Rosalina & Luma (SSBU): Difference between revisions

m
Adding more detail to Rosalina's optimization of Lunar Landing
m (Some more detail to their hindrance against characters with larger disjoints than theirs)
Tag: Mobile edit
m (Adding more detail to Rosalina's optimization of Lunar Landing)
Tag: Mobile edit
Line 16: Line 16:
Rosalina & Luma are currently ranked 48th out of 82 characters in the B- tier, putting her in the center of high-mid tier. This is a a drastic drop from her 5th out of 54 placement as a top tier character in ''Smash 4''. The pair is notable for their tag team mechanic which grants Rosalina the ability to control Luma almost anywhere on the stage, giving her access to [[advanced technique|tech]] such as [[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 due to her high air acceleration, and strong juggling capabilities courtesy of her up air. Finally, her recovery is long and flexible due to [[Launch Star]] being fast and covering great distance and [[Gravitational Pull]] allows her to deal with characters who try camping her out with projectiles.  
Rosalina & Luma are currently ranked 48th out of 82 characters in the B- tier, putting her in the center of high-mid tier. This is a a drastic drop from her 5th out of 54 placement as a top tier character in ''Smash 4''. The pair is notable for their tag team mechanic which grants Rosalina the ability to control Luma almost anywhere on the stage, giving her access to [[advanced technique|tech]] such as [[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 due to her high air acceleration, and strong juggling capabilities courtesy of her up air. Finally, her recovery is long and flexible due to [[Launch Star]] being fast and covering great distance and [[Gravitational Pull]] allows her to deal with characters who try camping her out with projectiles.  


However, Rosalina and Luma have some significant flaws. Luma's survivability is hindered by its inability to act out of tumble and it lacking defensive options such as shielding and rolling. Without Luma, Rosalina's attacks are noticeably weaker and possess less generous hitbox placement, and she loses access to some of her tech and two special moves. In addition, Rosalina's advantage state is poor due to her tall stature, low gravity, and low falling speed, while her light weight makes her susceptible to early KOs. Finally, Rosalina & Luma often has difficulty playing against characters that have better disjoints or can outrange their attacks.  
However, Rosalina and Luma have some significant flaws. Luma's survivability is hindered by its inability to act out of tumble and it lacking defensive options such as shielding and rolling. Without Luma, Rosalina's attacks are noticeably weaker and possess less generous hitbox placement, and she loses access to some of her tech and two special moves. In addition, Rosalina's disadvantage state is poor due to her tall stature, low gravity, and low falling speed, while her light weight makes her susceptible to early KOs. Finally, Rosalina & Luma often has difficulty playing against characters that have better disjoints 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 continues to see success from players such as {{Sm|Dabuz}}, {{Sm|Homika}}, and {{Sm|yuzu}}.
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 continues to see success from players such as {{Sm|Dabuz}}, {{Sm|Homika}}, and {{Sm|yuzu}}.
Line 34: Line 34:
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 {{SSBU|Ness}}' 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-spike]]s 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 smash]]ing, whereas Luma's hitbox can easily KO outright thanks to its very high knockback growth and sending opponents directly outward.
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 {{SSBU|Ness}}' 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-spike]]s 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 smash]]ing, 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 air), 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. Using the attack canceling feature built into Ultimate's mechanics, Rosalina can preform one move while Luma does a tilt or dash attack. This also allows for multiple combos and mindgames.
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 air), 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 to do its respective back aerial or forward aerial with Lunar Landing to [[clang]] with various projectiles and grounded moves without Rosalina herself having any ending lag when inputting those moves while landing, giving her an easier time landing back on stage and providing a consistent option 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 preform one move while Luma does a tilt or dash attack. This also allows for multiple combos and mindgames.


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 [[Intangibility|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 & 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 [[Intangibility|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.
Line 42: Line 42:
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.
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 via Rosalina's shield. Luma's lack of any shield potentially puts it at risk whenever it is tethered away from Rosalina, especially against certain characters with strong projectiles. 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.  
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.
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.
72

edits