Super Smash Bros. Ultimate

Rosalina & Luma (SSBU)

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This article is about Rosalina & Luma's appearances inSuper Smash Bros. Ultimate. For the characters in other contexts, seeRosalina andLuma.
Rosalina & Luma
inSuper Smash Bros. Ultimate
Rosalina & Luma SSBU.png
MarioSymbol.svg
UniverseMario
Other playable appearanceinSSB4


AvailabilityUnlockable
Final SmashGrand Star
TierB+ (43)
Rosalina & Luma (SSBU)

Rosalina & Luma (ロゼッタ&チコ,Rosetta & Chiko) are playable characters inSuper Smash Bros. Ultimate. They were revealed along withKing Dedede and the rest of theveterans onJune 12th, 2018, now as unlockable fighters. Although they are a team, Rosalina & Luma are collectively classified asFighter #48.

Kerri Kane's portrayal of Rosalina fromMario Kart 7,Mario Golf: World Tour, andSuper Smash Bros. 4 was repurposed forUltimate in all regions in place ofLaura Faye Smith, who currently voices Rosalina across various pieces ofMario media.Yuya Takezawa's portrayal of Luma fromSuper Mario Galaxy,Mario Kart Wii andSuper Mario Galaxy 2 that was used inSSB4 was also repurposed forUltimate in all regions.

Rosalina & Luma are currently ranked 43rd out of 82 characters, placing them at the end of the B+ tier. This is a a drastic drop from their 5th out of 54 placement inSSB4. 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 toadvanced techniques such as theLunar Landing. Together, their attacks possess disjointed range, allowing them to wall out stubby characters.

Luma also can function as ashield of sorts, as it does not share Rosalina'sdamage 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 toLaunch Star's quick speed and long travel distance, whileGravitational 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 androlling. 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 asDabuz,Homika, andyuzu.

How to unlock[edit]

Complete one of the following:

Rosalina & Luma must then be defeated onMario Galaxy (theΩ form is used in World of Light).

Attributes[edit]

Rosalina is a tall and floatylightweight, much likeMewtwo, andZelda. Rosalina is tied withFalco 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 initialdashing speed and slightly above-averagewalking and dashing speeds. Rosalina has averageair speed, the 2nd highest additionalair acceleration values in the game (tied withMega Man and surpassed only byPalutena), and both herjump anddouble jump have significant height. Additionally, herfalling andfast falling speeds are among the slowest, while hergravity 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 veryfloaty 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 theIce Climbers and perpetuated byOlimar. Luma can remain next to Rosalina to attack with her, or it can be sent away withLuma 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 ofPikmin and theIce Climbers' partner climber: it useshit 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 asstun orsleep, 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 likeNess' 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 quicksemi-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 ofmeteor 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 toclang 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 uptech-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 itgimp 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 headintangible 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 inSSB4. 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 fromSuper Smash Bros. 4[edit]

Rosalina & Luma were considered one of the best characters inSSB4 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 ofUltimate; 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 fromSSB4 toUltimate.

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 asMetal Blades,Gyros,Remote Bombs, andVegetables). 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 ofattack 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 tolanding 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 inSSB4, 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 fare worse inUltimate, being one of the most nerfed characters in the transition fromSSB4.

Aesthetics[edit]

  • Change As with allveterans returning fromSSB4, 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 ofSmash 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'scrouching 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'sairdodge androlls now cause a bright light to appear as she steps right or left. Additionally, hersidestep 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'sStar 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'sjumpsquat 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 toRyu's mechanic.
  • Buff Rosalina'sair speed is slightly faster (1 → 1.05).
  • Buff Rosalinawalks faster (1.0835 → 1.138).
  • Buff Rosalinadashes faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).
  • Buff Rosalina has highertraction (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 asFalco. 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). Itauto-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 aSuper Scope orGust 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 arepocketable 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).
    • Buff Gravitational Pull can absorb and kill any ofOlimar's Pikmin thrown usingPikmin Throw, as opposed to only Purple Pikmin.
    • 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's range has been reduced.
  • Final Smash:
    • Change Rosalina's Final Smash uses aGrand Star during her Final Smash, and the name was changed to accommodate for that, going from Power Star toGrand Star. The change however, is only aesthetic, and the move overall functions the same as it did inSSB4.
    • 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 inSSB4. In addition to undoing undesired behavior changes that it gained in the transition toUltimate, this also restored Luma's renownedreverse 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 andStar Bits had their shield damage outputs lowered due to a near-universal nerf to projectiles in update 3.0.0, and itshit 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 herfast 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 ofUltimate.

