Super Smash Bros. Ultimate

Rosalina & Luma (SSBU)

Revision as of 09:55, September 10, 2020 by 47.204.161.161 (talk) (→‎Moveset)
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
Rosalina & Luma (SSBU)
Luma mimicks Rosalina's attacks. Luma also increases Rosalina's reach and can even take a hit for her! If Rosalina gets hit, Luma gets very flustered and flutters both hands.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Rosalina & Luma (ロゼッタ&チコ, Rosetta & Chiko) are playable characters in Super Smash Bros. Ultimate. They were revealed for the game along with King Dedede and the rest of the veterans on June 12th, 2018. Continuing a trend often set in the Mario series, Rosalina & Luma are now unlockable characters. 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 Smash 4 was repurposed for Ultimate in all regions in place of Laura Faye Smith, who currently voices Rosalina across various Mario media. Yuya Takezawa’s portrayal of Luma from Super Mario Galaxy, Mario Kart Wii, Super Mario Galaxy 2, Mario Tennis Open, and Mario Tennis Aces that was used in Smash 4 was also repurposed for Ultimate in all regions.

How to unlock

Complete one of the following:

With the exception of the third method, Rosalina & Luma must then be defeated on Mario Galaxy.

Attributes

Rosalina is a tall and floaty lightweight, much like Mewtwo, and Zelda. Rosalina is tied with Falco for being the fourteenth-lightest character in the game, and unlike Peach or Zelda, her overall grounded mobility is decent, thanks to her above-average initial dash speed and slightly above-average walking and dashing speeds. Despite having average air speed, very good air acceleration and above-average jump height, Rosalina's falling and fast falling speeds are among the slowest, while her gravity is the second lowest in the game. As a result of the latter three attributes, she is a very floaty character.

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

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, when timed correctly, can be a useful punishing option. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like Ness' same combo. Her and Luma's back aerials are quick semi-spikes and can be used in a wide range of scenarios, such as edge-guarding. Their up aerial is one of their most effective attacks, as it possesses outstanding range, can be chained into itself and can KO off the top of some stages when used properly. Their down aerial is also a very potent edge-guarding option: Rosalina's hitbox is capable of meteor smashing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth.

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. Their up smash is minimal start-up and, while it possesses less range, is still a great KOing option regardless and renders Rosalina's head intangible throughout its duration. Lastly, their down smash is not an outright KOing option, but instead 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. Luma can also perform smash attacks away from Rosalina so, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.

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 comes on frame 5 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.

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 very good recovery, it lacks any sort of hitbox, making her vulnerable to meteor smashes. Her disadvantage state is extremely poor, as she cannot deal with juggling very well thanks to her slow falling speed and average air speed, alongside no safe b-reverse options to provide a horizational mixup to 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. However, both she and Luma have a particularly difficult time against characters with large disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in SSB4.

Overall, Rosalina & Luma have a high learning curve, where players must learn to protect not only Rosalina, but also Luma, as well as learning when to separate them for Luma to achieve its maximum potential on creating combos and scoring KOs.

Changes from Super Smash Bros. 4

During the initial release of the game, Rosalina & Luma were drastically nerfed overall in the transition from SSB4 to Ultimate much like Corrin and Bayonetta, but also received significant buffs from game updates. Overall, Rosalina & Luma received a mixture of buffs and nerfs in their transition from SSB4 to Ultimate, being nerfed overall in a similar manner to Cloud, likely as a result of their previous top-tier (5th out of 55) placement.

