Rosalina & Luma (SSB4)

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This article is about Rosalina & Luma's appearances in Super Smash Bros. 4. For the characters in other contexts, see Rosalina and Luma.
Rosalina & Luma
in Super Smash Bros. 4
Rosalina SSB4.png
Universe Mario
Other Smash Bros. appearance in Ultimate

Availability Starter
Final Smash Power Star
Tier A (5)
Rosalina & Luma Launch into Battle!
—Introduction Tagline

Rosalina & Luma (ロゼッタ&チコ, Rosetta & Chiko), known simply as Rosalina (ロゼッタ, Rosetta) in the character customization menu and the Super Smash Bros. for Nintendo 3DS foldout, are playable characters in Super Smash Bros. 4. A duo consisting of Rosalina and a Luma, the player primarily controls Rosalina, while additional moves and inputs control the Luma's position and attacks. They were revealed during a Nintendo Direct on December 18th, 2013, which coincided with Rosalina's reveal in Mario Kart 8.[1] Kerri Kane, who first voiced Rosalina in Mario Kart 7, reprises her role.

Luma (チコ, Chiko) is a member of the star-shaped species of the same name that is under the care of Rosalina. It fights in tandem with Rosalina, similarly to how Nana fights in tandem with Popo, and utilizes hit points (HP) like Captain Olimar's Pikmin do. Unlike Nana and the Pikmin, Luma is controlled by the player, even when separated from Rosalina,and has a set respawn time upon being KO'd. Rosalina is always accompanied by a yellow Luma at the beginning of each battle, and while the yellow Luma can respawn upon being KO'd, it is possible for a differently colored Luma to take its place. The other Lumas are colored blue, green, red, cream (who appears almost identical to Baby Luma), and blackish brown (who is actually Polari).

Rosalina & Luma are ranked 5th out of 55 on the tier list, placing them in the A tier and making them the third highest ranking newcomers. The pair are known for their powerful defensive neutral game, as Rosalina can invalidate projectiles using Gravitational Pull, Luma can tank hits on behalf of Rosalina and is immune to status effects, and either character can help the other ward off pressure by individually punishing opponents. The duo also have impressive KO potential, thanks to Luma's power and many of Rosalina's moves having disjointed ranges. By extension, their respective movesets are both quick and useful, such as Rosalina's up aerial having impressive juggling potential, and Luma's aerials boasting approach and combo potentials thanks to their Lunar Landing technique.

However, Rosalina's endurance is among the worst in the game owing to her tall frame, very light weight, and slow falling speed. Furthermore, many of Rosalina's benefits, including her powerful neutral game, are heavily nerfed if Luma is KOed, owing to her low attack power and short-ranged hitboxes; adding to this, while Luma can be difficult to KO, it can be easily rendered inactive due to it being unable to act out of tumbling. Rosalina's recovery, while granting long distance from Launch Star, is also very linear, and its lack of offensive hitboxes cannot deter edgeguarders.

Overall, Rosalina & Luma's strengths noticeably outweigh their weaknesses, and they are considered among the best characters in the game with strong tournament results and representation to supplement their reputation. Although Rosalina & Luma have slightly been nerfed by game updates, their top-tier placement has remained firmly intact throughout SSB4's lifespan.


Rosalina is a tall lightweight, much like Mewtwo, Peach, and Zelda. Rosalina is the fourth lightest character in the game, but unlike Peach or Zelda, her overall grounded mobility is decent, thanks to her average walking and dashing speeds, and her traction being tied for the sixth highest in the game. Despite having average air speed, Rosalina's falling and fast falling speeds are among the slowest, while her gravity is the second lowest in the game. As a result of the latter three attributes, she is a very floaty character.

Due to being allied with Luma, Rosalina also follows the tag team archetype established by the Ice Climbers, and perpetuated by Olimar. 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. Luma mechanically functions like a blend of Pikmin and Nana of the Ice Climbers: it uses a hit points (HP) mechanic like the former, in which it will be KO'd if it is dealt 50%, and it responds to player inputs like the latter. Unlike Olimar, Rosalina cannot immediately summon Luma once it is KO'd, which forces her to wait 13 seconds until another Luma appears. Luma also can not experience status effects, such as stun or sleep, which can allow it to attack and 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.

