Erureido
Smash Hero
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- Erureido
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Primarina, the Soloist Pokemon
Background
"It controls its water balloons with song. The melody is learned from others of its kind and is passed down from one generation to the next."
-Pokemon Sun Pokedex entry
"Its singing voice is its chief weapon in battle. This Pokémon's Trainer must prioritize the daily maintenance of its throat at all costs."
-Pokemon Moon Pokedex entry
Primarina is one of the many new Pokemon introduced in Sun and Moon. More specifically, she is the final evolution of the Water starter in those games, Popplio. Primarina is a dual Water/Fairy-type who can be best identified by her mermaid-seal-like look. She can also be identified by her trademark singing capabilities. She is capable of using her voice as a weapon in battle, both as an attack itself and as the means to control the water balloons it creates while dancing. Primarina also has the ability to jump from bubble to bubble.
Reasons that Primarina should be in Smash
In every Smash Bros game, there is a pattern where the newer and more relevant generations of Pokemon are represented in the following Smash game. With Pokemon Sun and Moon's success and the fact they are the 20th anniversary game in the entire series, it would make sense for an Alola Pokemon to represent those games.
The question is which Alola Pokemon would be the best choice? Obviously, it would have to be one that is both popular among the fans and has a good degree of prominence within that region. Just look at past examples of Pokemon in Smash. Charizard, Lucario, and Greninja represent generations 1, 4, and 6 of Pokemon respectively. They were all the one if not the most prominent Pokemon from their generation. All the merchandising they got and the roles they are starred are proof of that. They each even have a standout moveset (Charizard as a dragon fighter, Greninja as a water ninja, and Lucario as an Aura-master). It's also worth noting that two of the three listed Pokemon are starters, and they usually tend to be one of the most prominently featured Pokemon within that generation due to their roles in the games.
So looking at Alola's lineup, it should come to no surprise that the Sun and Moon starters would probably be the kind that would receive major spotlight of the generation. Each of the three could bring something unique to the table, and Primarina is no exception. Let's look at what the Sun and Moon website has to say about her abilities:
As it dances, Primarina releases balloons of water into the area around itself, moving them using the sound waves from its voice. The sight of moonlight reflecting off its glittering balloons creates a magical scene. Since Primarina controls its balloons using its voice, any injury to its throat can become a grave problem. Its greatest enemies are arid environments and the overuse of its voice during back-to-back battles.
Among the balloons that Primarina releases, some explode when touched, while others do not. Primarina jump on the non-exploding balloons while they make sport of their opponents, and they use the exploding variety to trigger chained explosions!
Sparkling Aria is a Water-type special move that only Primarina can learn, and it heals the burns of any target it strikes.
Doesn't that sound like an interesting fighting style? No other character in the current Smash roster has an emphasis on singing or performing in their moves. Primarina's fighting style stands out with these kind of actions, so she would bring a unique element to the table that would involve an emphasis on singing and elegant, graceful moves akin to that of a performer. The exploding water balloon mentioned in her blurb would also let her standout, as we haven't seen any other character in the Smash series that would manipulate balloons/bubbles to explode as attacks or even use them as means or transportation.
While Primarina doesn't sound like a kind of character that would act like a real fighter, Smash has a history of adding characters that are normally not seen as "fighters" yet they still fight in ways that reference their home games and who they are. The Villager and the Wii Fit Trainer are good examples. Both don't look like the kind of characters that scream "fighters," but they still hold on their own with actions from their respective series. Villager incorporates various elements the the Animal Crossing games that stay true to his peaceful disposition such as tree-growing and butterfly catching, while Wii Fit Trainer's moveset revolves stretches and fitness just like her home series and what she loves most. Primarina would be similar in that her moveset would revolve around on what she does best and use it against other, even if it doesn't make her look "fighter-like".
It also helps that Primarina is one of the most popular Pokemon from this current generation and has been well-received since its reveal, another trait that is usually factored in when it comes to choosing Pokemon for Smash on Gamefreak's part (more on that later).
Issues against Primarina when it comes to Smash
So if Primarina is a popular and relevant Pokemon overall and has the potential for some unique moveset potential, what problems does it have?
The first issue that comes to mind are Gamefreak's decisions. Gamefreak usually has the final say on which Pokemon should be in Smash. They usually pick Pokemon that have the most prominence and popularity within a generation, and the previous section already briefly explored these factors. That in mind, how does this affect Primarina? Simply put, it gives Primarina competition. Specifically, she has to compete with the other members of its starter trio: Decidueye and Incineroar. Both of which fill the same kind of niche that Primarina based on prominence alone.
