Rosalina & Luma (SSBU): Difference between revisions

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier = B-
|ranking = 48
|ranking = 43
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'''Rosalina & Luma''' ({{ja|ロゼッタ&チコ|Rozetta & Chiko}}, ''Rosetta & Chiko'') are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were revealed for the game along with {{SSBU|King Dedede}} and the rest of the veterans on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018], now as unlockable fighters. Although they are a team, Rosalina & Luma are collectively classified as [[Fighter number|Fighter #48]].
'''Rosalina & Luma''' ({{ja|ロゼッタ&チコ|Rozetta & Chiko}}, ''Rosetta & Chiko'') are playable characters in ''[[Super Smash Bros. Ultimate]]''. They were revealed along with {{SSBU|King Dedede}} and the rest of the [[veteran]]s on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018], now as unlockable fighters. Although they are a team, Rosalina & Luma are collectively classified as [[Fighter number|Fighter #48]].


{{iw|mariowiki|Kerri Kane}}'s portrayal of Rosalina from ''{{iw|mariowiki|Mario Kart 7}}'', ''{{iw|mariowiki|Mario Golf: World Tour}}'', and ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate'' in all regions in place of {{iw|mariowiki|Laura Faye Smith}}, who currently voices Rosalina across various pieces of ''Mario'' media. {{iw|mariowiki|Yuya Takezawa}}'s portrayal of Luma from ''{{iw|mariowiki|Super Mario Galaxy}}'', ''{{iw|mariowiki|Mario Kart Wii}}'' and ''{{iw|mariowiki|Super Mario Galaxy 2}}'' that was used in ''SSB4'' was also repurposed for ''Ultimate'' in all regions.
{{iw|mariowiki|Kerri Kane}}'s portrayal of Rosalina from ''{{iw|mariowiki|Mario Kart 7}}'', ''{{iw|mariowiki|Mario Golf: World Tour}}'', and ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate'' in all regions in place of {{iw|mariowiki|Laura Faye Smith}}, who currently voices Rosalina across various pieces of ''Mario'' media. {{iw|mariowiki|Yuya Takezawa}}'s portrayal of Luma from ''{{iw|mariowiki|Super Mario Galaxy}}'', ''{{iw|mariowiki|Mario Kart Wii}}'' and ''{{iw|mariowiki|Super Mario Galaxy 2}}'' that was used in ''SSB4'' was also repurposed for ''Ultimate'' in all regions.


Rosalina & Luma are currently ranked 48th out of 82 characters in the B- tier, putting her in the center of high-mid tier. This is a a drastic drop from her 5th out of 54 placement as a top tier character in ''Smash 4''. The pair is notable for their tag team mechanic which grants Rosalina the ability to control Luma almost anywhere on the stage, giving her access to [[advanced technique|tech]] such as [[Lunar Landing]]. Together, their attacks possess disjointed range, allowing them to wall out stubby characters. Luma also can function as a "shield" of sorts, as it does not share Rosalina's [[damage meter]]. Rosalina herself has a very effective aerial game, very flexible aerial movement due to her high air acceleration, and strong juggling capabilities courtesy of her up air. Finally, her recovery is long and flexible due to [[Launch Star]] being fast and covering great distance and [[Gravitational Pull]] allows her to deal with characters who try camping her out with projectiles.  
Rosalina & Luma are currently ranked 43rd out of 82 characters in the B- tier, placing them in the center of the higher end of mid tier. This is a a drastic drop from their 5th out of 54 placement in ''SSB4''. Rosalina & Luma are notable for their tag team mechanic, which grants Rosalina the ability to control Luma almost anywhere on the stage, giving her access to [[advanced technique]]s such as the [[Lunar Landing]]. Together, their attacks possess disjointed range, allowing them to wall out stubby characters.


However, Rosalina and Luma have some significant flaws. Luma's survivability is hindered by its inability to act out of tumble and it lacking defensive options such as shielding and rolling. Without Luma, Rosalina's attacks are noticeably weaker and possess less generous hitbox placement, and she loses access to some of her tech and two special moves. In addition, Rosalina's disadvantage state is poor due to her tall stature, low gravity, and low falling speed, while her light weight makes her susceptible to early KOs. Finally, Rosalina & Luma often has difficulty playing against characters that have better disjoints or can outrange their attacks.  
Luma also can function as a [[shield]] of sorts, as it does not share Rosalina's [[damage meter]]. Rosalina herself has a very effective aerial game, very flexible aerial movement thanks to her high air acceleration, and a strong juggling option in the form of her up aerial. Finally, her recovery is long and flexible thanks to [[Launch Star]]'s quick speed and long travel distance, while [[Gravitational Pull]] allows her to deal with characters who try camping her out with projectiles.  


Overall, Rosalina & Luma's strengths rely on understanding how to make the most use out of their unique mechanic, which leads to a high-learning curve. Despite having below-average representation in the current metagame, Rosalina & Luma continues to see success from players such as {{Sm|Dabuz}}, {{Sm|Homika}}, and {{Sm|yuzu}}.
However, Rosalina & Luma have some significant flaws. Luma's endurance is hindered by its inability to act out of a tumble and its lack of defensive options, such as shielding and [[roll]]ing. Without Luma, Rosalina's attacks are noticeably weaker and possess less generous hitbox placements, and she loses access to some of her techniques and two of her special moves. In addition, Rosalina's disadvantage state is poor due to her tall stature, low gravity, and slow falling speed, while her light weight makes her susceptible to early KOs. Finally, Rosalina & Luma often have difficulty playing against characters that have better disjoints and/or can outrange their attacks.
 