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 very useful for racking up damage. Their neutral aerial, when timed correctly, can be a useful punishing option. Her forward aerial keeps the opponent in place, hits multiple times, and combos well with her down throw like Ness' same combo. However, this combo is somewhat situational because of its considerable ending lag. Her and Luma's back aerials are quick semi-spikes and can be used in a wide range of scenarios, such as edge-guarding. Their up aerial is one of their most effective attacks and is among the best moves in the game, as it possesses outstanding range, can easily be chained into itself and can KO off the top of some stages at very low percents when used properly. Their down aerial is also a very potent edge-guarding option: Rosalina's hitbox is capable of meteor smashing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth.

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. Their up smash is minimal start-up and, while it possesses less range, is still a great KOing option regardless and renders Rosalina's head intangible throughout its duration. Lastly, their down smash is not an outright KOing option, but instead 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. Luma can also perform smash attacks away from Rosalina so, in a scenario where it is not safe to approach the opponent to KO, Rosalina still can attempt to KO by sending Luma out.

Perhaps the biggest positive trait Rosalina has is that, when used properly, she 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 comes on frame 2 and has very little ending lag, making it very difficult for an opponent to punish her for using it. 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. Aside from Gravitational Pull, Luma can also be used to block projectiles, although this comes at the cost of depleting its HP.

Rosalina also has access to a unique advanced technique called Lunar Landing. If Rosalina inputs her neutral, up or forward aerial attacks right as she lands, the aerial will not come out and she will land without enduring any landing lag, 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. 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.

Despite her various strengths, Rosalina has a few significant 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 very good recovery, it lacks any sort of hitbox, making her vulnerable to meteor smashes. Her disadvantage state is extremely poor, as she cannot deal with juggling very well thanks to her slow falling speed and average air speed, alongside no safe b-reverse options to provide a horizational mixup to her landing. Her biggest flaw, however, is that she is drastically weakened without Luma, as her respective attacks' knockback values are among the most unimpressive in the game and both Luma Shot and Star Bits are rendered useless. Although Luma will inevitably respawn, the 13 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. However, both she and Luma have a particularly difficult time against characters with large disjoints or fast moves that deal high base knockback. The most prominent example is Meta Knight, who is considered their most challenging matchup because of his overall fast frame data, small size, disjointed range courtesy of Galaxia, and his ability to KO her at very low percents via guaranteed combos.

Rosalina & Luma receive notable benefits from custom moves, most significantly Luma Warp and Shooting Star Bit. Luma Warp, instead of having Rosalina charge up Luma and send it to a certain location, has Luma warp to a fixed distance forward almost immediately. Due to its high speed and weak hitbox as Luma reappears, it is nearly unpunishable and with precision can lead to trapping an opponent. Shooting Star Bit functions similarly to Falco's Blaster: instead of firing three close-range Star Bits, Luma will quickly shoot a single long-range one, which makes it better at shutting down approaches and/or punishing opponents. The rest of her custom moves bring situational benefits to their arsenal. Catch & Release and Guardian Luma both deal damage, but at the severe cost of Gravitational Pull's versatility. Launch Star Plus covers more vertical distance than Launch Star, but cannot be angled horizontally. Launch Star Attack deals damage and can alleviate carelessly veering off the other side of the stage, but it does not propel Rosalina as far or as high and stops her momentum completely. Power Luma Shot and Floaty Star Bit are stronger and consist of multiple hits that can force different approaches, but they travel far slower and are not as versatile.

As a result of their tag team archetype, players must learn to protect not just Rosalina, but Luma as well, which gives them a high learning curve. Further faults to Rosalina & Luma were also brought about via game updates, although they have maintained a great standing in the metagame regardless. This is courtesy of their success in competitive play, such as Dabuz advancing to the Grand Finals of GENESIS 3 and winning both Apex 2016 and WTFox 2 while using them. Despite being widely regarded as top-tier characters, Rosalina & Luma have below average representation because of their learning curve and largely defensive playstyle.