And going off of that, what each starter brings also serves as competition. Decidueye would fill the novelty of being a true archer in Smash, while Incineroar would bring a unique grappler-kind of moveset not seen in Smash before. These concepts have even played a part in giving both of these Pokemon some Smash popularity that will definitely accumulate overtime. At the moment, both Pokemon are generally the more popularly requested of the Alola starters, though Decidueye has the most popularity from both Smashers and the Pokemon community. Primarina's popularity hasn't caught on in Smash in the way that Decidueye and Incineroar have at the moment, though it's still possible she could gain more Smash popularity as time goes on.
Primarina also has to compete with other prominent generation 7 candidates such as Mimikkyu, Tapu Koko, and Buzzwole. All three of these mentioned Pokemon are also very popular Alola Pokemon who even have a good number of merchandising and advertising going for them (particularly Mimikkyu and Tapu Koko). Tapu Koko also has the advantage for being a prominent Pokemon in Sun and Moon's story.
Perhaps Primarina's biggest issue is the question of relevancy. In past Smash titles, there is a pattern where the newer generations of Pokemon generally get have the most luck when it comes to their Pokemon getting representation in the nearest Smash title release. This was the case with Lucario representing generation 4 in Brawl and Greninja representing generation 6 in Smash 4; in both instances, these two generations were the most relevant by the time the respective Smash titles were released. As for generations 3 and 5, both of which came out between their respective last Smash installment and their following Smash game? They didn't get any roster representation at all, and the fact they weren't the most relevant generations by the time the next Smash title came about could be a reason why.
That said, this problem could affect Primarina. If generation 8 is released before Smash 5 comes out, chances are a Pokemon from there would be more likely to get picked than a generation 7 Pokemon like Primarina. If generation 7 still remains to be the most relevant generation of Pokemon by Smash 5's release, an Alola Pokemon would still remain a likely pick.
Now it is time to look at the other arguments commonly raised against Primarina, and how they don't hold true as they seem:
Arguments against Primarina
"There are too many Pokemon reps."
"There are too many Pokemon reps."
Pokemon is Nintendo's second biggest and most successful franchise, so who's to say a line should be drawn for them? Besides, when Sakurai/Smash 5 developer makes his decisions based on reps, he usually does not think about the number of reps a franchise currently has. It's usually what the character brings to the table that matters the most. In Pokemon's case, a Pokemon has the potential to bring a unique moveset and represent some aspect of its series.
"Primarina has a mermaid-like body that completely prevents her from being a Smash fighter."
Actually, upon closer inspection, this isn't really an issue at all. For one, sea lions, what Primarina's evolution family is based on, are amphibious animals. That means they can easily move on both land and sea. A sea lion may not move fast on land, but it makes up for that with good jumps and aerial maneuverability (just look at circus seals). In Primarina's case, she might not be able to move fast on the surface, but she can easily make up for that with good jumps and aerial attacks.
But I think there's another way they could easily make Primarina travel easily on land. Just give her a small batch of water underneath her body so that when she moves around, she would essentially be surfing. Want a visual? Here's Water Kirby:
Water Kirby has a unique dash where water emerges beneath his feet, creating a small wave that allows Kirby to surf rather than run.
So much like Water Kirby, a small set of water could appear under Primarina whenever she moves, allowing her to surf when she needs to move on the ground. I can imagine her walking animation would look more a casual surf, while for her running animation, she would lean her body forward so that she can surf faster. For her dash attack, she would simply slide into an opponent with her arms outstretched.
And truth be told, this water ability could even give Primarina the ability to jump. Again, refer back to what Water Kirby can do. One of Water Kirby's special moves is that he can raise the small wave beneath, allowing Kirby to elevate himself. Similarly, one idea for Primarina's could be that a wave of water appears beneath it, allowing Primarina to move upwards. Now, how would Primarina's second jump look like? I can imagine Primarina could do an acrobatic flip for that move. Popplio can perform acrobatic flips, and while Brionne and Primarina haven't been doing those things, it's possible they are capable of such stunts just like their basic stage. The official website even states Primarina jumps from bubble to bubble (of the ones she releases), so that also proves Primarina is capable of jumping.
If you want a better visual to what I'm referencing, here's a video of Water Kirby in action.
"Primarina isn't likely at all because we already have Greninja as the Water-type rep and Jigglypuff as the Fairy-type rep."
There has never been a direct statement that only one Pokemon type will be represented in the roster. Even then, the way Primarina fights is vastly different from Greninja. Greninja's playstyle is similar to a ninja. Meanwhile, Primarina's playstyle resembles that of a performer and a singer.