Overall, Rosalina & Luma's strengths rely on understanding how to make the most use out of their unique mechanic, which leads to a high learning curve. Despite having below-average representation in the current metagame, Rosalina & Luma continue to see success from players such as {{Sm|Dabuz}}, {{Sm|Homika}}, and {{Sm|yuzu}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Rosalina is a tall and floaty [[Weight|lightweight]], much like {{SSBU|Mewtwo}}, and {{SSBU|Zelda}}. Rosalina is tied with {{SSBU|Falco}} for being the 14th lightest character in the game; unlike Peach or Zelda, however, her overall grounded mobility is decent, thanks to her above-average initial dash speed and slightly above-average [[walk]]ing and [[dash]]ing speeds. Rosalina has average [[air speed]], the 2nd highest additional [[air acceleration]] values in the game (behind {{SSBU|Palutena}} and tied with {{SSBU|Mega Man}}), and both her [[jump]] and double jump have significant height. Additionally, her [[falling speed|falling]] and [[fast fall]]ing speeds are among the slowest, while her [[gravity]] is the 2nd lowest in the game. Lastly, the combination of Rosalina's high jump height, low gravity and slow falling speed give her the longest jump duration in the cast, allowing her more than 1 second (71 frames) in the air with an uninterrupted full hop. As a result of these attributes, she is a very [[Falling speed#Floaty|floaty]] character with superb aerial mobility and an ability to remain airborne longer than most other characters in the game.
Rosalina is a tall and floaty [[Weight|lightweight]], much like {{SSBU|Mewtwo}}, and {{SSBU|Zelda}}. Rosalina is tied with {{SSBU|Falco}} for being the 14th lightest character in the game; unlike Peach or Zelda, however, her overall grounded mobility is decent, thanks to her above-average initial [[dash]]ing speed and slightly above-average [[walk]]ing and dashing speeds. Rosalina has average [[air speed]], the 2nd highest additional [[air acceleration]] values in the game (tied with {{SSBU|Mega Man}} and surpassed only by {{SSBU|Palutena}}), and both her [[jump]] and [[double jump]] have significant height. Additionally, her [[falling speed|falling]] and [[fast fall]]ing speeds are among the slowest, while her [[gravity]] is the 2nd lowest in the game. Lastly, the combination of Rosalina's high jump height, low gravity and slow falling speed give her the longest jump duration among the cast, allowing her more than 1 second (71 frames) in the air with an uninterrupted full hop. As a result of these attributes, Rosalina is a very [[Falling speed#Floaty|floaty]] character with superb aerial mobility and the ability to remain airborne longer than most other characters in the game.
 
Due to being allied with Luma, Rosalina also follows the tag team archetype established by the {{SSBU|Ice Climbers}} and perpetuated by {{SSBB|Olimar}}. Luma can remain next to Rosalina to attack with her, or it can be sent away with [[Luma Shot]] to attack from a distance. This allows Rosalina numerous possibilities to attack opponents, as she can essentially create combos by "pinballing" opponents back and forth between herself and Luma. This ability also grants Rosalina the largest and most unique range in the roster, as Luma can attack from across stage or far above/below while Rosalina remains safely out of harm's way.


Due to being allied with Luma, Rosalina also follows the tag team archetype established by the {{SSBU|Ice Climbers}}, and perpetuated by {{SSBB|Olimar}}. Luma can remain next to Rosalina to attack with her, or it can be sent away with [[Luma Shot]] to attack from a distance. This allows Rosalina numerous possibilities to attack opponents, as she can essentially create combos by "pinballing" opponents back and forth between herself and Luma. This ability also grants Rosalina the largest and most unique range in the roster, as Luma can attack from across stage or far above/below while Rosalina remains safely out of harm’s way. Luma mechanically functions like a blend of {{b|Pikmin|species}} and [[Ice Climbers|Nana of the Ice Climbers]]: it uses a [[hit points]] (HP) mechanic like the former, in which it will be KO'd if it is dealt 40%, and it responds to player inputs like the latter. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 10 seconds (7 seconds if three players are present, and 5 seconds if four 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 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 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.
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.