The universal changes allow Rosalina & Luma to juggle and gimp opponents more easily, but also makes it more difficult for them to land and get back to the stage. All of their aerials have reduced landing lag, which allows them to chain moves more easily. Luma's respawn time has been shortened, and instead of always respawning after a fixed period of time in all modes of play, the respawn time now depends on the amount of players present in a match, being significantly shorter if there are at least four players in a match. Star Bits has more range, enhancing its zoning utility. Gravitational Pull now auto-equips items, which makes it easier for Rosalina to retaliate with throwable objects (such as Metal 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 too, especially in terms of ending lag. Luma also receives a new damage boost when detethered from Rosalina. This incentivizes Rosalina players to send Luma out and take advantage of her zoning potential. Her aerials have altered autocancel windows, allowing neutral and forward aerial to autocancel in a short hop, and the former can even do so in a short hop fast fall, improving her approach when combined with the universal improvement to mobility.

On the other hand, Rosalina & Luma also received critical nerfs to their potent movesets. Their neutral aerial has fewer active frames and Luma's increased startup, which makes it a less useful option for approaching which greatly hinders their ability to "wall out" certain characters. Rosalina's notorious up aerial had its endlag increased, meaning that it can no longer chain into itself as easily. Gravitational Pull is slower and has lower range, making it unsafe against characters with fast projectiles. Luma also does not move forward as much when using its neutral attack, which severely impedes Rosalina's ability to stop approaches, ledge trap, and zone her opponents. Finally, the biggest nerf involves Luma, who now is frailer than ever, as it has not only has less HP, but also takes more knockback from attacks, making it much easier to KO; in addition, Luma does not benefit from its additional damage multiplier if tethered to Rosalina, making it less effective when paired with her.

Due to the significant changes to their moveset, Rosalina & Luma are forced to play much more oppressively compared to in SSB4, which changes their playstyle substantially. Due to said playstyle being considerably less effective, however, they are considered to be noticeably worse than their iteration in SSB4. This has shown in their very minimal tournament results in Ultimate's early metagame with an overall smaller playerbase. Rosalina & Luma's overall perception became extremely negative, with players such as MkLeo, Dark Wizzy, and ESAM describing them as competitively unviable, and Dabuz, who was the best Rosalina & Luma player in SSB4, even going as far as to describe them as being some of the worst characters in the entire game. In more recent times, however, Dabuz has started using them more as a co-main to his Olimar, and both Homika and Kirihara have placed high with the duo at tournaments at their regions. On top of this, they have received significant buffs from balance patches, which have helped to negate some of their previous nerfs. This has led to most professionals who once believed the duo to be a low or even bottom tier characters to re-evaluate their opinions, with most of them now considering Rosalina & Luma to be firmly in the mid-tier. However, some others are convinced that Rosalina & Luma are possibly high tier characters; Dabuz, in particular, is convinced they have reclaimed their status as top tier characters. Although Rosalina & Luma are still agreed to be worse than in SSB4, their true viability remains questionable.

Aesthetics

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

Attributes

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

Ground attacks

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

Aerial attacks

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

Throws and other attacks

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

Special moves

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

Update history

Rosalina & Luma have received a mix of buffs and nerfs via game updates, but have been considerably buffed overall. Most notably, Luma's physics have largely reverted to how they functioned in SSB4, thus undoing undesired behavior changes that it gained in the transition to Ultimate. Aside from this, Luma's re-spawn time has 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. 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, and its hit points were decreased from 50 to 40.

Although Rosalina's buffs are not as drastic in comparison to Luma's, they are nevertheless worthwhile. Launch Star enables her to grab edges more reliably and increases her fast falling speed upon being used, both of which somewhat alleviate its safety issues. Neutral aerial's start-up lag was marginally decreased (a buff shared with Luma) and its hitboxes were improved, while down aerial's meteor smashing hitbox now functions consistently because of its sourspot being removed. Aside from these changes, Rosalina also received minor buffs in the forms of slight lag decreases for her grabs and forward aerial, shortened edge lockout times for her neutral and forward aerials, and a larger shield.