Likewise, Jigglypuff is a Fairy-type like Primarina, but the thing is, Jigglypuff doesn't use any Fairy-type attacks, and while it is known for its singing, Jigglypuff only has one attack where it sings. Primarina, on the other hand, would utilize her own singing abilities in more moves, not to mention Primarina has the potential to use Fairy-type attacks in her moveset compared to Jigglypuff.
Moveset ideas
Here, you will find some moveset ideas from various Primarina supporters how they think the Pokemon could play out in Smash. This section will be updated overtime whenever more moveset ideas are presented to the stage.
Basic animations:
Entrance: Summoned out of a Pokeball like the other Pokemon.
Walk: A small set of water emerges from beneath Primarina, and she casually surfs the small wave.
Dash: Similar to the walking animation, except this time, Primarina leans her body forward so that she can surf faster.
Jump: A wave of water appears beneath Primarina and surges upward, allowing Primarina to gain some elevation. If used in the air, this wave can push any nearby foe away similar to the usual water effect in Smash.
Double Jump: Primarina does an acrobatic flip in the air similar to that of a circus performer.
Tech: Primarina has a unique tech where if she techs, she will enter in a pose where she keeps her arms outstretched when she gets up. It's meant to highlight her personality as a graceful performer.
Normal Attacks:
Jab 1: Sings a small tune, and the tune is represented with a single musical note that appears in front of Primarina and damages foes that are in range of it.
Jab 2: Similar to the first jab, except a second musical note appears after the first one.
Jab 3: Similar to the first two jabs, except a third musical note appears after the second one. When the three jabs are performed consecutively, the rhythm is similar to that of a "Do-Re-Mi."
Dash Attack: Primarina slides into the opponent with her arms outstretched.
Tilt Attacks:
Foward Tilt: Does a brief tail slap forward the front.
Up Tilt: Raises both of her arms upward as if she is trying to gain the attention, dealing damage to anything above her.
Down Tilt: Shoots a small but decently strong propulsion of water while crouching.
Aerials
Neutral Air: Performs an aerial cartwheel that damages anyone around Primarina.
Forward Air: Moves her tail forward while raising her hands in the air to look like a performer. A strong attack overall.
Back Air: Moves her tail backward while raising her hands in the air to like a performer. It is similar in strength to the forward air.
Up Air: Does a circular swimming-like motion. The attack hits twice: one from Primarina's body, the other from her tail. Her tail can even create a sweetspot that delivers strong damage and knockback, sending the opponent flying in a diagonally downward direction, if it makes precise contact.
Down Air: Moves her tail downward, creating a meteor spike if it hits the opponent underneath her.
Throws:
Grab: Shoots out a single bubble that can trap a single foe within it.
Pummel: Gently kisses the bubble that is trapping the opponent to deliver small amounts of damage. The attack can be delivered pretty fast, so its possibly to get a number of kisses for the duration of the grab.
Forward Throw: Slaps the opponent, breaking the bubble and dealing decent damage and knocking the opponent forward.
Back Throw: Moves the bubble trapping the foe behind her using her hands. Once the bubble has move behind Primarina, she sings a loud tune to pop it, dealing decent damage and knocking the foe away from her.
Up Throw: Sings a brief tune to raise the bubble trapping the opponent toward the air. Once it reaches a small distance into the air, Primarina sings a loud tune to pop the bubble, dealing decent damage and knocking the foe diagonally forward.
Down Throw: Slams her tail to the ground, breaking the bubble and delivering strong damage for a throw while throwing the opponent forward.
Smash Attacks
Forward Smash: Primarina releases a large powerful Bubble in front of herself that is bigger than the one used for her grab. The pop from the bubble delivers strong damage and knockback.
Up Smash: Primarina throws her arms in the air and creates a sphere of water above her. This sphere of water delivers strong damage to anyone caught within it, and the sphere of water transforms into a Rainbow Flourish when the attack ends. Visually, this attack strongly resembles Water Kirby's Rainbow Rain attack.
Down Smash: Primarina swims around in circles while crouching down. Those caught within the Down Smash will be trapped and end up receiving strong damage and knockback. Those that aren't caught within Primarina's attack will be pushed back thanks to the water that is being splashed from underneath the Pokemon.
Specials:
Normal Special: Sparkling Aria
Primarina's signature attack. It's a chargeable attack where multiple water balloons rise around Primarina as she starts to sing. The length of the charge determines the strength of the attack. When you stop charging, the water balloons explode thanks to a powerful song, creating a set of blue energy-like explosions all around Primarina. The strength of these explosions will depend on how long you charge the attack
Side Special: Disarming Voice
Primarina releases a song that is projected as a beam of ring-shaped hearts from her mouth. The longer you hold the special button for this attack, the longer the beam travels. Much like Thoron, it can damage multiple opponents when caught within the beam's range. You can even direct the beam upward or downward depending on where Primarina is standing.