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 air), 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 to do its respective back aerial or forward aerial with Lunar Landing to [[clang]] with various projectiles and grounded moves without Rosalina herself having any ending lag when inputting those moves while landing, giving her an easier time landing back on stage and providing a consistent option 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 preform 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 obtains a variety of optimizations within her throws to setup into punishes and follow-ups with both her aerials and Luma. Rosalina's up throw constructively acts as her main combo throw which allows for extremely effective setups for her to combo into various attacks that combo into each other or other moves allowing for great utilization of setups into numerous combos. Only when her opponent is at early percentages is when she can use up throw to combo into her up smash however she can consistently use her up throw to combo into her neutral aerial, up tilt, and up aerial. This allows Rosalina to easily find ways to rack up damage with her up throw to setup into further combos with aerial attacks or by juggling her opponents with her neutral aerial or up aerial. Her forward throw is a potent tool to set up edge-guarding when throwing an opponent at the ledge or it can KO her opponents at much higher percentages. Her forward throw even has further use with her forward throw allowing her to throw her opponent into a detached Luma's attacks, effectively being able to "pinball" her opponent with the forward throw typically at lower percentages. Her back throw is commonly used as her primary kill throw when at higher percentages, although it can allow for set ups to edge-guard her opponents especially if Rosalina uses back throw to throw her opponent off of the ledge. Her down throw, however, has very limited combo potential, outside of lower percent combos into her forward aerial, due to its high base knockback and ending lag.  
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 and Luma's tilt attacks obtain numerous uses, especially when used when Luma is detached from Rosalina as they can mainly be used as a measure for the duo to tactfully place Rosalina into advantage state or for Rosalina to get back into neutral in situations where she is placed in disadvantage. Luma's respective tilts can be effectively used when Rosalina uses her neutral special to call back a tethered Luma, allowing Rosalina to quickly escape disadvantage state as Luma covers the stage with a quick attack as it is sent back to Rosalina. Rosalina has substantial range on her forward tilt and down tilt, especially when paired with Luma. Specifically, their forward tilt allows them to use its range to knock opponents forward and set up [[tech-chasing]] at lower percentages or to utilize it as a poking tool. Rosalina's down tilt can set up for tech-chasing at mid-percentages and can effectively ledgetrap against character whose recoveries do not have hitboxes. Luma's down tilt possesses noteworthy range both when attached and detached to Rosalina's and it can act as a combo finisher, poking tool, Rosalina can use it gimp certain recoveries if Luma's respective down tilt is used while detached from Rosalina's at the ledge or offstage. Rosalina and Luma's up tilt is not only a great combo starting tool but even a great combo extender, primarily into their up aerial, 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 opponent at high percents.
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 & 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 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.
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.


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.


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]]''==
During the initial release of the game, Rosalina & Luma were drastically nerfed overall in the transition from ''SSB4'' to ''Ultimate'' much like {{SSBU|Corrin}} and {{SSBU|Bayonetta}}, but also received significant buffs from game updates. Overall, Rosalina & Luma received a mixture of buffs and nerfs in their transition from ''SSB4'' to ''Ultimate'', being nerfed overall in a similar manner to {{SSBU|Cloud}}, likely as a result of their previous top tier (5th out of 55) placement.
Rosalina & Luma were considered one of the best characters in ''SSB4'' thanks to their oppressive zoning options, and each character's own strengths; with Rosalina's own long-ranged, disjointed hitboxes, damage output and counter-zoning options; and Luma's own drastic power, and hit-taking potential to protect Rosalina complemented by "regenerative" abilities. Likely as a result, Rosalina & Luma were drastically nerfed during the initial release of ''Ultimate''; however, game updates have remedied many of these nerfs to a degree. Regardless, the duo are still considered to be noticeably nerfed overall in their transition from ''SSB4'' to ''Ultimate''.
 
Both members of the duo have seen numerous buffs. Star Bits has more range, enhancing its zoning utility. Gravitational Pull now auto-equips items, which makes it easier for Rosalina to retaliate with throwable objects (such as [[Metal Blade]]s, [[Gyro]]s, [[Remote Bomb Rune|Remote Bombs]], and [[Vegetables]]). Rosalina's new neutral aerial has much less ending lag and offers better protection when Luma is gone, while her forward aerial is much faster, especially in terms of ending lag. Her aerials have altered autocancel windows, allowing neutral and forward aerial to autocancel in a short hop, and the former can even do so in a short hop fast fall, improving her approach when combined with the universal improvement to mobility.
 
Luma's respawn time has been shortened, and instead of always respawning after a fixed period of time in all modes of play, the respawn time now depends on the amount of players present in a match, being significantly shorter if there are at least four players in a match. Luma also receives a new damage boost when detethered from Rosalina. This incentivizes Rosalina players to send Luma out and take advantage of her zoning potential.
 
Some of the changes to the engine benefit the duo. The introduction of [[attack canceling]] benefits Rosalina & Luma the most out of any returning veteran, as the duo can perform desynched attacks together (such as Luma using a grounded attack while Rosalina performs an aerial), giving the two unique attack options they didn't have before, and which are not shared with the rest of the cast. Aside from this, the universal reductions to [[landing lag]] allows them to chain their moves with more ease, and the changes to air dodges allow the duo to juggle and gimp opponents more easily, while Rosalina can now use a directional air dodge to recover more easily thanks to her floatiness.


The universal changes allow Rosalina & Luma to juggle and gimp opponents more easily, but also makes it more difficult for them to land and get back to the stage. All of their aerials have reduced landing lag, which allows them to chain moves more easily. Luma's respawn time has been shortened, and instead of always respawning after a fixed period of time in all modes of play, the respawn time now depends on the amount of players present in a match, being significantly shorter if there are at least four players in a match. Star Bits has more range, enhancing its zoning utility. Gravitational Pull now auto-equips items, which makes it easier for Rosalina to retaliate with throwable objects (such as [[Metal Blade]]s, [[Gyro]]s, [[Remote Bomb Rune|Remote Bombs]], and [[Vegetables]]). Rosalina's new neutral aerial has much less ending lag and offers better protection when Luma is gone, while her forward aerial is much faster too, especially in terms of ending lag. Luma also receives a new damage boost when detethered from Rosalina. This incentivizes Rosalina players to send Luma out and take advantage of her zoning potential. Her aerials have altered autocancel windows, allowing neutral and forward aerial to autocancel in a short hop, and the former can even do so in a short hop fast fall, improving her approach when combined with the universal improvement to mobility.
On the other hand, Rosalina & Luma also received some severe nerfs to their potent movesets. Rosalina's new neutral aerial has fewer active frames and Luma's own has slower startup, which makes them less useful option for approaching and disrupting opponents, respectively. Rosalina's notorious up aerial had its endlag increased and doesn't last as long, meaning that it can no longer chain into itself as easily, with the increased safety on its late hit failing to compensate. Gravitational Pull is slower and has lower range, making it unsafe against characters with fast projectiles. Luma also does not move forward as much when using its neutral attack, which severely impedes Rosalina's ability to halt approaches, ledge trap, and zone her opponents. Finally, the biggest nerf involves Luma, who now is frailer than ever, as it has not only has less HP, but also takes more knockback from attacks, making it much easier to KO.


