icraq
Smash Lord
Over at http://smashboards.com/threads/complete-hitbox-frame-data-for-every-character-round-2.383550/ they have posted a link to Dantarion's data dump of all the character's moves. I don't think we have info for ending lag on attacks yet, but we have data on when hitboxes end. Anyways this has been around for a while, but they have gone through and recently labeled all the moves which makes it a little easier to read, so I thought I'd go through some things and share my impressions on each move. Luma's attacks were just known as unknown subtates, I went ahead and figured out which each one was, which is also in that link I posted, which is here: http://smashboards.com/threads/comp...character-round-2.383550/page-2#post-18234076 (credits to @
Lavani
for also doing all the same work as me a day before, I just failed to read their post! oops!)
IMPORTANT: The dumped data in game lists Luma's frames 1 frame sooner than they actually are in game. Example: Jab 1 is listed in here as frame 3-4, it's actually 4-5, that's because there's a 1 frame input delay after you attack with Luma.
JABS
AERIALS
TILTS
SMASH ATTACKS
MISCELLANEOUS!
IMPORTANT: The dumped data in game lists Luma's frames 1 frame sooner than they actually are in game. Example: Jab 1 is listed in here as frame 3-4, it's actually 4-5, that's because there's a 1 frame input delay after you attack with Luma.
JABS
ROSALINA
LUMA
IMPRESSIONS!
Jab1
Frame 8-10: 2% 100f/40w 70° Magic
Frame 8-10: 2% 100f/30w 82° Magic
Enables transition to next jab state on real frame 16
Jab2
Frame 6- 8: 1% 100f/40w 74° 1.5-Hitlag Magic
Frame 6- 8: 1% 100f/30w 82° 1.5-Hitlag Magic
Enables transition to next jab state on real frame 17
Jab3
Frame 9-11: 3% 48b/240g 74° 1.5-Hitlag Magic
Enables transition to next jab state on real frame 23
Repeating Jab End
Frame 9-11: 3% 60b/510g 361° 2.0-Hitlag Magic
Frame 8-10: 2% 100f/40w 70° Magic
Frame 8-10: 2% 100f/30w 82° Magic
Enables transition to next jab state on real frame 16
Jab2
Frame 6- 8: 1% 100f/40w 74° 1.5-Hitlag Magic
Frame 6- 8: 1% 100f/30w 82° 1.5-Hitlag Magic
Enables transition to next jab state on real frame 17
Jab3
Frame 9-11: 3% 48b/240g 74° 1.5-Hitlag Magic
Enables transition to next jab state on real frame 23
Repeating Jab End
Frame 9-11: 3% 60b/510g 361° 2.0-Hitlag Magic
jab 1
Frame 3- 4: 2% 100f/50w 70° 1.5-Hitlag
jab 2
Frame 5- 6: 2% 100f/50w 90° 1.5-Hitlag
jab 3 upper cut
Frame 8-12: 4% 60b/600g 80° 1.5-Hitlag
jab 3 spin
Frame 0- 1: 1.2% 15b/120g 50°
jab 3 spin punch
Frame 6-10: 3% 60b/390g 80° 2.0-Hitlag
Frame 3- 4: 2% 100f/50w 70° 1.5-Hitlag
jab 2
Frame 5- 6: 2% 100f/50w 90° 1.5-Hitlag
jab 3 upper cut
Frame 8-12: 4% 60b/600g 80° 1.5-Hitlag
jab 3 spin
Frame 0- 1: 1.2% 15b/120g 50°
jab 3 spin punch
Frame 6-10: 3% 60b/390g 80° 2.0-Hitlag
Solo Rosalina I think has a terrible starting time on jabs in comparison to the rest of the cast. It takes 8 frames to start up? Is her little wand really that heavy? I think there's a bit of a disjoint on it, but even then it's going to get out-prioritized against any strong attack and if you ever get into a jab clash with someone and try to outspam jab, they WILL win.
However... LUMA! Luma's starting frame for jab is frame 3, and while it's a bit of a shorter lived hitbox it adds significant range to Rosalina's jab which makes it just amazing! Rosalina will easily hit her opponent after Luma's Jab 1 connects and be able to continue the combo.