Up Special: Aqua Jet
Primarina enshrouds herself in water and shoots herself forward at a fast rate just like a rocket. As she moves, she twirls within the the water. If she makes contact with a foe, the attack will deliver some strong damage and knockback. Visually, the attack looks similar to how it is used in the anime. Mechanically, the attack works similar to Corrin's Dragon Lunge. Much like Corrin and Rosalina's Up Specials, Aqua Jet travels in a small slant by default, but you can control how you want Primarina to fly in the air using the D-pad, even directing Primarina in a way where you can have her shoot herself in a vertically straight direction.
Down Special: Hyper Voice
A chargeable attack where Primarina places both of her hands at her throat, doing some vocal practice to prepare to prepare a loud cry. The length of the charge determines on how strong the attack will be. When she releases her cry, transparent circles come out of her mouth and push foes away much like what some water attacks do in Smash. Overall, this attack works similar to Mario's F.L.U.D.D.
Final Smash: Oceanic Operetta
Primarina's Z-move. Primarina stands up and starts singing as water starts to rise and surround her. The water forms one giant bubble above her. She then moves the bubble around in a sort of “gentle push” like motion just like in the games. You can control where you want the bubble to move, but it will move slowly. She then sings one powerful tune, causing the bubble to fall, and once it reaches an opponent or the ground, it delivers huge damage and knockback to those it makes contact with. Water from the bubble then rains on Primarina as she bows just like in the games when she finishes her Z-Move.
Taunts
Up Taunt: Primarina stands up and extends her arms while singing a lovely tune outward similar to the games
Side Taunt: Primarina sings out a very small bubble that pops shortly afterward
Down Taunt: Primarina faces the camera and bows.
Victory Animations
Animation 1: Primarina twirls around, then stands up and throws her arms in the air while singing a tune.
Animation 2: Primarina bows towards the left and right sides of her, and then she bows towards the camera.
Animation 3: Primarina gracefully jumps on several floating bubbles and then lands gracefully from the final bubble.
Entrance: Summoned out of a Pokeball like the other Pokemon.
Walk: A small set of water emerges from beneath Primarina, and she casually surfs the small wave.
Dash: Similar to the walking animation, except this time, Primarina leans her body forward so that she can surf faster.
Jump: A wave of water appears beneath Primarina and surges upward, allowing Primarina to gain some elevation. If used in the air, this wave can push any nearby foe away similar to the usual water effect in Smash.
Double Jump: Primarina does an acrobatic flip in the air similar to that of a circus performer.
Tech: Primarina has a unique tech where if she techs, she will enter in a pose where she keeps her arms outstretched when she gets up. It's meant to highlight her personality as a graceful performer.
Normal Attacks:
Jab 1: Sings a small tune, and the tune is represented with a single musical note that appears in front of Primarina and damages foes that are in range of it.
Jab 2: Similar to the first jab, except a second musical note appears after the first one.
Jab 3: Similar to the first two jabs, except a third musical note appears after the second one. When the three jabs are performed consecutively, the rhythm is similar to that of a "Do-Re-Mi."
Dash Attack: Primarina slides into the opponent with her arms outstretched.
Tilt Attacks:
Foward Tilt: Does a brief tail slap forward the front.
Up Tilt: Raises both of her arms upward as if she is trying to gain the attention, dealing damage to anything above her.
Down Tilt: Shoots a small but decently strong propulsion of water while crouching.
Aerials
Neutral Air: Performs an aerial cartwheel that damages anyone around Primarina.
Forward Air: Moves her tail forward while raising her hands in the air to look like a performer. A strong attack overall.
Back Air: Moves her tail backward while raising her hands in the air to like a performer. It is similar in strength to the forward air.
Up Air: Does a circular swimming-like motion. The attack hits twice: one from Primarina's body, the other from her tail. Her tail can even create a sweetspot that delivers strong damage and knockback, sending the opponent flying in a diagonally downward direction, if it makes precise contact.
Down Air: Moves her tail downward, creating a meteor spike if it hits the opponent underneath her.
Throws:
Grab: Shoots out a single bubble that can trap a single foe within it.
Pummel: Gently kisses the bubble that is trapping the opponent to deliver small amounts of damage. The attack can be delivered pretty fast, so its possibly to get a number of kisses for the duration of the grab.
Forward Throw: Slaps the opponent, breaking the bubble and dealing decent damage and knocking the opponent forward.
Back Throw: Moves the bubble trapping the foe behind her using her hands. Once the bubble has move behind Primarina, she sings a loud tune to pop it, dealing decent damage and knocking the foe away from her.