On the other hand, Rosalina & Luma also received critical nerfs to their potent movesets. Their neutral aerial has fewer active frames and Luma's increased startup, which makes it a less useful option for approaching which greatly hinders their ability to "wall out" certain characters. Rosalina's notorious up aerial had its endlag increased, meaning that it can no longer chain into itself as easily. Gravitational Pull is slower and has lower range, making it unsafe against characters with fast projectiles. Luma also does not move forward as much when using its neutral attack, which severely impedes Rosalina's ability to stop approaches, ledge trap, and zone her opponents. Finally, the biggest nerf involves Luma, who now is frailer than ever, as it has not only has less HP, but also takes more knockback from attacks, making it much easier to KO; in addition, Luma does not benefit from its additional damage multiplier if tethered to Rosalina, making it less effective when paired with her.
Aside from this, some of the gameplay changes have hurt Rosalina & Luma. The changes to air dodges give them some of the slowest among the cast, which combined with the inability to use more than one per air time makes it more difficult for them to land and hampers their chances to get back to the stage. The reductions to landing lag, while giving the duo a more potent combo game, has also strengthened other characters' own combo and spacing games, hurting Rosalina's disadvantage state due to her lack of options to break pressure at close range. Lastly, the universal increase to mobility is especially harmful to the duo, as while they benefit from it as much as the returning cast, it makes it more difficult for Luma to effectively disrupt approaches when combined with its shorter range, which can leave Rosalina more vulnerable.


Due to the significant changes to their moveset, Rosalina & Luma are forced to play much more oppressively compared to in ''SSB4'', which changes their playstyle substantially. Due to said playstyle being considerably less effective, however, they are considered to be noticeably worse than their iteration in ''SSB4.'' This has shown in their very minimal tournament results in ''Ultimate''{{'}}s early metagame with an overall smaller playerbase. Rosalina & Luma's overall perception became extremely negative, with players such as {{Sm|MkLeo}}, {{Sm|Dark Wizzy}}, and {{Sm|ESAM}} describing them as competitively unviable, and {{Sm|Dabuz}}, who was the best Rosalina & Luma player in ''SSB4'', even going as far as to describe them as being some of the worst characters in the entire game. In more recent times, however, Dabuz has started using them more as a co-main to his {{SSBU|Olimar}}, and both {{Sm|Homika}} and {{Sm|Kirihara}} have placed high with the duo at tournaments at their regions. On top of this, they have received significant buffs from balance patches, which have helped to negate some of their previous nerfs. This has led to most professionals who once believed the duo to be a low or even bottom tier characters to re-evaluate their opinions, with most of them now considering Rosalina & Luma to be firmly in the mid-tier. However, some others are convinced that Rosalina & Luma are possibly high tier characters; Dabuz, in particular, is convinced they have reclaimed their status as top tier characters. Although Rosalina & Luma are still agreed to be worse than in ''SSB4'', their true viability remains questionable.
Due to the significant changes to their moveset, Rosalina & Luma are forced to play more aggressively compared to in ''SSB4'', which changes their playstyle substantially. Said playstyle is generally considered to be less effective than that of their previous iteration, as the duo is no longer able to wall out faster opponents as easily as before, and Rosalina's disadvantage state is harder to endure. Luma receiving more knockback and having lower HP makes it easier to contest and thus leaves Rosalina more vulnerable; however, since Luma does not benefit from its additional damage multiplier when tethered to Rosalina, the duo is thus incentivized to be paired with each other less and use their unique strengths more frequently which can generate a variety of mix-ups and mindgames. The two have received significant buffs from balance patches, which have helped to negate some of their previous nerfs, but these don't entirely compensate for their further defined weaknesses. As a result, Rosalina & Luma are considered to be worse in ''Ultimate'', being one of the most nerfed characters in the transition from ''SSB4.''


{{SSB4 to SSBU changelist|char=Rosalina & Luma}}
{{SSB4 to SSBU changelist|char=Rosalina & Luma}}
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Rosalina & Luma received a mix of buffs, nerfs and glitch fixes via game updates, but were buffed significantly overall. Most notably, Luma's physics were reverted almost entirely to how they functioned in ''SSB4''. In addition to undoing undesired behavior changes that it gained in the transition to ''Ultimate'', this also restored Luma's renowned [[reverse aerial rush]]ed back aerial. Aside from the reversion to its physics, Luma's re-spawn time was shortened even further, and some of its moves received minor buffs to their knockback and lag, with the latter improvements helping it synchronize better with Rosalina. Update 13.0.1 also notably reduced Luma's speed when it is launched by an attack; this allows it to tank hits it previously could not have. However, Luma also received minor nerfs: [[Luma Shot]] and [[Star Bits]] had their shield damage outputs lowered due to a near-universal nerf to projectiles in update 3.0.0, and its [[hit points]] were decreased from 50 to 40 in update 3.1.0.
Rosalina & Luma received a mix of buffs, nerfs and glitch fixes via game updates, but were buffed significantly overall. Most notably, Luma's physics were reverted almost entirely to how they functioned in ''SSB4''. In addition to undoing undesired behavior changes that it gained in the transition to ''Ultimate'', this also restored Luma's renowned [[reverse aerial rush]]ed back aerial. Aside from the reversion to its physics, Luma's re-spawn time was shortened even further, and some of its moves received minor buffs to their knockback and lag, with the latter improvements helping it synchronize better with Rosalina. Update 13.0.1 also notably reduced Luma's speed when it is launched by an attack; this allows it to tank hits it previously could not have. However, Luma also received minor nerfs: [[Luma Shot]] and [[Star Bits]] had their shield damage outputs lowered due to a near-universal nerf to projectiles in update 3.0.0, and its [[hit points]] were decreased from 50 to 40 in update 3.1.0.