Super Smash Bros. Ultimate2.0.0

  • Buff Luma's physics have been reverted to those fromSuper 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 thanSmash 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.
  • BuffSmash 4RAR 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.
  • BuffGrand Star's looping hits can no longer be SDIed.

Super Smash Bros. Ultimate3.0.0

  • 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 allowedChrom’sAwakening Aether to slow down Luma has been fixed.
  • NerfLuma Shot deals less shield damage (0 → -2.5)
  • NerfStar Bits deal less shield damage (0 → -1.5).
  • Buff At the start ofGrand Star, nearby opponents will be slowed more (6 → 15), and for longer (60 frames → 70).

Super Smash Bros. Ultimate3.1.0

  • 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 theSakurai 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)).
  • BuffLaunch Star allows tofast-fall sooner after being used.
  • Buff Luma has less ending lag afterGravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.

Super Smash Bros. Ultimate4.0.0

  • 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. Ultimate5.0.0

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

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate8.0.0

  • 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. Ultimate10.1.0

  • Buff The first hits of Rosalina'sforward 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 anautolink 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. Ultimate12.0.0

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

Super Smash Bros. Ultimate13.0.0

  • Buff Luma's down smash has higher knockback scaling (165/168 → 170/171).
  • Change Luma will now follow Rosalina when usingStar 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. Ultimate13.0.1

  • 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 cancrawl.
  • Luma utilizeshit points (HP). It has 40 HP and ignores the additional damage from the1v1 multiplier. If it is KO'd either by losing all of its HP or by crossing ablast 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 viaMove List.
  • Luma is controlled by the player instead of byartificial intelligence.
    • When Luma is launched away from Rosalina viaLuma 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 orburied), Luma can still attack.

For a gallery of Rosalina & Luma's hitboxes, seehere.Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackFlash 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 theSpin, a move that debuted inSuper 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 tiltMilky 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 tiltSaturn Ring (サターンリング)Rosalina: 10%
Luma: 8%
Rosalina emits a miniatureplanetary ring that rises directly over her head. Her head isintangible on frames 4-10.
Luma throws a Spinning uppercut, similarly toShoryuken. 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. LikeRyu's Shoryuken, Luma's up tilt is at its strongest during its early hit, and its strength tapers off during its subsequent hitboxes.
Down tiltGlitter Low Kick (グリッターローキック)Rosalina: 5.5%
Luma: 3.5%
Rosalina performs abaseball slide.
Luma performs a sliding headbutt. It is asemi-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 attackRise 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 punishingspot dodges. Good for setting up combo to their aerial attacks.
Forward smashGalaxy 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 smashBend 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 smashTwin 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 aerialRosalina 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 punishingair dodges and spot dodges.
Forward aerialGalaxy 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 aerialGalaxy 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 aerialSaturn Ring U/Up (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 aerialSaturn Ring D/Down (サターンリングD)Rosalina:8% (legs),7% (clean ring),6% (late ring)
Luma:5%
Rosalina performs adouble foot stomp to emit a miniature planetary ring directly below her feet. At the beginning of the move, it canmeteor 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, especially by the ledge due to its notably powerful base knockback and as such, it is a very useful edge-guarding option that can potentially KO at early percentages.
GrabGrab (つかみ)Rosalina grabs her opponent telekinetically.
PummelGrab 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 throwMagical 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 throwSatellite 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 optimalDI. Good for extending the timer on waiting for Luma
Up throw0G (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 throw3G (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 specialLuma Shot5% (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 specialStar Bits3% (per Star Bit)Luma shoots 3Star Bits forward, each at a different angle. It is useful for hindering approaches, especially while Luma is independent. Unlike inSSB4, however, the Star Bits function asprojectiles instead of disjointed hitboxes. As a result, they can bereflected, although they cannot beabsorbed. Like Luma Shot, Star Bits will have no effect during Luma's respawn time.
Up specialLaunch StarRosalina uses a multicoloredLaunch 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 renderedhelpless after using the move. Luma can use grounded and aerial attacks, but not special attacks or smash attacks, if present.
Down specialGravitational PullRosalina waves her wand around herself and theStar 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 asVegetable,Metal Blade,Gyro andRemote Bomb), will be automatically equipped, used, or consumed.
Final SmashGrand Star1% (loop), 12% (explosion)Rosalina summons aGrand 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]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value822.035 – Initial dash
1.795 – Run
1.1380.0990.011.050.01 – Base
0.1 – Additional
0.0621.2 – Base
1.92Fast fall
340 - Base
19.37 -Short hop
40

