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Unlike most characters who have their [[projectile|projectile]] moves restricted to their [[special move|special attacks]], the majority of Mega Man's attacks are projectiles. This includes his jab and even his neutral, up and down aerial, making Mega Man one of the first two fighters, along with [[Villager_(SSB4)|Villager (SSB4)]], in the entire series to have ranged projectiles as [[aerial attack|aerial attacks.]] As each move in his arsenal has a unique property that is unlike what a typical move is supposed to do (such as his [[neutral attack|jab]] being a quick series of [[projectile|projectiles]] instead of a combo of attacks), Mega Man is best played with the mindset that he has an entire moveset consisting only of [[special move|special moves]], each with their own time and place while battling.
Unlike most characters who have their [[projectile|projectile]] moves restricted to their [[special move|special attacks]], the majority of Mega Man's attacks are projectiles. This includes his jab and even his neutral, up and down aerial, making Mega Man one of the first two fighters, along with [[Villager_(SSB4)|Villager (SSB4)]], in the entire series to have ranged projectiles as [[aerial attack|aerial attacks.]] As each move in his arsenal has a unique property that is unlike what a typical move is supposed to do (such as his [[neutral attack|jab]] being a quick series of [[projectile|projectiles]] instead of a combo of attacks), Mega Man is best played with the mindset that he has an entire moveset consisting only of [[special move|special moves]], each with their own time and place while battling.


Despite having an unorthodox set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches. His [[Metal_Blade|Metal Blade]] is a ridiculously useful disrupting tool, able to be thrown in all 8 directions and trapping opponents in considerable [[freeze frame|freeze frames]] which can be used to follow up with a dash attack or grab. It can also be thrown onto the ground and picked up to be thrown later, useful for playing [[mindgame|mindgames]]. [[Crash Bomb|Crash Bomb]] acts as a pressuring tool that forces an opponent to either shield or approach Mega Man when it sticks, making it useful to lure out shields or approaches. By using either of these special moves, Mega Man is able to bait opponents to shield into a grab punish fairly easily, and as Mega Man has a notably good grab game, his throws able to chain into many of his attacks at low percentages, this further enhances his damage racking ability. Down throw especially chains well into forward air even at medium percentages, while an up throw to up aerial or up smash easily racks up damage at low percents. His jab is a fast and useful projectile that interrupts most attacks at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished.
Despite having an unorthodox set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches. His [[Metal_Blade|Metal Blade]] is a ridiculously useful disrupting tool, able to be thrown in all 8 directions and trapping opponents in considerable [[freeze frame|freeze frames]] which can be used to follow up with a dash attack or grab. It can also be thrown onto the ground and picked up to be thrown later for extra damage, useful for playing [[mindgame|mindgames]]. [[Crash Bomb|Crash Bomb]] acts as a pressuring tool that forces an opponent to either shield or approach Mega Man when it sticks, making it useful to lure out shields or approaches. By using either of these special moves, Mega Man is able to bait opponents to shield into a grab punish fairly easily, and as Mega Man has a notably good grab game, his throws able to chain into many of his attacks at low percentages, this further enhances his damage racking ability. Down throw especially chains well into forward air even at medium percentages, while an up throw to up aerial or up smash easily racks up damage at low percents. His jab is a fast and useful projectile that interrupts most attacks at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished.


