Super Smash Bros. Ultimate

Rosalina & Luma (SSBU): Difference between revisions

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


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


Rosalina's throws possess a variety of useful increments that she can effectively utilize to set up into punishes or direct follow-ups. This produces convenient methods for her to grant a great deal of damage to her opponent very early into a stock. Rosalina's up throw constructively acts as her main combo throw which allows for exceedingly effective setups for combos into various attacks that can either combo into each other or other moves allowing for great utilization of setups into a wide variety of methods to output damage. Rosalina can consistently use her up throw to combo into her and Luma's neutral aerial, up tilt, and up aerial. This allows for Rosalina to find easy methods to rack up damage with her up throw to set up further combos or juggle her opponents with her neutral aerial or up aerial. Her forward throw is a potent tool for setting up edge-guarding when throwing an opponent off the edge or it can act as KO throw when used at the edge at very high percentages. Her forward throw even obtains further use with it allowing her to throw her opponent into a detethered Luma's attacks, effectively being able to use her forward throw to "pinball" her opponent at lower percentages. Her back throw is most commonly used as her primary KO throw when at higher percentages, although it can provide an opportunity to edge trap or edge-guard the opponent if it is used on the edge. However, her down throw, due to its high base knockback and ending lag, is the least useful of her throws and has very limited combo potential, as it can only potentially combo into her forward aerial at very low percentages.  
Rosalina'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 can obtain numerous uses with their tilt attacks primarily when Luma is detethered from Rosalina with the use of Luma Shot. This makes it so that the duo's tilt attacks can be used as a measure to tactfully place Rosalina into advantage state if she uses a detethered Luma's to cover the stage, with any of Luma's tilt attacks being able to effective place an opponent out of advantage state and possibly giving Rosalina the opportunity to escape a situation where she is stuck in disadvantage, greatly strengthening her defensive capabilities. Rosalina has quick startup on both her forward tilt and down tilt as well as notable range on both moves especially when combined with Luma's. Specifically, their forward tilt allows them to use its range as a poking tool or to knock opponents forward and set up [[tech-chasing]] at lower percentages. Rosalina's down tilt can set up for tech-chasing at mid-percentages and can effectively ledgetrap certain characters. Luma's down tilt obtains noteworthy range both when attached  and detached to Rosalina's and it can act as a combo finisher, poking tool, and Rosalina can use it [[gimp]] certain recoveries if Luma's down tilt is used while it is detethered from Rosalina at the ledge or offstage. Rosalina and Luma's up tilt is not only an effective combo starting tool but even a decent combo extender, primarily into allowing a follow-up into their any of their aerials, and their up tilt can act as a useful anti-air. Luma's respective up tilt can hit opponents when they are both grounded and in the air, with Luma's up tilt even being a functional move to KO grounded opponents at high percentages.
Rosalina 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.
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Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are unimpressive and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 10 seconds it takes to do so can be more than enough time for the opponent to land a combo or score a KO on Rosalina. This is further compounded by Luma's inability to act out of a tumble until landing on the ground, as attacks that knock Luma off-stage will result in it being inevitably KO'd, regardless of how much HP it has. Most of the cast also has a reliable move to use in order to KO Luma and thus avoid the risk of being punished by Rosalina. Luma's vulnerability is coupled with Luma possessing no way to shield on it's own, with the only way to protect it being through Rosalina's shield. Luma's lack of any shield can potentially put it at risk whenever it is tethered away from Rosalina, making it so that some characters with strong projectiles can easily KO a de-tethered Luma. Luma's lack of rolls, a spotdodge, or an airdodge makes it very easy for opponents to pressure it if Rosalina is forced to dodge an attack. Luma's lack of a grab also makes it have difficulty pressuring shields without being tethered to Rosalina. Additionally, both Rosalina and Luma have a particularly difficult time against characters with larger disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in ''SSB4''. Characters with swords or other long, disjointed hitboxes will have no problem using their weapons to easily outrange both her and Luma, challenge her attempts at aerial pressure, and juggle her, making it difficult for her to wall them out and putting Rosalina in a position where a mistake could easily result in her taking a large amount of damage or even losing a stock.  
Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are unimpressive and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 10 seconds it takes to do so can be more than enough time for the opponent to land a combo or score a KO on Rosalina. This is further compounded by Luma's inability to act out of a tumble until landing on the ground, as attacks that knock Luma off-stage will result in it being inevitably KO'd, regardless of how much HP it has. Most of the cast also has a reliable move to use in order to KO Luma and thus avoid the risk of being punished by Rosalina. Luma's vulnerability is coupled with Luma possessing no way to shield on it's own, with the only way to protect it being through Rosalina's shield. Luma's lack of any shield can potentially put it at risk whenever it is tethered away from Rosalina, making it so that some characters with strong projectiles can easily KO a de-tethered Luma. Luma's lack of rolls, a spotdodge, or an airdodge makes it very easy for opponents to pressure it if Rosalina is forced to dodge an attack. Luma's lack of a grab also makes it have difficulty pressuring shields without being tethered to Rosalina. Additionally, both Rosalina and Luma have a particularly difficult time against characters with larger disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in ''SSB4''. Characters with swords or other long, disjointed hitboxes will have no problem using their weapons to easily outrange both her and Luma, challenge her attempts at aerial pressure, and juggle her, making it difficult for her to wall them out and putting Rosalina in a position where a mistake could easily result in her taking a large amount of damage or even losing a stock.  