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Rosalina & Luma fly onto the stage while accompanied by a trail of stardust.
  • Rosalina & Luma's on-screen appearance.

    Rosalina & Luma's on-screen appearance.

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.
  • Rosalina & Luma's up taunt.

    Rosalina & Luma's up taunt.

  • Rosalina & Luma's side taunt.

    Rosalina & Luma's side taunt.

  • Rosalina & Luma's down taunt.

    Rosalina & Luma's down taunt.

Idle poses[edit]

  • Leans forward and looks into the distance.
  • Taps her wand in midair.
  • Rosalina & Luma's first idle pose.

    Rosalina & Luma's first idle pose.

  • Rosalina & Luma's second idle pose.

    Rosalina & Luma's second idle pose.

Crowd cheer[edit]

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

PAL
DescriptionRo - 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
DescriptionRooooosa - 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 andSpins behind her.
  • Right: Luma jumps into Rosalina's arms and she catches it.
A flourished and remixed portion ofSuper Mario Galaxy'sOverture.
  • RosalinaVictoryPose1SSBU.gif
  • RosalinaVictoryPose2SSBU.gif
  • RosalinaVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

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

  • United States Dabuz - The greatest Rosalina & Luma player of all time and top 10 player in the world from the early metagame to mid-2022, known for being the only Rosalina & Luma player who remained relevant at the highest level of competitive play for many years. He is best known for winningCEO 2023 andLow Tide City 2024 with primarily Rosalina & Luma, which are the best Rosalina results in the post-pandemic metagame. However, he is especially infamous for his many runner-up finishes at majors, includingAlbion 4,Low Tide City 2021, andSuper Smash Con 2023.
  • France Homika - The best Rosalina & Luma player in Europe in the early metagame and in the early years of the post-pandemic metagame. He is known for his performances in the former metagame, having placed 5th atUltimate Fighting Arena 2019 and 9th at bothSyndicate 2019 andVCA 2019 during that time. As such, he was ranked in Europe's top 10 in the early metagame, and although less consistent since, he remained ranked on theEuropean Ultimate Power Rankings for several years, thanks to notable performances such as placing 4th atWANTED S4 C3 - Saint Valentin Edition.
  • Japan Kirihara - The second-greatest Rosalina & Luma player of all time, peaking at 48th on theFall 2019 PGRU. He is best known for winningMaesuma TOP 1, the first superregional victory for a Rosalina & Luma player as well as the largest tournament won by a Rosalina & Luma player in the early metagame, as well as placing 4th atUmebura SP 5 and 7th atEGS Cup 3, making him only the second Rosalina & Luma player to place top 8 at more than one major. He dropped Rosalina & Luma forSheik in the post-pandemic metagame.
  • France M.Pop0 - One of the best Rosalina & Luma players in Europe in the post-pandemic metagame, especially following his breakout performance atUltimate Fighting Arena 2023, where he finished 25th. He achieved several noteworthy European performances in the following few years, including placing 5th at bothICARUS 2024 andURBX 2025 as well as 13th at bothgamescom LAN x CGN Open and95 Kings of Fields 5, defeatingRyuoh at URBX andGlutonny'sLink at KoF. He is also the most successful European Rosalina player internationally, most notably placing 17th atGENESIS X2 and 25th atSupernova 2025. He was eventually ranked 109th on theLumiRank Half Year 2025.
