Rosalina & Luma (SSBU)

:This article is about Rosalina & Luma's appearances in Super Smash Bros. Ultimate. For the characters in other contexts, see Rosalina and Luma.
Rosalina & Luma (, Rosetta & Chiko) are playable characters in Super Smash Bros. Ultimate. They were revealed along with and the rest of the veterans on June 12th, 2018, now as unlockable fighters. Although they are a team, Rosalina & Luma are collectively classified as Fighter #48.
's portrayal of Rosalina from , , and Super Smash Bros. 4 was repurposed for Ultimate in all regions in place of , who currently voices Rosalina across various pieces of Mario media. 's portrayal of Luma from , and that was used in SSB4 was also repurposed for Ultimate in all regions.
Rosalina & Luma are currently ranked 43rd out of 82 characters, placing them at the end of the B+ tier. This is a a drastic drop from their 5th out of 54 placement in SSB4. Rosalina & Luma are notable for their tag team mechanic, which grants Rosalina the ability to control Luma almost anywhere on the stage, giving her access to advanced techniques such as the Lunar Landing. Together, their attacks possess disjointed range, allowing them to wall out stubby characters.
Luma also can function as a shield of sorts, as it does not share Rosalina's damage meter. Rosalina herself has a very effective aerial game, very flexible aerial movement thanks to her high air acceleration, and a strong juggling option in the form of her up aerial. Finally, her recovery is long and flexible thanks to Launch Star's quick speed and long travel distance, while Gravitational Pull allows her to deal with characters who try camping her out with projectiles. 
However, Rosalina & Luma have some significant flaws. Luma's endurance is hindered by its inability to act out of a tumble and its lack of defensive options, such as shielding and rolling. Without Luma, Rosalina's attacks are noticeably weaker and possess less generous hitbox placements, and she loses access to some of her techniques and two of her special moves. In addition, Rosalina's disadvantage state is poor due to her tall stature, low gravity, and slow falling speed, while her light weight makes her susceptible to early KOs. Finally, Rosalina & Luma often have difficulty playing against characters that have better disjoints and/or can outrange their attacks. 
Overall, Rosalina & Luma's strengths rely on understanding how to make the most use out of their unique mechanic, which leads to a high learning curve. Despite having below-average representation in the current metagame, Rosalina & Luma continue to see success from players such as , , and .
==How to unlock==
Complete one of the following:
*Play VS. matches, with Rosalina & Luma being the 45th characters to be unlocked.
*Clear with or any character in his unlock tree, being the 3rd character unlocked after .
*Have Rosalina & Luma join the player's party in World of Light.
Rosalina & Luma must then be defeated on Mario Galaxy (the Ω form is used in World of Light).
==Attributes==
Rosalina is a tall and floaty lightweight, much like , and . Rosalina is tied with for being the 14th lightest character in the game; unlike Peach or Zelda, however, her overall grounded mobility is decent, thanks to her above-average initial dashing speed and slightly above-average walking and dashing speeds. Rosalina has average air speed, the 2nd highest additional air acceleration values in the game (tied with and surpassed only by ), and both her jump and double jump have significant height. Additionally, her falling and fast falling speeds are among the slowest, while her gravity is the 2nd lowest in the game. Lastly, the combination of Rosalina's high jump height, low gravity and slow falling speed give her the longest jump duration among the cast, allowing her more than 1 second (71 frames) in the air with an uninterrupted full hop. As a result of these attributes, Rosalina is a very floaty character with superb aerial mobility and the ability to remain airborne longer than most other characters in the game.
Due to being allied with Luma, Rosalina also follows the tag team archetype established by the and perpetuated by . Luma can remain next to Rosalina to attack with her, or it can be sent away with Luma Shot to attack from a distance. This allows Rosalina numerous possibilities to attack opponents, as she can essentially create combos by "pinballing" opponents back and forth between herself and Luma. This ability also grants Rosalina the largest and most unique range in the roster, as Luma can attack from across stage or far above/below while Rosalina remains safely out of harm's way.
Luma mechanically functions like a blend of and the Ice Climbers' partner climber: it uses hit points (HP) like the Pikmin, in which it will be KO'd if it is dealt 40%, and it responds to player inputs like the partner Ice Climber. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 10 seconds (7 seconds if 3 players are present, and 5 seconds if 4 or more players are present) until another Luma appears. Luma also cannot experience status effects, such as stun or sleep, which can allow it to attack and/or fend off opponents if Rosalina happens to find herself put under a status effect that renders her unable to move or attack. Luma also cannot be grabbed, and is able to act when Rosalina herself does get grabbed.