Although Rosalina's buffs are not as drastic in comparison to Luma's, they are nevertheless worthwhile. [[Launch Star]]'s safety issues were alleviated in two ways: update 2.0.0 enabled Rosalina to grab edges more reliably throughout its duration, while update 3.1.0 increased her [[fast fall]]ing speed upon using it. Neutral aerial's start-up lag was decreased slightly (a buff shared with Luma) and its hitboxes were improved, which improved its utility for approaching and starting combos. In comparison, down aerial's meteor smashing hitbox now functions consistently because of its sourspot being removed. Aside from these changes, Rosalina also received a few minor buffs in the forms of slight lag decreases for her grabs and forward aerial, shortened edge lockout times for her neutral and forward aerials, a larger shield as part of a near-universal buff, and improved hitboxes for her forward aerial.
Although Rosalina's buffs are not as drastic as Luma's, they are nevertheless worthwhile. [[Launch Star]]'s safety issues were alleviated in two ways: update 2.0.0 enabled Rosalina to grab edges more reliably throughout its duration, and update 3.1.0 increased her [[fast fall]]ing speed upon using it. Neutral aerial's start-up lag was decreased slightly (a buff shared with Luma) and its hitboxes were improved, which improved its utility for approaching and starting combos. In comparison, down aerial's meteor smashing hitbox now functions consistently because of its sourspot being removed. Aside from these changes, Rosalina also received slight lag decreases for her grabs and forward aerial, shortened edge lockout times for her neutral and forward aerials, a larger shield as part of a near-universal buff, and improved hitboxes for her forward aerial.


Overall, Rosalina & Luma fare significantly better than they did at the launch of ''Ultimate''.
Overall, Rosalina & Luma fare significantly better than they did at the launch of ''Ultimate''.
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*Rosalina can [[crawl]].
*Rosalina can [[crawl]].
*Luma utilizes [[hit points]] (HP). It has 40 HP and ignores the additional damage from the [[1v1 multiplier]]. If it is KO'd either by losing all of its HP or by crossing a [[blast line]], another Luma will appear after ≈10 seconds in 1-on-1 matches, ≈7 seconds when there are 3 players, and ≈5 seconds when there are at least 4 players.
*Luma utilizes [[hit points]] (HP). It has 40 HP and ignores the additional damage from the [[1v1 multiplier]]. If it is KO'd either by losing all of its HP or by crossing a [[blast line]], another Luma will appear after ≈10 seconds in 1-on-1 matches, ≈7 seconds when there are 3 players, and ≈5 seconds when there are at least 4 players.
**If Rosalina is KO’d while Luma is active, Luma is simultaneously instantly KO’d and immediately replaced by a new Luma upon respawning if Rosalina has any stocks left.
[[File:Rosalina & Luma SSBU Skill Preview Extra 1.png|thumb|Luma attacking independently, as shown via [[Move List]].]]
[[File:Rosalina & Luma SSBU Skill Preview Extra 1.png|thumb|Luma attacking independently, as shown via [[Move List]].]]
*Luma is controlled by the player instead of by [[artificial intelligence]].
*Luma is controlled by the player instead of by [[artificial intelligence]].
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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 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.
|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.
|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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|grabdesc=Rosalina grabs her opponent telekinetically.
|grabdesc=Rosalina grabs her opponent telekinetically.
|pummelname=Grab Wand Slap ({{ja|つかみワンドスラップ|Tsukami Wando Surappu}})
|pummelname=Grab Wand Slap ({{ja|つかみワンドスラップ|Tsukami Wando Surappu}})
|pummeldmg=1.2%
|pummeldmg=1.3%
|pummeldesc=Rosalina smacks the opponent with her wand.
|pummeldesc=Rosalina smacks the opponent with her wand. Average power and speed.
|fthrowname=Magical Toss ({{ja|マジカルトス|Majikaru Tosu}})
|fthrowname=Magical Toss ({{ja|マジカルトス|Majikaru Tosu}})
|fthrowdmg=9%
|fthrowdmg=9%
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|fsdmg=1% (loop), 12% (explosion)
|fsdmg=1% (loop), 12% (explosion)
|fsdesc=Rosalina summons a {{s|mariowiki|Grand Star}} that continuously emits smaller stars before the Grand Star itself explodes. The smaller stars launch opponents towards the Grand Star, which hits opponents multiple times. Rosalina & Luma can also use their movesets during the Final Smash.
|fsdesc=Rosalina summons a {{s|mariowiki|Grand Star}} that continuously emits smaller stars before the Grand Star itself explodes. The smaller stars launch opponents towards the Grand Star, which hits opponents multiple times. Rosalina & Luma can also use their movesets during the Final Smash.
}}
===Stats===
{{Attributes
| cast=89
| weight=82 | rweight=74-75
| dash=2.035 | rdash=25-27
| run=1.795 | rrun=35
| walk=1.138 | rwalk=40
| trac=0.099 | rtrac=63
| airfric=0.01 | rairfric=40-51
| air=1.05 | rair=44-47
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.1 | raddaccel=4-5
| gravity=0.062 | rgravity=88
| fall=1.2 | rfall=86
| ff=1.92 | rff=86
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=40 | rjumpheight=6
| shorthop=19.37 | rshorthop=6
| djump=40 | rdjump=12-14
}}
}}


