Great information! Something I haven't toyed with extensively is attacking with Luma after you've called her back. It seems to me that you can attack with her during the distance she traves back to Rosalina, but it doesn't stop the return trip. Do you have any data on this?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.)