His unique moveset also gives Mega Man a wide range of good attack options. His forward smash, although slow to start, is a projectile that travels half of Final Destination's length fully charged. Because of its projectile properties, players that have the habit of [[roll|rolling]] away after an attack can get hit by rolling back into a forward smash shot, and it can be used to [[edgeguard|edgeguard]] opponents who [[recovery|recover]] too high near the edge. His up smash acts like a multiple hitting down smash, useful for catching a [[sidestep|sidestepping]] or rolling opponent as the invincibility period from dodges do not last long enough to completely avoid the move, and is a useful anti-air. His up aerial shoots a trapping projectile upwards and has little starup lag, allowing Mega Man to quickly launch it to defend against airborne foes, and can KO at surprisingly low percentages if used near the top [[blast line|blast line]], while his back aerial has little startup lag with decent range and knockback, which can catch opponents off guard with its speed and power. Mega Man's down aerial is one of the best [[meteor smash|meteor smashes]] in the game, releasing a downward projectile that meteor smashes in the final frames and does heavy damage anytime else, making it at extremely safe and effective meteor smash as Mega Man does not have to go offstage for it to be effective and can severely punish recoveries that are done close to the bottom blast line. His down tilt covers a good distance and has a hitbox until Mega Man stops moving, making it useful as a safe approach if his jab projectiles are not viable, and his up tilt, though having horrid ending lag, comes out quick and hits with as much force as a smash attack, making it a deceptively powerful [[out_of_shield|out of shield]] option, though easily punishable if missed. Although only useful for extra damage while grabbing and protecting from projectiles, [[Leaf_Shield|Leaf Shield]] can also be used as an unusual [[https://www.youtube.com/watch?v=5_O3LCT7BDI&feature=player_detailpage#t=25| gimping move]].
His unique moveset also gives Mega Man a wide range of good attack options. His forward smash, although slow to start, is a projectile that travels half of Final Destination's length fully charged. Because of its projectile properties, players that have the habit of [[roll|rolling]] away after an attack can get hit by rolling back into a forward smash shot, and it can be used to [[edgeguard|edgeguard]] opponents who [[recovery|recover]] too high near the edge. His up smash acts like a multiple hitting down smash, useful for catching a [[sidestep|sidestepping]] or rolling opponent as the invincibility period from dodges do not last long enough to completely avoid the move, and is a useful anti-air. His up aerial shoots a trapping projectile upwards and has little starup lag, allowing Mega Man to quickly launch it to defend against airborne foes, and can KO at surprisingly low percentages if used near the top [[blast line|blast line]], while his back aerial has little startup lag with decent range and knockback, which can catch opponents off guard with its speed and power. Mega Man's down aerial is one of the best [[meteor smash|meteor smashes]] in the game, releasing a downward projectile that meteor smashes in the final frames and does heavy damage anytime else, making it at extremely safe and effective meteor smash as Mega Man does not have to go offstage for it to be effective and can severely punish recoveries that are done close to the bottom blast line. His down tilt covers a good distance and has a hitbox until Mega Man stops moving, making it useful as a safe approach if his jab projectiles are not viable, and his up tilt, though having horrid ending lag, comes out quick and hits with as much force as a smash attack, making it a deceptively powerful [[out_of_shield|out of shield]] option, though easily punishable if missed. Although only useful for extra damage while grabbing and protecting from projectiles, [[Leaf_Shield|Leaf Shield]] can also be used as an unusual [[https://www.youtube.com/watch?v=5_O3LCT7BDI&feature=player_detailpage#t=25| gimping move]].

Revision as of 21:48, March 21, 2015

This article is about Mega Man's appearance in Super Smash Bros. 4. For the character in other contexts, see Mega Man.
Mega Man
in Super Smash Bros. 4
Mega Man
MegaManSymbol.svg
Universe Mega Man
Availability Starter
Final Smash Mega Legends
Mega Man (SSB4)
Mega Man Joins the Battle!
—Introduction Tagline

Mega Man (ロックマン, Rockman) is a newcomer in Super Smash Bros. 4. He was announced at Nintendo's E3 2013 Direct Conference presentation for the game. Mega Man is one of the three third party characters in the game along with Sega's Sonic and Bandai Namco's Pac-Man and is the first third party character to be revealed in the game. He does not widely use hand-to-hand combat, but relies on his large arsenal of weaponry. This is somewhat analogous to, but to a further extent than, Snake in Super Smash Bros. Brawl.

Attributes

For his size, Mega Man is actually a heavyweight, weighing only slightly less than Captain Falcon (SSB4). This means Mega Man is more likely to survive lethal smashes that could KO a lighter character, especially with proper DI and his already good recovery move. Because of this, Mega Man also benefits slightly from the rage mechanic, although the benefits are not as great compared to heavyweights such as Bowser (SSB4) due to Mega Man's strength coming from his ability to string combos together.

Unlike most characters who have their projectile moves restricted to their special attacks, the majority of Mega Man's attacks are projectiles. This includes his jab and even his neutral, up and down aerial, making Mega Man one of the first two fighters, along with Villager (SSB4), in the entire series to have ranged projectiles as aerial attacks. As each move in his arsenal has a unique property that is unlike what a typical move is supposed to do (such as his jab being a quick series of projectiles instead of a combo of attacks), Mega Man is best played with the mindset that he has an entire moveset consisting only of special moves, each with their own time and place while battling.

