followed by a rapid series of wand strikes that culminates with a final wand strike.<br>L: A punch followed by a kick followed by a bicycle kick. Alternatively, the punch and kick can be followed by a series of rapidly twirling punches that culminate with a corkscrew headbutt. | ||
Ideal for punishing attacks that have little ending lag, though it can also be used for pressuring and zoning. If spaced and timed correctly, it can deal up to 30%. When combined, it can deal up to 35% when used as a follow-up from an up throw against certain fast-fallers beginning at 0%. | Ideal for punishing attacks that have little ending lag, though it can also be used for pressuring and zoning. If spaced and timed correctly, it can deal up to 30%. When combined, it can deal up to 35% when used as a follow-up from an up throw against certain fast-fallers beginning at 0%. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=R: 6% (legs), 5% (body)<br | |ftiltdmg=R: 6% (legs), 5% (body)<br>L: 4.3% | ||
|ftiltdesc=R: A floating, double-footed roundhouse kick.<br | |ftiltdesc=R: A floating, double-footed roundhouse kick.<br>L: A roundhouse kick. | ||
It has high range thanks to Rosalina's hitbox being disjointed, and has decent knockback when combined. In addition to being useful for spacing and edge-guarding, it is ideal for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with [[Luma Shot]]. However, it leaves Luma vulnerable from overhead attacks because of its high ending lag. | It has high range thanks to Rosalina's hitbox being disjointed, and has decent knockback when combined. In addition to being useful for spacing and edge-guarding, it is ideal for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with [[Luma Shot]]. However, it leaves Luma vulnerable from overhead attacks because of its high ending lag. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=R: 8%<br | |utiltdmg=R: 8%<br>L: 8% (clean), 4% (mid), 3% (late) | ||
|utiltdesc=R: Emits a [[wikipedia:Ring system|planetary ring]] that rises up from her head. | |utiltdesc=R: Emits a [[wikipedia:Ring system|planetary ring]] that rises up from her head.<br>L: An uppercut. | ||
It comes out on frame 3, making it Rosalina's fastest attack. It also renders her head [[Intangibility|intangible]] on frames 4-11, and can hit through platforms. When combined, it is more useful to disrupt aerial and approaching opponent, even though opponents with long ranges can attack either Rosalina or Luma out of this attack. Due to Luma's attack having high base knockback, but low knockback growth, it does not KO until 140%. | It comes out on frame 3, making it Rosalina's fastest attack. It also renders her head [[Intangibility|intangible]] on frames 4-11, and can hit through platforms. When combined, it is more useful to disrupt aerial and approaching opponent, even though opponents with long ranges can attack either Rosalina or Luma out of this attack. Due to Luma's attack having high base knockback, but low knockback growth, it does not KO until 140%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=R: 4.5%<br | |dtiltdmg=R: 4.5%<br>L: 3.5% | ||
|dtiltdesc=R: A low-angle dropkick.<br | |dtiltdesc=R: A low-angle dropkick.<br>L: A low-angle headbutt. | ||
It comes out on frame 5 and is a [[semi-spike]], which make it a quick and useful attack for spacing and edge-guarding. Rosalina's attack can also be used to "pinball" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot. | It comes out on frame 5 and is a [[semi-spike]], which make it a quick and useful attack for spacing and edge-guarding. Rosalina's attack can also be used to "pinball" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot. | ||
|dashname= | |dashname= | ||
|dashdmg=R: 3% (hit 1), 4% (hit 2)<br | |dashdmg=R: 3% (hit 1), 4% (hit 2)<br>L: 3% | ||
|dashdesc=R: A lunging, upward [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]] that emits stardust from her head.<br | |dashdesc=R: A lunging, upward [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]] that emits stardust from her head.<br>L: A lunging upward battering ram that concludes with a backflip. | ||
Its very long duration makes it ideal for surprising opponents and difficult for them to punish, especially due to Luma's hitbox having very high knockback growth. It can re-position Luma to make Rosalina advance in good distance, while Rosalina can also perform a grab while Luma performs its own dash attack. | Its very long duration makes it ideal for surprising opponents and difficult for them to punish, especially due to Luma's hitbox having very high knockback growth. It can re-position Luma to make Rosalina advance in good distance, while Rosalina can also perform a grab while Luma performs its own dash attack. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=R: {{ChargedSmashDmgSSB4|12}}<br | |fsmashdmg=R: {{ChargedSmashDmgSSB4|12}}<br>L: {{ChargedSmashDmgSSB4|7}} (arm), {{ChargedSmashDmgSSB4|5}} (body) | ||
|fsmashdesc=R: A double palm thrust that emits a spiral galaxy-shaped energy blast.<br/>L: A punch. | |fsmashdesc=R: A double palm thrust that emits a spiral galaxy-shaped energy blast.<br/>L: A punch. | ||