Up Throw: Sings a brief tune to raise the bubble trapping the opponent toward the air. Once it reaches a small distance into the air, Primarina sings a loud tune to pop the bubble, dealing decent damage and knocking the foe diagonally forward.
Down Throw: Slams her tail to the ground, breaking the bubble and delivering strong damage for a throw while throwing the opponent forward.
Smash Attacks
Forward Smash: Primarina releases a large powerful Bubble in front of herself that is bigger than the one used for her grab. The pop from the bubble delivers strong damage and knockback.
Up Smash: Primarina throws her arms in the air and creates a sphere of water above her. This sphere of water delivers strong damage to anyone caught within it, and the sphere of water transforms into a Rainbow Flourish when the attack ends. Visually, this attack strongly resembles Water Kirby's Rainbow Rain attack.
Down Smash: Primarina swims around in circles while crouching down. Those caught within the Down Smash will be trapped and end up receiving strong damage and knockback. Those that aren't caught within Primarina's attack will be pushed back thanks to the water that is being splashed from underneath the Pokemon.
Specials:
Normal Special: Sparkling Aria
Primarina's signature attack. It's a chargeable attack where multiple water balloons rise around Primarina as she starts to sing. The length of the charge determines the strength of the attack. When you stop charging, the water balloons explode thanks to a powerful song, creating a set of blue energy-like explosions all around Primarina. The strength of these explosions will depend on how long you charge the attack
Side Special: Disarming Voice
Primarina releases a song that is projected as a beam of ring-shaped hearts from her mouth. The longer you hold the special button for this attack, the longer the beam travels. Much like Thoron, it can damage multiple opponents when caught within the beam's range. You can even direct the beam upward or downward depending on where Primarina is standing.
Up Special: Aqua Jet
Primarina enshrouds herself in water and shoots herself forward at a fast rate just like a rocket. As she moves, she twirls within the the water. If she makes contact with a foe, the attack will deliver some strong damage and knockback. Visually, the attack looks similar to how it is used in the anime. Mechanically, the attack works similar to Corrin's Dragon Lunge. Much like Corrin and Rosalina's Up Specials, Aqua Jet travels in a small slant by default, but you can control how you want Primarina to fly in the air using the D-pad, even directing Primarina in a way where you can have her shoot herself in a vertically straight direction.
Down Special: Hyper Voice
A chargeable attack where Primarina places both of her hands at her throat, doing some vocal practice to prepare to prepare a loud cry. The length of the charge determines on how strong the attack will be. When she releases her cry, transparent circles come out of her mouth and push foes away much like what some water attacks do in Smash. Overall, this attack works similar to Mario's F.L.U.D.D.
Final Smash: Oceanic Operetta
Primarina's Z-move. Primarina stands up and starts singing as water starts to rise and surround her. The water forms one giant bubble above her. She then moves the bubble around in a sort of “gentle push” like motion just like in the games. You can control where you want the bubble to move, but it will move slowly. She then sings one powerful tune, causing the bubble to fall, and once it reaches an opponent or the ground, it delivers huge damage and knockback to those it makes contact with. Water from the bubble then rains on Primarina as she bows just like in the games when she finishes her Z-Move.
Taunts
Up Taunt: Primarina stands up and extends her arms while singing a lovely tune outward similar to the games
Side Taunt: Primarina sings out a very small bubble that pops shortly afterward
Down Taunt: Primarina faces the camera and bows.
Victory Animations
Animation 1: Primarina twirls around, then stands up and throws her arms in the air while singing a tune.
Animation 2: Primarina bows towards the left and right sides of her, and then she bows towards the camera.
Animation 3: Primarina gracefully jumps on several floating bubbles and then lands gracefully from the final bubble.
Neutral B: Sparkling Aria
Primarina charges up balloons by singing.
This will release three balloons.
The sizes may vary depending on charge.
These balloons act as platforms you can bounce off.
Side B: Disarming Voice
Primarina releases a loud shout, visualised by pink swirls
If the voice-visualisation touches a water balloon, Primarina can move it with her voice by moving the control stick.
If a balloon touches another balloon or an opponent, it explodes.
Balloons move as fast as PK Thunder.
However, if Primarina tries to control the balloons for too long, her voice will wear out, which means she can't use non-Up Special moves for a short while.
Up B: Waterfall
Squirtle had this in Brawl, not important
Down B: Perish Song
Primarina releases a loud cry, sending soundwaves in a circle around her.
Any balloons that are hit by it explode automatically
Primarina charges up balloons by singing.
This will release three balloons.
The sizes may vary depending on charge.
These balloons act as platforms you can bounce off.