While they are largely defensive characters, Rosalina & Luma have several offensive options that allow them to rack up damage if given the opportunity. They have many attacks with disjointed hitboxes, most notably each of Rosalina's aerials, which are also useful for racking up damage. Their neutral aerial is a fast, low commitment option with upwards knockback, perfectly complimenting their aerial and juggling oriented fighting style. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like ' same combo. Despite having a large multi-hitting hitbox, it has the longest amount of landing lag out of her aerials and is generally unsafe on shield. Her and Luma's back aerials are quick semi-spikes and can be used in a wide range of scenarios, such as edge-guarding and spacing. Due to their back aerial being fairly disjointed, it can allow the duo to effectively wall out certain opponents that lack an ability to contest the move, such as opponents that lack greater disjoints. Their up aerial is a capable attack, as it possesses outstanding disjointed range and can KO off the top of some stages when used properly. Although their slowest, down aerial is also a very potent edge-guarding option: Rosalina's hitbox is very large, hard to challenge from below due to its duration, and capable of meteor smashing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth and sending opponents directly outward.
Rosalina also has access to a unique advanced technique called Lunar Landing. If Rosalina inputs an aerial attacks right as she lands, the aerial will not come out and she will land without enduring any landing lag (Unless using down aerial), but Luma will continue performing its respective aerial attack. This allows for greater mix-up and follow-up potential, as well as mindgames, but requires Luma in order to actually be performed. Their dash grab also has a similar occurrence, where if Rosalina performs a dash attack and instantly grabs, Rosalina will perform a dash grab while Luma will perform its respective dash attack. This makes their dash grab a lot safer, and means they can deal an extra 3% just by landing the grab. Rosalina can also use Lunar Landing to access her advantage state by inputting Luma's respective back aerial or forward aerial as she lands which gives her the ability to clang the Lunar Landing with various projectiles or grounded moves without Rosalina herself having any ending lag, giving her an easier time landing back on stage and also providing a consistent option for her to punish certain attacks and even projectiles. When coupled with Rosalina's reliable set of throws, these traits give her and Luma even greater mix-up potential, as well as more approaching and punishing options. Using the attack canceling feature built into Ultimate's mechanics, Rosalina can perform one move while Luma does a tilt or dash attack. This also allows for multiple combos and mindgames.
Rosalina's throws possess a variety of useful increments that she can effectively utilize to set up into punishes or direct follow-ups. This produces convenient methods for her to grant a great deal of damage to her opponent very early into a stock. Rosalina's up throw constructively acts as her main combo throw which allows for exceedingly effective setups for combos into various attacks. Such attacks, most notably, both Rosalina and Luma's aerials, can usually either combo into each other or other moves allowing for great utilization of setups that lead into a wide variety of methods to output damage. Rosalina can consistently use her up throw to combo into her and Luma's neutral aerial, up tilt, and up aerial. This allows for Rosalina to find easy methods to rack up damage by using her up throw to set up further combos or juggle her opponents with her neutral aerial or up aerial. Her forward throw is a potent tool for setting up edge-guarding when throwing an opponent off the edge or it can act as KO throw when used at the edge at very high percentages. Her forward throw even obtains further use with it allowing her to throw her opponent into a detethered Luma's attacks, effectively being able to use her forward throw to "pinball" her opponent at lower percentages. Her back throw is most commonly used as her primary KO throw when at higher percentages, although it can provide an opportunity to edge trap or edge-guard the opponent if it is used on the edge. However, her down throw, due to its high base knockback and ending lag, is the least useful of her throws and has very limited combo potential, as it can only potentially combo into her forward aerial at very low percentages. 
Rosalina and Luma can obtain numerous uses with their tilt attacks, primarily when Luma is detethered from Rosalina with the use of Luma Shot. This makes it so that the duo's tilt attacks can potentially be used as a measure to tactfully place Rosalina into advantage state if she uses a detethered Luma's to cover the stage, with any of Luma's tilt attacks being able to effective place an opponent out of advantage state and possibly giving Rosalina the opportunity to escape a situation where she is stuck in disadvantage, greatly strengthening her defensive capabilities. Rosalina has fairly quick startup on both her forward tilt and down tilt as well as notable range on both moves when combined with Luma's. Specifically, their forward tilt allows them to use its range as a poking tool or to knock opponents forward and set up tech-chasing at lower percentages. Rosalina's down tilt can set up for tech-chasing at mid-percentages and can effectively ledgetrap certain characters. Luma's down tilt obtains noteworthy range both when attached and detached to Rosalina's and it can act as a combo finisher, poking tool, and Rosalina can use it gimp certain recoveries if Luma's down tilt is used while it is detethered from Rosalina at the ledge or offstage. Rosalina and Luma's up tilt is not only an effective combo starting tool but even a decent combo extender, primarily into allowing a follow-up into their any of their aerials, and their up tilt can act as a useful anti-air. However, Rosalina's up tilt does not possess a hitbox in front of her which can lead to a direct punish if it's not used correctly, making it best used as an anti-air when Rosalina does not have Luma. Luma's respective up tilt can hit opponents when they are both grounded and in the air, with Luma's up tilt even being a functional move to KO grounded opponents at high percentages.