Despite having an unorthodox set of moves, Mega Man shines in approaching while spacing opponents at midrange and disrupting any approaches. His Metal Blade is a ridiculously useful disrupting tool, able to be thrown in all 8 directions and trapping opponents in considerable freeze frames which can be used to follow up with a dash attack or grab. It can also be thrown onto the ground and picked up to be thrown later for extra damage, useful for playing mindgames. Crash Bomb acts as a pressuring tool that forces an opponent to either shield or approach Mega Man when it sticks, making it useful to lure out shields or approaches. By using either of these special moves, Mega Man is able to bait opponents to shield into a grab punish fairly easily, and as Mega Man has a notably good grab game, his throws able to chain into many of his attacks at low percentages, this further enhances his damage racking ability. Down throw especially chains well into forward air even at medium percentages, while an up throw to up aerial or up smash easily racks up damage at low percents. His jab is a fast and useful projectile that interrupts most attacks at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low reach can have trouble approaching without being severely punished.

His unique moveset also gives Mega Man a wide range of good attack options. His forward smash, although slow to start, is a projectile that travels half of Final Destination's length fully charged. Because of its projectile properties, players that have the habit of rolling away after an attack can get hit by rolling back into a forward smash shot, and it can be used to edgeguard opponents who recover too high near the edge. His up smash acts like a multiple hitting down smash, useful for catching a sidestepping or rolling opponent as the invincibility period from dodges do not last long enough to completely avoid the move, and is a useful anti-air. His up aerial shoots a trapping projectile upwards and has little starup lag, allowing Mega Man to quickly launch it to defend against airborne foes, and can KO at surprisingly low percentages if used near the top blast line, while his back aerial has little startup lag with decent range and knockback, which can catch opponents off guard with its speed and power. Mega Man's down aerial is one of the best meteor smashes in the game, releasing a downward projectile that meteor smashes in the final frames and does heavy damage anytime else, making it at extremely safe and effective meteor smash as Mega Man does not have to go offstage for it to be effective and can severely punish recoveries that are done close to the bottom blast line. His down tilt covers a good distance and has a hitbox until Mega Man stops moving, making it useful as a safe approach if his jab projectiles are not viable, and his up tilt, though having horrid ending lag, comes out quick and hits with as much force as a smash attack, making it a deceptively powerful out of shield option, though easily punishable if missed. Although only useful for extra damage while grabbing and protecting from projectiles, Leaf Shield can also be used as an unusual [gimping move].

Regardless of his good grab game and punishing options, Mega Man still has his flaws. Because of his moveset, some players may find him difficult to use due to each of his attacks having a gimmick instead of being standard attacks that solely do damage. Apart from this, Mega Man suffers against characters with reflectors due to his reliance of projectiles to start combos and bait out reactions. A lack of an actual jab or fast standard attack also prevents Mega Man from fighting too close without being knocked around, and because most of his attacks work better at medium range, a skilled opponent has a good amount of time to react to any of Mega Man's attacks. Because of this, Mega Man is most dangerous in the hands of a player who studies his unique playstyle, understands which moves Mega Man has that works best for a specific situation, and uses Mega Man's fantastic spacing options to rack up damage and then take a stock by punishing opponent's mistakes.