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


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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|usmashname=Bend Back ({{ja|ベンドバック|Bendo Bakku}})
|usmashname=Bend Back ({{ja|ベンドバック|Bendo Bakku}})
|usmashdmg=Rosalina: {{ChargedSmashDmgSSBU|12}}<br>Luma: {{ChargedSmashDmgSSBU|6}} (clean), {{ChargedSmashDmgSSBU|5}} (late)
|usmashdmg=Rosalina: {{ChargedSmashDmgSSBU|12}}<br>Luma: {{ChargedSmashDmgSSBU|6}} (clean), {{ChargedSmashDmgSSBU|5}} (late)
|usmashdesc=Rosalina performs a 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)
Line 350: Line 350:
|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}''||
|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}''||
|-
|-
|5||{{Head|Kirby|g=SSBU|s=20px}}{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}{{Head|Kirby|g=SSBU|s=20px|cl=Green}}{{Head|Kirby|g=SSBU|s=20px|cl=White}} {{SSBU|Kirby}} (×6)||[[Dream Land]]||''{{SSBUMusicLink|Kirby|Green Greens (for 3DS / Wii U)}}''||Horde Battle.<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.

Latest revision as of 16:20, November 10, 2024

This article is about Rosalina & Luma's appearances in Super Smash Bros. Ultimate. For the characters in other contexts, see Rosalina and Luma.
Rosalina & Luma
in Super Smash Bros. Ultimate
Rosalina & Luma SSBU.png
MarioSymbol.svg
Universe Mario
Other playable appearance in SSB4


Availability Unlockable
Final Smash Grand Star
Tier B- (43)
Rosalina & Luma (SSBU)

Rosalina & Luma (ロゼッタ&チコ, Rosetta & Chiko) are playable characters in Super Smash Bros. Ultimate. They were revealed along with King Dedede and the rest of the veterans on June 12th, 2018, now as unlockable fighters. Although they are a team, Rosalina & Luma are collectively classified as Fighter #48.

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

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 techniques such as the 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 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.

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 rolling. 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 Dabuz, Homika, and yuzu.

How to unlock[edit]

Complete one of the following:

Rosalina & Luma must then be defeated on Mario Galaxy (the Ω form is used in World of Light).

Attributes[edit]

Rosalina is a tall and floaty lightweight, much like Mewtwo, and Zelda. Rosalina is tied with 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 dashing speed and slightly above-average walking and dashing speeds. Rosalina has average air speed, the 2nd highest additional air acceleration values in the game (tied with Mega Man and surpassed only by Palutena), and both her jump and double jump have significant height. Additionally, her falling and fast falling 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 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 Ice Climbers and perpetuated by 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 Pikmin and the Ice Climbers' partner climber: it uses hit points (HP) like the Pikmin, in which it will be KO'd if it is dealt 40%, and it responds to player inputs like the partner Ice Climber. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 10 seconds (7 seconds if 3 players are present, and 5 seconds if 4 or more players are present) until another Luma appears. Luma also cannot experience status effects, such as stun or sleep, which can allow it to attack and/or fend off opponents if Rosalina happens to find herself put under a status effect that renders her unable to move or attack. Luma also cannot be grabbed, and is able to act when Rosalina herself does get grabbed.

While they are largely defensive characters, Rosalina & Luma have several offensive options that allow them to rack up damage if given the opportunity. They have many attacks with disjointed hitboxes, most notably each of Rosalina's aerials, which are also useful for racking up damage. Their neutral aerial is a fast, low commitment option with upwards knockback, perfectly complimenting their aerial and juggling oriented fighting style. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like 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-spikes 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 smashing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth and sending opponents directly outward.

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

Rosalina'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 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 intangible throughout its duration. Lastly, their down smash is a useful anti-pressure option thanks to it having less start-up and especially ending lag in comparison to their other smashes. Due to it also being a semi-spike, it can also be used for edge-guarding. As of update 13.0.0, it is strong enough to KO reliably, which further bolsters its utility. Luma can also perform smash attacks while away from Rosalina; thus, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.

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

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.

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[edit]

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 Blades, Gyros, 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.

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.

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 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.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, Rosalina & Luma's models feature a more subdued color scheme. Rosalina's gown now features simple textile detailing, and has a more turquoise color, consistent with her appearances outside of Smash Bros.
  • Change Rosalina's slippers are now their usual silver, rather than matching the shade of her dress.
  • Change As with Peach, default Rosalina's crown in her stock icon is its usual silver, rather than cyan like her dress.
  • Change Luma always faces the screen regardless of the direction it turns towards; Rosalina's stance, however, is not mirrored.
  • Change As with Peach, Zelda, and Palutena, Rosalina's dress now has independent physics.
    • Change To compensate for her revised dress physics, Rosalina's crouching animation has been altered; her dress fans out behind her rather than moving in front. However, this does not apply when holding a small item.
  • Change Rosalina's airdodge and rolls now cause a bright light to appear as she steps right or left. Additionally, her sidestep animation now features more effects as she teleports.
  • Change Luma now cries out at the end of its jab, smash attacks, and during down taunt.
  • Change During Rosalina's Star KO, Luma starts shrinking before exploding in a burst of stars once she is KOed.
  • Change When Luma has low HP, it will have a tired idle animation.
  • Change Luma is slightly less expressive, as it no longer blinks when idle as well as during all of Rosalina's victory poses.