Rosalina & Luma are also gifted with a good set of smash attacks. Their forward smash possesses a large amount of range, making it very useful to finish off opponents. While it has the highest knockback growth out of Rosalina's attacks, it requires Luma's involvement to achieve its true KO potential and range, which is among the best in the game. Their up smash has minimal start-up and, while it possesses less range, is still a great KOing option regardless due to rendering Rosalina's head intangible throughout its duration. Lastly, their down smash is a useful anti-pressure option thanks to it having less start-up and especially ending lag in comparison to their other smashes. Due to it also being a semi-spike, it can also be used for edge-guarding. As of update 13.0.0, it is strong enough to KO reliably, which further bolsters its utility. Luma can also perform smash attacks while away from Rosalina; thus, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.
Rosalina and Luma's special moves give them special utility inaccesible to any other character. Luma Shot gives Rosalina a method to attack safely from a distance and gives them superior ledge guarding capabilities. Star Bits, their side special move, is a very good tool for keeping opponents away from. It cannot be clanked with and has long lasting hitboxes, allowing it to stop fast approaches like a Sonic Spin Dash. It can be a primary tool for spacing, camping, and disrupting approaches if it is coupled with Luma Shot where Luma is detethered from Rosalina. When used properly, Rosalina is practically immune to projectiles via Gravitational Pull. While it does not deal damage, it causes Rosalina to completely nullify any projectile near her. Despite not being a reflector, it shares the same ability of making incoming items and projectiles come under Rosalina's ownership, which means any opponents can be damaged by the orbiting item or projectile if they are too close. In addition, Gravitational Pull activates on frame 4, making it an effective tool for nullifying projectiles that are sent at her at a variety of ranges on the stage. This allows Rosalina to virtually shut down projectile-reliant playstyles of zoning-oriented characters such as Villager, as their over-reliance on projectiles causes them to have a difficult time fighting her so long as Gravitational Pull is properly used. Although situational, Gravitational Pull can also gimp certain recoveries, with the best examples being PK Thunder; Rosalina can immediately pull away the PSI lightning bolt projectile before Ness or Lucas can use it to recover, rendering them helpless as a result. However, Gravitational Pull is not impervious. Rosalina can be heavily punished if she mistimes the move or if it is used on a projectile that is sent by an opponent at a close enough distance to attack her, as it does not produce damage or knockback to repel an opponent attempting to punish her, or when the move ends and Rosalina is left vulnerable with its notable frames of ending lag. Aside from Gravitational Pull, Luma can also be used to block projectiles, especially with proper use of Luma Shot where Luma can be at a distance in front of Rosalina to block intercepting projectiles from hitting her, although this comes at the cost of depleting its HP. Launch Star provides one of the longest and fastest-traveling recovery moves in the game, which when coupled with Rosalina’s extremely slow falling speed and high acceleration makes her less reliant on her double jump offstage, allowing her to travel far out from the sides of the stage while almost always being able to make it back with proper aim and timing.
Despite her various strengths, Rosalina has noticeable weaknesses. Her tall height sometimes makes it very hard to avoid attacks, while her light weight causes her to be very susceptible to early KOs. Although Launch Star provides an extremely long-distanced recovery, it lacks any sort of hitbox (until Luma is able to act at the end of the move), making her vulnerable to meteor smashes; to add insult to injury, the move can be difficult to aim directly upward which can cause players to SD if they find themselves in a scramble situation directly beneath the ledge. Her disadvantage state is extremely poor, as she cannot deal with juggling very well thanks to her slow falling speed and average air speed, though her very high air acceleration, invisible neutral air dodge and hard-to-contest aerials can allow her some control over mixing up her landing.
Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are unimpressive and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 10 seconds it takes to do so can be more than enough time for the opponent to land a combo or score a KO on Rosalina. This is further compounded by Luma's inability to act out of a tumble until landing on the ground, as attacks that knock Luma off-stage will result in it being inevitably KO'd, regardless of how much HP it has. Most of the cast also has a reliable move to use in order to KO Luma and thus avoid the risk of being punished by Rosalina. Luma's vulnerability is coupled with Luma possessing no way to shield on it's own, with the only way to protect it being through Rosalina's shield. Luma's lack of any shield can potentially put it at risk whenever it is tethered away from Rosalina, making it so that some characters with strong projectiles can easily KO a de-tethered Luma. Luma's lack of rolls, a spotdodge, or an airdodge makes it very easy for opponents to pressure it if Rosalina is forced to dodge an attack. Luma's lack of a grab also makes it have difficulty pressuring shields without being tethered to Rosalina. Additionally, both Rosalina and Luma have a particularly difficult time against characters with larger disjoints or fast moves that deal high base knockback, especially because Luma takes more knockback than it did in SSB4. Characters with swords or other long, disjointed hitboxes will have no problem using their weapons to easily outrange both her and Luma, challenge her attempts at aerial pressure, and juggle her, making it difficult for her to wall them out and putting Rosalina in a position where a mistake could easily result in her taking a large amount of damage or even losing a stock. 