Solo Rosalina should prefer using the spin finisher, but if you have Luma use the jab 3 uppercut. Look at how much higher the base and growth knockback are! It's labeled Repeating Jab End, and it's over double the knockback of her normal jab finisher. SO, MASH A as fast as you can with Solo Rosa to get the spin finisher, and time your jabs out properly to get the uppercut finisher with Luma! The exception is fast fallers which you can combo in the spin attack for easy 0-30% combos!
However... LUMA! Luma's starting frame for jab is frame 3, and while it's a bit of a shorter lived hitbox it adds significant range to Rosalina's jab which makes it just amazing! Rosalina will easily hit her opponent after Luma's Jab 1 connects and be able to continue the combo.
Solo Rosalina should prefer using the spin finisher, but if you have Luma use the jab 3 uppercut. Look at how much higher the base and growth knockback are! It's labeled Repeating Jab End, and it's over double the knockback of her normal jab finisher. SO, MASH A as fast as you can with Solo Rosa to get the spin finisher, and time your jabs out properly to get the uppercut finisher with Luma! The exception is fast fallers which you can combo in the spin attack for easy 0-30% combos!
ROSALINA
LUMA
IMPRESSIONS!
Nair
Frame 9-34: 5% 30b/540g 361° Magic
Frame 35-46: 7.5% 25b/810g 361° Magic
Enables transition to Nair landing state (landing lag) on real frame 3
Cancels transition to Nair landing state (landing lag) on real frame 60
Fair
Frame 12-26: [1%]x3 55b/100g 30° 0.5-SDI Magic
Frame 12-26: [1%]x3 55b/100g 366° 0.5-SDI Magic
Frame 28-29: 4% 50b/552g 361° Magic
Enables transition to Fair landing state (landing lag) on real frame 8
Cancels transition to Fair landing state (landing lag) on real frame 69
Bair
Frame 9-11: 11% 38b/715g 30° Magic
Enables transition to Bair landing state (landing lag) on real frame 5
Cancels transition to Bair landing state (landing lag) on real frame 46
Uair
Frame 8-10: 10% 40b/980g 88° Magic
Frame 11-21: 5% 40b/490g 88° 1.2-Hitlag Magic
Frame 22-29: 2% 20b/60g 88° 1.4-Hitlag Magic
Enables transition to Uair landing state (landing lag) on real frame 2
Cancels transition to Uair landing state (landing lag) on real frame 42
Dair
Frame 18-18: 8% 40b/640g 361° Magic
Frame 19-23: 7% 20b/469g 270° Magic
Frame 24-26: 6% 35b/600g 45° Magic
Frame 27-33: 2% 20b/60g 361° Magic
Enables transition to Dair landing state (landing lag) on real frame 4
Cancels transition to Dair landing state (landing lag) on real frame 51
Frame 9-34: 5% 30b/540g 361° Magic
Frame 35-46: 7.5% 25b/810g 361° Magic
Enables transition to Nair landing state (landing lag) on real frame 3
Cancels transition to Nair landing state (landing lag) on real frame 60
Fair
Frame 12-26: [1%]x3 55b/100g 30° 0.5-SDI Magic
Frame 12-26: [1%]x3 55b/100g 366° 0.5-SDI Magic
Frame 28-29: 4% 50b/552g 361° Magic
Enables transition to Fair landing state (landing lag) on real frame 8
Cancels transition to Fair landing state (landing lag) on real frame 69
Bair
Frame 9-11: 11% 38b/715g 30° Magic
Enables transition to Bair landing state (landing lag) on real frame 5
Cancels transition to Bair landing state (landing lag) on real frame 46
Uair
Frame 8-10: 10% 40b/980g 88° Magic
Frame 11-21: 5% 40b/490g 88° 1.2-Hitlag Magic
Frame 22-29: 2% 20b/60g 88° 1.4-Hitlag Magic
Enables transition to Uair landing state (landing lag) on real frame 2
Cancels transition to Uair landing state (landing lag) on real frame 42
Dair
Frame 18-18: 8% 40b/640g 361° Magic
Frame 19-23: 7% 20b/469g 270° Magic
Frame 24-26: 6% 35b/600g 45° Magic
Frame 27-33: 2% 20b/60g 361° Magic
Enables transition to Dair landing state (landing lag) on real frame 4
Cancels transition to Dair landing state (landing lag) on real frame 51
nair
Frame 2- 5: 4% 40b/680g 361° 1.7-Hitlag
Frame 25-28: 3% 40b/510g 361° 1.7-Hitlag
dair
Frame 10-13: 5% 60b/650g 80° 0.3-Hitlag
uair
Frame 2- 9: 4% 110b/240g 92° 0.5-Hitlag
Frame 2- 9: 4% 110b/240g 108° 0.5-Hitlag
bair
Frame 9-14: 4% 30b/600g 28° 1.5-Hitlag
fair
Frame 7-11: 5% 90b/550g 45° 1.5-Hitlag
Frame 2- 5: 4% 40b/680g 361° 1.7-Hitlag
Frame 25-28: 3% 40b/510g 361° 1.7-Hitlag