Attributes[edit]

  • Buff Like all characters, Rosalina's jumpsquat animation takes three frames to complete (down from 5).
  • Nerf Luma has less HP (50 → 40).
  • Buff Luma's respawn time has shortened and is dependent on the amount of players in the battle (12.5 seconds → 10 (2 players), 7 (3 players), 5 (>3 players)).
  • Buff Luma's attacks benefit from a 1.5x damage amplifier when Rosalina launches it away.
  • Buff When Luma is launched, it receives roughly 25% less knockback, improving its survivability.
  • Buff When opponents get near a detethered Luma, it autofaces them, in a similar way to Ryu's mechanic.
  • Buff Rosalina's air speed is slightly faster (1 → 1.05).
  • Buff Rosalina walks faster (1.0835 → 1.138).
  • Buff Rosalina dashes faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).
  • Buff Rosalina has higher traction (0.068 → 0.099). However, it is significantly slower relative to the cast, going from the 6th highest out of 58 characters to the 63rd highest out of 89 characters.
  • Buff The introduction of attack canceling benefits Rosalina more than other returning veterans, as she can make Luma perform a grounded attack while she performs an aerial, giving her unique attack options.
  • Nerf Luma receives more knockback in general, making it easier to KO.
  • Nerf Luma no longer stalls in place as long when performing attacks airborne.
  • Buff Rosalina is heavier (77 → 82), weighing as much as Falco. This increases her survivability.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit of Rosalina's jab has less startup lag (frame 8 → 5), The second hit of her jab deals more damage (1% → 2%) and both third hits of jab have less startup lag (frame 9 → 7). Both first hits of jab also have less ending lag (frame 23 → 21).
    • Nerf The first two hits of Luma's jab deals less damage (2% → 1%).
    • Nerf Luma's jab movement and range have decreased significantly, no longer pushing Luma forward. This hinders Rosalina's ability to space with jab.
    • Nerf Luma's jab 3 knockback growth greatly decreased, removing its KO potential. Jab 3 also has a shorter duration (frames 9-11 (Rosa), 9-13 (Luma) → 7-8 (both)).
    • Buff Luma's rapid jab knockback growth greatly increased, making it a good killing option near the ledge. The final hit also has less startup lag (frame 9 (Rosa), 8 (Luma) → 6 (both)).
    • Nerf Rapid jab deals much less damage (1.7% (Rosa), 1.2% (Luma) → 0.3% (Rosa), 0.1% (Luma)) greatly hindering its damage racking potential. The final hit also has a shorter duration (frames 9-11 (Rosa), 8-12 (Luma) → 6-7 (both)).
  • Forward tilt:
    • Buff Forward tilt deals more damage (6%/5% → 7.5%/6.7% (Rosa), 4.3% → 6.7%/4.5% (Luma)). Luma's forward tilt also has less ending lag (frame 39 → 38).
    • Nerf Luma's forward tilt has a shorter duration (frames 8-11 → 8-10).
  • Up tilt:
    • Buff Rosalina's up tilt has a larger horizontal hitbox, deals more damage when hit clean (8% → 10%) and has decreased startup lag with a longer duration (frames 9-17 → 7-17). Luma's up tilt also deals more damage (8%/4%/3% → 12%/6%/4.5%).
    • Nerf Rosalina's up tilt has a weaker late hit and has less intangibility (frames 4-11 → 4-10). Luma's up tilt has more ending lag (frame 31 → 41).
  • Down tilt:
    • Buff Down tilt deals more damage (4.5% → 5.5% (Rosa), 3.5% → 5.2% (Luma)).
    • Nerf Luma's down tilt has more ending lag (frame 32 → 33).
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 48 → 41).
  • Forward smash:
    • Change Luma's forward smash hitbox has less range but has increased knockback to compensate for the change.
  • Up smash:
    • Buff Rosalina's up smash hitbox has increased knockback scaling (90 → 94) and Luma's up smash hitbox has increased base knockback (60 → 65).
  • Down smash:
    • Change Down smash has an altered animation that is more floaty and graceful.
    • Buff It has more range (size and Y offsets 3.5 → 4.7) despite being placed closer to Rosalina (Z offsets 19.0—9.0/-19.0—-9.0 → 18.0—8.0/-18.0—-8.0).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (11 frames → 8 (neutral), 20 → 16 (forward), 16 → 10 (back), 18 → 11 (up), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Rosalina has a new neutral aerial: she spins her wand around herself. It now hits in front of Rosalina first and the animation is much faster, improving its safety. Because of this, it has significantly decreased ending lag (FAF 66 → 44) and the second hit of Luma's neutral aerial comes out twice as fast (frame 26 → 13). It auto-cancels drastically earlier (60 → 33), allowing it to auto-cancel in a short hop fast fall and when the hitboxes cease, and Luma can perform two neutral aerials in a short hop. It also deals more damage (5% → 10% (Rosa early), 7.5% → 8% (Rosa late), 4% (Luma front), 3% (Luma back) → 4.5% (Luma)). This makes it much faster, safer and versatile than the old neutral aerial.
    • Nerf Luma's neutral aerial has increased startup lag for the first hit and both neutral aerials have a shorter duration (frames 9-34 (clean), 35-46 (late) → 9-26/27-33 (Rosa), frames 3-6 (Luma hit 1), frames 26-29 (Luma hit 2) → 7-9/13-14)).
    • Change Both neutral aerials have different angles (361° → 60°/72° (Rosalina)/ 74° (Luma)).
  • Forward aerial:
    • Buff Rosalina's forward aerial has less startup (frame 11 → 10) and much less ending lag (frame 76 → 55).
    • Buff It auto-cancels much earlier (67 → 50), allowing it to do so in a short hop.
    • Nerf Luma's forward aerial has a shorter duration (frames 11-14 → 11-13) and has more ending lag (frame 58 → 60).
  • Back aerial:
    • Nerf It auto-cancels later (46→ 50), although it can still auto-cancel in a short hop.
  • Up aerial:
    • Change Luma has a new up aerial: an uppercut, instead of an upwards kick.
    • Buff Rosalina's late up aerial has drastically higher knockback scaling (30 → 98). It also auto-cancels slightly earlier (45 → 42).
    • Nerf Luma's up aerial has more startup lag and both up aerials have a shorter duration (frames 8-29 → 8-19 (Rosa), frames 3-10 → 6-11 (Luma)). Up aerial's ending lag has also increased (FAF 42 → 50), significantly worsening its juggling potential.
  • Down aerial:
    • Nerf Luma's down aerial has increased startup lag (frame 8 → 15) and ending lag (FAF 42 → 50).
    • Nerf It auto-cancels one frame later, matching its new interruptibility (49 → 50).