Overall, Rosalina & Luma have a high learning curve, where players must become comfortable with using her aerial bait-and-punish abilities as well as her grounded keep-away options. Players must also learn when to separate Rosalina from Luma, as well as when to protect each during the course of a match with their various options. Mastering her unique playstyle allows for creating impressive tag-team combos and scoring KOs through strong pressure.
==Changes from Super Smash Bros. 4==
Rosalina & Luma were considered one of the best characters in SSB4 thanks to their oppressive zoning options, and each character's own strengths; with Rosalina's own long-ranged, disjointed hitboxes, damage output and counter-zoning options; and Luma's own drastic power, and hit-taking potential to protect Rosalina complemented by "regenerative" abilities. Likely as a result, Rosalina & Luma were drastically nerfed during the initial release of Ultimate; however, game updates have remedied many of these nerfs to a degree. Regardless, the duo are still considered to be noticeably nerfed overall in their transition from SSB4 to Ultimate.
Both members of the duo have seen numerous buffs. Star Bits has more range, enhancing its zoning utility. Gravitational Pull now auto-equips items, which makes it easier for Rosalina to retaliate with throwable objects (such as Metal Blades, Gyros, Remote Bombs, and Vegetables). Rosalina's new neutral aerial has much less ending lag and offers better protection when Luma is gone, while her forward aerial is much faster, especially in terms of ending lag. Her aerials have altered autocancel windows, allowing neutral and forward aerial to autocancel in a short hop, and the former can even do so in a short hop fast fall, improving her approach when combined with the universal improvement to mobility.
Luma's respawn time has been shortened, and instead of always respawning after a fixed period of time in all modes of play, the respawn time now depends on the amount of players present in a match, being significantly shorter if there are at least four players in a match. Luma also receives a new damage boost when detethered from Rosalina. This incentivizes Rosalina players to send Luma out and take advantage of her zoning potential.
Some of the changes to the engine benefit the duo. The introduction of attack canceling benefits Rosalina & Luma the most out of any returning veteran, as the duo can perform desynched attacks together (such as Luma using a grounded attack while Rosalina performs an aerial), giving the two unique attack options they didn't have before, and which are not shared with the rest of the cast. Aside from this, the universal reductions to landing lag allows them to chain their moves with more ease, and the changes to air dodges allow the duo to juggle and gimp opponents more easily, while Rosalina can now use a directional air dodge to recover more easily thanks to her floatiness.
On the other hand, Rosalina & Luma also received some severe nerfs to their potent movesets. Rosalina's new neutral aerial has fewer active frames and Luma's own has slower startup, which makes them less useful option for approaching and disrupting opponents, respectively. Rosalina's notorious up aerial had its endlag increased and doesn't last as long, meaning that it can no longer chain into itself as easily, with the increased safety on its late hit failing to compensate. Gravitational Pull is slower and has lower range, making it unsafe against characters with fast projectiles. Luma also does not move forward as much when using its neutral attack, which severely impedes Rosalina's ability to halt approaches, ledge trap, and zone her opponents. Finally, the biggest nerf involves Luma, who now is frailer than ever, as it has not only has less HP, but also takes more knockback from attacks, making it much easier to KO.
Aside from this, some of the gameplay changes have hurt Rosalina & Luma. The changes to air dodges give them some of the slowest among the cast, which combined with the inability to use more than one per air time makes it more difficult for them to land and hampers their chances to get back to the stage. The reductions to landing lag, while giving the duo a more potent combo game, has also strengthened other characters' own combo and spacing games, hurting Rosalina's disadvantage state due to her lack of options to break pressure at close range. Lastly, the universal increase to mobility is especially harmful to the duo, as while they benefit from it as much as the returning cast, it makes it more difficult for Luma to effectively disrupt approaches when combined with its shorter range, which can leave Rosalina more vulnerable.