dair
Frame 10-13: 5% 60b/650g 80° 0.3-Hitlag
uair
Frame 2- 9: 4% 110b/240g 92° 0.5-Hitlag
Frame 2- 9: 4% 110b/240g 108° 0.5-Hitlag
bair
Frame 9-14: 4% 30b/600g 28° 1.5-Hitlag
fair
Frame 7-11: 5% 90b/550g 45° 1.5-Hitlag
Not much to be said about Rosalina's nair that we don't already know, except I did learn some interesting information! The term "Enables transition to Nair landing state (landing lag) on real frame 3" means that's the amount of frames we have to autocancel Nair before landing. So you'd want to press the A button within 1-3 frames before touching the ground to get a perfect lagless autocanceled Luma nair, meaning nair is one of the hardest to land. The actual hardest move to autocancel is uair, which begins at at frame 2! Our most forgiving is by far FAIR, which has an 8 frame landing window. Bair is 4 and dair is 5!
Rosalina's fair, well, all I see is that it's harder to smash DI out of for your opponents, which is great, and makes sense. It's kind of confusing, I don't fully understand the Sakurai Angle (which is listed as 361° here), but Fair apparently has 366°? I've never seen that before, so that just makes it even more confusing. But I'm certain this is related to how we're able to spike with it. Takes 69 frames to autocancel this move. Means it's a little more strict on autocanceling timing than nair, but not by much, only 9 frames. You can full hop nair/fair and fast fall at the apex of your jump and it should autocancel, you gotta see it to get a feeling for it though.
Rosalina's dair information really clears some things up for me. The initial starting hitbox at frame 18 never spikes, but it's actually the hitbox that lingers from frame 19-23 that does 7%. Frame 18 dair seems to have higher knockback but doesn't spike. I wish I understood the Sakurai Angle a bit better so I could analyze the angles a bit better.
Rosalina's uair has some interesting things. Holy crap that knockback growth at frames 8-10! And as we can see, frames 22-29 have a much higher hitstun! That's why late sourspot uair combos so great into sweet spot uair!
Now I'm gonna focus a bit more on Luma here..
First off, I really just want to talk about Luma's nair. Does anyone else see that? Yes, that is a frame 2 aerial! That means jumping out of shield and using nair is our #1 fastest punish out of shield. There might be faster options if we perfect shield.. but I think this is the #1 fastest punish we have. The only other move with as quick of start up time is Luma's bair, which is also frame 2. However, Luma does jab at frame 3, so that might be faster but I think there's still some lag on dropping perfect shields. However, dropping a normal shield and going into jab is way slower than jump canceling into nair. Nair also has a pretty strong base knockback, seems like it'd be good for off the edge, probably won't kill with it any time soon but it'd be good for gimping.
Luma's dair has great knockback which we all know and love. Comes out at frame 9 and only sticks around for 3 frames, pretty short lived, but the shortest lived stars shine brightest.
Luma's uair can kill off the top if your opponent is high enough which we already all know about. (Hurray for 30% kills!) It's designed to knock your opponents into Rosalina's uair, the angle is 28 degrees which is perfect for setting up into Rosalina. This doesn't really make a whole lot of sense, I figured it must have high base knockback but it's fairly mediocre in terms of knockback. *Oops, because I thought uair was bair! This is wrong.
Luma's bair.. comes out quick and lasts a good long time, a whole 7 frames. 110b/240g is kind of a weird combination. It has very high base knockback but 240g is very low growth knockback. So don't count on this getting any better at higher percents, except with rage. Also.. it has two hitboxes? Why? I have no idea, but apparently it does and one of them sends your opponent at a slightly different angle. Well, okay. *Yep I'm an idiot, surprised I didn't figure this out. So I thought bair was uair.. Makes sense now, uair has high base, low growth, which is why it can kill at low percents and with rage. Got it.