Throws and other attacks[edit]

  • Change Rosalina's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.

Special moves[edit]

  • Luma Shot:
    • Buff Luma Shot has less ending lag when sending out (FAF 44 → 35) and calling back Luma (FAF 38 → 22)
    • Nerf Luma Shot travels less distance, and Luma halts all momentum at the end of the move.
    • Nerf Luma Shot can no longer be held indefinitely.
  • Star Bits:
    • Buff The first two Star Bits have less startup lag (13/17 → 10/16).
    • Buff Star Bits have greatly increased range.
    • Buff Star Bits deal more damage (2.8% → 3%).
    • Nerf The last Star Bit has more startup lag (21 → 22).
    • Change Star Bits are now projectiles, rather than moving hitboxes connected to Luma. As such, once a Star Bit is fired, its movement is independent of Luma.
      • Nerf As projectiles, the Star Bits are pocketable and are set to be reflectable but not absorbable.
      • Nerf The Star Bits are now affected by the reduced shieldstun for projectiles, and like most projectiles have reduced shield damage (0 → -1.5).
      • Buff However, this also means Luma does not sustain hitlag when the star bits connect, improving their safety on hit, especially when combined with the universal increase to hitlag.
  • Launch Star:
    • Buff Rosalina's head does not poke out during her 2-frame animation, making it safer when snapping the ledge.
  • Gravitational Pull:
    • Buff Gravitational Pull equips items instead of only pulling them in.
    • Buff Gravitational Pull has less ending lag (FAF 45 → 40).
    • Nerf Gravitational Pull has slower startup and fewer active frames (frame 2–60 → 5–39), no longer pulling objects after the animation has ended.
    • Nerf Gravitational Pull range has been reduced.
  • Final Smash:
    • Change Rosalina's Final Smash uses a Grand Star during her Final Smash, and the name was changed to accommodate for that, going from Power Star to Grand Star. The change however, is only aesthetic, and the move overall functions the same as it did in SSB4.
    • Change During Grand Star, an outer space backdrop temporarily appears.
    • Buff Grand Star pulls opponents in towards the multi-hitting star, making it more effective as a damage dealing attack. The Grand Star itself also covers more area, and grows significantly faster.
    • Nerf The smaller stars that fly off of the grand star travel a shorter distance before disappearing, and deal less damage (3% → 1%). They also no longer spawn from inside the power star, and thus cannot deal additional damage to opponents caught in the star. This drastically reduces the move's maximum damage potential.
    • Nerf The explosion at the end of the move deals less damage (12% → 11%), and has altered knockback (50 (base)/118 (scaling) → 80/105), dealing less knockback overall. Combined with the above change, this removes the ability for the move to KO opponents starting at 0% damage.

Update history[edit]

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 rushed 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 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 falling 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.

Super Smash Bros. Ultimate 2.0.0

  • Buff Luma's physics have been reverted to those from Super Smash Bros. 4 for the most part, giving it access to options that were removed in patch 1.0.0.
  • Buff Luma now advances once again with jabs thanks to the mechanical changes in its physics, albeit way less than Smash 4 jabs.
  • Buff Luma's up tilt deals more knockback.
  • Buff Down tilt sends Luma farther forward, increasing the range. This also removes a bug that made Luma bonk its head on the floor while performing the move.
  • Buff Dash attack connects more reliably.
  • Buff Rosalina can grab ledges faster after using neutral (frame 68 → 67) and forward aerial (frame 84 → 83).
  • Buff Neutral aerial start up for both Rosalina and Luma has been reduced (frame 10 → 9 and frame 8 → 7) respectively.
  • Buff Neutral aerial hitboxes for Rosalina have been fixed for the most part, making the move connect more reliably.
  • Buff Smash 4 RAR back aerial that makes Luma launch forward when performed is back.
  • Buff Down aerial's meteor hitbox on frame 17 has no sourspot anymore, making it always spike despite the positioning.
  • Luma Shot:
    • Buff No charge ending lag frame 40 → 35, all charges ending lag frame 34 → 29.
    • Buff Grounded call back ending lag frame 26 → 22, aerial call back ending lag frame 28 → 24.
  • Buff Launch Star ledge grab size increased, (17, 27.5, -8, 13) → (17, 30.5, -14, 13) during the launch animation, (17, 27.5, -8, 13) → (17, 30.5, -11, 13) when the move ends.
  • Buff Grand Star's looping hits can no longer be SDIed.

Super Smash Bros. Ultimate 3.0.0

  • Buff If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.
  • Bug fix The glitch that allowed Chrom’s Awakening Aether to slow down Luma has been fixed.
  • Nerf Luma Shot deals less shield damage (0 → -2.5)
  • Nerf Star Bits deal less shield damage (0 → -1.5).
  • Buff At the start of Grand Star, nearby opponents will be slowed more (6 → 15), and for longer (60 frames → 70).