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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Both lean forward and twirl like a planet on its axis while Luma chirps cheerfully.
*'''Up Taunt''': Both lean forward and twirl like a planet on its axis while Luma chirps cheerfully.
*'''Side Taunt''': Rosalina puts her hand on her hip, leans back, waves her wand, and says "Mmm hmm!" while Luma nods in agreement, then backflips. Rosalina's animation is slightly different if she is facing right.
*'''Side Taunt''': Rosalina puts her hand on her hip, leans back, waves her wand, looking at the screen, and says "Mmm hmm!" while Luma nods in agreement, then backflips. Rosalina's animation is slightly different if she is facing right, and her eyes looking towards right instead of looking at the screen.
*'''Down Taunt''': Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.
*'''Down Taunt''': Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.
<gallery>
<gallery>
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*'''Up:''' Rosalina poses and says "All right!" while Luma jumps and {{iw|mariowiki|Spin}}s behind her.
*'''Up:''' Rosalina poses and says "All right!" while Luma jumps and {{iw|mariowiki|Spin}}s behind her.
*'''Right:''' Luma jumps into Rosalina's arms and she catches it.
*'''Right:''' Luma jumps into Rosalina's arms and she catches it.
[[File:Victory! (Rosalina).ogg|thumb|A flourished and remixed portion of ''{{s|mariowiki|Super Mario Galaxy}}''{{'}}s [[mariowiki:Super Mario Galaxy Original Soundtrack|Overture]].]]
[[File:Victory! (Rosalina).ogg|thumb|A flourished and remixed portion of ''{{iw|mariowiki|Super Mario Galaxy}}''{{'}}s [[mariowiki:Super Mario Galaxy Original Soundtrack|Overture]].]]
<gallery>
<gallery>
RosalinaVictoryPose1SSBU.gif
RosalinaVictoryPose1SSBU.gif
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Upon ''Ultimate''{{'}}s release, players immediately noticed nerfs to Luma's attacks and survivability that severely hampered Rosalina's ability to stop approaches, ledge trap, and zone her opponents as effectively as in the duo's previous iteration. Additionally, swordfighters were prevalent in the early metagame, which made Luma very vulnerable to being outranged. Despite Meta Knight and Cloud, her worst matchups in ''SSB4'', being significantly nerfed, some professionals claimed that Rosalina & Luma's nerfs were too harsh for the character to even be mid tier, and as a result they had little representation in the early metagame, especially since their best player, {{Sm|Dabuz}}, dropped the character.
However, Rosalina & Luma would receive significant buffs in 2.0.0 and 3.1.0 that negated some of their severe nerfs, especially to their range, power and frame data. As a result, Dabuz once again picked up Rosalina & Luma—albeit only as a co-main—while other players, such as {{Sm|Kirihara}} and {{Sm|Homika}}, started to gain better results. Although Rosalina & Luma are still agreed to be one of the most nerfed characters during the transition from ''SSB4'' to ''Ultimate'', their perception has significantly improved since the game's initial release, with most professionals now considering her to be an upper mid-tier or high tier with {{Sm|Dabuz}} putting her in top tier. Regardless, they are ranked 48th on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Rosalina & Luma players (SSBU)]]''
''See also: [[:Category:Rosalina & Luma players (SSBU)]]''


*{{Sm|Dabuz|United States}} - Tri-mains Rosalina & Luma with {{SSBU|Olimar}} and {{SSBU|Min Min}}, and is considered the best Rosalina & Luma player in the world. Placed 2nd at {{Trn|Albion 4}}, {{Trn|Low Tier City 7}}, {{Trn|The Big House 9}}, {{Trn|MomoCon 2022}}, and {{Trn|Smash Factor 9}}. Ranked 7th on the [[PGRU v3 NA]].
*{{Sm|Dabuz|United States}} - The best Rosalina & Luma player of all-time who was a top 10 player from 2019 to mid-2022. He won the superregionals {{Trn|CEO 2023}} and {{Trn|Low Tide City 2024}}, however he is aso infamous for being the runner-up at many majors, including {{Trn|Albion 4}}, {{Trn|Low Tide City 2021}}, and {{Trn|Super Smash Con 2023}}.  
*{{Sm|Homika|France}} - The best Rosalina & Luma player in Europe. Placed 1st at {{Trn|SEL 4: Crêpes Strikes Back}}, 5th at {{Trn|Ultimate Fighting Arena 2019}}, 7th at {{Trn|Stunfest 2019}}, and 9th at both {{Trn|Syndicate 2019}} and {{Trn|Ultimate Fighting Arena 2022}} with wins over players such as {{Sm|Meru}}, {{Sm|Oryon}}, and {{Sm|Tru4}}. Ranked 24th on the [[PGRU v3 EU]].
*{{Sm|Homika|France}} - The best Rosalina & Luma player in Europe from 2019 to mid-2023 and was a top 10 player in Europe in the game's first year, having placed 5th at {{Trn|Ultimate Fighting Arena 2019}} and 9th at both {{Trn|Syndicate 2019}} and {{Trn|VCA 2019}} during that time.
*{{Sm|Kirihara|Japan}} - The best Rosalina & Luma player in Japan but has since switched to {{SSBU|Sheik}}. Placed 1st at {{Trn|Maesuma TOP 1}}, 4th at {{Trn|Umebura SP 5}}, 9th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|EGS Cup 3}}, and 13th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|KEN}}, {{Sm|ProtoBanham}}, and {{Sm|Lea}}. Ranked 48th on the [[Fall 2019 PGRU]].
*{{Sm|Kirihara|Japan}} - The second-best Rosalina & Luma player of all-time, ranking 48th on the [[Fall 2019 PGRU]]. He is best known for winning {{Trn|Maesuma TOP 1}}, the first superregional-level victory for a Rosalina & Luma player, and placing 4th at the major {{Trn|Umebura SP 5}}. He has since switched to {{SSBU|Sheik}}.
*{{Sm|yuzu|Japan}} - Placed 4th at {{Trn|Kurobra 19}}, 9th at both {{Trn|Kagaribi}} and {{Trn|Maesuma TOP 2}}, 13th at {{Trn|Maesuma TOP 4}}, and 25th at {{Trn|EGS Cup 2}} with a win over {{Sm|Kisha}}.
*{{Sm|yuzu|Japan}} - The best Rosalina & Luma player in Japan since 2021, having placed highly at several Japanese events including 2nd at {{Trn|WAVE CHAMPIONS 1}} and 7th at {{Trn|Seibugeki 12}}.
 