Side B: Disarming Voice
Primarina releases a loud shout, visualised by pink swirls
If the voice-visualisation touches a water balloon, Primarina can move it with her voice by moving the control stick.
If a balloon touches another balloon or an opponent, it explodes.
Balloons move as fast as PK Thunder.
However, if Primarina tries to control the balloons for too long, her voice will wear out, which means she can't use non-Up Special moves for a short while.
Up B: Waterfall
Squirtle had this in Brawl, not important
Down B: Perish Song
Primarina releases a loud cry, sending soundwaves in a circle around her.
Any balloons that are hit by it explode automatically
I think Primerina would be an interesting and unique fighter. She'd be semi-heavy, but a little floaty (think Yoshi, but not quite that heavy), her aerials, primarily utilizing water and her tail, would provide her some presence in the air with disjoints, but overall, she'd be kinda slow and her grounded arsenal would be more suited for defensive play than aggressive.
I like the water kirby dash idea, but maybe we could relegate that to a special (side-B Surf?) allowing her to move quickly for a short period of time with a trample hitbox, but no protection from above or behind. Perhaps she could set bubbles around the stage to control the air (with them exploding when touched or after a short period of time, probably 6 secs tops). Surf would provide nice horizontal recovery and Waterfall nice vertical, but with her being semi-heavy, being able to do both in one go may make her a little TOO survivable. Perhaps she can jump to cancel Surf, but can't up-B after.
I foresee her having good aerial mobility, but not Jiggs or Yoshi good, but her ground movement speed definitely wouldn't be the best, but it doesn't really need to be.
I like the water kirby dash idea, but maybe we could relegate that to a special (side-B Surf?) allowing her to move quickly for a short period of time with a trample hitbox, but no protection from above or behind. Perhaps she could set bubbles around the stage to control the air (with them exploding when touched or after a short period of time, probably 6 secs tops). Surf would provide nice horizontal recovery and Waterfall nice vertical, but with her being semi-heavy, being able to do both in one go may make her a little TOO survivable. Perhaps she can jump to cancel Surf, but can't up-B after.
I foresee her having good aerial mobility, but not Jiggs or Yoshi good, but her ground movement speed definitely wouldn't be the best, but it doesn't really need to be.
Movement (cause I know someone will address this): when walking, Primarina will skillfully balance herself on a small (low to the ground), water orb in her normal position and moves it around. When running or dashing a small wave quickly carries Primarina wherever she desires. Jumping: a spout of water launches her into the sky (slight chance of a windbox to hit enemies after the jump)
Unique Mechanic - Performance Gauge: As a performer, Primarina does her best work in front of a crowd, and Smash is no different. For every move you hit a enemy with a small amount of the Performance Gauge(10 segments) will increase.
It will take 20 (successful) Standard attacks, 20 (successful) Special attacks, a KO, or three throw conversions to increase the gauge fully, increasing Primarina's damage output, movement, and attack speed, and Lessening the chance to escape her throws.
Dash attack: Tackles With its full body along with a wave.
Jab: Quickly waves her arms back and forth, along with an arc of water
Multistrike: Primarina sings happily and a small water orb releases blade of waters in all direction that explodes for the finisher.
F-tilt: Slaps the foe hard with her fin along with a wave of water.
Down-tilt: Quickly spins, and hits foe with her tail (there's a chance to trip foes)
Up-tilt: Sings merrily upwards releasing an explosion of water with a wide range splash zone.
F-Smash: Sings happily, while quickly pushing an orb of water forward that stuns foes then explodes
Down-Smash: Sings sadly, while whirlpools form on both sides of her.
Up-Smash: Sings coldly, and ominously, causing Icicles to quickly rises from the ground on both sides of her.
N-air: Surrounds herself with a flash of light, hits in all direction (Dazzling Gleam) (two hits)
B-air: Double Slaps the foe with her tail.
F-air: Releases an Icy Wind (freezes at high percent's).
D-air: Hits with a devastating tail attack downward (Aqua Tail) (Meteor Smash)
Grab: Primarina traps foes in an orb of water.
Pummel: Primarina increase the pressure of the water in the orb, crushing the foe rapidly.
Unique Throw Mechanic - Performance: As a performer, Primarina loves to entertain the crowd, and what better way to do that (and increases her performance gauge) then by doing tricks with helpless enemies trapped her water orbs. By holding A, B and the control stick in the direction of the throw you want, in the middle of a throw, you can convert to a different throw that's more favorable to you.
You can cancel conversions by pressing B or allowing throws to go through. You can use any combination but Up-Throw is always last since it's non-convertible. By doing this, you can rack up damage on your enemies, and kill them with powerful throws while building gauge. Be warned, enemies at very low percent's can cancel out of converted throws. Save them for enemies at higher percent's.