Update history[edit]

Rosalina & Luma have been nerfed via game updates, with the most notable occurrence being in update 1.0.4. This update saw some of their attacks' damage outputs, knockback and hitbox sizes decreased, while Luma's respawn time was increased and it lost its ability to attack opponents when they throw Rosalina. However, Luma managed to retain its ability to attack opponents during grabs. The changes to game mechanics also seem to have nerfed Rosalina: due to the reduced power in her attacks, hitlag will possibly not work significantly unlike if Luma attacked alongside her, which makes it harder for her to punish out of shield. As a result, the duo are slightly worse than they were in the initial release of the game, although they are still a force to be reckoned with in the current metagame.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Luma takes longer to respawn: 9 → 13 seconds.
  • Nerf Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.
  • Nerf Down tilt has one frame more start up with a shorter hitbox duration (frames 4-8 → 5-8). It also has less range 3.5/3 (hitbox 1/2) → 3.2/2.5.
  • Nerf Forward smash has slightly less knockback scaling: 115 → 111.
  • Nerf Up smash has less knockback scaling (100 → 90). It also has less range (5.0 → 4.0).
  • Nerf Down smash has more ending lag: frame 36 → 42.
  • Buff Luma up smash has increased range (4.0 → 5.5). Its late hit deals more damage (4% → 5%).
  • Nerf Neutral aerial deals less damage (6% (early), 10% (late) → 5% (early), 7.5% (late)) without knockback compensation, making it weaker. It also has less range (5.0, 3.5 → 4.2, 3.0).
  • Change Neutral aerial hitbox x-offsets decreased : 4.5, -1.5 → 3.0, -2.0.
  • Change Forward aerial loop hit has increased base knockback (20/35 → 55).
  • Nerf Forward aerial last hit has less base knockback (60 → 50).
  • Nerf All grabs have more ending lag: frame 31 → 36 (standing), frame 38 → 43 (dash), frame 37 → 42 (pivot).
  • Nerf Forward throw has less base knockback: 85 → 76.
  • Nerf Back throw has less base knockback: 70 → 60.
  • Change Distance of uncharged Luma Shot is reduced by about 1/3.
  • Change Lumas move faster when summoned from a distance.

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Luma's hit points increased: 47 → 50.
  • Nerf Luma's neutral infinite finisher's knockback growth decreased: 170 → 150.

Super Smash Bros. 4 1.1.1

  • Nerf Rosalina's neutral infinite deals 0.3% less damage: 2% → 1.7%.
  • Buff Floaty Star Bit's ending lag decreased.
  • Buff Guardian Luma's ending lag decreased.
  • Change Guardian Luma's hitboxes have received some changes.

Super Smash Bros. 4 1.1.4

  • Change Weight slightly decreased: 78 → 77.


  • Rosalina can crawl.
  • Luma utilizes a hit points (HP) mechanic. It has 50 HP, and if it is KO'd either by losing all of its HP or by crossing a blast line, another Luma will appear after 13 seconds. Luma is also controlled by the player, instead of artificial intelligence.
  • R: Rosalina, L: Luma
  Name Damage Description
Neutral attack   R: 2%
L: 2%
R: Swings her wand twice followed by emitting a sparkle-shaped energy blast between her hands. Alternatively, the first hit can be jab canceled into a grab, while the second hit be followed by a rapid series of wand strikes that culminates with a final wand strike.
L: A punch followed by a kick followed by a bicycle kick. Alternatively, the punch and kick can be followed by a series of rapidly twirling punches that culminate with a corkscrew headbutt.

Ideal for punishing attacks that have little ending lag, though it can also be used for pressuring and zoning. If spaced and timed correctly, it can deal up to 30%. When combined, it can deal up to 35% when used as a follow-up from an up throw against certain fast-fallers beginning at 0%.

R: 1%
L: 2%
R: 3%
L: 4%
R: 1.7% (loop), 3% (last)
L: 1.2% (loop), 3% (last)
Forward tilt   R: 6% (legs), 5% (body)
L: 4.3%
R: A floating, double-footed roundhouse kick.
L: A roundhouse kick.

It has high range thanks to Rosalina's hitbox being disjointed, and has decent knockback when combined. In addition to being useful for spacing and edge-guarding, it is ideal for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot. However, it leaves Luma vulnerable from overhead attacks because of its high ending lag.

Up tilt   R: 8%
L: 8% (clean), 4% (mid), 3% (late)
R: Emits a planetary ring that rises up from her head.
L: An uppercut.

