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Guide Rosalina's Complete Coverage Thread

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Rosalina's Complete Coverage Thread


Welcome to the complete coverage thread for Rosalina.

Unlike with the E3 2014 Coverage Thread, this thread covers all of Rosalina's contents from the final build of Super Smash Bros. for Nintendo 3DS, and Super Smash Bros. for Wii U. The contents include movesets, customizations, and even the aesthetics.

Users can contribute to this thread by inputting all of their findings here, but it's strongly recommended that you do NOT use the demos as sources. Images and videos are also permitted, but ONLY if they're following this thread's purpose.

Because this thread has way more information than the E3 2014 thread, there are reserved posts for organization purposes.

Contents
Now, since there can be content differences between the 3DS and Wii U versions, the following key is utilized for all the reserved posts (except for "Rosalina's Smash Run Potential", as Smash Run is 3DS-exclusive).

3DS: Information is from Super Smash Bros. for Nintendo 3DS.
Wii U: Information is from Super Smash Bros. for Wii U.

With that said, good luck with your findings.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Rosalina's Moveset + Luma's Moveset


This post will cover Rosalina's moveset, along with what actions that the Luma will do. All contributions involving the movesets will be inputted here.

Note 1: All damage values are done without any customizations, and with Mario being used as the test subject. Damage values may vary for certain fighters.

Note 2: All potential KO damage values are based on how far Mario is sent flying from the very center of Final Destination, or any Omega Form stage.

Standard Attacks
Standard Attack / 3-hit Combo
3DS / Wii U
Rosalina will use her wand to attack her opponent. The Luma does some punches and kicks, and it'll also spin its body while doing the multi-hit combo.

3DS

  • Rosalina (before update 1.0.8)
    • First hit deals 2% damage; second hit deals 1% damage; third hit deals 3% damage.
    • Third hit can potentially KO Mario once his current damage goes over 477%; over 480% damage almost guarantees the KO.
    • The other hits can't KO, even at 999% damage.
    • The multi-hit combo deals 2% damage per hit, with the finishing hit dealing 3% damage.
    • The finishing hit potentially KOs Mario once his current damage goes over 192%; over 195% damage almost guarantees the KO.
  • Rosalina (update 1.0.8)
    • Knockback for the multi-hit combo's finishing hit has been weakened.
    • The finishing hit potentially KOs Mario once his current damage is at 218%; over 221% damage almost guarantees the KO.
    • Everything else remains unchanged.
  • Rosalina (update 1.1.1)
    • Damage output for the multi-hit combo has been nerfed slightly, now dealing either 1% damage or 2% damage per hit.
    • Everything else remains unchanged.
  • Luma
    • First and second hits deal 2% damage; third hit deals 4% damage.
    • Third hit can potentially KO Mario once his current damage goes over 156%; over 160% damage almost guarantees the KO.
    • The other hits can't KO, even at 999% damage.
    • The multi-hit combo deals 1% damage per hit, with the finishing hit dealing 3% damage.
    • The finishing hit potentially KOs Mario once his current damage goes over 237%; over 240% damage almost guarantees the KO.
Wii U

  • Rosalina (before update 1.0.8)
    • First hit deals 2% damage; second hit deals 1% damage; third hit deals 3% damage.
    • Third hit can potentially KO Mario once his current damage is at 456%; over 459% damage almost guarantees the KO.
    • The other hits can't KO, even at 999% damage.
    • The multi-hit combo deals 2% damage per hit, with the finishing hit dealing 3% damage.
    • The finishing hit potentially KOs Mario once his current damage goes over 182%; over 185% damage almost guarantees the KO.
  • Rosalina (update 1.0.8)
    • Knockback for the multi-hit combo's finishing hit has been weakened.
    • The finishing hit potentially KOs Mario once his current damage is at 203%; over 206% damage almost guarantees the KO.
    • Everything else remains unchanged.
  • Rosalina (update 1.1.1)
    • Damage output for the multi-hit combo has been nerfed slightly, now dealing either 1% damage or 2% damage per hit.
    • Everything else remains unchanged.
  • Luma
    • First and second hits deal 2% damage; third hit deals 4% damage.
    • Third hit can potentially KO Mario once his current damage is at 157%; over 161% damage almost guarantees the KO.
    • The other hits can't KO, even at 999% damage.
    • The multi-hit combo deals 1% damage per hit, with the finishing hit dealing 3% damage.
    • The finishing hit potentially KOs Mario once his current damage is at 228%; over 231% damage almost guarantees the KO.

Forward Tilt
3DS / Wii U
Rosalina uses her feet to kick opponents who are in front of her. The Luma does the same.

3DS

  • Rosalina
    • Attack deals 6% damage.
    • Attack can potentially KO Mario once his current damage goes over 294%; over 300% damage almost guarantees the KO.
  • Luma
    • Attack deals 4% damage
    • Attack can potentially KO Mario once his current damage goes over 246%; over 250% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 6% damage.
    • Attack can potentially KO Mario once his current damage is at 279%; over 285% damage almost guarantees the KO.
  • Luma
    • Attack deals 4% damage
    • Attack can potentially KO Mario once his current damage is at 236%; over 240% damage almost guarantees the KO.

Up Tilt
3DS / Wii U
Rosalina fires a Saturn-like ring above her to deal damage. The Luma performs an uppercut.

3DS

  • Rosalina
    • Attack deals 8% damage.
    • Attack can potentially KO Mario once his current damage goes over 182%; over 190% damage almost guarantees the KO.
  • Luma
    • The Luma's uppercut actually has two hitboxes, but one of them requires good timing to be effective.
    • At its weakest, the attack deals 4% damage.
      • Potentially KOs Mario when his current damage goes over 366%; over 370% damage almost guarantees the KO.
    • If the attack connects properly with a grounded fighter, it can deal 8% damage.
      • Potentially KOs Mario when his current damage goes over 137%; over 145% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 8% damage.
    • Attack can potentially KO Mario once his current damage goes over 174%; over 182% damage almost guarantees the KO.
  • Luma
    • The Luma's uppercut actually has two hitboxes, but one of them requires good timing to be effective.
    • At its weakest, the attack deals 4% damage.
      • Potentially KOs Mario when his current damage goes over 350%; over 354% damage almost guarantees the KO.
    • If the attack connects properly with a grounded fighter, it can deal 8% damage.
      • Potentially KOs Mario when his current damage is at 126%; over 134% damage almost guarantees the KO.

Down Tilt
3DS / Wii U
Rosalina does a low sweep with her feet to deal damage. The Luma does a low-angled kick.

3DS

  • Rosalina
    • Attack deals 4% damage.
    • Attack can potentially KO Mario once his current damage goes over 306%; over 310% damage almost guarantees the KO.
  • Luma
    • Attack deals 3% damage.
    • Attack can potentially KO Mario once his current damage goes over 287%; over 290% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 4% damage.
    • Attack can potentially KO Mario once his current damage is at 290%; over 294% damage almost guarantees the KO.
  • Luma
    • Attack deals 3% damage.
    • Attack can potentially KO Mario once his current damage is at 272%; over 275% damage almost guarantees the KO.

Dash Attack
3DS / Wii U
Rosalina charges at her opponent, delivering an attack that deals up to two hits. The Luma does a charge attack itself, but it only delivers one hit.

3DS

  • Rosalina
    • First hit deals 3% damage; the second hit deals 4% damage.
    • All hits can potentially make KOs.
      • The first hit potentially KOs Mario once his current damage goes over 922%; over 925% damage almost guarantees the KO.
      • The final hit potentially KOs Mario once his current damage goes over 201%; over 205% damage almost guarantees the KO.
  • Luma
    • Attack deals 3% damage.
    • Attack can potentially KO Mario once his current damage goes over 892%; over 895% damage almost guarantees the KO.
Wii U

  • Rosalina
    • First hit deals 3% damage; the second hit deals 4% damage.
    • All hits can potentially make KOs.
      • The first hit potentially KOs Mario once his current damage is at 876%; over 879% damage almost guarantees the KO.
      • The final hit potentially KOs Mario once his current damage is at 190%; over 194% damage almost guarantees the KO.
  • Luma
    • Attack deals 3% damage.
    • Attack can potentially KO Mario once his current damage is at 848%; over 851% damage almost guarantees the KO.

Smash Attacks
Forward Smash
3DS / Wii U
Rosalina creates a galaxy that sends opponents flying if they touch it. The Luma does a strong punch.

3DS

  • Rosalina (before update 1.0.4)
    • Attack deals 12% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage goes over 123%; over 135% damage almost guarantees the KO.
    • Fully charged attack deals 16% damage.
      • Fully charged attack can potentially KO Mario once his current damage goes over 84%; over 100% damage almost guarantees the KO.
  • Rosalina (update 1.0.4)
    • Damage is the same, but its knockback is slightly weaker.
    • Uncharged attack potentially KOs Mario once his current damage goes over 128%; over 140% damage almost guarantees the KO.
    • Fully charged attack can potentially KO Mario once his current damage goes over 84%; over 100% damage almost guarantees the KO.
  • Luma
    • Attack apparently has two hitboxes.
    • If the Luma hits with its body, the attack will deal up to 5% damage uncharged, and send opponents flying at about an 80 degree angle.
      • Uncharged body hitbox can potentially KO Mario once his current damage goes over 155%; over 160% damage almost guarantees the KO.
    • Fully charged attack with the body deals up to 7% damage.
      • Fully charged body hitbox can potentially KO Mario once his current damage goes over 118%; over 125% damage almost guarantees the KO.
    • If the attack hits with the arm, it'll deal up to 7% damage when uncharged.
      • Uncharged arm hitbox can potentially KO Mario once his current damage goes over 118%; over 125% damage almost guarantees the KO.
    • Fully charged arm attack deals up to 9% damage.
      • Fully charged arm hitbox can potentially KO Mario once his current damage goes over 86%; over 95% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 12% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage is at 121%; over 133% damage almost guarantees the KO.
    • Fully charged attack deals 16% damage.
      • Fully charged attack can potentially KO Mario once his current damage is at 83%; over 99% damage almost guarantees the KO.
  • Luma
    • Attack apparently has two hitboxes.
    • If the Luma hits with its body, the attack will deal up to 5% damage uncharged, and send opponents flying at about an 80 degree angle.
      • Uncharged body hitbox can potentially KO Mario once his current damage goes over 146%; over 151% damage almost guarantees the KO.
    • Fully charged attack with the body deals up to 7% damage.
      • Fully charged body hitbox can potentially KO Mario once his current damage goes over 110%; over 117% damage almost guarantees the KO.
    • If the attack hits with the arm, it'll deal up to 7% damage when uncharged.
      • Uncharged arm hitbox can potentially KO Mario once his current damage is at 111%; over 118% damage almost guarantees the KO.
    • Fully charged arm attack deals up to 9% damage.
      • Fully charged arm hitbox can potentially KO Mario once his current damage is at 80%; over 89% damage almost guarantees the KO.

Up Smash
3DS / Wii U
Rosalina swings her wand, damaging anyone who gets hit; a rainbow line is created during the process. The Luma simply does an upward punch.

3DS

  • Rosalina (before update 1.0.4)
    • Attack deals 12% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage goes over 118%; over 130% damage almost guarantees the KO.
    • Fully charged attack deals 16% damage.
      • Fully charged attack can potentially KO Mario once his current damage goes over 84%; over 100% damage almost guarantees the KO.
  • Rosalina (update 1.0.4)
    • Attack's damage remains the same, but its knockback is weaker than before the update.
    • Uncharged attack can potentially KO Mario once his current damage is at 137%; 149% damage is an almost guarantted KO.
    • Fully charged attack can potentially KO Mario once his current damage is at 94%; 110% damage is an almost guaranteed KO.
  • Luma
    • Attack deals 6% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage goes over 129%; over 135% damage almost guarantees the KO.
    • Fully charged attack deals 8% damage.
      • Fully charged attack can potentially KO Mario once his current damage goes over 97%; over 105% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 12% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage is at 130%; over 142% damage almost guarantees the KO.
    • Fully charged attack deals 16% damage.
      • Fully charged attack can potentially KO Mario once his current damage is at 89%; over 105% damage almost guarantees the KO.
  • Luma
    • Attack deals 6% damage when uncharged.
      • Uncharged attack can potentially KO Mario once his current damage is at 122%; over 128% damage almost guarantees the KO.
    • Fully charged attack deals 8% damage.
      • Fully charged attack can potentially KO Mario once his current damage is at 90%; over 98% damage almost guarantees the KO.

Down Smash
3DS / Wii U
Rosalina does a kick that hits opponents around her. The kick can deliver two hits. The Luma does the same thing, and it too can deliver up to two hits.