Super Smash Bros. Ultimate 3.1.0

  • Nerf Luma has less HP (50 → 40).
  • Buff Luma takes less time to respawn when there are 1-3 opponents (11 seconds → 10 (1 opponent), 9 → 7 (2 opponents), 7 → 5 (3 opponents)).
  • Buff Luma's dash attack has less ending lag (FAF 49 → 41), matching Rosalina's lag.
  • Buff The sourspot of Luma's forward smash deals more knockback (43 base/174 scaling → 23/219). It also uses the Sakurai angle (45° → 361°).
  • Buff Forward aerial's hits connect more reliably.
  • Buff Forward aerial has less ending lag (FAF 60 → 55).
  • Buff Rosalina can grab ledges faster after using forward aerial (84 frames → 79).
  • Buff All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).
  • Buff Launch Star allows to fast-fall sooner after being used.
  • Buff Luma has less ending lag after Gravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.

Super Smash Bros. Ultimate 4.0.0

  • Nerf It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.
  • Buff Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.

Super Smash Bros. Ultimate 5.0.0

  • Bug fix Luma is no longer uncontrollable after Rosalina is affected by Hero's Snooze.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Grand Star:
    • Buff The multi-hits have a faster rehit rate (8 → 6), making the move harder to escape and allowing it to deal more damage.
    • Buff The last hit has more knockback scaling (105 → 108).

Super Smash Bros. Ultimate 10.1.0

  • Buff The first hits of Rosalina's forward aerial have received various adjustments that allow the move to connect more reliably:
    • Buff The first hit has been split into ground-only and aerial-only hitboxes, with the aerial-only hitbox having less base knockback (90 → 50).
    • Buff Two of the looping hits' hitboxes (ID 2 and 3) have altered displacements (Y-offset: -3.8—-6.2 → -5.8—-6.2), extend further during the last two frames (X-offset: 1.7—8 → 1.7—10), and now send at an autolink angle throughout their entirety (115° (frames 11-18)/36 (frames 19-20) → 366° (frames 11-20)).
    • Buff Three of the looping hits' hitboxes (ID 2, 3 and 4) have less base knockback (36/36/72 → 20/20/60).
    • Buff One of the looping hits' hitboxes is smaller (ID 1: 4.0u → 3.5u). While this technically reduces the move's range close to Rosalina, it allows the hitboxes with the autolink angles to connect more consistently.
    • Buff The final hit is larger (8.0u → 9.0u).

Super Smash Bros. Ultimate 12.0.0

  • Buff Luma will now be in front of Rosalina when using Star Bits in reverse.

Super Smash Bros. Ultimate 13.0.0

  • Buff Luma's down smash has higher knockback scaling (165/168 → 170/171).
  • Change Luma will now follow Rosalina when using Star Bits in the air. This improves Rosalina’s ability to hit opponent with star bits in the air however, this also hinders the move’s setup potential, particularly at the ledge.

Super Smash Bros. Ultimate 13.0.1

  • Buff Luma slows down more quickly when launched, resulting in it not being launched as far.
  • Buff Rosalina's down smash has more vertical range as well as more range close to Rosalina.

Moveset[edit]

  • 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.
    • 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.
Luma attacking independently, as shown via Move List.
  • Luma is controlled by the player instead of by artificial intelligence.
    • When Luma is launched away from Rosalina via Luma Shot, its attacks receive a 1.5× damage multiplier.
    • Luma will emit a pulsing ring of light around itself to signify its independence.
    • Luma will automatically face any opponents who get close to it.
    • Even if Rosalina is incapacitated (e.g. grabbed, stunned or buried), Luma can still attack.