It comes out on frame 3, making it Rosalina's fastest attack. It also renders her head intangible on frames 4-11, and can hit through platforms. When combined, it is more useful to disrupt aerial and approaching opponent, even though opponents with long ranges can attack either Rosalina or Luma out of this attack. Due to Luma's attack having high base knockback, but low knockback growth, it does not KO until 140%.

Down tilt   R: 4.5%
L: 3.5%
R: A low-angle dropkick.
L: A low-angle headbutt.

It comes out on frame 5 and is a semi-spike, which make it a quick and useful attack for spacing and edge-guarding. Rosalina's attack can also be used to "pinball" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot.

Dash attack   R: 3% (hit 1), 4% (hit 2)
L: 3%
R: A lunging, upward battering ram that emits stardust from her head.
L: A lunging upward battering ram that concludes with a backflip.

Its very long duration makes it ideal for surprising opponents and difficult for them to punish, especially due to Luma's hitbox having very high knockback growth. It can re-position Luma to make Rosalina advance in good distance, while Rosalina can also perform a grab while Luma performs its own dash attack.

Forward smash   R: 12%
L: 7% (arm), 5% (body)
R: A double palm thrust that emits a spiral galaxy-shaped energy blast.
L: A punch.

It has decent overall range, possesses transcendent priority, and has the highest knockback growth out of their entire moveset. It KOs around 110% when used by Rosalina, at 95% when used by Luma, and at 90% when combined. Ideal for edge-guarding and gimping, but has slow start-up lag.

Up smash   R: 12%
L: 6% (clean), 5% (late)
R: A backward arcing headbutt.
L: A bicycle kick.

It comes out on frame 8, which ties it with Meta Knight's up smash for the second fastest up smash in the game. It also has disjointed range thanks to having a hitbox on Rosalina's back, and renders her head intangible throughout its duration. Aside from KOing, it can be used as an anti-air attack, or to punish rolls because of the aforementioned disjointed hitbox. Luma's attack has very high knockback growth, though its attack does not KO until 130% because of its low damage output. It also comes out 2 frames after Rosalina's.

Down smash   R: 7% (hit 1), 9% (hit 2)
L: 4% (hit 1), 5% (hit 2)
R: A spinning shin kick that emits spiral galaxy-shaped energy blasts on both sides.
L: A spinning kick.

It hits on both sides and is a semi-spike, similarly to Zelda's down smash. When combined, it deals inescapable damage at low percents, which also makes it ideal for punishing rolls and for "pinballing" opponents between Rosalina & Luma when Luma has been sent away with Luma Shot.

Neutral aerial   R: 5% (early), 7.5% (late)
L: 4% (hit 1), 3% (hit 2)
R: Somersaults to emit a starry trail of energy from her feet.
L: A spinning kick that hits forward and then backward, which looks identical to its down smash.

A rather unique neutral aerial, as Rosalina’s hitbox begins behind her and rotates clockwise. It is possible to alternate the timing of the attack to confuse opponents in the process, and launches opponents in the direction where Luma is attacking. Ideal for combos, gimping, and edge-guarding, since the player can control its trajectory. It is also less punishable with Luma, due it orbiting around Rosalina while she is in motion. By extension, this quirk allows it to be used as approach option thanks to the Lunar Landing, which can lead into many different follow-ups.

Forward aerial   R: 1% (loop), 4% (last)
L: 5%
R: A delayed bicycle kick that emits a spiral galaxy-shaped energy blast.
L: An upward headbutt.

It can be used for edge-guarding and to ward off aerial approaches. While it has high landing lag, this can be mitigated by auto-canceling, but only from a jump. Can be used in unison with the Lunar Landing, which allows Luma to diagonally launch the opponent, and thus be followed up with up smash at very low percents and with up aerial at higher percents.

Back aerial   R: 11%
L: 4%
R: A dropkick that emits a spiral galaxy-shaped energy blast.
L: A dropkick.

Rosalina's hitbox deals respectable damage and is quite fast, due to coming out on frame 9, while Luma's hitbox has very high knockback growth. It has low landing lag and both hitboxes are disjointed semi-spikes, all of which make it useful for gimping and edge-guarding, especially when SHFF'd. It can also deal extra damage and knockback from the Lunar Landing, which in turn can be followed up with a grab at low percents, or act as a spacing option with a SHFF.

Up aerial   R: 10% (clean), 5% (mid), 2% (late)
L: 4%
R: Emits a planetary ring above her head.
L: A bicycle kick.