F-Throw: Primarina quickly balances the orb on her tail, then throws it back and forth, catching it with her tail each time, then smacking the foe forward (Last as long as Game & Watch's up throw, other enemies can be hit during throw)
(Unique Throw Mechanic - Performance: Juggling Act - Hold A to extend the attack of the orb by juggling it, and rack up damage, outside enemies can also be hit. Hold A, B and the control stick in another direction to convert to a new throw)
Back-Throw: Rejects the foe harshly with a hard tail slap while they're captured in the orb (Unique Throw Mechanic - Performance: Cascadeball: If another enemy is hit with the captured enemy, it does massive damage and knockback to the other enemy, and the captured enemy will rebound, and return to Primarina for more punishment. Hold A in the middle of back-throw to dribble the 'ball', and use the control stick to turn around).
Down-Throw: Balances on the water orb (with foe inside) by standing with her tail, then slams it into ground
(Unique Throw Mechanic - Performance: Tail Balancing Act: by holding left or right while balancing, you can roll around the stage on the orb for a limited time, while the foe gains damage, you can even jump with it to higher platforms as well too. However your foe can escape over time at low percent's, and your hurtbox is extended, use it wisely in free-for-all).
Up-Throw: Throw's the foe upward with her nose
(Unique Throw Mechanic - Performance: (Grand Finale!) Great Nose Balancing Act - Aqua Room: by holding A, and B together during Up-throw, Primarina can grow, and expand the water orb on her nose to fit two more enemies. Enemies in range will be suck in by the surrounding water.
They will gain damage over time while in the orb which will then explodes overtime, sending enemies in the direction you hold the stick
(or every direction if you don't), more enemies, means more damage. However she can only carry one heavyweight/large character, and she cannot convert to other throws as this is her finale).
Neutral B: Sparkling Aria - Singing happily, Primarina charges up an orb of water (charge is cancelable) when charged all the way (about the same charge time for Thoron), if the orb hits the enemy, it does massive damage, and scatters into smaller orbs that hit in all directions.
Side B: Bubble Beam - Primarina whistles a tune, while releasing a rapid fire stream of bubbles, that stuns enemies(heavy damage on shields)
Up B: Aqua Jet - Similar to Quick Attack, propels in two direction with a hitbox.
Down B: Hyper Voice - Distressed singing releases an omnidirectional barrier of sound, that provides decent range, good damage, knockback and nullifies projectiles. However, extended singing will cause her voice to weaken to nothing, along with the barrier of sound.
Final Smash(3 possible versions):
Hydro Vortex - Primarina release a torrent of spiraling water while singing proudly, pushing all caught in it off screen.
Oceanic Operetta - Primarina summons a wave, anyone caught in it enters a cutscene of Primarina joyfully singing, as she gathers an gigantic amount of water before quickly dropping it onto her foes and exploding it.
Perish Song - With great sadness, Primarina will sing a Requiem for her opponents, any caught in its range will be tortured by the beautiful, yet maddening song of despair as their damage increases. At the finale of the song, anyone who damage is at, or over 100% will be destroyed.
Taunts:
Up Taunt - Primarina's happy song echo throughout the stage.
Side Taunt - Primarina Balances on her water orb with her nose while humming.
Down Taunt - Primarina juggles orbs of water while whistling whimsically (taunt can damage opponent).
Unique Mechanic - Performance Gauge: As a performer, Primarina does her best work in front of a crowd, and Smash is no different. For every move you hit a enemy with a small amount of the Performance Gauge(10 segments) will increase.
It will take 20 (successful) Standard attacks, 20 (successful) Special attacks, a KO, or three throw conversions to increase the gauge fully, increasing Primarina's damage output, movement, and attack speed, and Lessening the chance to escape her throws.
Dash attack: Tackles With its full body along with a wave.
Jab: Quickly waves her arms back and forth, along with an arc of water
Multistrike: Primarina sings happily and a small water orb releases blade of waters in all direction that explodes for the finisher.
F-tilt: Slaps the foe hard with her fin along with a wave of water.
Down-tilt: Quickly spins, and hits foe with her tail (there's a chance to trip foes)
Up-tilt: Sings merrily upwards releasing an explosion of water with a wide range splash zone.
F-Smash: Sings happily, while quickly pushing an orb of water forward that stuns foes then explodes
Down-Smash: Sings sadly, while whirlpools form on both sides of her.
Up-Smash: Sings coldly, and ominously, causing Icicles to quickly rises from the ground on both sides of her.
N-air: Surrounds herself with a flash of light, hits in all direction (Dazzling Gleam) (two hits)
B-air: Double Slaps the foe with her tail.