It has decent overall range, possesses transcendent priority, and has the highest knockback growth out of their entire moveset. It KOs around 110% when used by Rosalina, at 95% when used by Luma, and at 90% when combined. Ideal for edge-guarding and gimping, but has slow start-up lag. | It has decent overall range, possesses transcendent priority, and has the highest knockback growth out of their entire moveset. It KOs around 110% when used by Rosalina, at 95% when used by Luma, and at 90% when combined. Ideal for edge-guarding and gimping, but has slow start-up lag. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=R: {{ChargedSmashDmgSSB4|12}}<br | |usmashdmg=R: {{ChargedSmashDmgSSB4|12}}<br>L: {{ChargedSmashDmgSSB4|6}} (clean), {{ChargedSmashDmgSSB4|5}} (late) | ||
|usmashdesc=R: A backward arcing headbutt.<br | |usmashdesc=R: A backward arcing headbutt.<br>L: A bicycle kick. | ||
It comes out on frame 8, which ties it with {{SSB4|Meta Knight}}'s up smash for the second fastest up smash in the game. It also has disjointed range thanks to having a hitbox on Rosalina's back, and renders her head intangible throughout its duration. Aside from KOing, it can be used as an anti-air attack, or to punish rolls because of the aforementioned disjointed hitbox. Luma's attack has very high knockback growth, though its attack does not KO until 130% because of its low damage output. It also comes out 2 frames after Rosalina's. | It comes out on frame 8, which ties it with {{SSB4|Meta Knight}}'s up smash for the second fastest up smash in the game. It also has disjointed range thanks to having a hitbox on Rosalina's back, and renders her head intangible throughout its duration. Aside from KOing, it can be used as an anti-air attack, or to punish rolls because of the aforementioned disjointed hitbox. Luma's attack has very high knockback growth, though its attack does not KO until 130% because of its low damage output. It also comes out 2 frames after Rosalina's. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=R: {{ChargedSmashDmgSSB4|7}} (hit 1), {{ChargedSmashDmgSSB4|9}} (hit 2)<br | |dsmashdmg=R: {{ChargedSmashDmgSSB4|7}} (hit 1), {{ChargedSmashDmgSSB4|9}} (hit 2)<br>L: {{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|5}} (hit 2) | ||
|dsmashdesc=R: A spinning shin kick that emits spiral galaxy-shaped energy blasts on both sides.<br | |dsmashdesc=R: A spinning shin kick that emits spiral galaxy-shaped energy blasts on both sides.<br>L: A spinning kick. | ||
It hits on both sides and is a semi-spike, similarly to {{SSB4|Zelda}}'s down smash. When combined, it deals inescapable damage at low percents, which also makes it ideal for punishing rolls and for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot. | It hits on both sides and is a semi-spike, similarly to {{SSB4|Zelda}}'s down smash. When combined, it deals inescapable damage at low percents, which also makes it ideal for punishing rolls and for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot. | ||
|nairname= | |nairname= | ||
|nairdmg=R: 5% (early), 7.5% (late)<br | |nairdmg=R: 5% (early), 7.5% (late)<br>L: 4% (hit 1), 3% (hit 2) | ||
|nairdesc=R: Somersaults to emit a starry trail of energy from her feet.<br | |nairdesc=R: Somersaults to emit a starry trail of energy from her feet.<br>L: A spinning kick that hits forward and then backward, which looks identical to its down smash. | ||
It is possible to alternate the timing of the attack to confuse opponents in the process, and launches opponents in the direction where Luma is attacking. Ideal for combos, gimping, and edge-guarding, since the player can control its trajectory. It is also less punishable with Luma, due it orbiting around Rosalina while she is in motion. By extension, this quirk allows it to be used as approach option thanks to the [[Lunar Landing]], which can lead into many different follow-ups. | It is possible to alternate the timing of the attack to confuse opponents in the process, and launches opponents in the direction where Luma is attacking. Ideal for combos, gimping, and edge-guarding, since the player can control its trajectory. It is also less punishable with Luma, due it orbiting around Rosalina while she is in motion. By extension, this quirk allows it to be used as approach option thanks to the [[Lunar Landing]], which can lead into many different follow-ups. | ||
|fairname= | |fairname= | ||
|fairdmg=R: 1% (loop), 4% (last)<br | |fairdmg=R: 1% (loop), 4% (last)<br>L: 5% | ||
|fairdesc=R: A delayed bicycle kick that emits a spiral galaxy-shaped energy blast.<br | |fairdesc=R: A delayed bicycle kick that emits a spiral galaxy-shaped energy blast.<br>L: An upward headbutt. | ||
It can be used for edge-guarding and to ward off aerial approaches. While it has high landing lag, this can be mitigated by [[auto-canceling]], but only from a jump. Can be used in unison with the Lunar Landing, which allows Luma to diagonally launch the opponent, and thus be followed up with up smash at very low percents and with up aerial at higher percents. | It can be used for edge-guarding and to ward off aerial approaches. While it has high landing lag, this can be mitigated by [[auto-canceling]], but only from a jump. Can be used in unison with the Lunar Landing, which allows Luma to diagonally launch the opponent, and thus be followed up with up smash at very low percents and with up aerial at higher percents. | ||