Luma's fair pops your opponent straight up, can kill off the top at high enough percents. Slow startup and doesn't last as long as bair, only 4 frames. However it has much better knockback overall in comparison to bair, but ends your opponents in a very different direction.
One last thought was, what is the best move to recall Luma with? The one with the longest lasting hitbox I'd guess, which in this case would be bair. Bair lasts 7 frames, though I guess nair might be better too, but I'm not certain.
Rosalina's fair, well, all I see is that it's harder to smash DI out of for your opponents, which is great, and makes sense. It's kind of confusing, I don't fully understand the Sakurai Angle (which is listed as 361° here), but Fair apparently has 366°? I've never seen that before, so that just makes it even more confusing. But I'm certain this is related to how we're able to spike with it. Takes 69 frames to autocancel this move. Means it's a little more strict on autocanceling timing than nair, but not by much, only 9 frames. You can full hop nair/fair and fast fall at the apex of your jump and it should autocancel, you gotta see it to get a feeling for it though.
Rosalina's dair information really clears some things up for me. The initial starting hitbox at frame 18 never spikes, but it's actually the hitbox that lingers from frame 19-23 that does 7%. Frame 18 dair seems to have higher knockback but doesn't spike. I wish I understood the Sakurai Angle a bit better so I could analyze the angles a bit better.
Rosalina's uair has some interesting things. Holy crap that knockback growth at frames 8-10! And as we can see, frames 22-29 have a much higher hitstun! That's why late sourspot uair combos so great into sweet spot uair!
Now I'm gonna focus a bit more on Luma here..
First off, I really just want to talk about Luma's nair. Does anyone else see that? Yes, that is a frame 2 aerial! That means jumping out of shield and using nair is our #1 fastest punish out of shield. There might be faster options if we perfect shield.. but I think this is the #1 fastest punish we have. The only other move with as quick of start up time is Luma's bair, which is also frame 2. However, Luma does jab at frame 3, so that might be faster but I think there's still some lag on dropping perfect shields. However, dropping a normal shield and going into jab is way slower than jump canceling into nair. Nair also has a pretty strong base knockback, seems like it'd be good for off the edge, probably won't kill with it any time soon but it'd be good for gimping.
Luma's dair has great knockback which we all know and love. Comes out at frame 9 and only sticks around for 3 frames, pretty short lived, but the shortest lived stars shine brightest.
Luma's uair can kill off the top if your opponent is high enough which we already all know about. (Hurray for 30% kills!) It's designed to knock your opponents into Rosalina's uair, the angle is 28 degrees which is perfect for setting up into Rosalina. This doesn't really make a whole lot of sense, I figured it must have high base knockback but it's fairly mediocre in terms of knockback. *Oops, because I thought uair was bair! This is wrong.
Luma's bair.. comes out quick and lasts a good long time, a whole 7 frames. 110b/240g is kind of a weird combination. It has very high base knockback but 240g is very low growth knockback. So don't count on this getting any better at higher percents, except with rage. Also.. it has two hitboxes? Why? I have no idea, but apparently it does and one of them sends your opponent at a slightly different angle. Well, okay. *Yep I'm an idiot, surprised I didn't figure this out. So I thought bair was uair.. Makes sense now, uair has high base, low growth, which is why it can kill at low percents and with rage. Got it.
Luma's fair pops your opponent straight up, can kill off the top at high enough percents. Slow startup and doesn't last as long as bair, only 4 frames. However it has much better knockback overall in comparison to bair, but ends your opponents in a very different direction.
One last thought was, what is the best move to recall Luma with? The one with the longest lasting hitbox I'd guess, which in this case would be bair. Bair lasts 7 frames, though I guess nair might be better too, but I'm not certain.
ROSALINA
LUMA
IMPRESSIONS!
