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 48th out of 82 characters in the B- tier, placing them in the center of the higher end of mid 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: Rosalina & Luma must then be defeated on Mario Galaxy (the Ω form is used in World of Light).
 * 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.

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 very 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. 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 that can either combo into each other or other moves allowing for great utilization of setups 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 with 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 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 quick startup on both her forward tilt and down tilt as well as notable range on both moves especially 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. 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 distace 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. 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 and has very little ending lag, making it 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. 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
During the initial release of the game, Rosalina & Luma were drastically nerfed overall in the transition from SSB4 to Ultimate much like and, but also received significant buffs from game updates. Overall, Rosalina & Luma received a mixture of buffs and nerfs in their transition from SSB4 to Ultimate, being nerfed overall in a similar manner to, likely as a result of their previous top tier (5th out of 55) placement.

The universal changes allow Rosalina & Luma to juggle and gimp opponents more easily, but also makes it more difficult for them to land and get back to the stage. All of their aerials have reduced landing lag, which allows them to chain moves more easily. 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. 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 too, especially in terms of ending lag. 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. 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.

On the other hand, Rosalina & Luma also received critical nerfs to their potent movesets. Their neutral aerial has fewer active frames and Luma's increased startup, which makes it a less useful option for approaching which greatly hinders their ability to "wall out" certain characters. Rosalina's notorious up aerial had its endlag increased, meaning that it can no longer chain into itself as easily. 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 stop 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; in addition, Luma does not benefit from its additional damage multiplier if tethered to Rosalina, making it less effective when paired with her.

Due to the significant changes to their moveset, Rosalina & Luma are forced to play much more oppressively compared to in SSB4, which changes their playstyle substantially. Due to said playstyle being considerably less effective, however, they are considered to be noticeably worse than their iteration in SSB4. This has shown in their very minimal tournament results in Ultimate's early metagame with an overall smaller playerbase. Rosalina & Luma's overall perception became extremely negative, with players such as, , and describing them as competitively unviable, and , who was the best Rosalina & Luma player in SSB4, even going as far as to describe them as being some of the worst characters in the entire game. In more recent times, however, Dabuz has started using them more as a co-main to his, and both and  have placed high with the duo at tournaments at their regions. On top of this, they have received significant buffs from balance patches, which have helped to negate some of their previous nerfs. This has led to most professionals who once believed the duo to be a low or even bottom tier characters to re-evaluate their opinions, with most of them now considering Rosalina & Luma to be firmly in the mid-tier. However, some others are convinced that Rosalina & Luma are possibly high tier characters; Dabuz, in particular, is convinced they have reclaimed their status as top tier characters. Although Rosalina & Luma are still agreed to be worse than in SSB4, their true viability remains questionable.

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.
 * 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.

On-screen appearance

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

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, and says "Mmm hmm!" while Luma nods in agreement, then backflips. Rosalina's animation is slightly different if she is facing right.
 * Down Taunt: Rosalina crouches and then slowly rises up while waving her wand and while Luma dances around.

Idle poses

 * Leans forward and looks into the distance.
 * Taps her wand in midair.

Crowd cheer
 

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.

Most historically significant players
See also: Category:Rosalina & Luma players (SSBU)


 * - The best Rosalina & Luma player of all-time, playing the character alongside . He has placed 2nd at multiple majors with the character.
 * - The best Rosalina & Luma player in Europe and a top 10 player in Europe in 2019. He has placed highly at several European majors, including 5th at the major and 9th at the majors  and . He was also ranked as high as 65th on the OrionRank Ultimate: Eclipse.
 * - The best Rosalina & Luma player in Japan in the early metagame and the second Rosalima & Luma player ever ranked in the top 50, ranking 48th on the Fall 2019 PGRU. He has since switched to.
 * - The best Rosalina & Luma player in Japan since 2021, having placed highly at several Japanese events including 2nd at the superregional and 7th at the major.

Tier placement and history
Upon Ultimate's 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.

However, Rosalina & Luma would receive 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 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 Ultimate's initial release; most professionals now consider them to be upper mid tier or high tier fighters, with in particular viewing them as top tier fighters. Regardless, they are ranked 48th on the first and current tier list.

: 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.

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. They are found in The Dark Realm near the entrance of the Mysterious Dimension sub-area, where the spirit of MegaMan.EXE must be confronted before approaching them.

Spirits
Rosalina's fighter spirit can be obtained by completing. 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.

Trivia



 * 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 are the only fighters to have this occur.

Estela y Destello (SSBU)