3DS

  • Rosalina
    • First hit deals 7% damage when uncharged; uncharged second hit deals 9% damage.
      • Uncharged first hit potentially KOs Mario once his current damage goes over 203%; over 210% damage almost guarantees the KO.
      • Uncharged second hit potentially KOs Mario once his current damage goes over 161%; over 170% damage almost guarantees the KO.
    • First hit deals 9% damage when fully charged; fully charged second hit deals 12% damage.
      • Fully charged first hit potentially KOs Mario once his current damage goes over 146%; over 155% damage almost guarantees the KO.
      • Fully charged second hit potentially KOs Mario once his current damage goes over 118%; over 130% damage almost guarantees the KO.
  • Luma
    • First hit deals 4% damage when uncharged; uncharged second hit deals 5% damage.
      • Uncharged first hit potentially KOs Mario once his current damage goes over 186%; over 190% damage almost guarantees the KO.
      • Uncharged second hit potentially KOs Mario once his current damage goes over 165%; over 170% damage almost guarantees the KO.
    • Fully charged first hit deals 5% damage; fully charged second hit deals 7% damage.
      • Fully charged first hit potentially KOs Mario once his current damage goes over 150%; over 155% damage almost guarantees the KO.
      • Fully charged second hit potentially KOs Mario once his current damage goes over 123%; over 130% damage almost guarantees the KO.
Wii U

  • Rosalina
    • First hit deals 7% damage when uncharged; uncharged second hit deals 9% damage.
      • Uncharged first hit potentially KOs Mario once his current damage is at 191%; over 198% damage almost guarantees the KO.
      • Uncharged second hit potentially KOs Mario once his current damage is at 153%; over 162% damage almost guarantees the KO.
    • First hit deals 9% damage when fully charged; fully charged second hit deals 12% damage.
      • Fully charged first hit potentially KOs Mario once his current damage is at 142%; over 151% damage almost guarantees the KO.
      • Fully charged second hit potentially KOs Mario once his current damage is at 110%; over 122% damage almost guarantees the KO.
  • Luma
    • First hit deals 4% damage when uncharged; uncharged second hit deals 5% damage.
      • Uncharged first hit potentially KOs Mario once his current damage is at 179%; over 183% damage almost guarantees the KO.
      • Uncharged second hit potentially KOs Mario once his current damage is at 152%; over 157% damage almost guarantees the KO.
    • Fully charged first hit deals 5% damage; fully charged second hit deals 7% damage.
      • Fully charged first hit potentially KOs Mario once his current damage is at 139%; over 144% damage almost guarantees the KO.
      • Fully charged second hit potentially KOs Mario once his current damage is at 115%; over 122% damage almost guarantees the KO.

Aerial Attacks
Neutral Aerial
3DS / Wii U
Rosalina does an aerial spin, damaging those who come into contact with her feet. The attack has two hitboxes. The Luma simply attacks in front and behind itself.

3DS

  • Rosalina (before update 1.0.4)
    • Attack normally deals 6% damage, but the second hitbox can deal 10% damage if it connects.
    • The 6% damage hitbox potentially KOs Mario once his current damage goes over 249%; over 255% damage almost guarantees the KO.
    • The 10% damage hitbox potentially KOs Mario once his current damage goes over 165%; over 175% damage almost guarantees the KO.
  • Rosalina (update 1.0.4)
    • Attack has its power reduced, now only dealing up to 5% damage, with the second hitbox dealing up to 7% damage.
    • The 5% damage hitbox potentially KOs Mario once his current damage goes over 275%; over 280% damage almost guarantees the KO.
    • The 7% damage hitbox potentially KOs Mario once his current damage goes over 213%; over 220% damage almost guarantees the KO.
  • Luma
    • First hit deals 4% damage; second hit deals 3% damage.
    • First hit potentially KOs Mario once his current damage goes over 181%; over 185% damage almost guarantees the KO.
    • Second hit potentially KOs Mario once his current damage goes over 217%; over 220% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack normally deals 5% damage, but the second hitbox can deal 7% damage if it connects.
    • The 5% damage hitbox potentially KOs Mario once his current damage is at 270%; over 275% damage almost guarantees the KO.
    • The 7% damage hitbox potentially KOs Mario once his current damage is at 202%; over 209% damage almost guarantees the KO.
  • Luma
    • First hit deals 4% damage; second hit deals 3% damage.
    • First hit potentially KOs Mario once his current damage is at 170%; over 174% damage almost guarantees the KO.
    • Second hit potentially KOs Mario once his current damage is at 206%; over 209% damage almost guarantees the KO.

Forward Aerial
3DS / Wii U
Rosalina does a forward spin, while leaving a galaxy trail with her feet. The attack scores up to 4 hits, with the last hit dealing the most damage. The Luma lunges itself forward to attack its opponent.

3DS

  • Rosalina
    • First three hits deal 1% damage each; the final hit deals 4% damage.
    • Final hit potentially KOs Mario once his current damage goes over 211%; over 215% damage almost guarantees the KO.
  • Luma
    • Attack deals 5% damage.
    • Potentially KOs Mario once his current damage goes over 170%; over 175% damage almost guarantees the KO.
Wii U

  • Rosalina
    • First three hits deal 1% damage each; the final hit deals 4% damage.
    • Final hit potentially KOs Mario once his current damage goes over 213%; over 217% may result in a KO, depending on the angle Mario is sent flying.
  • Luma
    • Attack deals 5% damage.
    • Potentially KOs Mario once his current damage is at 160%; over 165% damage almost guarantees the KO.

Backward Aerial
3DS / Wii U
Rosalina does a kick behind her, creating a galaxy that damages those that it hits. The Luma lunges itself backward to attack.

3DS

  • Rosalina
    • Attack deals 11% damage.
    • Potentially KOs Mario once his current damage goes over 229%; over 240% damage almost guarantees the KO.
  • Luma
    • Attack deals 4% damage.
    • Potentially KOs Mario once his current damage goes over 206%; over 210% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 11% damage.
    • Potentially KOs Mario once his current damage is at 216%; over 227% damage almost guarantees the KO.
  • Luma
    • Attack deals 4% damage.
    • Potentially KOs Mario once his current damage is at 194%; over 198% damage almost guarantees the KO.

Up Aerial
3DS / Wii U
Much like the up tilt, Rosalina creates a Saturn-like ring above her to deal damage. The Luma simply does an uppercut.

3DS

  • Rosalina
    • Attack apparently has three different hitboxes.
    • The first hitbox deals 10% damage; the second hitbox deals 5% damage; the third hitbox deals 2% damage.
    • The 10% damage hitbox potentially KOs Mario once his current damage goes over 140%; over 150% damage almost guarantees the KO.
    • The 5% damage hitbox potentially KOs Mario once his current damage goes over 255%; over 260% damage almost guarantees the KO.
    • The 2% damage hitbox can't KO, even at 999% damage.
  • Luma
    • Attack deals 4% damage.
    • Potentially KOs Mario once his current damage goes over 301%; over 305% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack apparently has three different hitboxes.
    • The first hitbox deals 10% damage; the second hitbox deals 5% damage; the third hitbox deals 2% damage.
    • The 10% damage hitbox potentially KOs Mario once his current damage goes over 135%; over 145% damage almost guarantees the KO.
    • The 5% damage hitbox potentially KOs Mario once his current damage goes over 244%; over 249% damage almost guarantees the KO.
    • The 2% damage hitbox can't KO, even at 999% damage.
  • Luma
    • Attack deals 4% damage.
    • Potentially KOs Mario once his current damage is at 283%; over 287% damage almost guarantees the KO.

Down Aerial
3DS / Wii U
Rosalina creates a Saturn-like ring below her feet to damage opponents. The attack has four hitboxes. The Luma simply dives down to attack.

3DS

  • Rosalina
    • Attack deals 8% damage on execution, but as the ring travels further from Rosalina, the maximum damage decreases to 7%, followed by 6%, and ends at 2%.
    • The hitbox that deals 6% damage and 8% damage sends opponents flying sideways.
    • The hitbox that deals 7% damage has meteor smash properties.
    • The 2% damage hitbox doesn't offer much knockback.
    • The 8% damage hitbox potentially KOs Mario once his current damage goes over 257%; over 265% damage almost guarantees the KO.
    • The 7% damage hitbox potentially KOs Mario once his current damage goes over 488%; over 495% damage almost guarantees the KO.
    • The 6% damage hitbox potentially KOs Mario once his current damage goes over 279%; over 285% damage almost guarantees the KO.
    • The 2% damage hitbox can't KO, even at 999% damage.
  • Luma
    • Attack deals 5% damage.
    • Potentially KOs Mario once his current damage goes over 185%; over 190% damage almost guarantees the KO.
Wii U

  • Rosalina
    • Attack deals 8% damage on execution, but as the ring travels further from Rosalina, the maximum damage decreases to 7%, followed by 6%, and ends at 2%.
    • The hitbox that deals 6% damage and 8% damage sends opponents flying sideways.
    • The hitbox that deals 7% damage has meteor smash properties.
    • The 2% damage hitbox doesn't offer much knockback.
    • The 8% damage hitbox potentially KOs Mario once his current damage is at 243%; over 251% damage almost guarantees the KO.
    • The 7% damage hitbox potentially KOs Mario once his current damage is at 469%; over 476% damage almost guarantees the KO.
    • The 6% damage hitbox potentially KOs Mario once his current damage is at 262%; over 268% damage almost guarantees the KO.
    • The 2% damage hitbox can't KO, even at 999% damage.
  • Luma
    • Attack deals 5% damage.
    • Potentially KOs Mario once his current damage is at 169%; over 174% damage almost guarantees the KO.

Special Attacks
Luma Shot
3DS / Wii U
Rosalina can fire the Luma forward like a projectile. She can even charge up the move to make the Luma travel farther. Once the Luma has been fired, Rosalina can call it back again. This move does nothing without the Luma.

3DS

In-game description: Fling Luma forward. Press the button again to call Luma back. This attack can be charged.


  • Overview
    • Attack deals 5% damage when uncharged; fully charged attack deals 16% damage.
    • When uncharged, the Luma will travel up to 45% the length of Final Destination.
    • When fully charged, the Luma will travel up to 75% the length of Final Destination.
    • The Luma will stop traveling if it hits anyone, unless their shield is active.
    • An uncharged Luma Shot can potentially KO Mario once his current damage goes over 293%; over 298% damage may result in a KO, depending on the angle Mario is sent flying.
    • A fully charged Luma Shot can potentially KO Mario once his current damage goes over 103%; over 119% damage may result in a KO, depending on the angle Mario is sent flying.
    • When fully charged, the Luma is invincible until it stops moving.
    • Be advised, however, that even though the Luma isn't actually a projectile, the Luma Shot can be reflected right back at Rosalina by certain reflecting moves, such as Zelda's Nayru's Love.
  • 1.0.4 changes
    • An uncharged Luma Shot has a shorter travel distance than before; it now travels up to 25% the length of Final Destination.
    • The end hitbox has been removed.
Wii U

In-game description: Fling Luma forward. Press the button again to call Luma back. This attack can be charged.


  • Attack deals 5% damage when uncharged; fully charged attack deals 16% damage.
  • When uncharged, the Luma will travel up to 25% the length of Final Destination.
  • When fully charged, the Luma will travel up to 75% the length of Final Destination.
  • The Luma will stop traveling if it hits anyone, unless their shield is active.
  • An uncharged Luma Shot can potentially KO Mario once his current damage is at 281%; over 286% damage may result in a KO, depending on the angle Mario is sent flying.
  • A fully charged Luma Shot can potentially KO Mario once his current damage is at 98%; over 114% damage may result in a KO, depending on the angle Mario is sent flying.
  • When fully charged, the Luma is invincible until it stops moving.
  • The Luma does not have a hitbox when it stops moving.
  • Be advised, however, that even though the Luma isn't actually a projectile, the Luma Shot can be reflected right back at Rosalina by certain reflecting moves, such as Zelda's Nayru's Love.

Star Bits
3DS / Wii U
The Luma will fire Star Bits at the opposing players. The attack delivers three hits. This move does nothing without the Luma, and Rosalina has to be free to act as well.

3DS

In-game description: Command Luma to fire three Star Bits forward. Works at any range.


  • Attack deals 2% damage per hit. Interestingly, all three hits add up to 8% damage, based on Training Mode data.
  • All Star Bits travel about 25% the length of Final Destination.
  • Oddly, this attack is not a projectile, so the Star Bits can't be absorbed or reflected.
  • Fighters who are lighter than Mario can potentially be KO'd by this attack.
Wii U

In-game description: Command Luma to fire three Star Bits forward. Works at any range.


  • Attack deals 2% damage per hit. Interestingly, all three hits add up to 8% damage, based on Training Mode data.
  • All Star Bits travel about 25% the length of Final Destination.
  • Oddly, this attack is not a projectile, so the Star Bits can't be absorbed or reflected.
  • Fighters who are lighter than Mario can potentially be KO'd by this attack.
    • Mewtwo potentially gets KO'd by Star Bits when its current damage is at 890%; over 892% almost guarantees the KO.