One of the most versatile up aerials in the game, Rosalina's attack has a large and disjointed hitbox, which makes it very useful for juggling, frame traps or as an anti-air option. In comparison, Luma's attack hits opponents in front of and above itself, and has high vertical knockback, which make it useful for jugging and launching opponents into Rosalina's attack. It also has high KO potential, especially if the opponent is close to the upper blast line, to the point of KOing as low as 7%. Due to it launching at 108°, however, DIing down and towards Rosalina hinders the KO potential of Luma's attack. As such, Rosalina's attack is more effective at KOing at lower percentages, thanks to it launching at 92°.

Down aerial   R: 8% (clean), 7% (mid), 6% (mid-late), 2% (late)
L: 5%
R: Emits a planetary ring below herself.
L: A stomp.

Possibly Luma's most viable KOing option, thanks to its very high knockback growth, and its ability to hit the opponent even if they are slightly next to Luma instead of directly below it. Although it is difficult to land, Rosalina's attack can meteor smash opponents when it is sweetspotted, whereas it semi-spikes them when sourspotted. It can also hit through platforms.

Grab   Reaches out with her free hand. Rosalina's grab range is relatively long and she has the best boost grab in the game, but her grabs have high ending lag. Her dash grab also possesses a unique quirk if Luma is alongside her: inputting a dash attack while performing a dash grab will result in Rosalina performing her dash grab while Luma still performs its respective dash attack. This makes her grab safer, and also means they can potentially deal 3% upon landing the grab. It also works well in unison with the actual dash attack for mixing up her approach.
Pummel   2% Strikes the opponent with her wand. A fairly fast pummel.
Forward throw   9% Makes the opponent float in front of herself with anti-gravity, and then flings them in front of herself. It can combo at very low percents.
Back throw   11% Spins the opponent around herself once with anti-gravity, and then tosses them behind herself. It is her strongest throw, but it does not KO until 160%.
Up throw   7% Flings the opponent into the air with anti-gravity. It combos reliably into up smash, Luma's up tilt, and Luma's up aerial, especially against heavyweights and fast-fallers.
Down throw   9% Slams the opponent onto the ground with anti-gravity. It combos reliably into Rosalina's forward aerial, Luma's neutral aerial, and Luma's up aerial.
Floor attack (front)   7% Kicks around herself while getting up.
Floor attack (back)   7% Swings her wand around herself while getting up.
Floor attack (trip)   5% Kicks around herself.
Edge attack   7% Performs a dropkick while climbing up.
Neutral special Default Luma Shot 5% (stage 1), 9% (stage 2), 10%/11% (stage 3), 13%/14% (stage 4), 15%/16% (stage 5) Rosalina uses anti-gravity to launch Luma forward to perform a corkscrew battering ram.[2] It is chargeable and takes 80 frames to fully charge, with a fully charged Luma being invincible whilst traveling, covering more distance, and capable of KOing middleweights at 103% while near the edge. Luma stops after either hitting something, or reaching the end of its path. Luma will remain at the place it stopped until it is recalled back to Rosalina by tapping the special button again.[2] Luma will eventually float back to Rosalina's position if it is not recalled after a long enough time and as long as it is above ground.[2] However, Luma will be susceptible to falling into the lower blast line and thus be KO'd if it is off-stage and not recalled soon enough. Since Luma is involved in this attack, this move will have no effect during Luma's respawn time.
Custom 1 Luma Warp 1% Rosalina teleports Luma a set distance away at a much faster speed, but at the cost of a much lower damage output.
Custom 2 Power Luma Shot 3% (no charge), 22% (full charge) Rosalina launches Luma at a much slower speed, but it deals much more damage. Luma has a lasting hitbox, and can strike the same target twice.
Side special Default Star Bits 2.8% (per hit) 8.4% (all hits connect) Luma shoots three Star Bits forward, which pierce opponents.[2] Despite the Star Bits' appearance, they are not projectiles, meaning that they cannot be reflected or absorbed. When used in sync with Luma Shot, it can allow Rosalina to keep opponents at bay, although it can also leave her wide open if the opponent gets between her and Luma. Like Luma Shot, this move will have no effect during Luma's respawn time.
Custom 1 Floaty Star Bit 2.8% (first hit), 2% (second hit), 1% (third hit) Luma shoots a large and slow Star Bit that hits multiple times. It has slightly slower start-up, the Star Bit stays on-screen for a longer period of time and it is a true projectile, which means it can be reflected and absorbed.
Custom 2 Shooting Star Bit 5%, 4% (late) Luma shoots a much faster Star Bit that travels farther, but gets slightly weaker over time and does not pierce opponents. Like Floaty Star Bit, it is a true projectile.
Up special Default Launch Star Rosalina uses a multicolored Launch Star to launch herself upward.[2] It can be angled, making it capable launching her at a mostly vertical angle, a nearly horizontal angle, or a diagonal angle. However, Rosalina's momentum carries over into her helpless state, which could prove dangerous if it is angled carelessly.
Custom 1 Launch Star Plus Functions like a traditional recovery move, as the Launch Star launches Rosalina faster, but her ascent's angle cannot be changed, granting it less horizontal distance.
Custom 2 Launch Star Attack 3% (hit 1), 1% (loop, 4 hits), 5% (last) The Launch Star grants less distance, but allows Rosalina to deal damage by ramming into opponents.
Down special Default Gravitational Pull Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Gravitating items and projectiles come under Rosalina's ownership,[2] which can result in projectiles damaging opponents who get too close. It is a very effective move against projectile-oriented characters, and is even capable of gimping Ness and Lucas' PK Thunder-based recoveries when timed properly.
Custom 1 Catch & Release 6% The gravity drags in opponents instead of projectiles and items. Upon completion, the opponent is launched by an explosion of energy when they touch Rosalina. Unlike Gravitational Pull, it can be interrupted while being performed.
Custom 2 Guardian Luma 3% (growing), 5% (shrinking) Luma enlarges considerably and functions like a shield while also damaging nearby opponents. However, its newfound size wears off fairly quickly. The move can still draw in items.
Final Smash Power Star 3% (stars), 8% (Power Star loop), 12% (Power Star last) Rosalina summons a Power Star, which slowly expands as it fires small stars around itself.[2] The Power Star itself can deal extreme amounts of damage to opponents. Throwing the opponent into the Power Star can cause up to around 250%, potentially turning it into a one-hit KO.