For a gallery of Rosalina & Luma's hitboxes, see here. Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Flash 1 (フラッシュ1)
Flash 2 (フラッシュ2)
Flash 3 (フラッシュ3)
Spinner (スピナー)
Spinner Finish (スピナーフィニッシュ)
Rosalina: 2%
Luma: 1%
Rosalina waves her wand upward, then downward and then thrusts her hands forward, with each motion emitting a small burst of energy in front of herself. Alternatively, the second hit can transition to a flurry attack that consists of her rapidly flicking her wand in front of herself while it is infused with energy. The flurry ends with a large burst of energy produced from a final flick of her wand.
Luma performs a punch, followed by a kick, followed by a bicycle kick. Alternatively, the second hit can transition to a flurry attack where Luma performs the Spin, a move that debuted in Super Mario Galaxy, and concludes with a corkscrew headbutt. It is a decent damage racking option, especially if the opponent is trapped between Rosalina and an independent Luma. The finisher of Luma's neutral infinite is also strong enough to function as a serviceable KO option at high percentages and while near the edge.
Rosalina: 2%
Luma: 1%
Rosalina: 3%
Luma: 2%
Rosalina: 0.3% (loop), 2.5% (last)
Luma: 0.1% (loop), 1.5% (last)
Forward tilt Milky Way (ミルキーウェイ) Rosalina: 7.5%
Luma: 4.5%
Rosalina performs a floating, double-footed roundhouse kick.
Luma performs a roundhouse kick. It has fairly minimal startup and ending lag, as well as average knockback. As a result, these traits make it a useful spacing option.
Up tilt Saturn Ring (サターンリング) Rosalina: 10%
Luma: 8%
Rosalina emits a miniature planetary ring that rises directly over her head. Her head is intangible on frames 4-10.
Luma throws a Spinning uppercut, similarly to Shoryuken. It is useful for contesting anyone directly above Rosalina & Luma. Unlike Rosalina's up tilt, Luma's can hit an opponent standing in front of it. Like Ryu's Shoryuken, Luma's up tilt is at its strongest during its early hit, and its strength tapers off during its subsequent hitboxes.
Down tilt Glitter Low Kick (グリッターローキック) Rosalina: 5.5%
Luma: 3.5%
Rosalina performs a baseball slide.
Luma performs a sliding headbutt. It is a semi-spike that has minimal startup and ending lag. As a result, these traits make it useful for edge-guarding and warding off nearby opponents.
Dash attack Rise Up (ライズアップ) Rosalina: 3% (hit 1), 4% (hit 2)
Luma: 3%
Rosalina lunges and then rises upward to perform a battering ram.
Luma performs a diving tackle that ends with a backflip. Since Rosalina's dash attack hits twice, it is quite useful for punishing spot dodges. Good for setting up combo to their aerial attacks.
Forward smash Galaxy Smash (ギャラクシースマッシュ) Rosalina: 12%
Luma: 7% (fist), 5% (body)
Rosalina performs a two-handed palm thrust that emits a galaxy-shaped burst of energy from her hands. The move can be angled.
Luma throws a punch. The move can be angled. Luma's forward smash is very powerful when sweetspotted, to the point of being a fearsome KO option while near the edge. However, both of their forward smashes have high startup, and are therefore better suited for hard reads.
Up smash Bend Back (ベンドバック) Rosalina: 12%
Luma: 6% (clean), 5% (late)
Rosalina performs a backward arcing headbutt while emitting a rainbow colored trail. Her head is intangible on frames 7-16.
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.
Down smash Twin Galaxy (ツインギャラクシー) Rosalina: 7% (front), 9% (back)
Luma: 4% (back), 5% (front)
Rosalina performs a low-angle roundhouse kick that produces a galaxy-shaped burst of energy, followed by a low-angle heel kick that produces a galaxy-shaped burst of energy.
Luma performs a side kick backward followed by a wheel kick forward. It is very useful for punishing rolls and useful for pinballing opponents with an independent Luma. Luma's down smash has respectable power, making it a fairly useful KO option while near the edge.
Neutral aerial Rosalina Loop (ロゼッタループ, Rosetta Loop) Rosalina: 10% (front), 8% (back), 7% (late)
Luma: 3% (front), 4% (back)
Rosalina Spins with her wand extended, which emits a trail of stardust.
Luma performs a side kick forward and then a wheel kick backward. It is one of Rosalina's best combo starters, as it can chain into other aerials, including itself. Due to its long-lasting hitbox, it can also quite useful for punishing air dodges and spot dodges.
Forward aerial Galaxy Somersault Kick (ギャラクシーサマーソルトキック) Rosalina: 1% (hits 1-4), 4% (hit 5)
Luma: 3%
Rosalina performs a double-footed bicycle kick that emits a galaxy-shaped burst of energy.
Luma performs a headbutt. Its long-lasting hitbox makes it ideal for edge-guarding and punishing air dodges.
Back aerial Galaxy Dropkick (ギャラクシードロップキック) Rosalina: 11%
Luma: 4%
Rosalina performs a dropkick that emits a galaxy-shaped burst of energy.
Luma performs a dropkick. It is a semi-spike, has low landing lag, and auto-cancels with a short hop. Altogether, these traits make it very useful for spacing and edge-guarding.
Up aerial Saturn Ring U (サターンリングU) Rosalina: 10% (clean), 5% (mid), 2% (late)
Luma: 4%
Rosalina emits a miniature planetary ring that rises directly above her head, similarly to her up tilt.
Luma throws an uppercut. Its high base knockback and knockback scaling make it one of her best KO options if Luma is not nearby. In addition, its disjointed hitbox makes it a useful juggling option.
Down aerial Saturn Ring D (サターンリングD) Rosalina: 8% (legs), 7% (clean ring), 6% (late ring)
Luma: 5%
Rosalina performs a double foot stomp to emit a miniature planetary ring directly below her feet. At the beginning of the move, it can meteor smash.
Luma performs a stomp. Rosalina's meteor smash hitbox is not only useful for edge-guarding, but can also enable her down aerial to combo into up smash if it hits a ground opponent. Luma's down aerial is its strongest aerial, to the point of being one of its best KO options and a very useful edge-guarding option.
Grab Grab (つかみ) Rosalina grabs her opponent telekinetically.
Pummel Grab Wand Slap (つかみワンドスラップ) 1.3% Rosalina smacks the opponent with her wand. Average power and speed.
Forward throw Magical Toss (マジカルトス) 9% Rosalina flips the opponent in front of herself with anti-gravity, and then flings them away. Can KO middleweights at around 164% at the edge of Final Destination.
Back throw Satellite Throw (サテライトスルー) 11% Rosalina spins the opponent around herself once with anti-gravity, and then tosses them behind herself. Rosalina's strongest throw in terms of KO potential. Can KO middleweights at around 176% at the edge of Final Destination with optimal DI. Good for extending the timer on waiting for Luma
Up throw 0G (0G) 7% Rosalina flings the opponent into the air with anti-gravity. It can combo reliably into Luma's up aerial at low to medium percentages. Although very situational, it can also KO middleweights at around 208% on Final Destination.
Down throw 3G (3G) 9% Rosalina uses anti-gravity to slam the opponent onto the ground. It can combo into neutral and forward aerials at low percentages, depending on the opponent's DI.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Rosalina kicks around herself while getting up.
Floor attack (back)
Floor getups (back)
  7% Rosalina swings her wand around herself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Rosalina kicks around herself while getting up.
Edge attack
Edge getups
  9% Rosalina performs a legsweep while climbing up.
Neutral special Luma Shot 5% (uncharged), 16% (fully charged) Rosalina propels Luma forward with anti-gravity. It is chargeable, with a fully charged Luma being invincible while traveling. Luma stops after hitting something or reaching the end of its travel path. While Luma is away from Rosalina, Luma will emit a pulsing ring of light to indicate its independence. If Luma is independent, using Luma Shot will cause Luma to return to Rosalina. Otherwise, Luma will move relative to Rosalina's position and the direction she faces. Due to Luma Shot utilizing Luma, it will have no effect during Luma's respawn time.
Side special Star Bits 3% (per Star Bit) Luma shoots 3 Star Bits forward, each at a different angle. It is useful for hindering approaches, especially while Luma is independent. Unlike in SSB4, however, the Star Bits function as projectiles instead of disjointed hitboxes. As a result, they can be reflected, although they cannot be absorbed. Like Luma Shot, Star Bits will have no effect during Luma's respawn time.
Up special Launch Star Rosalina uses a multicolored Launch Star to propel herself and Luma into the air. It can be angled just before the ascent, making it capable of launching her at a purely vertical angle, a nearly horizontal angle, or a diagonal angle. Rosalina is rendered helpless after using the move. Luma can use grounded and aerial attacks, but not special attacks or smash attacks, if present.
Down special Gravitational Pull Rosalina waves her wand around herself and the Star Cursor makes any nearby items or projectiles gravitate towards her. Gravitating projectiles come under Rosalina's ownership, which can result in projectiles damaging opponents who get too close. Any items that are pulled in, including those from special moves (such as Vegetable, Metal Blade, Gyro and Remote Bomb), will be automatically equipped, used, or consumed.
Final Smash Grand Star 1% (loop), 12% (explosion) Rosalina summons a 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 82 2.035 – Initial dash
1.795 – Run
1.138 0.099 0.01 1.05 0.01 – Base
0.1 – Additional
0.062 1.2 – Base
1.92Fast-fall
3 40 - Base
19.37 - Short hop
40