Launch Star
3DS / Wii U
Rosalina launches herself in an attempt to recover. The move doesn't deal any damage, and leaves Rosalina helpless afterwards.

3DS

In-game description: Fly into the air at an angle. You can adjust the angle a bit by pressing left and right.


  • Rosalina can angle the trajectory of the Launch Star.
  • When going straight up, Rosalina will travel at an 80 degree angle.
  • When going forward, Rosalina will travel at a 45 degree angle, traveling about the same length as Final Destination.
  • When going backward, Rosalina will travel at a 110 degree angle.
  • If not used carefully, Rosalina could end up self-destructing herself.
Wii U

In-game description: Fly into the air at an angle. You can adjust the angle a bit by pressing left and right.


  • Rosalina can angle the trajectory of the Launch Star.
  • When going straight up, Rosalina will travel at an 80 degree angle.
  • When going forward, Rosalina will travel at a 45 degree angle, traveling about the same length as Final Destination.
  • When going backward, Rosalina will travel at a 110 degree angle.
  • If not used carefully, Rosalina could end up self-destructing herself.

Gravitational Pull
3DS / Wii U
Rosalina will create a barrier that can redirect most projectile attacks, and attract most items toward her. The move also disables any items that are thrown. It doesn't damage opponents on its own though.

3DS

In-game description: Draw items and projectiles safely toward you. While being drawn in, they can damage foes.


  • When used in the air, Gravitational Pull slows down Rosalina's falling speed for a moment, and shortens her jump height as well.
  • The move's range appears to be pretty large, being about 20% the length of Final Destination against projectiles, while being about 30% the length of Final Destination against items that Rosalina can carry.
  • Projectiles that come into contact with the barrier will gradually dissipate, and the move's lag time seems to be pretty short.
  • Any projectiles that Rosalina gets hold of will belong to her, and they can even damage opposing players.
    • This can make Rosalina almost impossible to hit with projectile games when used correctly.
  • As for the items, they'll belong to Rosalina as well if they touch the barrier.
    • Items like Diddy's Banana Peels and R.O.B.'s Gyro will never affect Rosalina, but they can affect the original owners.
    • However, explosive items will still explode if caught in the barrier, so Rosalina needs to be careful that she doesn't attract any explosives, such as Link's Bombs, and the Bob-omb; the explosives will still damage Rosalina, even when they belong to her.
  • Gravitational Pull has no effect against Final Smash projectile attacks, nor does it affect opposing Lumas.
  • Laser attacks that certain Smash Run enemies can use are apparently unaffected, as Gravitational Pull always failed to stop them.
Wii U

In-game description: Draw items and projectiles safely toward you. While being drawn in, they can damage foes.


  • When used in the air, Gravitational Pull slows down Rosalina's falling speed for a moment, and shortens her jump height as well.
  • The move's range appears to be pretty large, being about 20% the length of Final Destination against projectiles, while being about 30% the length of Final Destination against items that Rosalina can carry.
  • Projectiles that come into contact with the barrier will gradually dissipate, and the move's lag time seems to be pretty short.
  • Any projectiles that Rosalina gets hold of will belong to her, and they can even damage opposing players.
    • This can make Rosalina almost impossible to hit with projectile games when used correctly.
  • As for the items, they'll belong to Rosalina as well if they touch the barrier.
    • Items like Diddy's Banana Peels and R.O.B.'s Gyro will never affect Rosalina, but they can affect the original owners.
    • However, explosive items will still explode if caught in the barrier, so Rosalina needs to be careful that she doesn't attract any explosives, such as Link's Bombs, and the Bob-omb; the explosives will still damage Rosalina, even when they belong to her.
  • Gravitational Pull has no effect against Final Smash projectile attacks, nor does it affect opposing Lumas.
  • Laser attacks that certain enemies can use are apparently unaffected, as Gravitational Pull failed to stop them.

Final Smash: Power Star
3DS / Wii U

This Final Smash involves being at the right location to use properly. When used, Rosalina will release a Power Star that grows in size, while firing stars during the process.

Opposing players can be damaged by the stars, with each smaller star dealing up to 3% damage, while the big star deals up to 8% damage to those who touch it. Once the Power Star grows too big, it'll explode and damage anyone who's caught in the explosion. The explosion can deal up to 12% damage, and it delivers a lot of knockback as well.

Rosalina can move freely while this Final Smash is in effect, but she can still take damage and knockback from attacks. The duration of this Final Smash is approximately 10 seconds.

3DS

Grabs & Throws
Grab
3DS / Wii U

Rosalina uses her powers to grab an opponent. She moves quite fast with her grab, making it rather difficult to evade.

Dash Grab
3DS / Wii U
Rosalina attempts to use her powers to grab an opponent while dashing.

Pummel
3DS / Wii U
Rosalina uses her magic to damage her grabbed opponent. Attack deals 2% damage. Against a 300% damage Mario, Rosalina can deal up to 60% damage with her pummels before Mario breaks free.

Forward Throw
3DS

Rosalina throws her opponent forward. Attack deals 9% damage, and potentially KOs Mario once his current damage goes over 206%; over 215% damage almost guarantees the KO.

As of the 1.0.4 update, the forward throw's knockback is much weaker, potentially KOing Mario once his current damage goes over 241%; over 250% damage almost guarantees the KO.

Wii U

Rosalina throws her opponent forward. Attack deals 9% damage, and potentially KOs Mario once his current damage is at 230%; over 239% damage almost guarantees the KO.

Backward Throw
3DS

Rosalina throws her opponent backwards. Attack deals 11% damage, and potentially KOs Mario once his current damage goes over 184%; over 195% damage almost guarantees the KO.

As of the 1.0.4 update, the backward throw's knockback is much weaker, potentially KOing Mario once his current damage goes over 234%; over 245% damage almost guarantees the KO.

Wii U

Rosalina throws her opponent backwards. Attack deals 11% damage, and potentially KOs Mario once his current damage is at 216%; over 227% damage almost guarantees the KO.

Up Throw
3DS

Rosalina tosses her adversary upwards. Attack deals 7% damage, and potentially KOs Mario once his current damage goes over 203%; over 210% damage almost guarantees the KO.

Wii U

Rosalina tosses her adversary upwards. Attack deals 7% damage, and potentially KOs Mario once his current damage is at 196%; over 203% damage almost guarantees the KO.

Down Throw
3DS

Rosalina slams her opponent onto the ground, sending him/her flying. Attack deals 9% damage, and potentially KOs Mario once his current damage goes over 371%; over 380% damage almost guarantees the KO.

Wii U

Rosalina slams her opponent onto the ground, sending him/her flying. Attack deals 9% damage, and potentially KOs Mario once his current damage is at 356%; over 365% damage almost guarantees the KO.

Taunts
Up Taunt
3DS


Wii U


Side Taunt
3DS


Wii U


Down Taunt
3DS


Wii U


Miscellaneous Attacks
Ledge Attack
3DS / Wii U

While getting up a ledge, Rosalina will do a low sweep attack to damage opponents. Attack deals 7% damage.

Floor Attack
3DS / Wii U
When recovering after being knocked down, Rosalina will attack with her wand. Attack deals up to 7% damage.

Moveset Customization
The following is information regarding Rosalina's customized special moves.

Luma Shot 2: Luma Warp
3DS

In-game description: Warp Luma forward. What this move lacks in attacking power it makes up for in sheer speed.


  • The Luma teleports a set distance away, dealing up to 1% damage.
  • It travels at about 45% the length of Final Destination (roughly the same distance as an uncharged Luma Shot, prior to the 1.0.4 update), but is almost instantaneous.
  • This move can't KO anyone, even if they have 999% damage.
Wii U

In-game description: Warp Luma forward. What this move lacks in attacking power it makes up for in sheer speed.


  • The Luma teleports a set distance away, dealing up to 1% damage.
  • It travels at about 45% the length of Final Destination, but is almost instantaneous.
  • This move can't KO anyone, even if they have 999% damage.

Luma Shot 3: Power Luma Shot
3DS

In-game description: Send Luma spinning forward like a drill. He travels slowly but has serious power.


  • The Luma travels a shorter distance than the normal Luma Shot, but it can deal more damage when being charged.
  • An uncharged Power Luma Shot deals 3% damage; a fully charged Power Luma Shot deals 22% damage.
  • When uncharged, the Luma will travel 20% the length of Final Destination.
  • When fully charged, the Luma will travel 50% the length of Final Destination.
  • The Luma will not stop prematurely if it hits anyone.
  • An uncharged Power Luma Shot can potentially KO Mario once his current damage goes over 481%; over 484% damage almost guarantees the KO.
  • A fully charged Power Luma Shot can potentially KO Mario when his current damage goes over 74%; over 96% damage almost guarantees the KO.
Wii U

In-game description: Send Luma spinning forward like a drill. Luma travels slowly but has serious power.


  • The Luma travels a shorter distance than the normal Luma Shot, but it can deal more damage when being charged.
  • An uncharged Power Luma Shot deals 3% damage; a fully charged Power Luma Shot deals 22% damage.
  • When uncharged, the Luma will travel 20% the length of Final Destination.
  • When fully charged, the Luma will travel 50% the length of Final Destination.
  • The Luma will not stop prematurely if it hits anyone.
  • An uncharged Power Luma Shot can potentially KO Mario once his current damage is at 453%; over 456% damage almost guarantees the KO.
  • A fully charged Power Luma Shot can potentially KO Mario when his current damage is at 68%; over 90% damage almost guarantees the KO.

Star Bits 2: Floaty Star Bit
3DS

In-game description: Luma fires one slower Star Bit that doesn't go far but is good at getting in the way.


  • A large Star Bit that takes about 2 seconds to travel the same distance as a normal Star Bit.
  • Delivers up to three hits, with each hit dealing up to 2% damage. However, one of the hitboxes only deals 1% damage near the end.
  • This move can't KO most fighters, even if they have 999% damage, but it can still knock them back a fair distance.
  • Interestingly, although the Star Bit is a solid projectile, it can be absorbed by Ness's PSI Magnet, rendering it useless.
  • Most projectile attacks can pass through the Star Bit.
Wii U

In-game description: Luma fires one slower Star Bit that doesn't go far but is good at getting in the way.


  • A large Star Bit that takes about 2 seconds to travel the same distance as a normal Star Bit.
  • Delivers up to three hits, with each hit dealing up to 2% damage. However, one of the hitboxes only deals 1% damage near the end.
  • This move can't KO most fighters, even if they have 999% damage, but it can still knock them back a fair distance.
    • Floaty Star Bit's first two hitboxes can potentially KO Mewtwo when its current damage is at 907%; over 909% almost guarantees the KO.
  • Interestingly, although the Star Bit is a solid projectile, it can be absorbed by Ness's PSI Magnet, rendering it useless.
  • Most projectile attacks can pass through the Star Bit.

Star Bits 3: Shooting Star Bit
3DS

In-game description: Luma fires a single, high-powered Star Bit in a straight line. Travels far.


  • A fast Star Bit that travels 80% the distance of Final Destination.
  • Attack deals 4% damage or 5% damage, depending on how far away the Star Bit is after being fired.
  • This move can't KO anyone, even if they have 999% damage, but it can still knock them back a fair distance.
  • Interestingly, although the Star Bit is a solid projectile, it can be absorbed by Ness's PSI Magnet, rendering it useless.
Wii U

In-game description: Luma fires a single, high-powered Star Bit in a straight line. Travels far.


  • A fast Star Bit that travels 80% the distance of Final Destination.
  • Attack deals 4% damage or 5% damage, depending on how far away the Star Bit is after being fired.
  • This move can't KO anyone, even if they have 999% damage, but it can still knock them back a fair distance.
  • Interestingly, although the Star Bit is a solid projectile, it can be absorbed by Ness's PSI Magnet, rendering it useless.

Launch Star 2: Launch Star Plus
3DS

In-game description: Sends you skyward quicker, but you can't control the angle of ascent.


  • Rosalina fires herself much faster than the normal Launch Star, but the trajectory can't be angled.
  • Doesn't necessarily travel further than the Launch Star, and it doesn't deal any damage.
Wii U

In-game description: Sends you skyward quicker, but you can't control the angle of ascent.


  • Rosalina fires herself much faster than the normal Launch Star, but the trajectory can't be angled.
  • Doesn't necessarily travel further than the Launch Star, and it doesn't deal any damage.

Launch Star 3: Launch Star Attack
3DS

In-game description: You travel a shorter distance than normal, but hitting opponents will launch them.


  • Overview
    • Rosalina travels at 75% the distance of her normal Launch Star special, but the move can deal damage to opponents.
    • Attack delivers up to 7 hits, with the first hit dealing 3% damage, hits 2-6 dealing 1% damage each, and the last hit dealing 5% damage; all hits add up to 13% damage.
    • The last hit delivers the most knockback, and can potentially KO Mario once his current damage goes over 185%; over 190% damage may result in a KO, depending on the angle Mario is sent flying.
    • Much like the normal Launch Star, the Launch Star Attack's trajectory can be angled, but Rosalina can't travel backwards.
    • The travel distance is about 40% the length of Final Destination, but Rosalina will halt her momentum once the move ends.
  • 1.0.4 changes
    • Launch Star Attack delivers up to 6 hits, dealing up to 12% damage if all hits connect.
    • Mario's current damage now has to go over 186% for the attack to have any chance of KOing him.
Wii U

In-game description: You travel a shorter distance than normal, but hitting opponents will launch them.