  2.0.0

  •   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.
  •   Luma now advances once again with jabs thanks to the mechanical changes in its physics, albeit way less than Smash 4 jabs.
  •   Luma's up tilt deals more knockback.
  •   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.
  •   Dash attack connects more reliably.
  •   Rosalina can grab ledges faster after using neutral (frame 68 → 67) and forward aerial (frame 84 → 83).
  •   Neutral aerial start up for both Rosalina and Luma has been reduced (frame 10 → 9 and frame 8 → 7) respectively.
  •   Neutral aerial hitboxes for Rosalina have been fixed for the most part, making the move connect more reliably.
  •   Smash 4 RAR back aerial that makes Luma launch forward when performed is back.
  •   Down aerial's meteor hitbox on frame 17 has no sourspot anymore, making it always spike despite the positioning.
  • Luma Shot:
    •   No charge ending lag frame 40 → 35, all charges ending lag frame 34 → 29.
    •   Grounded call back ending lag frame 26 → 22, aerial call back ending lag frame 28 → 24.
  •   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.
  •   Grand Star's looping hits can no longer be SDIed.

  3.0.0

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

  3.1.0

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

  4.0.0

  •   It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.
  •   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.

  5.0.0

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

  7.0.0

  •   Overall shield size has been increased.

  8.0.0

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

Moveset

  • Rosalina can crawl.
  • Luma utilizes hit points (HP). It has 40 HP and ignores 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 1v1s, ≈7 seconds when there are three players, and ≈5 seconds when there are at least four players.
 