F-tilt (normal)
Frame 7- 9: 6% 35b/540g 361°
Frame 7- 9: 5% 35b/450g 361°
U-tilt
Frame 9-17: 8% 80b/560g 88° 2.0-Hitlag Magic
Begins partial invincibility on real frame 4
End partial invincibility on real frame 12
D-tilt
Frame 5- 8: 4.5% 35b/441g 30° 1.4-Hitlag
Frame 7- 9: 6% 35b/540g 361°
Frame 7- 9: 5% 35b/450g 361°
U-tilt
Frame 9-17: 8% 80b/560g 88° 2.0-Hitlag Magic
Begins partial invincibility on real frame 4
End partial invincibility on real frame 12
D-tilt
Frame 5- 8: 4.5% 35b/441g 30° 1.4-Hitlag
LUMA
Ftilt
Frame 7-10: 4.3% 40b/537g 361° 1.5-Hitlag
Utilt
Frame 2- 2: 8% 120b/480g 88° 2.0-Hitlag Ground-Target-Only
Frame 3- 4: 4% 85b/240g 98° 0.5-Hitlag
Frame 3- 4: 4% 80b/240g 93° 0.5-Hitlag
Frame 5- 9: 3% 80b/180g 90° 0.5-Hitlag
Dtilt
Frame 7-12: 3.5% 35b/420g 30° 1.5-Hitlag
Frame 7-10: 4.3% 40b/537g 361° 1.5-Hitlag
Utilt
Frame 2- 2: 8% 120b/480g 88° 2.0-Hitlag Ground-Target-Only
Frame 3- 4: 4% 85b/240g 98° 0.5-Hitlag
Frame 3- 4: 4% 80b/240g 93° 0.5-Hitlag
Frame 5- 9: 3% 80b/180g 90° 0.5-Hitlag
Dtilt
Frame 7-12: 3.5% 35b/420g 30° 1.5-Hitlag
IMPRESSIONS!
As we can see, Rosalina's ftilt has two hitboxes. There's one really far back on her body which is pretty weak. I don't know if you'll ever hit with it, but it's there. Ftilt is Rosalina's longest range tilt, though it's hitbox only lasts 2 frames. I'd say knockback is negligible here, but again I don't know if the angle matters much with Sakurai Angle.
Rosalina's dtilt is quicker, starting at frame 5 and lasts til frame 8. Sends your opponent horizontal.
Utilt starts at frame 9 and lingers til frame 17 and has no sourspot. Slowest starting utilt Rosalina has, but longest lasting and most damaging. It has invincibility from frames 4-12, I tried testing it out and couldn't find out what exactly on Rosalina was invincible, I'm wondering if it's just her head, but I have NO idea. Looks like it should kill at some point, but I don't think anything crazy will happen with it...
However..
Holy crap! Luma's utilt comes out at FRAME 2. WHAT. OH AND BTW THIS MOVE CAN KILL AT 15%. It's
at 120b/480g which is just outrageous in comparison to all her other moves. It will always send your opponent up pretty high, even at 0%. Luma won't kill your opponent under normal circumstances with this move until around the 140% range, but if your rage bonus knockback is high enough and your opponent is charging a smash attack, this is the perfect counter. It's a ballsy move, but lets say your opponent is waiting to usmash you as you get up from the ledge and you're at 150%. You stand up, immediately hit utilt, Luma comes out on Frame 2 and sends your opponent flying, pretty much no matter what percent they're at. Yes, it's situational, of course, but this move can possibly save your life. Doesn't do much if your opponent is above you, or if the move connects late. It's an uppercut, you gotta hit them when they're grounded. Not only that, utilt is your longest lasting grounded Luma attack, so it would likely be the best move to use when recalling Luma, as it would cover more ground as it traveled.
Luma's dtilt comes out at frame 7 and lingers til frame 12, a bit longer and later than Rosalina's. Not much to say here.
Ftilt is pretty similar to dtilt's observations. Not much to say here.
Rosalina's dtilt is quicker, starting at frame 5 and lasts til frame 8. Sends your opponent horizontal.
Utilt starts at frame 9 and lingers til frame 17 and has no sourspot. Slowest starting utilt Rosalina has, but longest lasting and most damaging. It has invincibility from frames 4-12, I tried testing it out and couldn't find out what exactly on Rosalina was invincible, I'm wondering if it's just her head, but I have NO idea. Looks like it should kill at some point, but I don't think anything crazy will happen with it...
However..
Holy crap! Luma's utilt comes out at FRAME 2. WHAT. OH AND BTW THIS MOVE CAN KILL AT 15%. It's
at 120b/480g which is just outrageous in comparison to all her other moves. It will always send your opponent up pretty high, even at 0%. Luma won't kill your opponent under normal circumstances with this move until around the 140% range, but if your rage bonus knockback is high enough and your opponent is charging a smash attack, this is the perfect counter. It's a ballsy move, but lets say your opponent is waiting to usmash you as you get up from the ledge and you're at 150%. You stand up, immediately hit utilt, Luma comes out on Frame 2 and sends your opponent flying, pretty much no matter what percent they're at. Yes, it's situational, of course, but this move can possibly save your life. Doesn't do much if your opponent is above you, or if the move connects late. It's an uppercut, you gotta hit them when they're grounded. Not only that, utilt is your longest lasting grounded Luma attack, so it would likely be the best move to use when recalling Luma, as it would cover more ground as it traveled.