  • Rosalina travels at 75% the distance of her normal Launch Star special, but the move can deal damage to opponents.
  • Attack delivers up to 6 hits, with the first hit dealing 3% damage, hits 2-5 dealing 1% damage each, and the last hit dealing 5% damage; all hits add up to 12% damage.
  • The last hit delivers the most knockback, and can potentially KO Mario once his current damage goes over 171%; over 176% damage may result in a KO, depending on the angle Mario is sent flying.
  • Much like the normal Launch Star, the Launch Star Attack's trajectory can be angled, but Rosalina can't travel backwards.
  • The travel distance is about 40% the length of Final Destination, but Rosalina will halt her momentum once the move ends.

Gravitational Pull 2: Catch & Release
3DS / Wii U
Pulls in and launches players, but not items or projectiles.

3DS

In-game description: Pull foes in and damage them. Has no effect on items or projectiles.


  • Attack deals up to 6% damage.
  • Its range appears to be as long as one of the Battlefield platforms, however.
  • Can potentially KO Mario once his current damage goes over 294%; over 300% damage almost guarantees the KO.
Wii U

In-game description: Pull foes in and damage them. Has no effect on items or projectiles.


  • Attack deals up to 6% damage.
  • Its range appears to be as long as one of the Battlefield platforms, however.
  • Can potentially KO Mario once his current damage is at 281%; over 287% damage almost guarantees the KO.

Gravitational Pull 3: Guardian Luma
3DS / Wii U
Briefly enlarges Luma, who does contact damage and can tank projectiles. This move does nothing without the Luma.

3DS

In-game description: Causes Luma to grow bigger and protect you from attacks. Also does a bit of damage.


  • Overview
    • Attack deals either 3% damage or 5% damage, depending on the Luma's position.
    • It can also attract items, but with its radius being reduced to the length of a Battlefield platform.
    • This move can give Rosalina some extra height after a jump. However, after it's used in the air, you won't gain any more height with Guardian Luma until Rosalina touches ground again.
    • The 3% damage hitbox can potentially KO Mario once his current damage goes over 465%; over 468% damage may result in a KO, depending on the angle Mario is sent flying.
    • The 5% damage hitbox can potentially KO Mario once his current damage is at 308%; over 313% damage almost guarantees the KO.
  • 1.0.4 changes
    • Guardian Luma no longer offers a height boost.
  • 1.1.1 changes
    • Guardian Luma now only has a single hitbox, which deals 5% damage, and offers mostly vertical knockback.
    • Knockback has also been buffed, potentially KOing Mario once his current damage is at 269%; over 274% damage almost guarantees the KO.
Wii U

In-game description: Causes Luma to grow bigger and protect you from attacks. Also does a bit of damage.


  • Overview
    • Attack deals either 3% damage or 5% damage, depending on the Luma's position.
    • It can also attract items, but with its radius being reduced to the length of a Battlefield platform.
    • The 3% damage hitbox can potentially KO Mario once his current damage is at 448%; over 451% damage almost guarantees the KO.
    • The 5% damage hitbox can potentially KO Mario once his current damage is at 294%; over 299% damage almost guarantees the KO.
  • 1.1.1 changes
    • Guardian Luma now only has a single hitbox, which deals 5% damage, and offers mostly vertical knockback.
    • Knockback has also been buffed, potentially KOing Mario once his current damage is at 253%; over 258% damage almost guarantees the KO.

Video Footage
3DS

Tips
Sometimes, the game will offer tips regarding Rosalina and her Luma.

Wii U
  • Rosalina & Luma's Origins
    • Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions.
  • Rosalina: Controlling Luma
    • pre-1.0.8: Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch.
    • 1.0.8: You can attack with Luma even when Rosalina can't move, but you won't be able to while grabbed or right after being launched.
  • Rosalina & Luma: Luma's Color
    • Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari.
  • Rosalina & Luma: Luma's Reactions
    • When Luma is next to Rosalina, it starts dancing if she grabs an opponent. When she gets hurt, you can see it flailing its little arms in panic!
  • Rosalina & Luma: Rebound
    • When it's on the way back after Luma Shot, Luma can attack as normal. Use this to surprise fighters heading for Rosalina or as a diversion.
  • Rosalina & Luma: Standard Attack
    • If Rosalina hits a foe with a standard attack while up close, Luma will slip past them. Then use a strong down attack to hit 'em from both sides!
  • Rosalina & Luma: Side Smash Attack
    • When Luma is behind Rosalina, this attack won't send him charging as far forward as usual. Better keep that in mind while aiming!
  • Rosalina & Luma: Standard Air Attack
    • When Luma is next to Rosalina, if you perform a standard air attack right before landing and then go straight into a dash, Luma will attack while dashing.
  • Rosalina: Luma Shot
    • This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther.
  • Rosalina & Luma: Luma Shot
    • Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage. Charge this move fully, and it'll be invincible as it flies!
  • Rosalina & Luma: Star Bits
    • Luma fires Star Bits that can scatter in three directions: high, middle, and low.
  • Rosalina & Luma: Launch Star
    • If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible.
  • Rosalina & Luma: Gravitational Pull
    • This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover!
  • Rosalina & Luma: Power Star
    • This Final Smash creates a gigantic Power Star, which fires shooting stars and then explodes. Throw foes into the explosion for big damage!

Frame Data Spreadsheet
The following link contains all the frame data regarding Rosalina and her Luma, which includes damage values, animation frames, hitlag, and so forth. Data is provided by Dantarion, Thinkaman, and Amazing Ampharos.

https://docs.google.com/spreadsheets/d/1q75HZookwyqWAWE_UsgPtvRIoiYXTAK2T9n2VkBM5do/edit?usp=sharing

Advanced Techniques
The following are various skills that Rosalina can apparently perform.

Cancelled Reverse Aerial Rush Grab
3DS

Hey guys, Hibiki here.
I've been messing around with auto-cancelled aerials on Rosalina today and to my surprise I found a very useful application for them.

As you may know or not know, it is possible to auto-cancel any aerial in Smash 4 if you execute it right as you hit the ground. What happens is that you start up the animation for a few frames, but it gets cancelled and you suffer no lag.
With Rosalina & Luma, this system has this little quirk that Luma actually still executes the aerial, while Rosalina lands on the ground without lag.
Using this principle, I've modified the well-known Reverse Aerial Rush, added a grab to it and created what I'd like to call the CRARG - Cancelled Reverse Aerial Rush Grab.

I've posted a video about it, so if you prefer that you can watch it. It's not the most professional video editing, but it gets the point across. It also showcases a few other neat things you can do with auto-cancelled aerials, although they're not as useful as the CRARG.

What is the CRARG and why is it useful?

60 FPS .webm of the technique

CRARG is essentially a tool Rosalina has to approach a grounded opponent from the air.
While usually it is very easy to punish an approach like that by simply shielding and then grabbing her out of it, using this advanced technique traps your opponent and gives him very limited time and options to react to your approach.

How to do it:
Short Hop -> (Fast Fall) -> input a Back Aerial right before hitting the ground -> input a Grab in the opposite direction you are facing

If done correctly, the result is pretty amazing: Luma will execute a Back Aerial, and within a 15 frame (0.25 seconds) window, Rosalina will turn around and grab their opponent.
What this means is that if your opponent shields your aerial approach, they have a 15 frame window between getting hit with the aerial and getting grabbed in which they could try to counter it.
I haven't tested this thoroughly to be honest, but my partner (in the video) told me that it is next to impossible to react in that short time frame. React correctly, that is.
Your opponent would need to execute an action out of shield that comes out during that time window. I am honestly not sure how exactly shield stun works in Smash 4 (if there even is any at all), but assuming they perfectly Power Shield the aerial, they'd have to react in that time window and properly execute the appropriate action, if they even have one.
Spot dodging might do the trick in combination with Power Shield, but that might still trap them so you can punish that Spot Dodge with a tilt right after your Grab animation ends. I haven't looked into that too much, as it is hard to test without having a local partner to test with. Online lag makes the whole thing a lot more difficult.
Grabbing could work too, but it would require you to react on the first few frames of the aerial, as all grabs take at least 4 frames (except Rosalina's, who takes 3 frames) to connect. That means almost a third of your window is taken by the start-up of your grab.
I forgot to add, you can do this on shield with Forward Aerial and Neutral Aerial as well (Up Aerial and Down Aerial have a bit wonkier timing for auto-cancel, so I don't recommend them for this). The reason I prefer Back Aerial is the fact that, if you hit them (they don't block it), you still get to grab them up until 100+%. The other 2 Aerials knock them away too far once they have 10-20%, meaning you put 4% damage on them and then they just fly away and you can't follow up.
There are some moves that combo into auto-cancelled Aerials at low % (AC Forward Aerial into Up Aerial for example), but once you get past that you just launch them away pointlessly (talking about 50%+ range here).

All in all I think this is an incredibly useful technique, it's not too difficult to execute after all. With enough practice (and a proper controller, looking at you Wii U version), this should be possible to reliable pull off in actual combat.

I hope you enjoy this, and maybe this will encourage people to test more stuff like this. I'm sure there's still a few more things you can do with auto-cancelled Luma aerials, I'm excited to see what other little combos or even advanced techniques we can discover.
Dodge-Cancel Options
Wii U

Rosalina and Luma were hailed as the new top tier of Smash shortly after Smash Bros. for 3DS' release, but since then have fallen out of the limelight. They are still a strong pick, but other characters with safer aerial options and more speed have become more commonplace in competition. However, a new tech unique to the celestial princess may change all that!


Will this new tech put Rosalina back in the spotlight?
YouTube user fallnaway has found an interesting tech that may prove very useful for those looking to pick up Rosalina in competitive play. Using airdodge-canceling, Luma can attack independently of Rosalina, creating a Ice Climbers-esque desynch situation on landing. This not only gives her safe landings, but quick one-two combos for those ready to take advantage of Luma's surprise attack.
 
Last edited:

Mario & Sonic Guy

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Rosalina's Attributes, The Luma Story, Kirby, & Patch Changes


This post is reserved for information regarding Rosalina's attributes, along with how the Luma operates. It'll also cover whenever Kirby copies Rosalina, along with any patch updates that may affect Rosalina.

Attribute Information
Size
3DS

Rosalina is a tall character who outsizes most other fighters. In fact, as shown on the Battlefield stage, her crown actually clips through the lower portion of the stage's platforms.


However, Rosalina is not the tallest fighter, as it's been shown that Ganondorf does outsize her by a couple inches. Canonically, Rosalina is about 7'7", while Ganondorf is 7'6", so Rosalina would actually be taller than him.

Wii U

Much like in Smash 3DS, Rosalina is taller than most other fighters. Of course, the Battlefield stage's platforms appear to be positioned slightly higher than Rosalina's crown, as her crown doesn't clip the platforms in Smash Wii U.


Ganondorf still outsizes Rosalina though, making him the tallest human fighter in the game.

Ground Mobility
3DS / Wii U

Rosalina isn't exactly the most mobile fighter while on the ground, having around average ground speed at best. Based on the walking speed rankings, Rosalina walks faster than Luigi, but walks slower than Mario, Shulk, and Cloud. Rosalina's walk speed is ranked 32nd, which is below average when compared to the rest of the cast.


Rosalina's running speed, however, is a tad above average, as she can outrun Mario and Duck Hunt. However, Rosalina does run slower than Pit and Dark Pit. Rosalina's run speed is ranked 26th, which is a slightly above average ranking.

Aerial Mobility
3DS / Wii U

Rosalina is a very floaty fighter, thanks to her falling speed being very low; she only falls faster than Peach and Jigglypuff. Rosalina is also pretty mobile while she's in the air, though not mobile enough that she can compete with Jigglypuff's aerial speed; Rosalina's air speed is ranked 31st, which is slightly below average when compared to the rest of the cast.

Jumping Height
3DS / Wii U

Rosalina jumps pretty high from the ground; she has the 8th highest jump, beating Lucario, while losing to Diddy Kong.

Aerial Cancel
3DS
The players from VGBootCamp accidentally found out that Rosalina can aerial cancel from ledges. Apparently, this allows Rosalina to utilize her forward tilt move upon touching a ledge with her feet. More information about this technique will be needed though, as it might not be fully accurate.

Crawling
3DS / Wii U

While Rosalina is crouching, she is capable of crawling during the process. She simply levitates while doing the maneuver.