  • Japan Ocha - One of the best Rosalina & Luma players in Japan in the post-pandemic metagame. He first broke out onto the scene by placing 33rd atUmebura SP 10, defeating bothApolloKage andKome. Though he remained inconsistent, he was able to achieve several noteworthy peaks afterwards, including defeatingRaru to place 17th atDELTA 9 and defeatingShuton atTogenkyo ~Shin Toryumon Gaiden~. The latter two results especially contributed to him ranking 94th on theLumiRank 2024.2, making him the first new Rosalina & Luma player to rank in the top 100 in the post-pandemic metagame.
  • Japan yuzu - One of the best Rosalina & Luma players in Japan for after Kirihara dropped the character, though his results with Rosalina & Luma were often aided by eitherPichu,Min Min, or both characters. Nevertheless, he has achieved several noteworthy major results, including placing 7th atSeibugeki 12, 13th atSeibugeki 18, and 17th atSeibugeki 17, as well as several strong regional performances, including placing 2nd atWAVE CHAMPIONS 1 defeatingKEN and placing 3rd atGen 1.0 defeatingJagaimo. He was ranked 108th on theLumiRank 2024.2 with both Rosalina and Min Min.

Tier placement and history[edit]

UponUltimate'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 inSuper Smash Bros. 4. Additionally, swordfighters were prevalent in the early metagame, which made Luma very vulnerable to being outranged. DespiteMeta Knight andCloud (their worst matchups inSSB4) being nerfed noticeably inUltimate, 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 ofOlimar 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 asKirihara andHomika, started to achieve better results. Although Rosalina & Luma are still agreed to be among the most nerfedveterans, their perception has significantly improved sinceUltimate'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 andyuzu became less consistent as time went on, newer Rosalina & Luma players began stepping in the limelight, includingM.Pop0,SOLO, andYamaD. In addition, although Dabuz's results took a noticeable slip in 2023, he also saw some of his best results of his entireUltimate career, including winningCEO 2023, his first superregional win for a Rosalina & Luma player since 2020, and placing 2nd atSuper Smash Con 2023. These results allowed Rosalina & Luma to rise slightly to 43rd on the second tier list, and maintain said placement for the third and current tier list.

Classic Mode: One Star after Another[edit]

Rosalina & Luma'scongratulations screen.

Rosalina & Luma's opponents hail from franchises that occur in outer space and/or on alien planets. The exception isBowser, who is fought in reference to his boss battles inSuper Mario Galaxy andSuper Mario Galaxy 2. Theboss of their route,Marx, also fits this theme due to how the final battle against him inKirby Super Star occurs in outer space. In addition, Assist Trophies summonStarfy exclusively, presumably due to his resemblance toPower Stars,Lumas, and his own ambiguously alien heritage.

RoundOpponentStageMusicNotes
1Olimar (SSBU)OlimarDistant PlanetStage Clear / Title Theme - Pikmin
2Fox (SSBU)Fox andWolf (SSBU)WolfVenomMain Theme - Star FoxThis battle is a free-for-all.
3Samus (SSBU)SamusBrinstarTitle Theme - Metroid
4Ridley (SSBU)RidleyBrinstar DepthsBrinstar Depths (Melee)
5Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (SSBU)Kirby (×6)Dream LandGreen Greens (for 3DS / Wii U)Horde Battle (3 at a time)
The Kirbys could also be a possible reference to the Lumas themselves.
6Bowser (SSBU)BowserMario GalaxyFated BattleMario (SSBU)Mario appears as a teammate. Items do not appear.
Bonus Stage
FinalMarxMysterious DimensionVs. MarxMario (SSBU) Mario appears as a teammate.