Due to the significant changes to their moveset, Rosalina & Luma are forced to play more aggressively compared to in SSB4, which changes their playstyle substantially. Said playstyle is generally considered to be less effective than that of their previous iteration, as the duo is no longer able to wall out faster opponents as easily as before, and Rosalina's disadvantage state is harder to endure. Luma receiving more knockback and having lower HP makes it easier to contest and thus leaves Rosalina more vulnerable; however, since Luma does not benefit from its additional damage multiplier when tethered to Rosalina, the duo is thus incentivized to be paired with each other less and use their unique strengths more frequently which can generate a variety of mix-ups and mindgames. The two have received significant buffs from balance patches, which have helped to negate some of their previous nerfs, but these don't entirely compensate for their further defined weaknesses. As a result, Rosalina & Luma are considered to be worse in Ultimate, being one of the most nerfed characters in the transition from SSB4.
==Update history==
Rosalina & Luma received a mix of buffs, nerfs and glitch fixes via game updates, but were buffed significantly overall. Most notably, Luma's physics were reverted almost entirely to how they functioned in SSB4. In addition to undoing undesired behavior changes that it gained in the transition to Ultimate, this also restored Luma's renowned reverse aerial rushed back aerial. Aside from the reversion to its physics, Luma's re-spawn time was shortened even further, and some of its moves received minor buffs to their knockback and lag, with the latter improvements helping it synchronize better with Rosalina. Update 13.0.1 also notably reduced Luma's speed when it is launched by an attack; this allows it to tank hits it previously could not have. However, Luma also received minor nerfs: Luma Shot and Star Bits had their shield damage outputs lowered due to a near-universal nerf to projectiles in update 3.0.0, and its hit points were decreased from 50 to 40 in update 3.1.0.
Although Rosalina's buffs are not as drastic as Luma's, they are nevertheless worthwhile. Launch Star's safety issues were alleviated in two ways: update 2.0.0 enabled Rosalina to grab edges more reliably throughout its duration, and update 3.1.0 increased her fast falling speed upon using it. Neutral aerial's start-up lag was decreased slightly (a buff shared with Luma) and its hitboxes were improved, which improved its utility for approaching and starting combos. In comparison, down aerial's meteor smashing hitbox now functions consistently because of its sourspot being removed. Aside from these changes, Rosalina also received slight lag decreases for her grabs and forward aerial, shortened edge lockout times for her neutral and forward aerials, a larger shield as part of a near-universal buff, and improved hitboxes for her forward aerial.
Overall, Rosalina & Luma fare significantly better than they did at the launch of Ultimate.
 
 
 
 
 
 
 
 
 
 
 
==Moveset==
*Rosalina can crawl.
*Luma utilizes hit points (HP). It has 40 HP and ignores the additional damage from the 1v1 multiplier. If it is KO'd either by losing all of its HP or by crossing a blast line, another Luma will appear after ≈10 seconds in 1-on-1 matches, ≈7 seconds when there are 3 players, and ≈5 seconds when there are at least 4 players.
**If Rosalina is KO’d while Luma is active, Luma is simultaneously instantly KO’d and immediately replaced by a new Luma upon respawning if Rosalina has any stocks left.
*Luma is controlled by the player instead of by artificial intelligence.
**When Luma is launched away from Rosalina via Luma Shot, its attacks receive a 1.5× damage multiplier.
**Luma will emit a pulsing ring of light around itself to signify its independence.
**Luma will automatically face any opponents who get close to it.
**Even if Rosalina is incapacitated (e.g. grabbed, stunned or buried), Luma can still attack.
For a gallery of Rosalina & Luma's hitboxes, see here.
===Stats===
===Announcer call===
Rosalina & Luma English Announcer SSB4-SSBU.wav|English
Rosalina & Luma Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Rosalina & Luma Korean Announcer SSB4-SSBU.wav|Korean
===On-screen appearance===
*Rosalina & Luma fly onto the stage while accompanied by a trail of stardust.
Rosalina&LumaOnScreenAppearanceSSBU.gif|Rosalina & Luma's on-screen appearance.
===Taunts===
*Up Taunt: Both lean forward and twirl like a planet on its axis while Luma chirps cheerfully.
*Side Taunt: Rosalina puts her hand on her hip, leans back, waves her wand, looking at the screen, and says "Mmm hmm!" while Luma nods in agreement, then backflips. Rosalina's animation is slightly different if she is facing right, and her eyes looking towards right instead of looking at the screen.
*Down Taunt: Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.
SSBURosalina&LumaTaunt1.gif|Rosalina & Luma's up taunt.
SSBURosalina&LumaTaunt2.gif|Rosalina & Luma's side taunt.
SSBURosalina&LumaTaunt3.gif|Rosalina & Luma's down taunt.
===Idle poses===
*Leans forward and looks into the distance.
*Taps her wand in midair.
SSBURosalina&LumaIdle1.gif|Rosalina & Luma's first idle pose.
SSBURosalina&LumaIdle2.gif|Rosalina & Luma's second idle pose.
