Many multi-hit attacks that traps opponents at ease, which also allows her to pull many true combos.
High range on many attacks.
High priority moves.
High traction, making her foxtrotting very useful.
Very floaty, having great air time which combined with her long-lasting hitboxes makes her a powerful fighter in the air.
All attacks that involve her creating mini-galaxies have transcendent priority.
Can rack up damage really fast when attacking together with Luma. This also makes the player to cover many angles with a large array of active hitboxes.
Can use Luma to attack enemies from afar, and also synchronize attacks with it. This also allows both Rosalina and Luma engage multiple opponents at different ranges.
Luma can still protect Rosalina from incoming attacks even if she is under the effects of a sleeping item or ability such as Jigglypuff's Sing or stunned from a broken shield.
Luma can serve as a damage sponge and meatshield to protect Rosalina from incoming attacks and grabs.
Rosalina and Luma have some different attacks for the same commands, resulting in a very unpredictable pattern of attack.
Great zoning game and mindgames.
Excellent recovery with Launch Star, that can be aimed at different angles.
Luma respawns after 13 seconds if KO'ed.
Has ranged projectile protection with Gravitational Pull, as a result, only indirect projectiles like explosions will harm her.
Very light, being easy to launch.
Very floaty, meaning she is very susceptible to combos from faster characters.
Very tall, giving her larger hurtboxes.
Very high learning curve, requiring players to learn both Rosalina and Luma's movesets in order to unleash full potential.
Predictable recovery which can be a little hard to control.
Too dependent on Luma for some attacks.
Luma cannot be shielded unless it is right beside Rosalina.
Luma gets stunned fairly easily, meaning it will not react to the player's commands.
Luma can be easily KO'ed, reducing the potential of Rosalina's KO potential drastically until Luma respawns. Luma's respawn time is 13 seconds.
Cannot deal with faster enemies who can pressure her and interrupt attacks well.
Changes from SSBWU/3DS
Rosalina's shield now covers Luma as well.
Luma no longer attacks or moves when Rosalina is launched or grabbed by a fighter.
Neutral aerial now involves Rosalina spinning her wand around herself. It has significantly less range but is much easier to hit with since it now hits opponents in front first. It also has a marginally higher startup and a shorter duration but has significantly fewer ending lag frames to compensate.
Grabs and Throws
Gravitational Pull allows Rosalina to immediately equip all gear items when they are pulled in.
Power Star now pulls opponents into the star, making it easier to connect with. The star also got an aesthetic update, now resembling the stars from games like Super Mario 64.
Unless stated otherwise, all moves below apply to Rosalina, not Luma.
Neutral Attack: Two wand swings followed by either a rapid series of wand strikes that culminates with a final strike or a sparkle-shaped energy blast.
Forward Tilt: A double-footed roundhouse kick.
Up Tilt: Emits a planetary ring from her head.
Down Tilt: A crouching, floating dropkick.
Dash Attack: A lunging, vertical battering ram.
Forward Smash: A double palm thrust that emits a galaxy-shaped energy blast.
Up Smash: A reverse arcing headbutt.
Down Smash: A spinning shin kick that emits galaxy-shaped energy blasts on both sides.
Floor Attack (Front): A sweep kick.
Floor Attack (Back): A wand strike on both sides.
Floor Attack (Trip): A sweep kick.
Ledge Attack: A dropkick.
Neutral aerial: Spins her wand around herself.
Forward aerial: A bicycle kick that emits a galaxy-shaped energy blast.
Back aerial: A dropkick that emits a galaxy-shaped energy blast.
Up aerial: Emits a planetary ring from her head.
Down aerial: Emits a planetary ring from her feet.
Grabs and Throws
Pummel: Strikes the opponent with her wand.
Forward Throw: Makes the opponent float via anti-gravity before flinging them forward.
Back Throw: Spins the opponent around herself via anti-gravity before flinging them backward.
Up Throw: Flings the opponent into the air via anti-gravity.
Down Throw: Slams the opponent into the ground via anti-gravity.