Rosalina and Luma vs Charizard

Charizard Matchup (Rosalina and Luma)

Rosalina and Luma vs Charizard

Rosalina and Luma vs Charizard is won by keeping Luma in front to blunt Charizard's grounded burst and flame pressure, then repeatedly touching Charizard's huge body and slow landing without donating close-range scramble openings.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets ugly for Rosalina if Charizard is allowed to swing at both bodies in the same close-range scramble, because one strong hit can remove Luma and flatten Rosalina’s pressure all at once. But when Luma stays alive, Charizard’s huge hurtbox and slow aerial movement make him unusually easy to pin in place and touch again on the way down.
Rosalina should keep Luma in front and use Neutral B, Side B, Fair, and Uair to halt Charizard’s grounded burst and flame pressure, forcing him to leave the ground before he wants to. From there, the matchup is less about one massive punish and more about repeatedly retaking the landing and ledge without letting Charizard trade one hit for Luma control.
The frame table shows Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Bair, Dair, Neutral B, and Side B are punishable on shield with Up Smash (8f), OOS Uair (9f), Grab (10f), and OOS Nair (10f). By contrast, Nair and Uair do not stop cleanly enough, and Up B or Down B are better handled by taking the next landing or ledge spot instead of forcing the first punish.
Kills are more repeatable from continued landing traps into Up Smash, Luma-backed Uair, and ledge Bair than from center-stage slugging. Flare Blitz is not the place to overcommit first, because Rosalina gains more by punishing the stop cleanly than by creating her own accident trying to hard-call it out.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRosalina and Luma OOS Candidate MovesBarely Missed Moves
Jab 14-14
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
Jab 25-16
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Jab 37-20
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Forward Tilt12-18/-15
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Up Tilt9-16
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Down Tilt9-11
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+1)
  • OOS Fair (+2)
Dash Attack10-12
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (+1)
Forward Smash22-36/-37
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Up Smash6/14-24
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Down Smash14-35
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Neutral Air8-6/-5
  • None
  • Up Smash (+3)
Forward Air8-14/-14
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
Back Air14-16/-15/-14
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
Up Air12-8
  • Up Smash (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+2)
Down Air18-16/-17
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Neutral B19/26/33/40-24
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Side B23-52/-66
  • Up Smash (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • OOS Fair (13f)
  • OOS Dair (18f)
Up B9…
Down B
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Keep Luma in front with Neutral B, Side B, Fair, and Uair so Charizard has to jump or swing from farther out before getting in.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Fair, Bair, Dair, Neutral B, or Side B, take the listed punish with Up Smash (8f), OOS Uair (9f), Grab (10f), or OOS Nair (10f).
  • Do not force immediate shield punishes on Nair, Uair, Up B, or Down B. Take the landing and ledge route instead and hit the second beat.
  • Build stocks through repeated landing traps into Up Smash or Uair, plus ledge Bair, instead of brawling at Charizard’s preferred close range.
  • Treat Flare Blitz as a guaranteed stop punish, not a place to gamble first and lose formation.

Actions to Avoid

  • Staying close enough for Charizard to hit Rosalina and Luma together and turning one exchange into a lost formation.
  • Autopiloting out-of-shield punishment on Nair, Uair, Up B, or Down B when the move has not really stopped.
  • Overcommitting early against Flare Blitz and creating a self-inflicted scramble instead of taking the easier punish afterward.
  • Rushing for early kills and abandoning the safer landing-trap and ledge-trap cycle.

Reference Links

Related Pages