===Crowd cheer===
 	Cheer (English) 	Cheer (Japanese/Chinese)	Cheer (Italian) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Ro - sa - li - na!	Rosetta! Chi - ko! 	Rosa - linda! Sfavi - llotto!	Ro - sa - li - na!	Rosa - li - na! Lu - ma! Har - mo - nie! Lu - ma!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Rooooosa - li - na! Und! Lu - ma!	Rosa - liiiii - na! Des - teeeee - llo! Es - teeeee - la! Des - teeeee - llo!	Rosa - lina! Lu - ma!	Roje - llina! Chiko!
===Victory poses===
*Left: Luma flies in after Rosalina motions with her wand, giggling, while Luma circles her.
*Up: Rosalina poses and says "All right!" while Luma jumps and s behind her.
*Right: Luma jumps into Rosalina's arms and she catches it.
RosalinaVictoryPose1SSBU.gif
RosalinaVictoryPose2SSBU.gif
RosalinaVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Rosalina & Luma players (SSBU)
* - The greatest Rosalina & Luma player of all time and top 10 player from 2019 to mid-2022, known for being the only Rosalina & Luma player who remained relevant at the highest level of competitive play for many years. He is best known for winning and with primarily Rosalina & Luma, which are the best Rosalina results in the post-pandemic metagame. However, he is especially infamous for his many runner-up finishes at majors, including , , and . 
* - The best Rosalina & Luma player in Europe from 2019 to mid-2023. He is known for his performances in the early metagame, having placed 5th at and 9th at both and during that time. As such, he was ranked in Europe's top 10 in the early metagame, and although less consistent since, he remained ranked on the European Ultimate Power Rankings for several years, thanks to notable performances such as placing 4th at .
* - The second-greatest Rosalina & Luma player of all time, peaking at 48th on the Fall 2019 PGRU. He is best known for winning , the first superregional victory for a Rosalina & Luma player as well as the largest tournament won by a Rosalina & Luma player in the early metagame, as well as placing 4th at and 7th at , making him only the second Rosalina & Luma player to place top 8 at more than one major. He dropped Rosalina & Luma for in the post-pandemic metagame.
* - One of the best Rosalina & Luma players in Japan in the post-pandemic metagame. He first broke out onto the scene by placing 33rd at , defeating both and . Though he remained inconsistent, he was able to achieve several noteworthy peaks afterwards, including defeating to place 17th at and defeating at . The latter two results especially contributed to him ranking 94th on the LumiRank 2024.2, making him the first new Rosalina & Luma player to rank in the top 100 in the post-pandemic metagame.
* - One of the best Rosalina & Luma players in Japan for after Kirihara dropped the character, though his results with Rosalina & Luma were often aided by either , , or both characters. Nevertheless, he has achieved several noteworthy major results, including placing 7th at and 17th at , as well as several strong regional performances, including placing 2nd at defeating and placing 3rd at defeating .
===Tier placement and history===
Upon Ultimates release, players immediately noticed the nerfs to Luma's attacks and endurance that severely hampered Rosalina's ability to stop approaches, edge trap, and zone her opponents as effectively as in Super Smash Bros. 4. Additionally, swordfighters were prevalent in the early metagame, which made Luma very vulnerable to being outranged. Despite and (their worst matchups in SSB4) being nerfed noticeably in Ultimate, some professionals claimed that Rosalina & Luma's nerfs were too harsh for them to even be mid tier fighters. As a result, they had little representation in the early metagame; this was further compounded by their best player, , dropping them in favor of as his sole main character.
Rosalina & Luma received significant buffs via updates 2.0.0 and 3.1.0 that negated some of their severe nerfs, especially to their range, power and frame data. As a result, Dabuz once again picked up Rosalina & Luma, albeit initially as a co-main alongside Olimar, while other players, such as and , started to achieve better results. Although Rosalina & Luma are still agreed to be among the most nerfed veterans, their perception has significantly improved since Ultimates initial release; most professionals now consider them to be upper mid-tier character, with Dabuz in particular viewing them as top tier fighters. Although Kirihara eventually dropped Rosalina in the post-online metagame, the character remained a rather strong, albeit uncommon, pick in the metagame, and as such they were ranked 48th on the first tier list as an upper-mid tier.
Following the first list, Rosalina & Luma's representation remained rather consistent: although old mains such as Homika and became less consistent as time went on, newer Rosalina & Luma players began stepping in the limelight, including , , and . In addition, although Dabuz's results took a noticeable slip in 2023, he also saw some of his best results of his entire Ultimate career, including winning , his first superregional win for a Rosalina & Luma player since 2020, and placing 2nd at . These results allowed Rosalina & Luma to rise slightly on the second tier list, ranking 43rd in the B- tier.