|bairname= | |bairname= | ||
|bairdmg=R: 11%<br | |bairdmg=R: 11%<br>L: 4% | ||
|bairdesc=R: A dropkick that emits a spiral galaxy-shaped energy blast.<br | |bairdesc=R: A dropkick that emits a spiral galaxy-shaped energy blast.<br>L: A dropkick. | ||
Rosalina's hitbox deals respectable damage and is quite fast, due to coming out on frame 9, while Luma's hitbox has very high knockback growth. It has low landing lag and both hitboxes are disjointed semi-spikes, all of which make it useful for gimping and edge-guarding, especially when SHFF'd. It can also deal extra damage and knockback from the Lunar Landing, which in turn can be followed up with a grab at low percents, or act as a spacing option with a SHFF. | Rosalina's hitbox deals respectable damage and is quite fast, due to coming out on frame 9, while Luma's hitbox has very high knockback growth. It has low landing lag and both hitboxes are disjointed semi-spikes, all of which make it useful for gimping and edge-guarding, especially when SHFF'd. It can also deal extra damage and knockback from the Lunar Landing, which in turn can be followed up with a grab at low percents, or act as a spacing option with a SHFF. | ||
|uairname= | |uairname= | ||
|uairdmg=R: 10% (clean), 5% (mid), 2% (late)<br | |uairdmg=R: 10% (clean), 5% (mid), 2% (late)<br>L: 4% | ||
|uairdesc=R: Emits a planetary ring above her head.<br | |uairdesc=R: Emits a planetary ring above her head.<br>L: A bicycle kick. | ||
One of the most versatile up aerials in the game, Rosalina's attack has a large and disjointed hitbox, which makes it very useful for juggling, frame traps or as an anti-air option. In comparison, Luma's attack hits opponents in front of and above itself, and has high vertical knockback, which make it useful for jugging and launching opponents into Rosalina's attack. It also has high KO potential, especially if the opponent is close to the upper blast line, to the point of KOing as low as 7%. Due to it launching at 108°, however, DIing down and towards Rosalina hinders the KO potential of Luma's attack. As such, Rosalina's attack is more effective at KOing at lower percentages, thanks to it launching at 92°. | One of the most versatile up aerials in the game, Rosalina's attack has a large and disjointed hitbox, which makes it very useful for juggling, frame traps or as an anti-air option. In comparison, Luma's attack hits opponents in front of and above itself, and has high vertical knockback, which make it useful for jugging and launching opponents into Rosalina's attack. It also has high KO potential, especially if the opponent is close to the upper blast line, to the point of KOing as low as 7%. Due to it launching at 108°, however, DIing down and towards Rosalina hinders the KO potential of Luma's attack. As such, Rosalina's attack is more effective at KOing at lower percentages, thanks to it launching at 92°. | ||
|dairname= | |dairname= | ||
|dairdmg=R: 8% (clean), 7% (mid), 6% (mid-late), 2% (late)<br | |dairdmg=R: 8% (clean), 7% (mid), 6% (mid-late), 2% (late)<br>L: 5% | ||
|dairdesc=R: Emits a planetary ring below herself.<br | |dairdesc=R: Emits a planetary ring below herself.<br>L: A stomp. | ||
Possibly Luma's most viable KOing option, thanks to its very high knockback growth, and its ability to hit the opponent even if they are slightly next to Luma instead of directly below it. Although it is difficult to land, Rosalina's attack can [[meteor smash]] opponents when it is sweetspotted, whereas it semi-spikes them when sourspotted. It can also hit through platforms. | Possibly Luma's most viable KOing option, thanks to its very high knockback growth, and its ability to hit the opponent even if they are slightly next to Luma instead of directly below it. Although it is difficult to land, Rosalina's attack can [[meteor smash]] opponents when it is sweetspotted, whereas it semi-spikes them when sourspotted. It can also hit through platforms. | ||
|grabname= | |grabname= | ||
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|dsdefname=Gravitational Pull | |dsdefname=Gravitational Pull | ||
|dsdefdmg=— | |dsdefdmg=— | ||
|dsdefdesc=Rosalina waves her wand around herself to use the {{s|mariowiki|Star Cursor}} to make nearby [[item]]s or projectiles gravitate toward her. | |dsdefdesc=Rosalina waves her wand around herself to use the {{s|mariowiki|Star Cursor}} to make nearby [[item]]s or projectiles gravitate toward her. Gravitating items and projectiles come under Rosalina's ownership,<ref name="Direct"/> which can result in projectiles damaging opponents who get too close. It is a very effective move against projectile-oriented characters, and is even capable of gimping {{SSB4|Ness}} and {{SSB4|Lucas}}' [[PK Thunder]]-based recoveries when timed properly. | ||
|dsc1name=Catch & Release | |dsc1name=Catch & Release | ||
|dsc1dmg=6% | |dsc1dmg=6% |
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