Luma attacking independently, as shown via Move List.
  • Luma is controlled by the player, instead of by artificial intelligence.
    • When launched away from Rosalina, Luma's attacks receive a 1.5× damage multiplier.
    • Luma will emit a faint 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, such as being grabbed 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   Rosalina: 2%
Luma: 1%
Rosalina swings her hands up and down, then ends with a thrust of magic from between her hands. Alternatively, the second hit can transition to a flurry attack where she rapidly spins her wand in front of her. The flurry ends with a large spark of magic produced from a final flick of the wand.
Luma performs a punch, kick, and bicycle kick with the opposite foot. Alternatively, the second punch can transition to a flurry attack of spinning punches that ends in a corkscrewing headbutt.
Rosalina: 2%
Luma: 1%
Rosalina: 3%
Luma: 2%
Rosalina: 0.3% (loop), 2.5% (last)
Luma: 0.1% (loop), 1.5% (last)
Forward tilt   Rosalina: 7.5%
Luma: 4.5%
Rosalina does a full body swing which produces a trail of stardust.
Luma performs a roundhouse kick.
Up tilt   Rosalina: 10%
Luma: 8%
Rosalina emits a miniature planetary ring that rises upward. Her head is intangible from frames 4 to 10.
Luma does a spiraling uppercut. Unlike Rosalina's attack, Luma’s can hit an opponent standing in front of it.
Down tilt   Rosalina: 5.5%
Luma: 3.5%
Rosalina does a low-angled dropkick, which creates a magical spark at her feet.
Luma does a sliding headbutt.
Dash attack   Rosalina: 3% (first), 4% (second)
Luma: 3%
Rosalina dives and lunges upward with a headbutt, which produces a trail of stardust from her head.
Luma performs a diving tackle that ends with a back flip.
Forward smash   Rosalina: 12%
Luma: 7% (fist), 5% (body)
Rosalina shoots a galaxy-shaped energy blast from her hand. The move can be angled.
Luma punches straight forward. The move can be angled.
Up smash   Rosalina: 12%
Luma: 6% (clean), 5% (late)
Rosalina throws her body up in a backward-arcing headbutt. A rainbow colored trail follows. Her head is intangible from frames 7 to 16.
Luma does a jumping bicycle kick.
Down smash   Rosalina: 7% (front), 9% (back)
Luma: 4% (back), 5% (front)
Rosalina spins and does two shin kicks (first in front, then behind) and produces two galaxy-shaped energy blasts on each side of her.
Luma kicks behind itself and then in front of itself.
Neutral aerial   Rosalina: 10% (front), 8% (back), 7% (late)
Luma: 3% (front), 4% (back)
Rosalina spins her wand, which emits a trail of magic dust, around herself in a circle.
Luma kicks behind itself and then in front of itself.
Forward aerial   Rosalina: 1% (hits 1-4), 4% (hit 5)
Luma: 3%
Rosalina front flips, and her feet both produce a galaxy-shaped energy blast and leave behind a trail of stardust.
Luma headbutts.
Back aerial   Rosalina: 11%
Luma: 4%
Rosalina dropkicks behind her, emitting a galaxy-shaped energy blast.
Luma dropkicks behind itself.
Up aerial   Rosalina: 10% (clean), 5% (mid), 2% (late)
Luma: 4%
Rosalina emits a miniature planetary ring above her.
Luma does an uppercut.
Down aerial   Rosalina: 8% (legs), 7% (ring, clean), 6% (ring, late)
Luma: 5%
Rosalina emits a miniature planetary ring below her. At the beginning of the move, it can meteor smash.
Luma stomps below itself.
Grab Rosalina grabs her opponent telekinetically.
Pummel   1.2% Rosalina taps her opponent with her wand, creating a point-blank magic burst.
Forward throw   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 11% Rosalina spins the opponent around herself once with anti-gravity, and then tosses them. KOing middleweights at around 176% at the edge of Final Destination with DI.
Up throw   7% Rosalina flings the opponent into the air with anti-gravity. Can KO middleweights at around 208% on Final Destination.
Down throw   9% Rosalina slams the opponent onto the ground with anti-gravity.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Rosalina will kick around herself while getting up.
Floor attack (back)
Floor getups (back)
  7% Rosalina will swing 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 pulls her body above the ledge and kicks with both feet.
Neutral special Luma Shot 5% (uncharged), 16% (fully charged) Rosalina launches Luma forward with her wand. It is chargeable, with a fully-charged Luma being invincible while traveling. Luma stops after either hitting something or reaching the end of its path. By using neutral special again, Luma will return to Rosalina. Otherwise, Luma will move relative to Rosalina’s position and the direction she faces. While away from her, he can be seen with a flashing rainbow ring. Since Luma is involved in this attack, this move will have no effect during Luma's respawn time.
Side special Star Bits 3% (per Star Bit) Luma shoots three Star Bits forward, each at a different angle. Like Luma Shot, this move will have no effect during Luma's respawn time.
Up special Launch Star Rosalina propels herself upward, leaving a multicolored Launch Star-like image behind. 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 enters a helpless state after using the move. Luma can attack with aerial and grounded attacks, but not specials or smashes, 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 Rune) will be automatically equipped, used, or consumed.
Final Smash Grand Star 1% (loop), 12% (explosion) Rosalina summons a Grand Star that shoots smaller stars. The smash ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which hits opponents multiple times. Rosalina and Luma can act with her normal moveset during the Final Smash.

On-screen appearance

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

Taunts

  • Up taunt: Rosalina & Luma lean forward and twirl like a planet on its axis, while Luma chirps cheerfully.
  • Side taunt: Rosalina puts her hand on her hip, leans back, waves her wand and says "Mmm hmm!", while Luma nods its head in agreement. Rosalina's animation is slightly different if she is facing right.
  • Down taunt: Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.

Idle poses

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

Victory poses

  • 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 remixed portion of the Overture jingle from Super Mario Galaxy.

In competitive play

Upon Ultimate's release, players immediately noticed nerfs to Luma's attacks and survivability that severely hampered Rosalina's ability to stop approaches, ledge trap, and zone her opponents as effectively as in the duo's previous iteration. Additionally, swordfighters were prevalent in the early metagame, which made Luma very vulnerable to being outranged. Despite Meta Knight and Cloud, her worst matchups in SSB4, being significantly nerfed, professional claimed that Rosalina & Luma's nerfs were too harsh for them to even be a mid tier, and as a result they had little representation in the early metagame, especially since their best player, Dabuz dropped the character.