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Rosalina & Luma fly onto the stage while accompanied by a trail of stardust.

Taunts[edit]

  • 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, 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.

Idle poses[edit]

  • Leans forward and looks into the distance.
  • Taps her wand in midair.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Ro - sa - li - na! Rosetta! Chi - ko! Rosa - linda! Sfavi - llotto! Ro - sa - li - na! Rosa - li - na! Lu - ma! NTSC
Har - mo - nie! Lu - ma! PAL
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Rooooosa - li - na! Und! Lu - ma! Rosa - liiiii - na! Des - teeeee - llo! NTSC
Es - teeeee - la! Des - teeeee - llo! PAL
Rosa - lina! Lu - ma! Roje - llina! Chiko!

Victory poses[edit]

  • Left: Luma flies in after Rosalina motions with her wand, giggling, while Luma circles her.
  • Up: Rosalina poses and says "All right!" while Luma jumps and Spins behind her.
  • Right: Luma jumps into Rosalina's arms and she catches it.
A flourished and remixed portion of Super Mario Galaxy's Overture.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Rosalina & Luma players (SSBU)

Tier placement and history[edit]

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 Meta Knight and 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, Dabuz, dropping them in favor of 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 Kirihara and Homika, started to achieve better results. Although Rosalina & Luma are still agreed to be among the most nerfed veterans, 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 yuzu became less consistent as time went on, newer Rosalina & Luma players began stepping in the limelight, including M.Pop0, SOLO, and 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 CEO 2023, his first superregional win for a Rosalina & Luma player since 2020, and placing 2nd at Super Smash Con 2023. These results allowed Rosalina & Luma to rise slightly on the second tier list, ranking 43rd in the B- tier.

Classic Mode: One Star after Another[edit]

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 Bowser, who is fought in reference to his boss battles in Super Mario Galaxy and Super Mario Galaxy 2. The boss of their route, Marx, also fits this theme due to how the final battle against him in Kirby Super Star occurs in outer space. In addition, Assist Trophies summon Starfy exclusively, presumably due to his resemblance to Power Stars, Lumas, and his own ambiguously alien heritage.

Round Opponent Stage Music Notes
1 Olimar (SSBU) Olimar Distant Planet Stage Clear / Title Theme - Pikmin
2 Fox (SSBU) Fox and Wolf (SSBU) Wolf Venom Main Theme - Star Fox This battle is a free-for-all.
3 Samus (SSBU) Samus Brinstar Title Theme - Metroid
4 Ridley (SSBU) Ridley Brinstar Depths Brinstar Depths (Melee)
5 Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU) Kirby (×6) Dream Land Green Greens (for 3DS / Wii U) Horde Battle (3 at a time)
The Kirbys could also be a possible reference to the Lumas themselves.
6 Bowser (SSBU) Bowser Mario Galaxy Fated Battle Mario (SSBU) Mario appears as a teammate. Items do not appear.
Bonus Stage
Final Marx Mysterious Dimension Vs. Marx Mario (SSBU) Mario appears as a teammate.

Credits roll after completing Classic Mode. Completing it as Rosalina & Luma has Gusty Garden Galaxy accompany the credits.

Role in World of Light[edit]

Finding Rosalina & Luma in World of Light

Rosalina & Luma were among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Rosalina & Luma were present on the cliffside when Galeem unleashed his beams of light. They attempted to fly away alongside 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 Kirby.

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 MegaMan.EXE must be obtained before approaching them.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
48
Rosalina & Luma SSBU.png
Rosalina & Luma
Shield
Shield
10,000 Mario Galaxy (Ω form) Egg Planet (Remix)

Spirits[edit]

Rosalina's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Rosalina & Luma have been unlocked. Unlocking Rosalina & Luma in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Strangely, Luma is not part of Rosalina's fighter spirit despite the two being a duo fighter. Her fighter spirit has an alternate version that replaces it with their artwork in Ultimate.

Additionally, Rosalina makes an appearance in a few primary and support spirits, and a yellow Luma appears on its own as a support spirit.