Weight
3DS / Wii U
Rosalina is a very light fighter. Surprisingly, she's lighter than most of the Smash Bros. cast, which includes even characters like Fox, Pikachu, and Meta Knight.

Before the 1.1.4 update, Rosalina was the 5th lightest fighter in the game, with a weight value of 78; she was only heavier than Kirby (77), Mr. Game & Watch (75), Mewtwo (72), and Jigglypuff (68).

Starting with the 1.1.4 update, Rosalina's weight has been decreased to 77, while Kirby's weight increased to 79. This in return, means that Kirby is now heavier than Rosalina, making Rosalina the 4th lightest fighter in the game.

In the 1.1.5 update, Mewtwo has its weight increased to 74, but Rosalina still maintains her place as the 4th lightest fighter.

When combined with her floaty attributes, it basically doesn't take much to send Rosalina flying. In fact, she can get KO'd at less than 90% damage against certain heavy-hitting fighters, such as Ike.

In a way, Rosalina's dilemma is similar to that of Super Smash Bros. Melee's Mewtwo, in that she's tall, very light, and very easy to hit, so it's very vital that anyone who uses Rosalina to stay clear of any attacks that deliver a large amount of knockback.

Attribute Customization
3DS / Wii U
Like all other playable characters, Rosalina's attributes can be customized to make her either stronger, faster, or more resilient to damage and knockback. However, not all equipment is compatible with her, as she can only use the following equipment types.

Brawn Badge | Protection Badge | Agility Badge | Staff | Dress | Pumps
|
|
|
|
|
The following link leads to a spreadsheet that I composed, which shows every kind of equipment that Rosalina is able to use, along with their stat ranges.

https://docs.google.com/spreadsheets/d/16Y-VjLTH9jJZM-TxmAoMzGR2plYV6WCYcKf5vsaDiCw/edit?usp=sharing

The Luma Story
3DS / Wii U
The Luma is a major player in Rosalina's game, as it follows her attack commands, and has its own set of abilities. However, it's important to keep note that the Luma isn't without its flaws.

While the Luma is next to Rosalina, it'll follow her movements, but it'll operate independently when separated, unless Rosalina gives it an attack command, or calls it back. While it's independent, the Luma will gradually come back to Rosalina on its own, but it can still attack nearby opponents during the process. Also, the Luma is given up to three jumps that it can use as a means to recover.

Oddly, whenever Rosalina heals herself, the Luma will stop moving for a few seconds. Simply commanding a move will bring it back to its senses. This is important to keep note of if Rosalina is equipped with auto-healing equipment, especially in Smash Run, as the Luma will stop moving every time Rosalina recovers damage with that very equipment.

In the longevity department, the Luma is quite frail, as it's not able to protect itself against attacks. Whenever it takes damage, the Luma will fall in a helpless manner, and it can't recover until it hits ground. Also, the Luma's stamina does have a limit, so it can only take a certain amount of beatings before disappearing; the Luma has a total of 50 HP (before update 1.0.6, it had 52 HP; for updates 1.0.6 and 1.0.7, it had 48 HP). Likewise, the Luma will be KO'd automatically if it hits the blast zone at any stage. However, as frail as the Luma is, it can still act like a shield for Rosalina if it means stopping a projectile attack in its tracks.

It's also important to keep note that the Luma has to be around for Rosalina's attacks to pack a big punch. Without the Luma, Rosalina's combat options become limited, as she'll lose access to two special moves, and her attacks will be less powerful. It takes approximately 12.55 seconds (~8.75 seconds in Smash 3DS, before the 1.0.4 update) for a new Luma to spawn, so a defensive Rosalina could simply play defense until the new Luma appears.

Keeping the Luma safe will be a huge priority for Rosalina, as its presence can help Rosalina with her approach options, while messing up the opposing fighter's approach options during the process. It can even defend Rosalina if she's ever dizzy, buried, or fast asleep. Likewise, it can potentially help Rosalina avoid getting caught in any grab games. However, the Luma can't swim, so that does have to be kept in mind for any stage that has water.

For those who are fighting against Rosalina, taking out the Luma will likely be a big priority for keeping Rosalina on the defensive.

As for the Luma colors, as many as "7" colors have appeared, which include yellow, red, green, blue, apricot, metal, and Polari. However, only "6" of the colors are in the final build, as the metal color was removed. The colors are completely aesthetic, and do not affect how well the Luma will operate during a match.

Kirby Hat
3DS / Wii U

When Kirby swallows Rosalina, he'll wear her crown, and have access to the Luma Shot. However, Kirby's variation of the Luma Shot is different from that of Rosalina's in that Kirby's Luma will disappear after the attack is finished.

Also, because Kirby's Luma is not a lingering entity, it is invincible, so it has higher priority than Rosalina's Luma Shot if the two Lumas collide with each other. The only exception is if Rosalina's Luma Shot is fully charged, where the two attacks will just pass through each other.

Kirby will wield Rosalina's star wand while performing the Luma Shot, but he'll wield it with his right arm while facing left.

Patches
Update version 1.0.4 (3DS)
3DS
Rosalina has received a fair amount of changes by the patch.
  • When the Luma gets KO'd, it'll now take around 12.55 seconds for a new one to spawn.
  • When performing the down tilt, Rosalina's head no longer has a hitbox.
  • Rosalina's forward smash has its base knockback reduced slightly.
    • Uncharged forward smash potentially KOs Mario when his current damage goes over 128%.
    • A fully charged forward smash still potentially KOs Mario when his current damage goes over 84%.
  • Rosalina's up smash has its knockback weakened. The damage it deals remains unchanged.
    • Uncharged up smash potentially KOs Mario when his current damage is at 137% damage.
    • A fully charged up smash potentially KOs Mario when his current damage is at 94% damage.
    • The Luma's up smash now KOs things sooner than Rosalina's up smash.
  • Rosalina's down smash has a longer lag time upon finishing.
  • Rosalina's neutral aerial has lost some of its KO power and damage, only dealing up to 7% damage now, and not being able to KO Zelda until her damage went over 170%. The sour-spot deals up to 5% damage.
    • Mario's current damage has to be over 213% for the 7% damage hitbox to potentially KO him from the center of Final Destination or any Omega Form stage.
    • The 5% damage hitbox potentially KOs Mario when his current damage goes over 275%.
  • Rosalina's forward aerial receives some knockback changes for each of its hits.
  • An uncharged Luma Shot has a shorter travel distance. Fully charged Luma Shot's travel distance remains the same.
  • Luma Shot has less lag upon finishing.
  • Luma Shot's end hitbox has been removed.
  • The Luma returns to Rosalina much more quickly when called back by Rosalina's standard special move.
  • Launch Star Attack delivers up to 6 hits.
    • Potentially KOs Mario when his current damage is over 178%; added damage still has to add up to 190% or greater.
  • Gravitational Pull can no longer affect Olimar's Pikmin.
  • Guardian Luma no longer offers extra height when used in the air.
  • While the Luma can still attack if Rosalina gets grabbed, it can't attack while Rosalina is being thrown, and while she's in hitstun.
  • Rosalina's failed grab attempts have a longer lag time.
  • Rosalina's forward throw has weaker knockback.
    • Attack potentially KOs Mario when his current damage goes over 241%.
  • Rosalina's backward throw has weaker knockback.
    • Attack potentially KOs Mario when his current damage goes over 234%.
Update version 1.0.6
3DS / Wii U
  • The Luma now has 48 HP; before the update, it had 52 HP.
Update version 1.0.8
3DS / Wii U
  • The Luma's HP has been increased to 50.
3DS
  • Knockback has been weakened for Rosalina's multi-hit combo finishing attack.
    • Mario now needs to have around 218% damage before he can potentially be KO'd by the attack.
Wii U
  • Knockback has been weakened for Rosalina's multi-hit combo finishing attack.
    • Mario now needs to have around 203% damage before he can potentially be KO'd by the attack.
Update version 1.1.1
3DS / Wii U
  • Floaty Star Bit and Guardian Luma are given less ending lag.
  • The multi-hit combo's damage output has been nerfed slightly, with each hit dealing either 1% damage or 2% damage.
    • Training mode states that the damage output is 1%, despite sometimes dealing 2% damage.
  • The Luma can now perform tilt attacks whenever Rosalina gets grabbed.
    • However, the Luma still can't attack while Rosalina is being thrown.
3DS
  • The Luma's hitbox for Guardian Luma has been altered.
    • The attack now only has a single hitbox, which deals 5% damage, and offers mostly vertical knockback.
    • The attack's knockback has also been buffed, potentially KOing Mario once his current damage hits 269%.
Wii U
  • The Luma's hitbox for Guardian Luma has been altered.
    • The attack now only has a single hitbox, which deals 5% damage, and offers mostly vertical knockback.
    • The attack's knockback has also been buffed, potentially KOing Mario once his current damage hits 253%.
Update version 1.1.4
3DS / Wii U
  • Rosalina's weight has been decreased to 77; it was 78 before the update.
    • Rosalina is now the 4th lightest fighter in the game, and is also lighter than Kirby; Kirby's weight has been increased from 77, to 79.
 
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Mario & Sonic Guy

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Rosalina's Aesthetic Contents


This post will cover the aesthetics portion for Rosalina.

Palette Swaps
3DS / Wii U

  • Palette 1 - Turquoise: Default color.
  • Palette 2 - Pink
  • Palette 3 - Gold
  • Palette 4 - Green
  • Palette 5 - Red: Somewhat references Fire Rosalina, but with some differences.
  • Palette 6 - Purple: Seems to reference the color of Rosalina's Bedroom.
  • Palette 7 - Black & Yellow
  • Palette 8 - White & Red: Somewhat references the White Mage, but without the triangle pattern. It may also reference Fire Peach.
Wii U




Stage Entry
Wii U


Smash Results Screen
Victory Theme
3DS / Wii U
Although Rosalina uses the icon for the Super Mario franchise, her victory theme is different from that of Mario, Luigi, and Princess Peach. Rosalina's victory theme is based on the BGM for Super Mario Galaxy's title screen.


Victory Pose 1
3DS


Wii U


Victory Pose 2
3DS


Wii U


Victory Pose 3
3DS


Wii U


Voice Acting
Rosalina has had a total of three voice actors since her 2007 debut.

Rosalina's first voice actor was Mercedes Rose, who played Rosalina's voice for all of Rosalina's Wii game appearances, which includes Super Mario Galaxy, Mario Kart Wii, and Super Mario Galaxy 2.

Rosalina's second voice actor has been Kerri Kane, who played Rosalina's voice for all of Rosalina's 3DS game appearances, which includes Mario Kart 7 and Mario Golf: World Tour. She has also voiced Rosalina for the arcade title, Mario Kart Arcade GP DX.

Rosalina's third and newest voice actor is Laura Faye Smith, and she has played the voice of Rosalina for all of Rosalina's Wii U game appearances, which includes Super Mario 3D World and Mario Kart 8.

3DS
Rosalina's voice actor for Super Smash Bros. for Nintendo 3DS is Kerri Kane. Kerri Kane's name appears in the game's credits, which further proves this confirmation.

Wii U
It was hinted that Laura Faye Smith would be Rosalina's voice actor for Super Smash Bros. for Wii U. However, pre-release videos from Smash Wii U confirmed that everyone has the exact same voice clips from Smash 3DS. As a result, Rosalina's voice actor for Smash Wii U is also Kerri Kane; this likely means that Laura Faye Smith's voice clips were scrapped during the game's development.

Palutena's Guidance
Wii U
In the Wii U version exclusive stage, Palutena's Temple, Pit can set up special conversations involving any of the playable fighters. The following is for Rosalina.

Video Note: Start the video at 0:43 for the conversation on Rosalina.
  • Palutena: And here we have Rosalina.
  • Viridi: Yes, she's the keeper of the Comet Observatory and mother of the Lumas.
  • Pit: Why is that comfy pillow following her? ...I love pillows!
  • Palutena: THAT is a Luma. And this is no pillow fight.
  • Viridi: It does look pretty plush, I have to say.
  • Pit: You know, Rosalina seems kind of rough with the little guy.
  • Viridi: There are plenty of Lumas, so losing a few isn't a big deal.
  • Pit: Not a big deal?!
  • Palutena: Lumas will sacrifice everything to protect Rosalina. They might not look like much, but they're powerful enough to send you flying, so be careful.

Miscellaneous
Large Portraits
3DS



Small Portraits
3DS



Stock Icons
3DS / Wii U


Character Select Screen Icon
3DS


Profile Icon
Wii U


Screen KO'd
3DS


Wii U


Victory Screens
3DS




Wii U



Challenges
3DS


Wii U



Trophy Models
3DS


Wii U




Ending Videos
Wii U


 
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Mario & Sonic Guy

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Rosalina's Smash Run Potential


This post will cover Rosalina's capabilities for handling the 3DS exclusive game mode, Smash Run.

Part 1: The Smash Run Stage
The first part of Smash Run simply involves a 5-minute game, where players beat up enemies, while grabbing power-ups.

