Hey people,
This is a guide detailing a fairly old tech, the luma spin jab, and it's uses that I've found while testing it. Ill first go over set up, then it's limits, and finally, it's uses. I haven't heard many people talk about this tech and that confuses me, as it has AMAZING applications.
So without further ado,
THE SET UP
Ok so this tech can be set up from one of five situations:
When in landing lag of up b,
After having missed a tech,
While teching,
After having broken your shield,
While in hitstun on the floor,
While in hitstun and Luma is detethered(need to test this),
When stunned,
When grounded,
And while grabbed.
Basically, whenever rosalina can move and luma can move and rosalina is on the ground
When you are in these situations, all you have to do to start the luma spin is mash A until luma starts spinning but not so much that rosa starts too. Then, you just hold down the A button.
THE PROPERTIES
So what makes this tech special is just how hardy luma is in this "stance". The spin hitboxes are special in that they are a disjoint which nearly covers the whole of luma, only missing the very top and bottom. Not only this, but it is very hard to hit luma out of the stance. Look to the limits section for exact rules on what breaks the jab. Anyway, I will be explaining the luma in terms of two parts, the up wards part and the downward part.thses two sides have very different "reactions" to enemies who attack them. On the lower side, it will inflict 1% and do low knock back. On the other side, However, the other side a whole other story. When the opponent hits this side, they will be hit inwards, towards the lower side. In the short period of time you have here, you can charge up smashes and other attacks and they often CANNOT defend them selves.
THE LIMITS (boo)
Through testing, I've figured out that the tech can be broken by moves that follow one of these criteria:
1:if moves hit the center of Luma from top or bottom as there are no hitboxes to defend that area (many dairs or moves like bowser's Dtilt will do the job)
2:disjoints that do 9+ damage(if the hurtbox touches luma spin b4 hit box hits luma, the opposing attack is stopped) (I'm not as sure about this one. Need to do more research)
3:transcendent projectiles with knock back (falco laser)
4:invincible/ armored moves (little Mac...almost every thing lol)
That's all I know of at the moment
THE USES
There are two ways that this tech can be used: offensively as well as defensively. In some matchups one way may be better than another. But I will explain both here and the strategies that can be used during this.
First off, there is the campy strategy, the one that all people love Rosalina for doing. You see,most attacks don't stop this technique. Moves like bowser and bowser Jr's Fsmash are both cancelled against this move, stopping the animation and the hit box. So a very useful strategy against some characters is to essentially just camp behind the luma to stay safe from them. Very useful.
Next, there is the stage controlling aspect of it. Some characters will have a difficult time getting rid of the tech using normal attacks and have to rely on very laggy moves to get rid of it so they can properly traverse the stage. So setting this tech up in this way gains you two things: stage control and bait.
Also, edgeguarding with this move can be very potent. By spacing this tech, properly at the edge, it covers the following three get up options:normal, jump, and attack. This leaves them with roll and to jump off stage and get back on somehow. By limiting them like this repeatedly, it becomes MUCH easier to edgeguard them with dair or predict their roll and charge an up smash.
EDIT: As you can obviously see, this guide is nowhere near finished. I have large expectations for this guide so, stay tuned. I just don't want to type this up on my phone but I wanted to get started at least. This will be fixed and added to soon.
EDIT: I plan on adding a section on this techs usage matchup by matchup. It is really good in some and... Not so much in others. Still doing research on the tech to see all uses. If you guys find any, please pm me and I may add it here. My main reason for making this post is not just to spread knowledge of the tech but also to have the community help in the proper implementation of this tech into rosalina and lumas arsenal. Thank you fellow smashers.
EDIT: If anyone has time, can the try to see if there is a way to manipulate the tech so that it is higher off of the ground. I've figured out how to get it on ground level(dair at a specific distance above the ground while falling from up b) but I can't find a way to make it go higher on command. Good luck
This is a guide detailing a fairly old tech, the luma spin jab, and it's uses that I've found while testing it. Ill first go over set up, then it's limits, and finally, it's uses. I haven't heard many people talk about this tech and that confuses me, as it has AMAZING applications.
So without further ado,
THE SET UP
Ok so this tech can be set up from one of five situations:
When in landing lag of up b,
After having missed a tech,
While teching,
After having broken your shield,
While in hitstun on the floor,
While in hitstun and Luma is detethered(need to test this),
When stunned,
When grounded,
And while grabbed.
Basically, whenever rosalina can move and luma can move and rosalina is on the ground
When you are in these situations, all you have to do to start the luma spin is mash A until luma starts spinning but not so much that rosa starts too. Then, you just hold down the A button.
THE PROPERTIES
So what makes this tech special is just how hardy luma is in this "stance". The spin hitboxes are special in that they are a disjoint which nearly covers the whole of luma, only missing the very top and bottom. Not only this, but it is very hard to hit luma out of the stance. Look to the limits section for exact rules on what breaks the jab. Anyway, I will be explaining the luma in terms of two parts, the up wards part and the downward part.thses two sides have very different "reactions" to enemies who attack them. On the lower side, it will inflict 1% and do low knock back. On the other side, However, the other side a whole other story. When the opponent hits this side, they will be hit inwards, towards the lower side. In the short period of time you have here, you can charge up smashes and other attacks and they often CANNOT defend them selves.
THE LIMITS (boo)
Through testing, I've figured out that the tech can be broken by moves that follow one of these criteria:
1:if moves hit the center of Luma from top or bottom as there are no hitboxes to defend that area (many dairs or moves like bowser's Dtilt will do the job)
2:disjoints that do 9+ damage(if the hurtbox touches luma spin b4 hit box hits luma, the opposing attack is stopped) (I'm not as sure about this one. Need to do more research)
3:transcendent projectiles with knock back (falco laser)
4:invincible/ armored moves (little Mac...almost every thing lol)
That's all I know of at the moment
THE USES
There are two ways that this tech can be used: offensively as well as defensively. In some matchups one way may be better than another. But I will explain both here and the strategies that can be used during this.
First off, there is the campy strategy, the one that all people love Rosalina for doing. You see,most attacks don't stop this technique. Moves like bowser and bowser Jr's Fsmash are both cancelled against this move, stopping the animation and the hit box. So a very useful strategy against some characters is to essentially just camp behind the luma to stay safe from them. Very useful.
Next, there is the stage controlling aspect of it. Some characters will have a difficult time getting rid of the tech using normal attacks and have to rely on very laggy moves to get rid of it so they can properly traverse the stage. So setting this tech up in this way gains you two things: stage control and bait.
Also, edgeguarding with this move can be very potent. By spacing this tech, properly at the edge, it covers the following three get up options:normal, jump, and attack. This leaves them with roll and to jump off stage and get back on somehow. By limiting them like this repeatedly, it becomes MUCH easier to edgeguard them with dair or predict their roll and charge an up smash.
EDIT: As you can obviously see, this guide is nowhere near finished. I have large expectations for this guide so, stay tuned. I just don't want to type this up on my phone but I wanted to get started at least. This will be fixed and added to soon.
EDIT: I plan on adding a section on this techs usage matchup by matchup. It is really good in some and... Not so much in others. Still doing research on the tech to see all uses. If you guys find any, please pm me and I may add it here. My main reason for making this post is not just to spread knowledge of the tech but also to have the community help in the proper implementation of this tech into rosalina and lumas arsenal. Thank you fellow smashers.
EDIT: If anyone has time, can the try to see if there is a way to manipulate the tech so that it is higher off of the ground. I've figured out how to get it on ground level(dair at a specific distance above the ground while falling from up b) but I can't find a way to make it go higher on command. Good luck
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