==: One Star after Another==
Rosalina & Luma's opponents hail from franchises that occur in outer space and/or on alien planets. The exception is , who is fought in reference to his boss battles in and . The boss of their route, Marx, also fits this theme due to how the final battle against him in occurs in outer space. In addition, Assist Trophies summon Starfy exclusively, presumably due to his resemblance to s, s, and his own ambiguously alien heritage.
Round 	Opponent 	Stage 	Music 	Notes
1 	 	Distant Planet 	 	
2 	and 	Venom 	 	This battle is a free-for-all.
3 	 	Brinstar 	 	
4 	 	Brinstar Depths 	 	
5 	(×6) 	Dream Land 	 	Horde Battle (3 at a time)The Kirbys could also be a possible reference to the Lumas themselves.
6 	 	Mario Galaxy 	 	appears as a teammate. Items do not appear.
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage	Bonus Stage
Final 	Marx 	Mysterious Dimension	 	Mario appears as a teammate.
Credits roll after completing Classic Mode. Completing it as Rosalina & Luma has accompany the credits.
==Role in World of Light==
Rosalina & Luma were among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Rosalina & Luma were present on the cliffside when Galeem unleashed his beams of light. They attempted to fly away alongside , but both of them were hit by a light beam, vaporized, and placed under Galeem's imprisonment along with the other fighters, excluding .
Rosalina & Luma were among the many fighters that fell under Dharkon's control after Galeem was first defeated. When the north path of The Dark Realm splits into four, they can be found on the second path from left to right, where the spirit of MegaMan.EXE must be obtained before approaching them.
===Fighter Battle===
No.	Image	Name 	Type	Power 	Stage 	Music
48 	 	Rosalina & Luma	 	10,000	Mario Galaxy (Ω form)	
==Spirits==
Rosalina's fighter spirit can be obtained by completing as Rosalina & Luma. It is also available periodically for purchase in the shop for 300 Gold, but only after Rosalina & Luma have been unlocked. Unlocking Rosalina & Luma in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Strangely, Luma is not part of Rosalina's fighter spirit despite the two being a duo fighter. Her fighter spirit has an alternate version that replaces it with their artwork in Ultimate.
Additionally, Rosalina makes an appearance in a few primary and support spirits, and a yellow Luma appears on its own as a support spirit.
SSBU spirit Rosalina.png|9. Rosalina
SSBU spirit Luma.png|71. Luma
SSBU spirit Biddybuggy.png|90. Biddybuggy
SSBU spirit River Survival.png|1,301. River Survival
==In Spirit Battles==
===As the main opponents===
Spirit	Spirit 	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
20 	 	Super Mario Series 	• 	 	9,200 	Peach's Castle 	•Attack Power ↑•Temporary Invincibility•Item: Super Star	•The enemy will occasionally be invincible when the enemy's at high damage•All fighters are easy to launch•The enemy's FS Meter charges quickly	 	 	
67 	 	Super Mario Series 	• • Team	 	13,100 	Delfino Plaza (roof)	•Temporary Invincibility•Sudden Final Smash•Item: Stars 	•Defeat the main fighter to win•The enemy will suddenly have a Final Smash•The enemy will occasionally be invincible 	 	 	
72 	 	Super Mario Series 	• • 	 	1,900 	Mario Galaxy 	•Item: Super Launch Star 	•Take your strongest team into this no-frills battle 	 	 	
90 	Buggybud	Mario Kart Series 	•Tiny 	 	3,700 	(Battlefield form) 	•Move Speed ↑•Item: Mario Kart 	•All fighters have increased move speed•The enemy is easily distracted by items•The enemy falls slowly 	 	 	
263 	 	The Legend of Zelda Series	• • 	 	3,300 	Skyloft 	N/A 	•Defeat the main fighter to win•Reinforcements will appear during the battle 	 	 	
453 	 	Pokémon Series 	• 	 	1,600 	Tortimer Island 	•Item: Star Rod 	•Only certain Pokémon will emerge from Poké Balls (Staryu)•The enemy heals over time 	 	 	
488 	 	Pokémon Series 	•Reflect	 	4,000 	Prism Tower 	•Item: Shooting Types 	•The enemy reflects projectiles•Only certain Pokémon will emerge from Poké Balls (Gardevoir) 	 	 	
===As minions===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
1,301 	 	Super Mario Series	• • • •	 	5,500 	Kongo Falls (Ω form)	•Bob-omb Festival•Item Tidal Wave•Item: Food	•Survive until the timer runs out (1:00)•Bob-ombs will rain from the sky after a little while	 	Rosalina 	
==Alternate costumes==
							
							
==Gallery==
SSBU Rosalina & Luma Number.png|Rosalina & Luma's fighter card.
Rosalina & Luma unlock notice SSBU.jpg|Rosalina & Luma's unlock notice.
SSBUWebsiteRosalina1.jpg|Rosalina and Luma on Summit.