===Tier placement and history===
Upon ''Ultimate''{{'}}s release, players immediately noticed the nerfs to Luma's attacks and endurance that severely hampered Rosalina's ability to stop approaches, edge trap, and zone her opponents as effectively as in ''Super Smash Bros. 4''. Additionally, swordfighters were prevalent in the early metagame, which made Luma very vulnerable to being outranged. Despite {{SSBU|Meta Knight}} and {{SSBU|Cloud}} (their worst matchups in ''SSB4'') being nerfed noticeably in ''Ultimate'', some professionals claimed that Rosalina & Luma's nerfs were too harsh for them to even be mid tier fighters. As a result, they had little representation in the early metagame; this was further compounded by their best player, {{Sm|Dabuz}}, dropping them in favor of {{SSBU|Olimar}} as his sole main character.
 
Rosalina & Luma received significant buffs via updates 2.0.0 and 3.1.0 that negated some of their severe nerfs, especially to their range, power and frame data. As a result, Dabuz once again picked up Rosalina & Luma, albeit initially as a co-main alongside Olimar, while other players, such as {{Sm|Kirihara}} and {{Sm|Homika}}, started to achieve better results. Although Rosalina & Luma are still agreed to be among the most nerfed [[veteran]]s, their perception has significantly improved since ''Ultimate''{{'}}s initial release; most professionals now consider them to be upper mid-tier character, with Dabuz in particular viewing them as top tier fighters. Although Kirihara eventually dropped Rosalina in the post-online metagame, the character remained a rather strong, albeit uncommon, pick in the metagame, and as such they were ranked 48th on the first tier list as an upper-mid tier.
 
Following the first list, Rosalina & Luma's representation remained rather consistent: although old mains such as Homika and {{Sm|yuzu}} became less consistent as time went on, newer Rosalina & Luma players began stepping in the limelight, including {{Sm|M.Pop0}}, {{Sm|SOLO}}, and {{Sm|YamaD}}. In addition, although Dabuz's results took a noticeable slip in 2023, he also saw some of his best results of his entire ''Ultimate'' career, including winning {{Trn|CEO 2023}}, his first superregional win for a Rosalina & Luma player since 2020, and placing 2nd at {{Trn|Super Smash Con 2023}}. These results allowed Rosalina & Luma to rise slightly on the second tier list, ranking 43rd in the B- tier.


=={{SSBU|Classic Mode}}: One Star after Another==
=={{SSBU|Classic Mode}}: One Star after Another==
[[File:SSBU Congratulations Rosalina.png|thumb|Rosalina & Luma's congratulations screen.]]
[[File:SSBU Congratulations Rosalina.png|thumb|Rosalina & Luma's congratulations screen.]]
Rosalina & Luma's opponents hail from franchises that occur in outer space and/or on alien planets. The exception is {{SSBU|Bowser}}, who is fought in reference to his boss battles in ''{{iw|mariowiki|Super Mario Galaxy}}'' and ''{{iw|mariowiki|Super Mario Galaxy 2}}''. The boss of this route, [[Marx]], fits with the cosmic theme due to how the final battle against him in ''{{iw|wikirby|Kirby Super Star}}'' occurs in outer space. In addition, Assist Trophies summon [[Starfy]] exclusively, presumably due to his resemblance to {{iw|mariowiki|Power Star}}s and his own ambiguously alien heritage.
Rosalina & Luma's opponents hail from franchises that occur in outer space and/or on alien planets. The exception is {{SSBU|Bowser}}, who is fought in reference to his boss battles in ''{{iw|mariowiki|Super Mario Galaxy}}'' and ''{{iw|mariowiki|Super Mario Galaxy 2}}''. The [[boss]] of their route, [[Marx]], also fits this theme due to how the final battle against him in ''{{iw|wikirby|Kirby Super Star}}'' occurs in outer space. In addition, Assist Trophies summon [[Starfy]] exclusively, presumably due to his resemblance to {{iw|mariowiki|Power Star}}s, {{iw|mariowiki|Luma}}s, and his own ambiguously alien heritage.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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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}} (x6)||{{SSB|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.
|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.
|-
|-
|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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During the opening cutscene, Rosalina & Luma were present on the cliffside when [[Galeem]] unleashed his beams of light. They attempted to fly away alongside {{SSBU|Diddy Kong}}, but both of them were hit by a light beam, vaporized, and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.
During the opening cutscene, Rosalina & Luma were present on the cliffside when [[Galeem]] unleashed his beams of light. They attempted to fly away alongside {{SSBU|Diddy Kong}}, but both of them were hit by a light beam, vaporized, and placed under Galeem's imprisonment along with the other fighters, excluding {{SSBU|Kirby}}.


