Name - Aremi
Gender - Female
Species - Wikkan
Origin - Aremi is a Wikkan from the planet Wikko-1, a planet infused in methane and sulfuric gasses, making it near impossible to breathe from outsiders without a special suit. Wikkans are essentially living plants, using the methane in their air to retain body warmth and even manipulate it for self-defense. Aremi's people used to be very wealthy, as the gases in their homeworld were mined and converted into a powerful fuel named Pyronite, with the largest stow of the substance being used to power the Double Sigma. However, after the ship was lost, Wikko-1 was blamed due to their fuel being said to have caused the ship's disappearance; as a result, the planet was blacklisted from all known trade, and the planet fell into civil war as a result. Aremi, feeling trapped in her home world, took a risk and decided to travel outside her small planet and take back the Double Sigma for herself for profit, making her noticed by EPSILON in particular.
Appearance - Aremi takes inspiration from plague doctors, scare crows, and Jack-o-lanterns. Her body is draped in a straw-based cloak that has an olive color; this cloak also lacks sleeves, making her ghostly in appearance. The limbs she does show resemble gnarled bark with blacking-olive coloration. Her face resembles that of a typical jack-o-lantern, with each of her skins giving a different face "carving." She has glowing purple eyes and mouth, matching the color of the fire she creates.
Archetype - Zoner/Rushdown
Gimmick - Vine Tether
- Aremi shoots out a vine from her arm that gives her increased grab range in exchange for higher lag on the grab itself. She can also use this to catch on the sides of walls to give her another usuable jump.
Intended Strengths -
- Rather beginner friendly, with easy to pick up and play combos.
- Solid ground and air stats allows her to excel in several areas.
- Fast attacks and strong projectiles lets her fill a variety of roles.
Intended Weaknesses -
- Fast fall speed means she has a harder time recovering compared to others.
- Recovery options can be easy to edge guard.
- Her light weight makes her easy to launch and KO.
Planned Stats: (Give a letter grade from E- to A+)
Walk Speed - B-
Running Speed - A-
Traction - B
Jump Height - A-
Air Acceleration - B-
Fall Speed - A
Weight - C-
Ground Moves:
Jab - Root Kicks – A standing kick, followed by two more using her vine for support as she roots herself into the ground.
Forward Tilt - Wick Lighter – A small flame projectile fired from Aremi's finger. Travels a short distance before disappearing.
- Forward Tilt (Low Diagonal Input): Fire Stamp – A forward stomp that produces flames. Can be performed up to 3 times in quick succession.
Up Tilt - Torch Bearer – Aremi swings her arm in an overhead arc, producing flames from her fingertip.
Down Tilt - Underbrush – A sliding kick with a low profile, allowing Aremi to duck under projectiles and some standing attacks.
Back Tilt - Flashfire – A quick, flame covered kick from behind. Can be used to retaliate against opponent and knocking away weak projectiles.
Dash Attack - Root Sweeper – Aremi's vine roots herself into the ground for support, she then gets thrust forward a short distance, attacking with a sweep kick before retracting to her original position.
Charge Attacks:
Side Charge - Spitfire – Aremi spits out a burst of roaring flames. It's got a short range but is fast and powerful, can be angled up or down.
Up Charge - Firework Flare—Aremi raises her hand, pointing straight up while charging a flame at her fingertip. She then fires it into the sky where it explodes in spectacular fashion. The image produced by the flame can vary, but it is purely aesthetic and does not affect the moves attributes.
Down Charge - Arcane Flare – Aremi summons a wall of purple fire from the ground to surround herself and keep opponents at bay. The middle frames of the move gives her temporary invincibility.
Aerials:
Neutral Air - Branch Kick – Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger.
Forward Air - Fire Orb – Aremi swirls a large orb of fire in front of her, dealing multiple hits of damage. Hitting the opponent with the center of the orb deals more damage and knockback.
Up Air - Autumn Breeze – A quick upwards kick wreathed in flames with a wide arc.
Down Air - Flame Burst - Aremi leans downard with both hands brought close together. She then fires a short-range burst of flame to spike opponents caught directly beneath. The explosion has a deceptively wide radius, though the rest of flames will not spike.
Back Air - Vine Whip – Aremi quickly turns in the air, swinging her vine like a whip, its fast with good range but high end lag.
Grabs:
Pummel - Scalding Flames - Aremi burns the opponent with purple flames.
Forward Throw - Vine Slinger - Aremi wraps her vines around the opponent and launches them forwards.
Down Throw - Firestamp - Aremi stomps on them like a person would stomp on flames to put them out, though this time Aremi actually conjures flames to brun the opponent as well.
Back Throw - Flame Burst - A kill throw where Aremi launches the opponent back with a burst of flames.
Up Throw - Mindblown - Aremi tosses the foe above her head, which then explodes into a large orb of flames, another notable kill throw.
Specials:
Neutral Special - Seed Shot – Aremi spits seeds from her mouth that travel quite far but deal only light damage and no knockback or hit stun. She can hold the button to charge the move into a larger seed that deals more damage as well as hitstun.
- Neutral Hyper - Seed Burst - Aremi shoots a line of flaming seeds that deals more damage and knockback than the charged seeds.
Side Special - Pyro Pumpkin – Aremi throws a Pyro Pumpkin forward in a short arc. Hold the button to launch the bomb in a farther but lower to the ground arch, can either be used to spike opponents in the air or be used to create a lingering fire trap.
- Side Hyper - Pyro Patch – Aremi will hold multiple Pyro Pumpkins in here arms and throw them all together creating a series of small explosions in a wide radius.
Down Special - Pyro Dance - Aremi leaps like a ballerina and performs a spinning motion while her body is wreathed in flames. She can perform an explosive leap while in the middle of her current spin, but the force sends her to tumble and leave her in free fall.
- Down Hyper - Pyro Hurricane – Aremi will begin to rapidly spin while producing flames, becoming a great tornado of fire. You can move left and right as well as gain height by mashing the special button when in this state.
Up Special - Head Shot - Aremi turns herself over and charges her head with fire, causing it to explode and propel her upwards like a rocket. After performing the attack she enters a helpless state until she lands on the ground, causing her head to grow back. The blast the head explosion creates causes a potent spike.
- Up Hyper - Pyro Missile - A higher but more vertical blast upwards. This move trades some horizontal drift with more vertical distance and the explosion is bigger with a spike in the tip of the blast.
Hypermax Attacks -
Level 1 - Paralyzing Scream – Aremi will perform a scary face while unleashing a parlaying scream with a wide radius in front of her, this freezes opponents in place, letting you set up combos.
Level 2 - Pyro Beam – Aremi shoots a laser beam onto the ground, which causes the ground to explode in a fiery burst.
Level 3 - Trick'n'Treat - Aremi's head opens up to shoot out a thick beam of fire to push opponents off the stage.