On-screen appearance[edit]

  • Rosalina & Luma fly onto the stage while accompanied by a trail of stardust.


  • Up taunt: Rosalina & Luma 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 and says "Mmm hmm!" while Luma nods its head in agreement. Rosalina's animation is slightly different if she is facing left.
  • Down taunt: Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.
Up taunt Side taunt Down taunt
RosalinaUpTauntSSB4.jpg RosalinaSideTauntSSB4.jpg RosalinaDownTauntSSB4.jpg

Idle poses[edit]

  • Leans forward and looks into the distance.
  • Taps her wand in midair.
RosalinaIdlePose1WiiU.jpg RosalinaIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Description Ro-sa-li-na! Rosetta! Chi-ko!
Pitch Group chant Group chant

Victory poses[edit]

A slightly remixed portion of the Overture jingle from Super Mario Galaxy.
  • Rosalina poses gracefully and says "All right!" while Luma flies in from off-screen and twirls next to her.
  • Rosalina giggles while motioning forward similarly to when performing Luma Shot, as Luma flies forward while twirling and chirping cheerfully before dancing around her.
  • Luma jumps around before jumping into Rosalina's arms while she giggles.
Rosalina&LumaPose1WiiU.gif Rosalina&LumaPose2WiiU.gif Rosalina&LumaPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Rosalina&LumaHeadSSB4-U.png Rosalina & Luma 2311 2313 2321 2323 2111
2121 2211 2221 1311 2331

Notable players[edit]

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.



Tier placement and history[edit]

Rosalina & Luma have been recognized for their strengths ever since SSB4 was released, despite their nerfs from game updates. Their zoning ability is among the strongest in the game, thanks to the combination of Rosalina's ability to re-position Luma with Luma Shot, and Luma's immense KO power, ability to tank hits, and immunity to status effects. While the tag team aspect of their playstyle results in them having a steep learning curve and has thus resulted in them having a below average-sized playerbase, their viability has nonetheless been firmly established by the consistently strong results of Dabuz, falln, and Kirihara as well as Atelier and Yuzu achieving great success in Japan placing high in multiple tournaments.