SSBUWebsiteRosalina2.jpg|Striking with her up aerial on Prism Tower.
SSBUWebsiteRosalina3.jpg|Striking with her up smash on Temple.
SSBUWebsiteRosalina4.jpg|High fiving on Prism Tower.
SSBUWebsiteRosalina5.jpg|Idling with the Bunny Hood equipped on Mario Galaxy.
SSBUWebsiteRosalina6.jpg|In her white-and-red dress with in The Great Cave Offensive.
SSBUWebsiteMewtwo5.jpg|A dazed Rosalina with on Pokémon Stadium.
SSBUWebsite33.jpg|Performing their side taunt on the Umbra Clock Tower.
SSBU-Saffron City2.png|Rosalina & Luma being attacked by Venusaur's Razor Leaf on Saffron City.
===Fighter Showcase Video===
==Trivia==
thumbthumb|A comparison of /'s (top) and Rosalina's (bottom) Stamina KO voice clips; because of the reverberating effect on Rosalina's voice, her Stamina KO voice clip results in echoing noticeably longer.
*Rosalina & Luma's video on the official website features a visual glitch: when Rosalina uses her new neutral aerial, her dress goes abnormally high, revealing her legs disjointed from her body. This glitch was also present during the initial E3 Direct while Sakurai was explaining just how many move changes Ultimate has.
*Despite Rosalina's Final Smash being a in her video like in Super Smash Bros. for Nintendo 3DS/Wii U, she instead summons a in the final version of the game.
*While most other characters have the announcer say "(character) wins!" at the victory screen, Rosalina & Luma have the announcer say "Rosalina & Luma win!". The "(character) win!" audio clip is usually reserved for the Japanese version, though it is most likely used with Rosalina & Luma because of their two-in-one nature and name. and also share this distinction.
*On the character selection screen, Rosalina & Luma's icon in the Japanese version shows their name within only one row, while in the English version it is shown with two rows. This trait is shared with , , , , , the s, , and Banjo & Kazooie.
*Rosalina is the only Mario character whose animations are not mirrored.
**Despite having most of his animations mirrored, has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash.
*During the Army of Puppets cutscene, a puppet fighter of Luma can be spotted with glowing red eyes like any of the others present. However, in gameplay when fighting a Rosalina & Luma puppet fighter, only Rosalina has the red eyes, with any spawned Luma being as usual.
**Similarly, when Rosalina & Luma are spawned as a false character during battles with Galeem and Dharkon in World of Light, the false Luma uses its usual appearance as opposed to colored entirely light blue or black like Rosalina and the rest of the false characters do. Futhermore, the false Lumas vocalize, despite Rosalina and other false characters during the battle having no voice.
*Oddly, Rosalina does not vanish when performing a directional air dodge despite the sound effects playing. She shares this oddity with and .
*Rosalina's voice actress, Kerri Kane, was misspelled as Kerry Kane in the credits.
**This is not the first time this typo has appeared. A handful of Mario games, namely , and the 3DS version of , had a similar error in their respective staff credits, though in these instances, it is actually being miscredited as Kane.
*When Rosalina is under the effect of either poison, 's Eiha / Eigaon, or any of 's , she simply closes her eyes, unlike the majority of cast.
*Much like in Smash 4, internal voice file for Launch Star is organized by three-number codes instead of having a descriptor on them (e.g. "furafura" for the stun voice clip), akin to those for special moves, Final Smashes, and on-screen appearances of characters whose voice clips are recycled (including partial ones) from Super Smash Bros. Brawl, as well as , , , , , and Daisy, despite the duo having debuted in the former game.
**In King Dedede's case, this does not apply to voice clip for Dede-Rush; and in Robin's case, this only applies to the voice clip used when his tomes are broken.
*After defeating a Rosalina & Luma puppet fighter in the Spirit Board, their idle pose in the free the spirit section utilizes their hit pose instead of their stunned pose. They are the only fighters with this distinction.
*Rosalina is one of only five characters to predominantly use her left hand to wield her weapon, sharing this trait with , , , and .
*For unknown reasons, despite Luma's voice actor, Yuya Takezawa, being Japanese, his name is romanized in English in the Japanese version of Rosalina's Sound Test. This oddity was not present in Smash 4.
*By complete coincidence, Rosalina & Luma have their placement on the first official tier list as the exact same number as their Fighter number; with their placement on the tier list being 48th out of 82 and their Fighter number being Fighter #48. They were the only fighters that had this distinction. However, Rosalina & Luma’s placement on the current tier list, being 43rd, no longer matches their fighter number.
*If the spirits in the collection are in numerical order, Rosalina and Luma is the first character to be in a spirit battle as the main opponent, which is Super Star; 20th spirit overall.
 
Category:Spirits
es:Estela y Destello (SSBU)