Moveset

  Name Damage Description
Neutral attack Mega Buster 2% (shot), 1% (cannon) Mega Man fires up to three shots from his arm cannon, which have limited range and do less knockback at longer range. He lacks a proper forward tilt and neutral air due to his ability to shoot while walking forwards or jumping, though the moves do have minute differences. The cannon itself does slightly more damage when combined up close with the shots fired.
Forward tilt Mega Buster 2% Behaves identically to Mega Man's neutral attack, except the cannon does no damage, and Mega Man fires while running forwards.
Up tilt Mega Upper 17% (clean), 12% (mid), 8% (late) A jumping uppercut. Based on the move of the same name from Marvel vs. Capcom, which is itself a tribute to the Shoryuken from the Street Fighter series. For a tilt, it has incredible power (in fact being stronger than his uncharged up smash), with the sweetspot having as much power as some smash attacks and being a reliably KO medium-light characters under 90%. It has little starting lag but very much ending lag and little horizontal range.
Down tilt Sliding 8% (clean), 5% (late) Mega Man's signature sliding kick attack; he slides approximately 4 character lengths forward with a kick. Very little startup lag; the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused, and has low knockback. Partially based on the Charge Kick, Charge Man's weapon from Mega Man 5.
Dash attack Top Spin 1% (hits 1-7), 3% (hit 8) Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.
Forward smash Charge Shot 12%-20% Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst that functions like a Smash Attack. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance. The longer it is charged, the further the resulting shot will go, and its size, damage and knockback also increase significantly when it is fully charged. Based on the Super Mega Buster's Charge Shot from Mega Man 5 onwards.
Up smash Spark Shock 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. Based on Spark Man's weapon from Mega Man 3.
Down smash Flame Blast 17% (clean), 14% (mid), 9% (late) Mega Man plants both arm cannons into the ground, causing two flaming pillars to erupt from the ground either side of him which launch the opponent upwards. Great knockback when hit with the first frames of the hitbox. This move has very long endlag. It is based on Flame Man's weapon from Mega Man 6.
Neutral aerial Mega Buster 2% (shot), 2% (cannon) Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback.
Forward aerial Flame Sword 8% (clean), 5% (late) Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. It is based on Sword Man's weapon from Mega Man 8.
Back aerial Slash Claw 3% (hit 1), 4% (hit 2), 5% (hit 3) Mega Man quickly turns around and swings his arm, generating a crescent-shaped energy beam behind him. It is based on Slash Man's weapon from Mega Man 7. Has decent knockback and can surprise opponents when edgeguarding.
Up aerial Air Shooter 3% (early hits), 2% (middle hits), 1% (later hits), 2% (latest hits) Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It is based on Air Man's weapon from Mega Man 2. Can easily Star KO opponents when around mid-high percentages, especially if the opponent tries to jump out of it.
Down aerial Hard Knuckle 14% (clean), 12% (late) Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only meteor smash. It is based on Hard Man's weapon from Mega Man 3.
Grab Super Arm Mega Man grabs his opponent with one hand and lifts them over his head. It is based on Guts Man's weapon from Mega Man.
Pummel   3% Mega Man squeezes his opponent with his Super Arm.
Forward throw   8% Throws the opponent forward. Low base knockback.
Back throw   11% Mega Man turns around and throws the opponent behind him.
Up throw   7% Throws the opponent upward. Can KO opponents at high percentages.
Down throw   4.5% Throws the opponent downward. The opponent flies straight up after hitting the ground. When done at low percentages, this can combo into many other moves.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5% Mega Man kicks both feet out while spinning.
Edge attack
Edge getups
  7% Mega Man jumps up and performs a kick in a similar fashion as his down tilt.
Neutral special Default Metal Blade 3% (usage), 5% (as item) A spinning saw blade projectile that can be fired in one of eight different directions. The blade can be picked up and thrown by players like a regular item. Mega Man cannot throw another Metal Blade until his previous one disappears. The move is based on Metal Man's weapon from Mega Man 2.
Custom 1 Hyper Bomb 8% A bomb that can be thrown in 8 directions and will explode in contact with the ground or an enemy, but it has a form of vertical movement, giving it an arcing motion. The move is based on Bomb Man's weapon from Mega Man.
Custom 2 Shadow Blade 2% (per hit) Throws a shuriken that has a boomerang effect, returning to the same position it was thrown from. It can be still thrown in 8 directions, but does not stick on the ground, and cannot be picked up either. It is based on Shadow Man's weapon from Mega Man 3.
Side special Default Crash Bomber 1% (loop), 4% (last) Fires a grappling bomb that latches on to any surface or player it touches, before exploding a few seconds later. Much like a Gooey Bomb, it can be transferred between players before it detonates. The bomb can travel a good distance until it dissapears. The move is based on Crash Man's weapon in Mega Man 2.
Custom 1 Ice Slasher 4% Fires an arrowhead-shaped ice projectile that deals less damage than the Crash Bomber, but can go through multiple enemies and also freeze them on contact. It is based on Ice Man's weapon from Mega Man.
Custom 2 Danger Wrap 3% (loop), 7% (last) Fires an explosive wrapped in a bubble that floats upwards in an arc and will explode if it comes into contact with an enemy, or on its own after a few seconds. Whilst harder to use than both the Crash Bomber and Ice Slasher due to its unusual trajectory, it deals more damage and knockback. It is based on Burst Man's weapon from Mega Man 7.
Up special Default Rush Coil 0% Mega Man briefly summons his trusty robot dog, Rush, who acts similar to Sonic's Spring Jump. A second bounce will make Mega Man jump even higher than the first bounce. Other players will also be able to bounce on Rush, even if he is in the air. The move is based on the Rush Coil from Mega Man 3.
Custom 1 Tornado Hold 2% (center), 1% (sides) Drops a spinning fan onto the ground that creates a tornado and pushes anyone caught in it upwards, dealing multiple hits. It can be also used to combo into the Flame Sword, Slash Claw or Air Shooter. If used in midair, it causes the fan to fall as it pushes Mega Man up, giving it better offensive potential but slightly less horizontal distance than the Rush Coil. It is based on Tengu Man's weapon from Mega Man 8.
Custom 2 Beat 0% Mega Man summons his robot bird Beat, which he grabs onto as he lifts him upwards with greater horizontal distance but less speed than the Rush Coil. Based on the Beat Call from Mega Man 7, which allowed Beat to appear and rescue Mega Man from falling off the screen.
Down special Default Leaf Shield 2% (circling), 3.8% (thrown) Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be fired forwards by pressing an attack button to land multiple hits, or used with the Super Arm to deal additional damage. The move is based on Wood Man's weapon from Mega Man 2.
Custom 1 Skull Barrier 0% (circling), 2% (thrown) Produces a skull-shaped energy shield that orbits around Mega Man. It can reflect projectiles, but travels less distance and does less damage when thrown, and no damage at all when it is orbiting around Mega Man. The move is based on Skull Man's weapon from Mega Man 4.
Custom 2 Plant Barrier 3% (circling), 4.2% (thrown) Mega Man summons flower petal-shaped units that orbit around him. The petals are more durable than the Leaf Shield, as they do not disappear when hit and deal slightly more damage when thrown, but it moves slightly slower and has less range when thrown. The move is based on Plant Man's weapon from Mega Man 6.
Final Smash Mega Legends 3% (init), 39% (attack) Mega Man fires a Black Hole Bomb, based on Galaxy Man's weapon from Mega Man 9, which explodes in front of him. If anyone falls into it, the Final Smash begins. Mega Man is joined by Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, who combine the strength of their respective busters to create one massive attack, targeting whoever fell into the black hole.