However, Rosalina & Luma would receive significant buffs in 2.0.0 and 3.1.0 that negated some of their severe nerfs, especially to their range, power and frame data. As a result, Dabuz once again picked up Rosalina & Luma—albeit only as a co-main—while other players, such as Kirihara and Homika, started to gain better results. Although Rosalina & Luma are still agreed to be one of the most nerfed characters during the transition from SSB4 to Ultimate, their perception has significantly improved since the game's initial release, with most professionals now considering her to be a mid-tier or high tier with Dabuz putting her in top tier.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

  •   Abadango (#24) - Used Rosalina & Luma as a secondary. Placed 4th at POP-OFF with mainly Rosalina & Luma and 25th at Umebura SP 7 using Rosalina & Luma as one of his characters.
  •   WaDi (#20) - Used Rosalina & Luma as a secondary. Placed 33rd at Frostbite 2019 in conjunction with R.O.B.

Classic Mode: One Star after Another

 
Rosalina & Luma's congratulations screen.

The opponents are characters from space or other planets. The boss of this route, Marx, fits in with the theme due to his final battle in Kirby Super Star taking place in space. In addition, Assist Trophies summon Starfy exclusively.

Round Opponent Stage Music Notes
1 Olimar   Distant Planet Stage Clear / Title Theme - Pikmin
2 Fox   and Wolf   Venom Main Theme - Star Fox This battle is a free-for-all
3 Samus   Brinstar Title Theme - Metroid
4 Ridley   Brinstar Depths Brinstar Depths (Melee)
5 Kirby (x6)        Dream Land Green Greens (for 3DS / Wii U) Horde Battle
6 Bowser   Mario Galaxy Fated Battle Mario   appears as a teammate.
Bonus Stage
Final Marx Mysterious Dimension Vs. Marx Mario   appears as a teammate.

Note: Mario appears as a teammate in the sixth and final round.

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

Role in World of Light

 
Finding Rosalina & Luma in World of Light

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

During the opening cutscene, Rosalina and 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 one of the many fighters that fell under Dharkon's control after Galeem was first defeated. They are found in the Dark Realm near the entrance of the Mysterious Dimension sub-area, where the spirit of MegaMan.EXE must be confronted before approaching them.

Fighter Battle

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

Template:-

Spirits

Rosalina’s Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. 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. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Rosalina makes an appearance in a few Primary and Support Spirits, and Luma appears on its own as a Support Spirit.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
20 Super Star Super Mario Series Rosalina & Luma   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 Shine Sprite Super Mario Series Rosalina & Luma  
Kirby (×3) (   )
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 Hungry Luma Super Mario Series Rosalina & Luma  
Kirby  
1,900 Mario Galaxy •Item: Super Launch Star •Take your strongest team into this no-frills battle Egg Planet Rosalina
90 Biddybuggy Mario Kart Series •Tiny Rosalina & Luma   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 Madame Couture The Legend of Zelda Series Rosalina & Luma  
Toon Link (×3) (   )
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 Staryu Pokémon Series Rosalina & Luma   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 Gardevoir Pokémon Series •Reflect Rosalina & Luma   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 a minion

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

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

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.
  • 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.
  • Rosalina's entry on the official Super Smash Blog was on October 31st, one day off from Super Mario Galaxy's 11th anniversary, which is on November 1st. It is possible that this was done because the final Super Smash Bros. Ultimate Direct was held on November 1st, and to avoid Rosalina's entry overlapping with new info from the Direct, her entry had to be written earlier than intended.
    • However, Japan, being 14 hours ahead of Eastern Standard Time, would have received the update on November 1st.
  • Rosalina & Luma are among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than being specifically recorded for a Smash game. They share this trait with Daisy, Bowser Jr., Yoshi, Inkling, Sonic, Banjo & Kazooie, Young Link, Toon Link and Min Min.
  • 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 (sub-universes included) 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 their 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 poison or Eiha/Eiagon, she simply closes her eyes.
  • 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.