Luma's dtilt comes out at frame 7 and lingers til frame 12, a bit longer and later than Rosalina's. Not much to say here.
Ftilt is pretty similar to dtilt's observations. Not much to say here.
ROSALINA
LUMA
IMPRESSIONS!
F-smash (high)
Frame 16-18: 12% 30b/1332g 361° Magic
Smash charge window on real frame 10
F-smash (normal)
Frame 16-18: 12% 30b/1332g 361° 1.2-Hitlag Magic
Smash charge window on real frame 10
F-smash (low)
Frame 16-18: 12% 30b/1332g 361° 1.2-Hitlag Magic
Smash charge window on real frame 10
U-smash
Frame 8-16: 12% 45b/1080g 86°
Smash charge window on real frame 4
Begins partial invincibility on real frame 7
End partial invincibility on real frame 17
D-smash
Frame 6- 7: 7% 40b/714g 32° 0.3-Trip 1.5-Hitlag Magic
Frame 17-18: 9% 36b/945g 32° 0.3-Trip 1.5-Hitlag Magic
Smash charge window on real frame 4
Frame 16-18: 12% 30b/1332g 361° Magic
Smash charge window on real frame 10
F-smash (normal)
Frame 16-18: 12% 30b/1332g 361° 1.2-Hitlag Magic
Smash charge window on real frame 10
F-smash (low)
Frame 16-18: 12% 30b/1332g 361° 1.2-Hitlag Magic
Smash charge window on real frame 10
U-smash
Frame 8-16: 12% 45b/1080g 86°
Smash charge window on real frame 4
Begins partial invincibility on real frame 7
End partial invincibility on real frame 17
D-smash
Frame 6- 7: 7% 40b/714g 32° 0.3-Trip 1.5-Hitlag Magic
Frame 17-18: 9% 36b/945g 32° 0.3-Trip 1.5-Hitlag Magic
Smash charge window on real frame 4
Fsmash
Frame 16-17: 7% 43b/1155g 361° 1.7-Hitlag
Frame 16-17: 5% 43b/825g 70° 1.7-Hitlag
Usmash
Frame 9-11: 6% 60b/852g 85° 1.5-Hitlag
Frame 12-16: 5% 60b/710g 85° 1.5-Hitlag
Dsmash
Frame 6- 7: 4% 40b/620g 33° 1.5-Hitlag
Frame 18-19: 5% 40b/775g 33° 1.5-Hitlag
Frame 16-17: 7% 43b/1155g 361° 1.7-Hitlag
Frame 16-17: 5% 43b/825g 70° 1.7-Hitlag
Usmash
Frame 9-11: 6% 60b/852g 85° 1.5-Hitlag
Frame 12-16: 5% 60b/710g 85° 1.5-Hitlag
Dsmash
Frame 6- 7: 4% 40b/620g 33° 1.5-Hitlag
Frame 18-19: 5% 40b/775g 33° 1.5-Hitlag
IMPRESSIONS!
Not a lot to be said for each individual's moves so I'll just write what I think about them both together.
Fsmash! Love this move. Look at that growth! Both R&L start at frame 16. Luma's is a tiny bit shorter. We can angle Luma's Fsmash to hit opponents on the ledge which is pretty cool. It's a one frame move, and I believe with the recent popularization of ledge grab vulnerability that means we have to attack with Luma in the same single frame that the opponent grabs the ledge. It'll take some practice! You may notice Luma has a second hitbox on Fsmash, that's the body hitbox on Luma, if you hit with that it will ruin Rosalina's fsmash too and a lot of characters can survive much longer. So be careful to not fsmash too close!
Usmash! Well, awesome. I didn't know Rosalina had partial invincibility on any of her moves! So, Usmash and Utilt are Rosalina's only moves that have partial invincibility, I have no idea where it is on utilt but it's very clearly on Rosalina's head in Usmash. So it's very easy to challenge aerials if you space it right and don't get hit below Rosalina's body. She has invincibility all throughout the move's hitbox, a whole 10 frames! Comes out on frame 8 which is pretty quick, where as fsmash waits til frame 16 to start, but it certainly takes a while to recover. Does okay knockback! Luma has a sour spot, the very end of the usmash, so try not to hit with that!
