Parcheesy
Smash Ace
Hello Rosalina boards! I felt I needed to make a quick write up on everything I've discovered about Luma's peculiar jab finisher, and how I've been applying it in matches. I've found it to be an extremely underutilized tool in Rosalina's already impressive arsenal. Below is a fairly comprehensive guide to using this move to its fullest.
Setups:
As I'm sure most of you know, the most common way to use this is simply by holding the attack button after a few jabs, and it will lock Rosalina and Luma both in an infinity jab loop until the button is released. However, using this alone as a zoning tool leaves you painfully open, even if the Luma is covering the space above you, because you're simply too immobile. I've found several ways to not only lock the Luma in this animation, but also allow Rosalina to continue to use all of her own attacks and even grab simultaneously. They will be listed in what I feel is the order of difficulty.
1. Prone
- The easiest, and most reliable way to set up the Luma Spin is to input the jab combo from prone, and hold the attack button after completing the getup attack. This can also be done with a slightly shorter window by inputting it as you're rolling left or right.
2. Launch Star
- By inputting the jab within a few frames of landing onto a stage with Rosalina's launch star, you can start Luma's jab combo one step ahead of Rosalina, allowing it to reach the infinite loop first. Afterwards, it's a simple matter of holding down the attack button.
- Has the added benefit of being the only option when trying to set this up without any outside interference, such as when the opponent is offstage and about to lose a stock. Keep in mind the Luma will jump if currently untethered to Rosalina.
3. Teching onto Stage
- Similar to starting it from launch star, this requires inputting the jab command while teching from tumble. Works with tech in place, as well as the rolls.
- It should be noted that there are no options to begin the Luma Spin from any tech option from ledge.
Edit:
- Starting the jab combo, and then having Rosalina hit out of it will let you start the infinite.
- Nearly forgot the most obvious way to start the jab combo, being grabbed. Definitely a good option as it lets you pick your own followup to being grabbed as opposed to a single hit from Luma.
- It has become apparent that clanking with Rosalina's jab, but not Luma's will allow you to begin the tech. This has the potential to be the most reliable way to start the combo. Not only will it give Rosalina the edge she desperately needs in a jab - jab clank situation, but also gives her a great counter to clankable projectiles such as Luigi's fireballs. The timing is a bit tough, but with proper timing and awareness it can let you set up the spin without putting yourself in a disadvantageous position.
Rosalina Effects:
- Rosalina has no restrictions on her actions, even while holding the A button! To perform any tilts, grabs, or smashes, simply release the A button, then quickly repress with the desired input.
- Inputting a grab requires the input for a shield grab command, as the default grab button will cause Rosalina to shield while holding the attack button.
Additional Notes:
- All of these require that the Luma not be in hitstun. If the Luma doesn't reach the infinite stage of the jab first, the tech will not work.
- Ending the infinite is as simple as releasing the attack button for anything other than a brief moment. Several other strong attacks also outprioritize it, and cause Luma to get hit ( Ex: Megaman F-Smash / Falcon Kick ). Usually, if the move is strong enough to hit Luma out of its spin, it's also slow enough to be punished by Rosalina.
- Both Star-bits and Gravitational Pull cancel Luma out of the animation even if the attack button is held.
- Repeatedly being hit by the Luma will actually cause the Luma to be slowly nudged away from the person being hit in a similar fashion to Charizard's flame breath.
Properties:
The Luma spin when used desynched from Rosalina has several odd uses and properties. This tech is quite often the best option if available.
1. Parrying
- Oddly, when desynched, the Luma is able to parry moves while remaining in its loop. Against most non-disjointed melee attacks, this means it will parry the attack, then immediately begin to hit back ( Tested with Megaman up tilt ). This also works against most projectiles ( Successfully parries Crash bomber, Metal Blade, Leaf Shield, and Megaman jab ). Keep in mind the Luma spins on a tilted axis, and will not parry attacks hitting from above, or certain angles behind it.
2. Edgeguarding
- While not quite as practical considering the circumstances needed to initiate it, sometimes the stars align and the Luma is already in place near the ledge when the opportunity to freeze it arises. Sometimes this can be as simple as having the Luma cover the roll option, while you attempt to cover other tech options from the ledge. In the most extreme cases, the Luma will stand as a constant obstacle for a recovering opponent to navigate around, most likely ending in a successful edgeguard.
3. Forced Spacing
- One convenient property of this desynch is that the Luma will remain in its current location regardless of whether or not it's tethered to Rosalina. This can be used to hold Luma at a certain location, and have it return at any given moment by releasing the spin without having to put yourself in lag by manually calling it back.
Afterword:
- I'd like to thank @Locke 06 for taking time out of his day to sit on Final Destination and prove a lot of the above information.
- Kris, for being the Ganondorf who put up with me in For Glory even though I stopped competitive play to iron out the details of this mechanic.