Thanks to the potency of their strengths, Rosalina & Luma were ranked 3rd on the first 4BR tier list. They would later drop to 4th on the second tier list, and then to 8th on the third tier list. Thanks to strong results from top players, however, they have since then rised to 5th in the fourth and current tier list, maintaining their status as top-tier characters, and are still considered to be very viable, if hard to master, picks for tournament play with some smashers like MKLeo claiming that she should be as high as 2nd on the tier list as well as ANTi, and ZeRo claiming that she should be among the top 3 with ESAM putting her 4th on his tier list. While other players like Dabuz himself claim that she's overrated and that she should be ranked relatively lower than her current spot.

Reveal trailer[edit]


Rosalina & Luma
Ntsc Super Smash Bros. for Nintendo 3DS The mysterious Rosalina lives in the Comet Observatory with the Lumas. In Smash Bros., Rosalina and Luma can fight in different places at the same time. If you can trap someone between Rosalina and Luma, you'll be able to unleash incredible damage with their joined attacks!
Pal Rosalina and the Lumas have been close ever since she travelled the galaxy with one to help the little star find its mother. Now, the commander of the Comet Observatory appears in this game, with her trusty companion fighting alongside her. Their greatest strength is being able to attack together at the same time.
Wii: Super Mario Galaxy 11/2007
Wii U: Super Mario 3D World 11/2013
Rosalina & Luma (Alt.)
Ntsc Rosalina can pull in items and projectiles around her with her Gravitational Pull move. Her up special Launch Star is a diagonal jump and, though harmless, it has exceptional range. You also have some control over Rosalina's trajectory when she uses it.
Pal With a flick of Rosalina's wand, the move Gravitational Pull draws in items - even ones that are stuck somewhere. Her Launch Star up special is a diagonal jump that can be aimed slightly. It doesn't deal any damage, but it helps you jump higher and stay in the air longer, making it ideal for getting back to the stage easily.
Wii: Super Mario Galaxy 11/2007
Wii U: Super Mario 3D World 11/2013
Power Star
In Rosalina's Final Smash, she summons a Power Star above her head. It launches fighters who touch it and also fires a barrage of smaller stars in all directions, all the while growing bigger and bigger. Even if Rosalina falls off the stage right after activating it, the Power Star will keep attacking her foes until it finally explodes.

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Rosalina Palette (SSB4).png
Rosalina&LumaHeadSSB4-U.png RosalinaHeadPinkSSB4-U.png RosalinaHeadYellowSSB4-U.png RosalinaHeadGreenSSB4-U.png RosalinaHeadRedSSB4-U.png RosalinaHeadPurpleSSB4-U.png RosalinaHeadBlackSSB4-U.png RosalinaHeadWhiteSSB4-U.png



  • At E3 2014 and Smash-Fest, Rosalina & Luma were the only newcomers not available on both demo versions of SSB4.
  • If Rosalina is being star KO'd and Luma is KO'd before her voice clip finishes, her voice clip may be cut short.
  • Model swapping reveals that Rosalina's legs, unlike Peach and Zelda's, are not fully modeled under her dress.
  • Rosalina and Mega Man are the only newcomers to appear in the CGI portions of a newcomer trailer other than their own. In this case, they both appear in Bowser Jr.'s.
  • Polari, one of the Lumas, sports a unique animation compared to the other Lumas in Super Smash Bros. for Wii U. He has tears in his eyes while he is in hitstun.
  • Rosalina, Wii Fit Trainer, and Roy are the only characters who use different voice clips for all of their smash attacks.
  • Luma and Mega Man are the only characters in the game to have unique blast line KO animations. For Luma, its animation and coloration is smaller and different than other characters' and it emits stars.
  • In Super Smash Bros. for Wii U, one of the tips about Rosalina & Luma's forward smash uses masculine pronouns in regard to Luma: "When Luma is behind Rosalina, this attack won't send him charging as far forward as usual.".
  • Aside from her default costume, all color variations of Rosalina's official artwork feature a coloring error. A portion of her hair behind her back is colored the same as her dress.
  • Rosalina's appearance in Smash 4 marks her first appearance of any game's starting roster.
  • There is a total of 17 stars on Rosalina's dress. This is easiest seen when Rosalina is wearing either her black dress or her white dress.