Stage Maneuverability
Thanks to her floaty attributes, Rosalina is able to maneuver around vertically without too many problems. Additionally, Rosalina moves moderately well while on the ground, so horizontal travels aren't a major issue either.

Power-Ups
Depending on the stat boosts that Rosalina picks up, that could make losing the Luma less detrimental. Boosting Rosalina's speed and jumping abilities can make her even more mobile than normal, while boosting defense can help deal with her very lightweight attribute.

Moveset Customization Usage
Some of Rosalina's customized special moves can be given some use in Smash Run as well. Power Luma Shot can probably help against the more resilient enemies, while the Launch Star Plus can help increase Rosalina's vertical travels.

Smash Run Powers
Rosalina can use certain powers in Smash Run. However, her weight limit is "22" without equipment customization. Rosalina can increase her weight limit by using defense boosting equipment, but this will take a toll on her speed; the bigger the speed drop, the bigger the weight limit increase. Whereas, focusing on speed boosting equipment will have a negative impact on her weight limit.

Enemy Swarms

Much like in a normal match, Rosalina tends to do better with 1-on-1 situations. However, gang attacks could prove to be problematic for Rosalina, depending on which enemies pop up.

Strong Enemies

Against the more powerful enemies like the Stalfos, Reapers, and Darknuts, Rosalina won't stand much of a chance without the right equipment. As such, they should probably be avoided until you've gotten some good equipment that can take them out more easily, along with being more resilient to their attacks.

Of course, the Mega Goomba can simply be stomped on, so it's one of the easier strong enemies that Rosalina can handle with little effort.

Strong enemies can't be grabbed, so that's a strong hint to keep note of.

Gastly

Gastly is an enemy that's immune to direct attacks. Fortunately, Rosalina's attacks focus more on magic, so she can contain Gastly without much issues.

Clubberskull
Of all the enemies that exist in Smash Run, Clubberskull is the most dangerous enemy, even for Rosalina, as it's very resilient, and its attacks are quite devastating, in terms of knockback. Rosalina really needs to bulk up her defense and attack power, even if it means using the various Smash Run powers to help her take it down.

Part 2: The Smash Run Events
The following are different events that'll occur whenever the player enters any doors.

Crystal Smash!

Destroy all crystals within the time limit.

Rosalina should focus on attack boosting equipment for this event. Higher difficulties require her to destroy more crystals, which pretty much require a good deal of attack power to break quickly.

Defeat all Enemies

The player has to defeat all enemies within the time limit.

Depending on the difficulty, Rosalina might run into some problems against the stronger enemies. Boosting her attack and defense could help her handle the matter.

Survive (General)

The fighter has to survive an onslaught of enemies for 20 seconds. Beware of the danger zones.

This type of event can potentially be rather cruel to Rosalina if she's in a hard difficulty room, as you could get strong enemies popping up all over the place. Boosting Rosalina's defenses, and equipping her with defensive powers could help her endure the harder onslaughts.

The arena formats can vary, with one of them even including cannons that will fire Rosalina right at the blast zone for a self-destruct.

Survive (Orne Evasion)

For 20 seconds, you have to avoid an Orne who's chasing after you.

Rosalina's floaty attributes do help her evade the Orne more easily. Just be aware that it'll instantly KO Rosalina if it touches her.

Target Smash!

Destroy all targets within the time limit.

This event is pretty straightforward for Rosalina, but the harder difficulties can end up pitting her against some Gordos or danger zones.

Rest Areas

Not all doors lead to challenges. Some doors simply lead to rooms that offer free extra power-ups and/or recovery items, without seeing any harmful enemies; any enemies that do appear are practically harmless.

Needless to say, these rooms are just a way for Rosalina to gain power-ups, equipment, and even some extra gold.

Part 3: The Final Event
One of the following events will happen after the timer expires.

Smash

This is simply a 1-minute battle against powered-up opponents. Rules can vary between standard matches, team matches, Omega Form stage matches, stamina matches, 300% damage matches, matches with an increased damage ratio, and even matches with item restrictions.

For this event, Rosalina might want to focus on boosting her attack, special, and defense statistics.

Run!

A race to the finish line against opposing players. Watch out for the danger zones though.

Rosalina is at a disadvantage for this event, as she's not exactly a fast runner. As such, a lot of speed boosting equipment is heavily recommended here.

Climb!

Players compete to see who can travel the furthest at a vertical tower. Watch out for danger zones though.

Rosalina is able to climb up vertically pretty well with the inclusion of the Launch Star. However, Rosalina shouldn't be reckless with the move, or else she could hit a danger zone, which will set her back.

Vs. Enemy Team

Players compete to take out as many enemies as possible.

How Rosalina can handle this event depends on her power-ups, along with which enemies appear.

Multi-Man Smash!

Players face off against the Fighting Mii Team. Whoever makes the most KOs wins.

When facing the Fighting Mii Team, Rosalina may also face giant and/or metallic versions of herself, but much like with the Miis, they are handicapped to be easier to take out.

Video Footage
 
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Mario & Sonic Guy

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Rosalina vs. Master Hand + Rosalina vs. Master Core


This post will cover Rosalina's battle strategy for defeating Classic Mode's final boss, Master Hand. It'll also cover Rosalina's battle strategy against Master Core, who is only fought by setting the intensity level to 5.1 or higher.

Rosalina vs. Master Hand
Overview
3DS / Wii U
Against Master Hand, Rosalina can deal more damage than normal to him with the Luma by her side. However, when it comes to avoiding Master Hand's attacks, while Rosalina may be able to evade most of them with the proper timing, the Luma's inability to defend itself can mean that it could be taken out.

Big Slap
3DS / Wii U
How easily Rosalina can avoid this attack depends on how close she is to Master Hand when he uses it. Jumping avoids the attack altogether.

Fake-Out Slap
3DS / Wii U

This attack can be a problem, as Rosalina can't exactly shield the attack to avoid its impact. Running and dodging at just the right time is basically the best option.

Finger Bullet
3DS / Wii U
When Master Hand fires bullets at Rosalina, she can use Gravitational Pull to render them ineffective.

Finger Drill
3DS / Wii U
Probably one of the most annoying attacks to deal with, even for Rosalina, as she needs to time her rolling dodge just right to avoid getting hit.

Finger Walk
3DS / Wii U

Rosalina can jump high enough to avoid this attack.

Fireball Blitz
3DS / Wii U
I might have to look at this attack more closely, as the smaller fireballs could be rendered useless by Gravitational Pull.

Flying Punch
3DS / Wii U
Rosalina simply has to jump to completely avoid the punch.

Icy Wind
3DS / Wii U
Master Hand usually doesn't perform this attack until you've set the intensity level to 3.0 or higher. Perhaps Gravitational Pull can be used against the projectile attacks that get spawned from it.

Jetstream
3DS / Wii U
Rosalina simply has to stay off the ground to avoid this attack's impact.

Laser Nail
3DS / Wii U
Since this is a laser attack, Gravitational Pull will be ineffective against it.

Platform Dealer
3DS / Wii U
Rosalina is able to maneuver quickly enough to get off the rising platforms before they deliver any Star KOs on her.

Power Punch
3DS / Wii U
Much like the Fake-Out Slap, Rosalina needs to run and dodge at the right time to avoid getting hit. Shielding isn't the best answer.

Sleeper Grab
3DS / Wii U
Rosalina simply has to dodge at the right time to avoid the attack.

Snapper
3DS / Wii U
Rosalina needs to stay off the ground against this attack, or else it'll leave her dizzy if it hits her.

Toss Grab
3DS / Wii U
Much like the Sleeper Grab, Rosalina just needs to dodge the grab at the right time.

Crazy Hand's Inclusion
Overview
3DS / Wii U

Normally, Master Hand will be fighting solo, but by increasing the intensity level, Crazy Hand may fight alongside Master Hand. Much like Master Hand, Crazy Hand has his fair share of attacks that he'll use.

3DS
If you set the intensity level to 3.0 or higher, Crazy Hand may appear alongside Master Hand, but only if you take the black path. Intensity levels 8.0 and higher will force you to take the black path.

Wii U
In Classic Mode, Crazy Hand will always fight alongside Master Hand if you set the intensity level to 3.0 or higher.

In Crazy Orders, however, Crazy Hand will normally be fighting without Master Hand's assistance. Of course, a fighter or two may fight alongside Crazy Hand if the player has completed over 5 turns during a single Crazy Orders run. Master Hand will join the battle when the player is at turn 14 or higher.

Big Rip
3DS / Wii U

Crazy Hand is capable of creating a rift, which will suck in Rosalina if she gets too close to it. If caught inside the rift, Rosalina will take damage and have a flower planted on her head.

Big Slap
3DS / Wii U
Crazy Hand basically slaps forward to deal damage. Rosalina just has to avoid getting hit by shielding or jumping over him.

Bury Bash
3DS / Wii U
If Crazy Hand manages to grab Rosalina, he can slam her into the ground after pummeling her a bit with a squeeze. This will leave Rosalina buried if she doesn't break free from the grab.

Cross Punch
3DS / Wii U
While Master Hand is around, Crazy Hand can use this attack, with Master Hand catching it. Rosalina simply has to dodge the punch.

Dual Sweep
3DS / Wii U
While Master Hand does an uppercut, Crazy Hand will run his fingers like a plow on the battlefield. Rosalina needs to watch out for Crazy Hand after she manages to dodge Master Hand's attack.

Finger Bomb
3DS / Wii U

Crazy Hand will drop a series of bombs with his fingers. They're unaffected by Gravitational Pull, so Rosalina will have to avoid the attack altogether.

Finger Drill
3DS / Wii U
Crazy Hand's Finger Drill is pretty much the same as Master Hand's. Rosalina can evade this attack in the same way.

Jetstream
3DS / Wii U

Crazy Hand's version of this attack is no different from Master Hand's. Rosalina can just jump to avoid it.

Juggling Act
3DS / Wii U

If Master Hand is present, Crazy Hand may toss an orb that the two of them will juggle around. Gravitational Pull has no effect against the orbs, so Rosalina has to avoid them by shielding or dodging.

Laser Nail
3DS / Wii U

Crazy Hand's Laser Nail is exactly the same as Master Hand's. As such, Gravitational Pull won't affect the lasers.

Pink Pillar
3DS / Wii U

Crazy Hand will place electrical cylinders on the battlefield, which will deal damage upon contact. Rosalina simply has to stay away from the attack's path.

Power Punch
3DS / Wii U

Crazy Hand's version of the Power Punch is quite similar to Master Hand's, except for that he'll do two additional punches to try to catch the player off-guard. As such, Rosalina should probably refrain from getting near Crazy Hand until he finishes his punches.

Shadow Ball Bash
3DS / Wii U

Crazy Hand will create a dark ball of energy, and slam the battlefield with it. Rosalina has to jump off the battlefield to avoid this attack's impact.

Spasm
3DS / Wii U
Crazy Hand will lay on the battlefield, and starts flopping around, dealing damage to those near him. Rosalina has to avoid making contact with Crazy Hand to avoid being affected by that attack.

Spider Walk
3DS / Wii U

Unlike Master Hand's Finger Walk, Crazy Hand will use all fingers and thumbs to walk. Rosalina doesn't have to jump as high to avoid this attack, but Crazy Hand will sometimes use this attack after Master Hand's Finger Walk.

Rosalina vs. Master Core
Master Core has five forms that it uses in the 3DS version. However, another form appears exclusively for the Wii U version.

Master Giant
3DS / Wii U

This form of Master Core is only fought by setting the intensity level to 7.5 or higher in Smash 3DS. In Smash Wii U, Master Giant will appear when the intensity level is set to 7.0 or higher.

Master Giant has a good deal of moves that can either rack up Rosalina's damage, or push her off the battlefield. As such, it's quite a nasty threat to deal with.


When Master Giant releases energy orbs above itself, it'll then lift the battlefield up towards the orbs. Rosalina needs to be careful not to get surrounded by the orbs, as Gravitational Pull will not affect them.


Master Giant may also rip open its head to try to suck in Rosalina. During the process, a couple energy orbs will fly by. Rosalina has to avoid the orbs, or else they may push her towards Master Giant's head, sucking her in, and dealing even more damage. Again, Gravitational Pull won't save Rosalina.


Alternatively, Master Giant will create some extra arms, and try to grab Rosalina with them. Rosalina has to avoid the arms altogether, as getting grabbed will result in her getting sucked into Master Giant's head, delivering damage to her.

Another attack to be weary of is when Master Giant turns its head into a hammer. If it manages to hit Rosalina, she'll be buried for a while. Additionally, four small orbs are made, which will explode after a while. If Rosalina avoids the headbutt, she'll still have to avoid the explosions.

There's also the slash attack, where the first strike does nothing, while the other will actually damage Rosalina. The slash can't be blocked, so Rosalina has to dodge the attack by rolling, sidestepping, or doing an aerial dodge. The Luma likely won't get past this attack. Also, jumping is futile, as the second slash will always be at the same altitude as Rosalina.