Dsmash starts so quick! Dtilt comes out at frame 5, so dsmash only takes 1 additional frame to come out. It probably won't kill, but the back attack of dsmash which starts at frame 17 and ends on 18 is significantly better. Luma is synched up to mirror Rosalina when attached, so they both attack in opposite directions, covering both sides simultaneously. However, Luma's last hit on dsmash comes out just a little bit later, by one frame.
Fsmash! Love this move. Look at that growth! Both R&L start at frame 16. Luma's is a tiny bit shorter. We can angle Luma's Fsmash to hit opponents on the ledge which is pretty cool. It's a one frame move, and I believe with the recent popularization of ledge grab vulnerability that means we have to attack with Luma in the same single frame that the opponent grabs the ledge. It'll take some practice! You may notice Luma has a second hitbox on Fsmash, that's the body hitbox on Luma, if you hit with that it will ruin Rosalina's fsmash too and a lot of characters can survive much longer. So be careful to not fsmash too close!
Usmash! Well, awesome. I didn't know Rosalina had partial invincibility on any of her moves! So, Usmash and Utilt are Rosalina's only moves that have partial invincibility, I have no idea where it is on utilt but it's very clearly on Rosalina's head in Usmash. So it's very easy to challenge aerials if you space it right and don't get hit below Rosalina's body. She has invincibility all throughout the move's hitbox, a whole 10 frames! Comes out on frame 8 which is pretty quick, where as fsmash waits til frame 16 to start, but it certainly takes a while to recover. Does okay knockback! Luma has a sour spot, the very end of the usmash, so try not to hit with that!
Dsmash starts so quick! Dtilt comes out at frame 5, so dsmash only takes 1 additional frame to come out. It probably won't kill, but the back attack of dsmash which starts at frame 17 and ends on 18 is significantly better. Luma is synched up to mirror Rosalina when attached, so they both attack in opposite directions, covering both sides simultaneously. However, Luma's last hit on dsmash comes out just a little bit later, by one frame.
well, that pretty much wraps it up. Here's some other stuff.
Grab
Frame 6- 7: Grab
Enables state transition on real frame 8
Dash Grab
Frame 8- 9: Grab
Enables state transition on real frame 10
Pivot Grab
Frame 9-10: Grab
Enables state transition on real frame 11
Dash Attack
Frame 6- 9: 3% 40b/150g 45° 1.2-Hitlag
Frame 17-19: 4% 70b/520g 65° 1.3-Hitlag
Luma's dash attack
Frame 5- 7: 3% 45b/150g 45° 1.5-Hitlag
So, not much to say about these. Dash grab starts about when Usmash would start, so you can weigh dash grabbing/dash usmashing, pivot grabs surprisingly have slower startup time. Dash attack is a pretty quick startup multihit, and it lasts forever. Luma's hits first and does so little knockback. I guess you can mix up dash attack and dash grab, though dash attack is more of a commitment and might or might not pay off as well as a grab. Dash attack maaaay beat a spot dodge if your opponent thinks you're going for a grab, and dash grab obviously beats shield.
Grab
Frame 6- 7: Grab
Enables state transition on real frame 8
Dash Grab
Frame 8- 9: Grab
Enables state transition on real frame 10
Pivot Grab
Frame 9-10: Grab
Enables state transition on real frame 11
Dash Attack
Frame 6- 9: 3% 40b/150g 45° 1.2-Hitlag
Frame 17-19: 4% 70b/520g 65° 1.3-Hitlag
Luma's dash attack
Frame 5- 7: 3% 45b/150g 45° 1.5-Hitlag
So, not much to say about these. Dash grab starts about when Usmash would start, so you can weigh dash grabbing/dash usmashing, pivot grabs surprisingly have slower startup time. Dash attack is a pretty quick startup multihit, and it lasts forever. Luma's hits first and does so little knockback. I guess you can mix up dash attack and dash grab, though dash attack is more of a commitment and might or might not pay off as well as a grab. Dash attack maaaay beat a spot dodge if your opponent thinks you're going for a grab, and dash grab obviously beats shield.
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