In Spirit Battles[edit]

As the main opponents[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
20
SSBU spirit Super Star.png
Super Star Super Mario Series Rosalina & Luma Rosalina (SSBU)
Shield
9,200 Peach's Castle •Attack Power ↑
•Temporary Invincibility
•Item: Super Star
•The enemy will occasionally be invincible when the enemy's at high damage
•All fighters are easy to launch
•The enemy's FS Meter charges quickly
Main Theme - Super Mario 64
67
SSBU spirit Shine Sprite.png
Shine Sprite Super Mario Series Rosalina & Luma Rosalina (SSBU)
Kirby Team Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Neutral
13,100 Delfino Plaza (roof) •Temporary Invincibility
•Sudden Final Smash
•Item: Stars
•Defeat the main fighter to win
•The enemy will suddenly have a Final Smash
•The enemy will occasionally be invincible
Delfino Plaza (Remix)
72
SSBU spirit Hungry Luma.png
Hungry Luma Super Mario Series Rosalina & Luma Rosalina (SSBU)
Kirby Kirby (SSBU)
Grab
1,900 Mario Galaxy •Item: Super Launch Star •Take your strongest team into this no-frills battle Egg Planet Rosalina
90
SSBU spirit Biddybuggy.png
Biddybuggy North America
Buggybud PAL
Mario Kart Series •Tiny Rosalina & Luma Rosalina (SSBU)
Grab
3,700 Mario Circuit (Battlefield form) •Move Speed ↑
•Item: Mario Kart
•All fighters have increased move speed
•The enemy is easily distracted by items
•The enemy falls slowly
Cloudtop Cruise - Mario Kart 8 Baby Rosalina
263
SSBU spirit Madame Couture.png
Madame Couture The Legend of Zelda Series Rosalina & Luma Rosalina (SSBU)
Toon Link Toon Link (SSBU)Toon Link (SSBU)Toon Link (SSBU)
Grab
3,300 Skyloft N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - The Legend of Zelda: Tri Force Heroes
453
SSBU spirit Staryu.png
Staryu Pokémon Series Rosalina & Luma Rosalina (SSBU)
Grab
1,600 Tortimer Island •Item: Star Rod •Only certain Pokémon will emerge from Poké Balls (Staryu)
•The enemy heals over time
Road to Viridian City - Pokémon Red / Pokémon Blue
488
SSBU spirit Gardevoir.png
Gardevoir Pokémon Series •Reflect Rosalina & Luma Rosalina (SSBU)
Shield
4,000 Prism Tower •Item: Shooting Types •The enemy reflects projectiles
•Only certain Pokémon will emerge from Poké Balls (Gardevoir)
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire

As minions[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,301
SSBU spirit River Survival.png
River Survival Super Mario Series Bowser Bowser (SSBU)
Kirby Kirby (SSBU)
Yoshi Yoshi (SSBU)
Rosalina & Luma Rosalina (SSBU)
Shield
5,500 Kongo Falls (Ω form) Bob-omb Festival
•Item Tidal Wave
•Item: Food
•Survive until the timer runs out (1:00)
•Bob-ombs will rain from the sky after a little while
Slide Rosalina

Alternate costumes[edit]

Palette swap (SSBU)
Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU) Rosalina (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

A comparison of Mario/Dr. Mario's (top) and Rosalina's (bottom) Stamina KO voice clips; because of the reverberating effect on Rosalina's voice, her Stamina KO voice clip results in echoing noticeably longer.
  • Rosalina & Luma's video on the 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 Power Star in her video like in Super Smash Bros. for Nintendo 3DS/Wii U, she instead summons a Grand Star in the final version of the game.
  • 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. Ice Climbers and 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 Captain Falcon, Mr. Game & Watch, Zero Suit Samus, Pokémon Trainer, Wii Fit Trainer, the Mii Fighters, Piranha Plant, and Banjo & Kazooie.
  • Rosalina is the only Mario character whose animations are not mirrored.
    • Despite having most of his animations mirrored, Luigi has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash.
  • During the Army of Puppets cutscene, a puppet fighter of Luma can be spotted with glowing red eyes like any of the others present. However, in gameplay when fighting a Rosalina & Luma puppet fighter, only Rosalina has the red eyes, with any spawned Luma being as usual.
    • Similarly, when Rosalina & Luma are spawned as a false character during battles with Galeem and Dharkon in World of Light, the false Luma uses its usual appearance as opposed to colored entirely light blue or black like Rosalina and the rest of the false characters do. Futhermore, the false Lumas vocalize, despite Rosalina and other false characters during the battle having no voice.
  • Oddly, Rosalina does not vanish when performing a directional air dodge despite the sound effects playing. She shares this oddity with Greninja and Palutena.
  • Rosalina's voice actress, Kerri Kane, was misspelled as Kerry Kane in the credits.
  • When Rosalina is under the effect of either poison, Joker's Eiha / Eigaon, or any of Olimar's Pikmin, she simply closes her eyes, unlike the majority of cast.
  • Much like in Smash 4, internal voice file for Launch Star is organized by three-number codes instead of having a descriptor on them (e.g. "furafura" for the stun voice clip), akin to those for special moves, Final Smashes, and on-screen appearances of characters whose voice clips are recycled (including partial ones) from Super Smash Bros. Brawl, as well as Kirby, Ness, King Dedede, Robin, Lucario, and Daisy, despite the duo having debuted in the former game.
    • In King Dedede's case, this does not apply to voice clip for Dede-Rush; and in Robin's case, this only applies to the voice clip used when his tomes are broken.
  • After defeating a Rosalina & Luma puppet fighter in the Spirit Board, their idle pose in the free the spirit section utilizes their hit pose instead of their stunned pose. They are the only fighters with this distinction.
  • Rosalina is one of only five characters to predominantly use her left hand to wield her weapon, sharing this trait with Young Link, Toon Link, Ice Climbers, and 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.
  • 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.