Taunts

  • Up Taunt: Mega Man changes his outstretched hand into a cannon, then pumps his cannon arm.
  • Side Taunt: Mega Man spins around and strikes a pose with his back facing the camera.
  • Down Taunt: Mega Man warps out and immediately back on the stage, similar to his warping animation in the classic Mega Man games. [1]

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Leaf Shield can be acted out of sooner.
  • Change Fixed bug where Mega Man could use Rush Coil to cancel hitstun.

Alternate costumes

Mega Man Palette (SSB4).png
Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4)

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Mega Man's regular trophy can be obtained by completing Classic Mode as him and his alternative trophy can be obtained by completing All-Star mode with him.

Mega Man
NA: The main hero from Capcom's 1987 action game, Mega Man. He travels from stage to stage, defeating Robot Masters to obtain new weapons. He uses this vast arsenal in Smash Bros. in a variety of ways. Metal Blades, for example, can be fired in eight directions and picked up off the ground!
PAL: In 1989, Capcom's new action hero, Mega Man, arrived in Europe! He made his way through levels, defeated bosses and took their weapons. He's got plenty of weapons in this game, too. His Metal Blade, for example, can be thrown in eight directions and goes right through foes! If it sticks in the ground, though, anyone can pick it up.
Mega Man (Alt.)
Mega Man has more than 10 different weapons at his disposal. His forward air attack, Flame Sword, affects a wide area and doesn't leave much of an opening, making it useful in a variety of situations. His Leaf Shield special spins four leaves around him to deflect projectiles or hurt foes. He can also fire the leaves forward.

In Event Matches

Solo Events

Co-op Events

Gameplay Trailer

<youtube>aX2KNyaoNV4</youtube> <youtube>2hyrnOAWNXU</youtube>

Gallery

Trivia

  • Mega Man and Luma are the only characters to have a different KO explosion than other characters. With Mega Man, the resulting KO explosion does not occur, and he instead splits into multiple orbs with the identical coloration of his outfit, referencing what would happen to him in the Mega Man series whenever his hit points were depleted.
  • The promotional poster artwork of Mega Man used on the Smash 4 website mirrors the style of several Mega Man game covers and posters, such as the Japanese Mega Man 7 boxart, in which Mega Man stands in front of a group of allies and/or Robot Masters with the main antagonist looking over from the top. It was illustrated by Ryuji Higurashi, one of the Mega Man series artists.
  • None of the Robot Master weapons from Mega Man 5 were included in Mega Man's arsenal, even though there is at least one weapon used from every other Mega Man game from 1-9, albeit Black Hole Bomb only appears briefly during his Final Smash, and is otherwise not a regular attack.
    • Similarly, no Robot Master weapons from Mega Man 10 are available in his arsenal.
    • Beat, who first appeared in 5, however appears in one of his custom moves.
    • Although, one might argue that Mega Man's down tilt references Charge Man's Charge Kick from Mega Man 5, as standard sliding in the games does not deal damage. It is worth noting, however, that the slide attack lacks the shockwave the Charge Kick produces in 5.
  • Mega Man is the only newcomer without a pun in their introduction tagline (excluding Dark Pit, who has no introduction tagline).
  • Mega Man is one of only two Smash 4 newcomers to appear in the CGI portion(s) of a newcomer trailer other than their own, the other being Rosalina.

References