Rosalina & Luma were among the many fighters that fell under [[Dharkon]]'s control after Galeem was first defeated. They are found in [[The Dark Realm]] near the entrance of the [[Mysterious Dimension]] sub-area, where the spirit of [[List of spirits (Mega Man series)|MegaMan.EXE]] must be confronted before approaching them.
Rosalina & Luma were among the many fighters that fell under [[Dharkon]]'s control after Galeem was first defeated. When the north path of [[The Dark Realm]] splits into four, they can be found on the second path from left to right, where the spirit of [[List of spirits (Mega Man series)|MegaMan.EXE]] must be obtained before approaching them.
{{clrl}}
{{clrl}}


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*Rosalina & Luma's video on the [[Super Smash Bros. Ultimate Official Site|official website]] features a visual glitch: when Rosalina uses her new [[neutral aerial]], her dress goes abnormally high, revealing her legs disjointed from her body. This glitch was also present during the initial E3 Direct while Sakurai was explaining just how many move changes ''Ultimate'' has.
*Rosalina & Luma's video on the [[Super Smash Bros. Ultimate Official Site|official website]] features a visual glitch: when Rosalina uses her new [[neutral aerial]], her dress goes abnormally high, revealing her legs disjointed from her body. This glitch was also present during the initial E3 Direct while Sakurai was explaining just how many move changes ''Ultimate'' has.
*Despite Rosalina's Final Smash being a {{s|mariowiki|Power Star}} in her video like in ''Super Smash Bros. for Nintendo 3DS/Wii U'', she instead summons a {{s|mariowiki|Grand Star}} in the final version of the game.
*Despite Rosalina's Final Smash being a {{s|mariowiki|Power Star}} in her video like in ''Super Smash Bros. for Nintendo 3DS/Wii U'', she instead summons a {{s|mariowiki|Grand Star}} in the final version of the game.
*Rosalina's entry on the official Super Smash Blog was on October 31st, one day off from ''{{s|mariowiki|Super Mario Galaxy}}''{{'}}s 11th anniversary, which is on November 1st. It is possible that this was done because the final ''Super Smash Bros. Ultimate'' Direct was held on November 1st, and to avoid Rosalina's entry overlapping with new info from the Direct, her entry had to be written earlier than intended.
**However, Japan, being 14 hours ahead of Eastern Standard Time, would have received the update on November 1st.
*While most other characters have the announcer say "(character) wins!" at the victory screen, Rosalina & Luma have the announcer say "Rosalina & Luma win!". The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with Rosalina & Luma because of their two-in-one nature and name. {{SSBU|Ice Climbers}} and {{SSBU|Banjo & Kazooie}} also share this distinction.
*While most other characters have the announcer say "(character) wins!" at the victory screen, Rosalina & Luma have the announcer say "Rosalina & Luma win!". The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with Rosalina & Luma because of their two-in-one nature and name. {{SSBU|Ice Climbers}} and {{SSBU|Banjo & Kazooie}} also share this distinction.
*On the [[character selection screen]], Rosalina & Luma's icon in the Japanese version shows their name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}}, and Banjo & Kazooie.
*On the [[character selection screen]], Rosalina & Luma's icon in the Japanese version shows their name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}}, and Banjo & Kazooie.
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*Rosalina is one of only five characters to predominantly use her left hand to wield her weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Toon Link}}, {{SSBU|Ice Climbers}}, and {{SSBU|Sephiroth}}.
*Rosalina is one of only five characters to predominantly use her left hand to wield her weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Toon Link}}, {{SSBU|Ice Climbers}}, and {{SSBU|Sephiroth}}.
*For unknown reasons, despite Luma's voice actor, Yuya Takezawa, being Japanese, his name is romanized in English in the Japanese version of Rosalina's Sound Test. This oddity was not present in ''Smash 4''.
*For unknown reasons, despite Luma's voice actor, Yuya Takezawa, being Japanese, his name is romanized in English in the Japanese version of Rosalina's Sound Test. This oddity was not present in ''Smash 4''.
*By complete coincidence, Rosalina & Luma have their placement on the first official [[tier list]] as the exact same number as their [[Fighter number]]; with their placement on the tier list being 48th out of 82 and their Fighter number being Fighter #48. They are the only fighters to have this occur.
*By complete coincidence, Rosalina & Luma have their placement on the first official [[tier list]] as the exact same number as their [[Fighter number]]; with their placement on the tier list being 48th out of 82 and their Fighter number being Fighter #48. They were the only fighters that had this distinction. However, Rosalina & Luma’s placement on the current tier list, being 43rd, no longer matches their fighter number.
*If the spirits in the collection are in numerical order, Rosalina and Luma is the first character to be in a spirit battle as the main opponent, which is [[Super Star]]; 20th spirit overall.


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