- I can prepare videos for all of the above information if requested.
- I will try to answer any questions, or restate anything unclear in the comments.
Setups:
As I'm sure most of you know, the most common way to use this is simply by holding the attack button after a few jabs, and it will lock Rosalina and Luma both in an infinity jab loop until the button is released. However, using this alone as a zoning tool leaves you painfully open, even if the Luma is covering the space above you, because you're simply too immobile. I've found several ways to not only lock the Luma in this animation, but also allow Rosalina to continue to use all of her own attacks and even grab simultaneously. They will be listed in what I feel is the order of difficulty.
1. Prone
- The easiest, and most reliable way to set up the Luma Spin is to input the jab combo from prone, and hold the attack button after completing the getup attack. This can also be done with a slightly shorter window by inputting it as you're rolling left or right.
2. Launch Star
- By inputting the jab within a few frames of landing onto a stage with Rosalina's launch star, you can start Luma's jab combo one step ahead of Rosalina, allowing it to reach the infinite loop first. Afterwards, it's a simple matter of holding down the attack button.
- Has the added benefit of being the only option when trying to set this up without any outside interference, such as when the opponent is offstage and about to lose a stock. Keep in mind the Luma will jump if currently untethered to Rosalina.
3. Teching onto Stage
- Similar to starting it from launch star, this requires inputting the jab command while teching from tumble. Works with tech in place, as well as the rolls.
- It should be noted that there are no options to begin the Luma Spin from any tech option from ledge.
Edit:
- Starting the jab combo, and then having Rosalina hit out of it will let you start the infinite.
- Nearly forgot the most obvious way to start the jab combo, being grabbed. Definitely a good option as it lets you pick your own followup to being grabbed as opposed to a single hit from Luma.
- It has become apparent that clanking with Rosalina's jab, but not Luma's will allow you to begin the tech. This has the potential to be the most reliable way to start the combo. Not only will it give Rosalina the edge she desperately needs in a jab - jab clank situation, but also gives her a great counter to clankable projectiles such as Luigi's fireballs. The timing is a bit tough, but with proper timing and awareness it can let you set up the spin without putting yourself in a disadvantageous position.
Rosalina Effects:
- Rosalina has no restrictions on her actions, even while holding the A button! To perform any tilts, grabs, or smashes, simply release the A button, then quickly repress with the desired input.
- Inputting a grab requires the input for a shield grab command, as the default grab button will cause Rosalina to shield while holding the attack button.
Additional Notes:
- All of these require that the Luma not be in hitstun. If the Luma doesn't reach the infinite stage of the jab first, the tech will not work.
- Ending the infinite is as simple as releasing the attack button for anything other than a brief moment. Several other strong attacks also outprioritize it, and cause Luma to get hit ( Ex: Megaman F-Smash / Falcon Kick ). Usually, if the move is strong enough to hit Luma out of its spin, it's also slow enough to be punished by Rosalina.
- Both Star-bits and Gravitational Pull cancel Luma out of the animation even if the attack button is held.
- Repeatedly being hit by the Luma will actually cause the Luma to be slowly nudged away from the person being hit in a similar fashion to Charizard's flame breath.
Properties:
The Luma spin when used desynched from Rosalina has several odd uses and properties. This tech is quite often the best option if available.
1. Parrying
- Oddly, when desynched, the Luma is able to parry moves while remaining in its loop. Against most non-disjointed melee attacks, this means it will parry the attack, then immediately begin to hit back ( Tested with Megaman up tilt ). This also works against most projectiles ( Successfully parries Crash bomber, Metal Blade, Leaf Shield, and Megaman jab ). Keep in mind the Luma spins on a tilted axis, and will not parry attacks hitting from above, or certain angles behind it.
2. Edgeguarding
- While not quite as practical considering the circumstances needed to initiate it, sometimes the stars align and the Luma is already in place near the ledge when the opportunity to freeze it arises. Sometimes this can be as simple as having the Luma cover the roll option, while you attempt to cover other tech options from the ledge. In the most extreme cases, the Luma will stand as a constant obstacle for a recovering opponent to navigate around, most likely ending in a successful edgeguard.
3. Forced Spacing
- One convenient property of this desynch is that the Luma will remain in its current location regardless of whether or not it's tethered to Rosalina. This can be used to hold Luma at a certain location, and have it return at any given moment by releasing the spin without having to put yourself in lag by manually calling it back.
Afterword:
- I'd like to thank @Locke 06 for taking time out of his day to sit on Final Destination and prove a lot of the above information.
- Kris, for being the Ganondorf who put up with me in For Glory even though I stopped competitive play to iron out the details of this mechanic.
- I can prepare videos for all of the above information if requested.
- I will try to answer any questions, or restate anything unclear in the comments.
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