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

Role inWorld of Light[edit]

Finding Rosalina & Luma in World of Light

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

During the opening cutscene, Rosalina & Luma were present on the cliffside whenGaleem unleashed his beams of light. They attempted to fly away alongsideDiddy Kong, but both of them were hit by a light beam, vaporized, and placed under Galeem's imprisonment along with the other fighters, excludingKirby.

Rosalina & Luma were among the many fighters that fell underDharkon's control after Galeem was first defeated. When the north path ofThe Dark Realm splits into four, they can be found on the second path from left to right, where the spirit ofMegaMan.EXE must be obtained before approaching them.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
48
Rosalina & Luma SSBU.png
Rosalina & Luma
Shield
Shield
10,000Mario Galaxy (Ω form)Egg Planet (Remix)

Spirits[edit]

Rosalina's fighter spirit can be obtained by completingClassic Mode as Rosalina & Luma. 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 inUltimate.

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

  • 9. Rosalina

    9.Rosalina

  • 71. Luma

    71. Luma

  • 90. Biddybuggy

    90. Biddybuggy

  • 1,301. River Survival

    1,301. River Survival

In Spirit Battles[edit]

As the main opponents[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
20
SSBU spirit Super Star.png
Super StarSuper Mario SeriesRosalina & LumaRosalina (SSBU)
Shield
9,200Peach'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 SpriteSuper Mario SeriesRosalina & LumaRosalina (SSBU)
Kirby TeamKirby (SSBU)Kirby (SSBU)Kirby (SSBU)
Neutral
13,100Delfino 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 LumaSuper Mario SeriesRosalina & LumaRosalina (SSBU)
KirbyKirby (SSBU)
Grab
1,900Mario Galaxy•Item:Super Launch Star•Take your strongest team into this no-frills battleEgg PlanetRosalina
90
SSBU spirit Biddybuggy.png
BiddybuggyNorth America
BuggybudPAL
Mario Kart Series•TinyRosalina & LumaRosalina (SSBU)
Grab
3,700Mario 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 8Baby Rosalina
263
SSBU spirit Madame Couture.png
Madame CoutureThe Legend of Zelda SeriesRosalina & LumaRosalina (SSBU)
Toon LinkToon Link (SSBU)Toon Link (SSBU)Toon Link (SSBU)
Grab
3,300SkyloftN/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
StaryuPokémon SeriesRosalina & LumaRosalina (SSBU)
Grab
1,600Tortimer 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
GardevoirPokémon Series•ReflectRosalina & LumaRosalina (SSBU)
Shield
4,000Prism 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]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
1,301
SSBU spirit River Survival.png
River SurvivalSuper Mario SeriesBowserBowser (SSBU)
KirbyKirby (SSBU)
YoshiYoshi (SSBU)
Rosalina & LumaRosalina (SSBU)
Shield
5,500Kongo 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
SlideRosalina