Lastly, Master Giant may create a wave that pushes Rosalina off the battlefield. Against this attack, Rosalina really needs her standard Launch Star to recover, as the other Launch Star variations likely won't save her.

Master Beast
3DS / Wii U

This form of Master Core is fought by setting the intensity level to 6.0 - 7.4, or by defeating Master Giant. In Smash Wii U, Master Beast will be the first form to fight on intensity levels 6.0 - 6.9.

Master Beast requires a lot of concentration if Rosalina is to avoid its assaults without too many injuries. When it performs its bite attack, Rosalina must dodge or block the hit, though the Luma might not be so fortunate.


If Master Beast jumps, it'll land on either side of the battlefield, tilting it for a moment. Rosalina simply has to avoid being at either corner if she's to avoid the attack's impact.


Another attack to watch out for are the shadow spikes that Master Beast can create. If possible, Rosalina should try to jump high enough to dodge the spikes. Either that, or have Rosalina block the attack with her shield. Again, the Luma likely won't be spared if Rosalina shields herself.

Lastly, there's the lightning strike, where Master Beast will emanate lightning around its body. This lightning is most likely unaffected by Gravitational Pull, so Rosalina will just have to avoid the attack altogether.

Master Edges
3DS / Wii U

This form of Master Core is fought by setting the intensity level to 5.1 - 5.9, or by defeating Master Beast.


When Rosalina faces Master Edges, she is able to use Gravitational Pull against the blade projectiles, repelling them as a result.


The larger blade projectiles can also be rendered useless by Gravitational Pull, but their range is larger than that of the smaller blade projectiles.

In terms of direct assaults, Rosalina needs to pay close attention to each set of blades that strike. Sometimes, the smaller blades will attack in a set pattern before the large blade delivers its attack. You might suffer a small setback if the Luma falls to the attacks.

Master Shadow
3DS / Wii U

After defeating Master Edges, Master Core will change into a dark version of the fighter that the player is using.

When Rosalina reaches the Master Shadow phase, she basically has to face a clone of herself. In a way, this is a mirror match, except for that Master Shadow's clone is slightly larger. Of course, the clone will gradually shrink as it takes damage. Rosalina has to either KO Master Shadow, or fully deplete its stamina to defeat it.

Be advised, however, that Master Shadow will copy Rosalina's equipment and custom specials if customizations are turned ON; this basically means that if Rosalina is using auto-healing equipment, Master Shadow will have that very same benefit.

Master Fortress
Wii U

This form of Master Core is exclusive to Super Smash Bros. for Wii U. It will appear after Master Shadow if the intensity level is set to 8.0 or higher, but only in single player mode; Master Fortress will never be encountered in co-op play.


Rosalina does receive a Heart Container, along with an additional 3 minutes before entering the fortress, but she will have to contend with some shadow variations of the Smash Run enemies, which include the Stalfos', Geemers, Plasma Wisps, and Lethiniums.


To make matters even worse, Master Fortress has danger zones, which are in the form of acid walls and acid water. They will instantly KO Rosalina if her damage goes over 100%. Fortunately, customizations are allowed in Smash Wii U's Classic Mode, so healing equipment can potentially help avoid such an ordeal.


To defeat Master Fortress, Rosalina has to destroy all of its weak points. However, she needs to watch out for any enemies that pop up, as they'll try to stop her from completing that task. If any enemies pop up, Rosalina should switch her attention to them before continuing with destroying the weak points. Remember, if Rosalina's damage is over 100%, she'll get KO'd upon touching the acid walls and acid water.

Master Core
3DS / Wii U

This is Master Core's true form, which is used after Master Shadow is defeated. In Smash Wii U, if the intensity level is set at 8.0 or higher, it'll appear after Master Fortress is defeated, but only if the player is playing solo; in co-op play, Master Fortress will be skipped.

Rosalina has to build up Master Core's damage so that it can be KO'd. If her attacks fail to KO Master Core, it'll simply return to the center of the battlefield, but as its damage increases, it'll be sent flying further. Once damaged enough, Rosalina simply has to deliver one powerful hit to send Master Core flying past the blast zone, destroying it in the process.

It should be heavily noted, however, that Rosalina only has around 45 seconds to KO Master Core. If she takes too long to KO it, Master Core will eventually unleash a wave attack that instantly KOs upon contact. But much like Tabuu's Off-Waves, these waves can be dodged with the right timing, and Rosalina does seem to have a good sidestep dodge that she can use. Master Core will use the wave attack up to five times before self-destructing itself.

Intensity 9.0 Notes
3DS
When facing Master Core on intensity level 9.0, it attacks at a much faster rate, which makes it way more difficult for Rosalina to avoid its attack assaults; even Master Hand and Crazy Hand attack faster. Although you have a 5-minute time limit to defeat Master Core, going all out on attack equipment is not a good move without bulking up Rosalina's defense.

Of course, bulking up on defense isn't exactly enough, as Master Core's attacks are much more damaging, and have more knockback than on the lower intensity levels. Having Rosalina use healing equipment might help reduce the pressure, but in most cases, she'll likely take more damage than what she can heal.

You really need to pay close attention to what Master Core's next move is, as the slightest slip-up, even with Rosalina, can mean disaster. You're only given two lives, and if you get a Game Over, the intensity level will drop to 8.5, removing any hopes of clearing the "Classic on intensity 9.0" challenge.
 
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Xaltis

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I would really like to help out with this and the Rosalina & Luma foums. I'm the Rosalina of Florida, I play on a Japanese 3DS, and I want to contribute to the Rosalina & Luma boards and help out other players that will pick them up in the future.

Also if this isn't the precise place to post this the I apologize and would be grateful if you could point me in the right direction, so that I may do what I can to be a big part of the Rosalina & Luma boards.
 
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Sonicrida

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I will try to get video soon but I unlocked two of her custom moves. One is a neutral b that instantly teleports luma slightly less than half the distance of a fully charged neutral b. I do not remember if this does damage and I will check when I start playing again. The other is an up-b that has much shorter range (still not bad considering how far the regular up-b goes) and does damage the entire way with a finisher.
 

ParanoidDrone

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I will try to get video soon but I unlocked two of her custom moves. One is a neutral b that instantly teleports luma slightly less than half the distance of a fully charged neutral b. I do not remember if this does damage and I will check when I start playing again. The other is an up-b that has much shorter range (still not bad considering how far the regular up-b goes) and does damage the entire way with a finisher.
Consider me officially interested. Video would be much appreciated.
 

andimidna

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Polari showed up as one of Rosalina's Lumas on Shofu's stream today!
So now she's up to 7 Lumas, right?
-Yellow Luma
-Red Luma
-Green Luma
-Blue Luma
-Apricot Luma
-Metal Luma
-Polari
 

Xaltis

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Okay, so South Florida just had our first Smash 4 3DS tourney, technically international one, because we had Shimitake, a Japanese player here. I've got a lot of footage with my Rosalina & Luma and will be posting the links to them here for everyone to see when they get uploaded.

P.S I got 1st. ;)
 

andimidna

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Sorry for double post, but here is the first advanced technique with Rosalina & Luma that I created. :)

https://www.youtube.com/watch?v=X8MRChI5_Pc&feature=youtu.be
Holy crap I couldn't even tell what happened at first!

Also, you can tell that Rosalina isn't too easy to knockback. She's the only character I constantly see surviving even when those red and black lines appear. I actually don't think I've ever seen another character survive after those lines, but for her, multiple times. Do you think that's just a glitch and they were accidentally programmed to appear too early for her or does this mean she's very difficult to KO?

Edit: whoops thought this was the general discussion thread, I hope this kind of post is OK
 
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ParanoidDrone

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We now have coverage on all of Rosalina's custom moves, courtesy of the same person who did the breakdown in the other topic.

Link.

Luma Shot 1: Standard
Luma Shot 2: Luma teleports a set distance away, doing minor damage.
Luma Shot 3: Luma does more damage, KOing at 60% or so, but the shot itself moves slowly.

Star Bits 1: Standard
Star Bits 2: A large, slow moving star bit. Multihit. Still short range.
Star Bits 3: A fast star bit that travels the length of FD.

Launch Star 1: Standard
Launch Star 2: Increased range, can't angle the launch.
Launch Star 3: Shorter range, but Rosalina attacks as she travels.

Gravitational Pull 1: Standard
Gravitational Pull 2: Pulls in and launches players, but not items or projectiles.
Gravitational Pull 3: Briefly enlarges Luma, who does contact damage and can tank projectiles.
 
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ParanoidDrone

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What is the range on Gravitational Pull 2?
The site says "it does have a bit more range than Rosalina's normal attacks" so probably not that great. It's still better than nothing against someone like DK or Jigglypuff though, although it'll face competition from Gravitational Pull 3.

The names for the custom specials are also on the site, but I referred to them by numbers here since AFAIK they're just translations as opposed to the official names.
 

#HBC | Ryker

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It's roughly a battlefield platform. Any attempts to use the windbox to gimp or something lead to hitting the opponent and the hitbox is weak. The move is better than default, but still largely useless.

Both star bit alts are better than default.

I like Launch Star 2, but I'm unsure on which will end up being the best.
 

ParanoidDrone

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It's roughly a battlefield platform. Any attempts to use the windbox to gimp or something lead to hitting the opponent and the hitbox is weak. The move is better than default, but still largely useless.

Both star bit alts are better than default.

I like Launch Star 2, but I'm unsure on which will end up being the best.
It sounds like Down Special 3 will be the go-to against characters without projectiles then. Maybe. Not sure how much utility an embiggened Luma provides, but it sounds nice on paper at least.

I can sort of see the standard Star Bits having a bit of utility in keeping the opponent tied up with additional hits, but the big star bit would also do that I suppose.

Gah, it's late enough it's also early, I shouldn't be contemplating this right now.
 

Radical Larry

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Canonically, Ganondorf is 10 feet tall.

But other than that tiny insignificant misinformation you had, this thread is really good. I'm hoping to use the second variation of Rosalina's recovery move, or at least the third, since they are seemingly better than her first.
 

Mario & Sonic Guy

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Canonically, Ganondorf is 10 feet tall.

But other than that tiny insignificant misinformation you had, this thread is really good. I'm hoping to use the second variation of Rosalina's recovery move, or at least the third, since they are seemingly better than her first.
Based on Hyrule Historia's information, Ganondorf's height is 7'6" in Ocarina of Time, and Twilight Princess. As a result, he's really an inch shorter than Rosalina.
 

Radical Larry

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Based on Hyrule Historia's information, Ganondorf's height is 7'6" in Ocarina of Time, and Twilight Princess. As a result, he's really an inch shorter than Rosalina.
I find that INCREDIBLY inaccurate for Twilight Princess. There's absolutely, positively, no way Link is a ****** in Twilight Princess. There's no way Link can be 3'10'' tall in Twilight Princess.


425 × 238 - neogaf.com
Umm...yeah...umm...uh...
Link is about 5'5''-5'7'' in Twilight Princess, and around that same height in Ocarina of Time. And...Ganondorf is about twice the size of Link in Twilight Princess, so Ganondorf being shorter than Rosalina is definitely not something you should say. Ganondorf looks like he's well around 9 ft. tall, at least. He beats Rosalina's height indefinitely thanks to this chart. If we were to compare him and Rosalina side-by-side, her head would only go to his bottom chest.

Let me point out that Hyrule Historia is horribly inaccurate on varying things, and especially Ganondorf's height.

However, here's his height IN BRAWL, where they have most likely made the mistake:
 
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Shirma Akayaku

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I think this qualifies for a part of the thread. So the official renders have ripped straight out of the game (3DS) and I don't know if you want to replace the current palette swap image with these clearer ones, but they don't show off the whole dress.


Source: http://imgur.com/a/2LXA2

There's also her stock icons and her character select screen portrait.


Source for stock icons: http://imgur.com/a/7kfDm
Source for CSP: http://imgur.com/a/qBHE8

Here's Rosalina's Victory Art screen(s):

This other victory screen here belongs to Zelda:

I'm pretty sure all images are listed alphabetically. Unfortunately, I do not know what mode you see these victory screens in. It's either Classic mode or All-Star for all I know.

Source for Victory Art: http://imgur.com/a/MhxLy


Here's the overall source for every source listed above:
http://www.reddit.com/r/smashbros/comments/2gpoyh/images_of_interest_from_the_ssb3ds_rom/

The person is also adding custom move images, so when he's done, you're able to add an image next to each custom move description that's listed. These will also ripped from the game. There are other image galleries that'll have Rosalina in them, but you might be spoiled by some trophies.

EDIT: Found Rosalina's trophies for Classic & All-Star mode respectively:

Classic & All-Star

Source for Trophies (spoilers ahead): http://imgur.com/a/UJQYZ


EDIT: Whoops... I double posted by accident. My mistake. Man this rarely happens to me...