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 ofMario/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 theofficial website features a visual glitch: when Rosalina uses her newneutral 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 changesUltimate has.
  • Despite Rosalina's Final Smash being aPower Star in her video like inSuper Smash Bros. for Nintendo 3DS/Wii U, she instead summons aGrand 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 andBanjo & Kazooie also share this distinction.
  • On thecharacter 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 withCaptain Falcon,Mr. Game & Watch,Zero Suit Samus,Pokémon Trainer,Wii Fit Trainer, theMii Fighters,Piranha Plant, and Banjo & Kazooie.
  • Rosalina is the onlyMario character whose animations are not mirrored.
    • Despite having most of his animations mirrored,Luigi has different animations when using moves that involvePoltergust 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 afalse character during battles withGaleem andDharkon 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 directionalair dodge despite the sound effects playing. She shares this oddity withGreninja andPalutena.
  • Rosalina's voice actress, Kerri Kane, was misspelled as Kerry Kane in the credits.
  • When Rosalina is under the effect of eitherpoison,Joker'sEiha / Eigaon, or any ofOlimar'sPikmin, she simply closes her eyes, unlike the majority of cast.
  • Much like inSmash 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) fromSuper Smash Bros. Brawl, as well asKirby,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 forDede-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 withYoung Link,Toon Link,Ice Climbers, andSephiroth.
  • 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 inSmash 4.
  • By complete coincidence, Rosalina & Luma have their placement on the first communitytier list as the exact same number as theirFighter 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 isSuper Star; 20th spirit overall.
  • In the Korean version ofSuper Smash Bros. for Nintendo 3DS, Rosalina's announcer call spliced the English and Japanese announcer calls together (due to Rosalina using her English name and Luma using its Japanese name, Chiko); due toUltimate's embracing of Korean-specific announcer clips, a new announcer call for the two was recorded for Korean localizations.


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Mario (universe)Mario universe
FightersMario (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Luigi (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Peach (SSBM ·SSBB ·SSB4 ·SSBU) ·Bowser (SSBM ·SSBB ·SSB4 ·SSBU) ·Dr. Mario (SSBM ·SSB4 ·SSBU) ·Rosalina &Luma (SSB4 ·SSBU) ·Bowser Jr. (SSB4 ·SSBU) (Koopalings) ·Daisy (SSBU) ·Piranha Plant (SSBU)
Assist TrophiesHammer Bro ·Waluigi ·Lakitu & Spinies ·Chain Chomp ·Thwomp ·Flies & Hand
BossesMetal Mario and Luigi ·Petey Piranha
StagesPeach's Castle ·Mushroom Kingdom (SSB) ·Princess Peach's Castle ·Rainbow Cruise ·Mushroom Kingdom (SSBM) ·Mushroom Kingdom II ·Delfino Plaza ·Mushroomy Kingdom ·Figure-8 Circuit ·Luigi's Mansion ·Mario Bros. ·3D Land ·Golden Plains ·Rainbow Road ·Paper Mario ·Mushroom Kingdom U ·Mario Galaxy ·Mario Circuit ·Super Mario Maker ·New Donk City Hall
Mushroom Kingdom (Adventure Mode)
ItemsBob-omb ·Fire Flower ·Green Shell ·Red Shell ·Super Star ·Super Mushroom ·Poison Mushroom ·Freezie ·Metal Box ·Golden Hammer ·Lightning Bolt ·Hothead ·Banana Peel ·Soccer Ball ·Boomerang ·Fire Bar ·POW Block ·Bullet Bill ·Spiny Shell ·Super Leaf ·Grass ·Super Launch Star
EnemiesBanzai Bill ·Bill Blaster ·Bullet Bill ·Chain Chomp ·Flame Chomp ·Goomba ·Giant Goomba ·Hammer Bro ·Koopa Paratroopa ·Koopa Troopa ·Lakitu & Spinies ·Magikoopa ·Shy Guy ·Spike Top
OtherBirdo ·Boo ·Cappy ·F.L.U.D.D. ·Geno ·Ghosts ·Kamek ·Koopa Clown Car ·Molten Fortress ·Nabbit ·Pauline ·Pidgit ·Shellcreeper ·Shy Guy ·Sidestepper ·Toad ·Warp Pipe
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl (Mario Kart) ·SSB4 ·Ultimate (Mario Kart)
MasterpiecesSuper Mario Bros. ·Super Mario Bros.: The Lost Levels ·Super Mario Bros. 2 ·Dr. Mario ·Super Mario World ·Super Mario Kart
Related universesDonkey Kong ·Yoshi ·Wario ·Wrecking Crew
Related contentYoshi's Island (SSBM) ·Meta Crystal