Okay the custom move images have been ripped. These go next to each description of Rosalina & Luma's specials. You can use these, but they're very small since it's directly from the 3DS.

Neutral Specials:
1) Luma Shot (Regular)

2) Luma Warp

3) Strong Shot


Side Specials:
1) Star Bits (Regular)

2) Drifting Star Bit

3) Speedy Star Bit


Up Specials:
1) Launch Star (Regular)

2) High Star Jump

3) Jump Star Attack


Down Specials:
1) Gravitational Pull (Regular)

2) Catch & Release

3) Guardian Luma


Source: http://imgur.com/a/E1zXQ

If the Wii U version gets the image files ripped, then we can use those since they will be bigger and a better quality.
 
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ParanoidDrone

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Apparently someone got their hands on the English names and descriptions for all custom moves, documented on Pastebin here. These are Rosalina's:

Luma Shot: Fling Luma forward. Press the button again to call Luma back. This attack can be charged.
Luma Warp: Warp Luma forward. What this move lacks in attacking power it makes up for in sheer speed.
Power Luma Shot: Send Luma spinning forward like a drill. He travels slowly but has serious power.

Star Bits: Command Luma to fire three Star Bits forward. Works at any range.
Floaty Star Bit: Luma fires one slower Star Bit that doesn't go far but is good at getting in the way.
Shooting Star Bit: Luma fires a single, high-powered Star Bit in a straight line. Travels far.

Launch Star: Fly into the air at an angle. You can adjust the angle a bit by pressing left and right.
Launch Star Plus: Sends you skyward quicker, but you can't control the angle of ascent.
Launch Star Attack: You travel a shorter distance than normal, but hitting opponents will launch them.

Gravitational Pull: Draw items and projectiles safely toward you. While being drawn in, they can damage foes.
Catch & Release: Pull foes in and damage them. Has no effect on items or projectiles.
Guardian Luma: Causes Luma to grow bigger and protect you from attacks. Also does a bit of damage.
 
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Shirma Akayaku

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@ Mario & Sonic Guy Mario & Sonic Guy I have a small question about this thread. Will you add Rosalina & Luma's Amiibo aspects here? It could be important to know about. It could also be added after the Attribute Customization section since you can customize Amiibo. People have been speculating that leveling up your specific Amiibo unlocks attributes specifically for them, however this has not been proven and can be left out for now.
 

Mario & Sonic Guy

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@ Mario & Sonic Guy Mario & Sonic Guy I have a small question about this thread. Will you add Rosalina & Luma's Amiibo aspects here? It could be important to know about. It could also be added after the Attribute Customization section since you can customize Amiibo. People have been speculating that leveling up your specific Amiibo unlocks attributes specifically for them, however this has not been proven and can be left out for now.
Until we know more about the amiibo system, I won't be worrying about it right now.
 

Taytertot

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does gravitational pull suggest that rosalina will be a hard counter to characters whos meta relies on item projectiles? possibly giving her somewhat of an advantage on characters like megaman or duck hunt dog? not sure how much those two rely on projectiles but megaman's saw and missiles are pretty effective.

Just a thought.
 

Mario & Sonic Guy

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does gravitational pull suggest that rosalina will be a hard counter to characters whos meta relies on item projectiles? possibly giving her somewhat of an advantage on characters like megaman or duck hunt dog? not sure how much those two rely on projectiles but megaman's saw and missiles are pretty effective.

Just a thought.
This is probably something that'll be covered more in the match-up discussion thread, once it's officially open.
 

Neos

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So a very useful technique was discovered by accident. Thanks to the guys from VGBootCamp, one of them discovered that Rosalina can Aerial Cancel from the ledge! (kinda like Platform Canceling in Brawl) With this technique, she can F-tilt (as far as I know of) as soon as her feet touch the ledge of a stage. This makes it quicker, easier, and probably safer for her to get up from the ledge. However, I am curious of how it was done on a 3ds. If I were to guess, I wanna say the guy playing Rosalina meant to F-air back to the stage, but instead did this:

http://www.twitch.tv/vgbootcamp/c/5130973

Although this might also work for other characters, I find it more useful for her because from my experience using her, she seems like she has trouble getting back to the stage (especially when the Luma dies :crying:). So what do you guys think about this? What's your opinion on how it's done?
 

ChikoLad

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In regards to Master Core:



Rosalina absolutely disrespects it's projectiles.

In general, she seems to actually one of the better characters against it.
 
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infiniteV115

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Dunno if you guys knew this but if Rosalina boost grabs, Luma will dash attack (dealing 3%) and Rosalina will grab the opponent. Just thought it might useful.
Credits to KillerAP (KAP22714 on SWF) for this
 
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ChikoLad

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I found some Smash Run gameplay of Rosalina:


She's surprisingly good at it (I was worried she'd be awkward to use in it). The stat boosts make losing Luma MUCH less of a deal, Luma seems pointless to shoot out once you boost Rosalina up a bit (though Strong Luma Shot seems REALLY useful in this mode). And while it wasn't shown here, I'm thinking that if you get a lot of Speed and Jump, Rosalina can effectively fly across the stage since she is so floaty, and can use Launch Star for that extra boost.

Also I think increasing the Special stat makes Luma Shot travel faster and/or further (though it could just be a misjudgment on my part due to the difference in camera angle from a regular game).
 
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Gre ninja'd

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In my opinion from what I've played with her, she is amazing. IF I may be so bold, I think she's the second best character, behind bowser.
 

ParanoidDrone

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I went to Training Mode and did some research on Rosalina's special moves and a few of Luma's nuances. Most of it is already known, but science. Also, I was bored. In other news, I think Launch Star Plus sucks big ones based on what I found unless it has something like invincibility frames.

Specials and Customs:
Luma Shot:
Rosalina shoots Luma forward. Hold B to charge the shot for more distance. Charge can be held indefinitely but cannot be stored. A small chime indicates when you reach maximum charge.
Minimum charge sends Luma about 45% across Final Destination and does 5% on hit. It kills a Mario training dummy from the center of Final Destination at 284%.
Maximum charge sends Luma about 75% across Final Destination and does 16% on hit. It kills a Mario training dummy from the center of Final Destination at 103%.
Luma will stop prematurely if it hits something, although it will not stop if shielded.

Luma Warp:
Luma teleports to a distance equal to that of a minimum charge Luma Shot.
This move cannot be charged, but is performed very quickly.
Luma does 1% when reappearing and cannot kill even at 999%.

Power Luma Shot:
Luma travels much more slowly and covers less distance, but charging the move makes it do much more damage. Luma also no longer stops prematurely if it hits something.
At minimum charge, Luma travels about 20% the length of Final Destination and does 3% on hit. It kills a Mario training dummy at 480% from the center of Final Destination.
At maximum charge, Luma travels 50% the length of Final Destination and does 22% on hit It kills a Mario training dummy at 74% from the center of Final Destination.
Luma cannot be recalled while travelling. However, if you attempt to do so, Luma will fly back to Rosalina as soon as it is able. (This is probably true for Luma Shot and Luma Warp as well, but they are fast enough where this is not an issue.)

Star Bits:
Rosalina commands Luma to shoot three star bits with a range equal to about 25% the length of Final Destination.
The star bits consistently fire in the same pattern: a blue star bit straight ahead, a red star bit angled slightly downward, and a yellow star bit angled slightly upward.
This move can be used regardless of Luma's position, as long as both it and Rosalina are free to act.

Floaty Star Bit:
Luma shoots a single massive star bit that takes roughly 2 seconds to travel the same distance as the standard Star Bits.
The star bit does 2% per hit and can hit a stationary training dummy 3 times before vanishing.
This move cannot kill Mario even at 999%, although it does knock him back a fair distance.

Shooting Star Bit:
Luma shoots a single star bit that travels about 80% the length of Final Destination and does 4% damage.
This move cannot kill Mario even at 999%, although it does knock him back a fair distance.

Launch Star:
Rosalina shoots herself from a Launch star. This move does no damage, but the trajectory can be angled somewhat.
Pressing up B with no further input will result in an approximately 80 degree angle launch from the horizontal plane, going about twice as high as Battlefield's top platform..
Pressing up B and then angling the stick forward will result in an approximately 45 degree angle launch from the horizontal plane, and and will travel the entire length of Final Destination. This angle gets about half the vertical distance of a standard launch.
Pressing up B and then angling the stick backward will result in an approximately 110 degree angle from the horizontal plane, meaning Rosalina actually moves slightly backwards. It gets slightly more vertical distance then a standard launch, but not much. When doing this, one must be careful not to accidentally B-Reverse the move, which will almost certainly result in a self destruct.

Launch Star Plus:
Rosalina is launched much faster than usual, reaching the apex of her jump almost instantly.
This move cannot be angled and does not offer any additional height over Launch Star. Its sole advantage appears to be the speed at which Rosalina is launched.

Launch Star Attack:
Rosalina attacks as she launches, doing a total of 13% over 7 hits. (An initial hit of 3%, 5 hits of 1% each, and a final hit of 5%.)
This move does not travel as far as Launch Star, reaching only about 75% as high. Rosalina also halts her momentum as she performs the finishing blow, making her fall straight down after the move completes.
Angled horizontally, the move lets Rosalina cover 35-40% the length of Final Destination.
This move cannot be angled slightly backwards like Launch Star can.
This move kills a Mario training dummy off the top of Final Destination at 178%.

Gravitational Pull:
Rosalina attracts projectiles and items around her. Projectiles are harmlessly absorbed, while items come to rest next to her. The distinction between "projectile" and "item" seems to depend on whether or not it can be picked up and held in Rosalina's hand.
Projectiles absorbed by this move orbit Rosalina for a second before being destroyed. While orbiting Rosalina, she is considered their owner.
The radius of the effect appears to differ depending on what is being affected. Projectiles within a radius equal to about 20% the length of Final Destination are pulled in, while items are affected from a greater distance, about 30% the length of Final Destination. (Further testing required to verify, may be due to imprecise testing methods.)
To offer a different scale, Gravitational Pull used from the edge of Battlefield will just barely miss a Capsule that fell off the opposite side of the closest platform. By contrast, a Fireball gets absorbed at the halfway point of the same platform.
Items that activate upon landing, such as Pokeballs, are disarmed when affected by Gravitational Pull. Items that arm themselves, such as Bob-Ombs, are still active after being pulled in and thus present a hazard. (Further testing required to verify explosives, AI is uncooperative and does not chuck items on command.)
This move has no effect on other players.

Catch & Release:
Instead of attracting items and projectiles, this move attracts players before launching them away, doing 6% damage.
This move kills a Mario training dummy from the center of Final Destination at 294%.
The range of this move is accurately portrayed by a vortex effect centered on Rosalina, with a radius approximately equal to the length of a Battlefield platform.
The launching part of this move is a proper hitbox and can affect items such as Capsules and Smart Bombs, although it does not affect Bob-Ombs at all. (A strange distinction, further testing required to verify.)

Guardina Luma:
Instead of attracting projectiles, this move causes Luma to enlarge and spin in place for roughly half a second, doing 3% damage and acting as a wall to sponge attacks and projectiles.
This move still attracts items, although with a reduced radius equal to about the length of a Battlefield platform.
This move does kills a Mario training dummy from the center of Final Destination at 469%.

Luma Mechanics:
After sending Luma out via Luma Shot, Luma will attempt to maintain a distance between itself and Rosalina equal to about half the distance of a minimum charged Luma Shot. This distance remains constant regardless of how much Luma Shot was charged.

If Rosalina remains idle, Luma will proceed to wander left and right a distance roughly equal to the distance it tries to maintain between itself and Rosalina.

If Luma is shot offstage, it will attempt to return to the stage with a total of 3 jumps. If it fails by the third jump, it will fall to its death unless recalled manually. The distance it can cover this way is barely insufficient to return to the stage from a minimum charge Luma Shot fired while at the edge.

Commanding Luma to attack while it is in the air will stall it in midair as it performs its move. Some moves will cause Luma to move around as it attacks.

Luma will not wander offstage of its own violition, although it can still end up offstage by exploiting how it moves during certain attacks. Conversely, an offstage Luma that is out of jumps can be coaxed onstage by the same means, although it is simpler to manually recall it.

Luma regains its three jumps if it lands on the stage before ending up offstage again.

If Luma is hit, it enters a tumble state in which it cannot be recalled until it touches ground. If it enters this state over a pit, it cannot be saved.

Provided it is not in a tumble state, Luma can generally act regardless of Rosalina's current condition. It cannot act while Rosalina is grabbing someone, but it can act while Rosalina is being grabbed, stunned, helpless, in hitstun, etc. The Star Bits special move, however, can only be used when Rosalina is free to act.

When Rosalina shields, Luma will enter a defensive stance with a similar pose and stay in place. This does not enhance Luma's defensive capabilities or otherwise prevent it from taking damage.

Luma has a total of approximately 50 HP. (Further testing required to determine exact amount.)
 
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