F-air: Releases an Icy Wind (freezes at high percent's).
D-air: Hits with a devastating tail attack downward (Aqua Tail) (Meteor Smash)
Grab: Primarina traps foes in an orb of water.
Pummel: Primarina increase the pressure of the water in the orb, crushing the foe rapidly.
Unique Throw Mechanic - Performance: As a performer, Primarina loves to entertain the crowd, and what better way to do that (and increases her performance gauge) then by doing tricks with helpless enemies trapped her water orbs. By holding A, B and the control stick in the direction of the throw you want, in the middle of a throw, you can convert to a different throw that's more favorable to you.
You can cancel conversions by pressing B or allowing throws to go through. You can use any combination but Up-Throw is always last since it's non-convertible. By doing this, you can rack up damage on your enemies, and kill them with powerful throws while building gauge. Be warned, enemies at very low percent's can cancel out of converted throws. Save them for enemies at higher percent's.
F-Throw: Primarina quickly balances the orb on her tail, then throws it back and forth, catching it with her tail each time, then smacking the foe forward (Last as long as Game & Watch's up throw, other enemies can be hit during throw)
(Unique Throw Mechanic - Performance: Juggling Act - Hold A to extend the attack of the orb by juggling it, and rack up damage, outside enemies can also be hit. Hold A, B and the control stick in another direction to convert to a new throw)
Back-Throw: Rejects the foe harshly with a hard tail slap while they're captured in the orb (Unique Throw Mechanic - Performance: Cascadeball: If another enemy is hit with the captured enemy, it does massive damage and knockback to the other enemy, and the captured enemy will rebound, and return to Primarina for more punishment. Hold A in the middle of back-throw to dribble the 'ball', and use the control stick to turn around).
Down-Throw: Balances on the water orb (with foe inside) by standing with her tail, then slams it into ground
(Unique Throw Mechanic - Performance: Tail Balancing Act: by holding left or right while balancing, you can roll around the stage on the orb for a limited time, while the foe gains damage, you can even jump with it to higher platforms as well too. However your foe can escape over time at low percent's, and your hurtbox is extended, use it wisely in free-for-all).
Up-Throw: Throw's the foe upward with her nose
(Unique Throw Mechanic - Performance: (Grand Finale!) Great Nose Balancing Act - Aqua Room: by holding A, and B together during Up-throw, Primarina can grow, and expand the water orb on her nose to fit two more enemies. Enemies in range will be suck in by the surrounding water.
They will gain damage over time while in the orb which will then explodes overtime, sending enemies in the direction you hold the stick
(or every direction if you don't), more enemies, means more damage. However she can only carry one heavyweight/large character, and she cannot convert to other throws as this is her finale).
Neutral B: Sparkling Aria - Singing happily, Primarina charges up an orb of water (charge is cancelable) when charged all the way (about the same charge time for Thoron), if the orb hits the enemy, it does massive damage, and scatters into smaller orbs that hit in all directions.
Side B: Bubble Beam - Primarina whistles a tune, while releasing a rapid fire stream of bubbles, that stuns enemies(heavy damage on shields)
Up B: Aqua Jet - Similar to Quick Attack, propels in two direction with a hitbox.
Down B: Hyper Voice - Distressed singing releases an omnidirectional barrier of sound, that provides decent range, good damage, knockback and nullifies projectiles. However, extended singing will cause her voice to weaken to nothing, along with the barrier of sound.
Final Smash(3 possible versions):
Hydro Vortex - Primarina release a torrent of spiraling water while singing proudly, pushing all caught in it off screen.
Oceanic Operetta - Primarina summons a wave, anyone caught in it enters a cutscene of Primarina joyfully singing, as she gathers an gigantic amount of water before quickly dropping it onto her foes and exploding it.
Perish Song - With great sadness, Primarina will sing a Requiem for her opponents, any caught in its range will be tortured by the beautiful, yet maddening song of despair as their damage increases. At the finale of the song, anyone who damage is at, or over 100% will be destroyed.
Taunts:
Up Taunt - Primarina's happy song echo throughout the stage.
Side Taunt - Primarina Balances on her water orb with her nose while humming.
Down Taunt - Primarina juggles orbs of water while whistling whimsically (taunt can damage opponent).
Neutral Special - Sparkling Aria: Primarina sends an orb of water forward, holding the button will allow Primarina to angle it but its forward movement can only be stopped by releasing the button. The orb will stay in place for an undetermined amount of time. Any opponents that touch it will cause it to pop and receive damage and knocback as if it was a weak Bumper item, though they can still be destroyed by opponents. Up to 3 can be placed at a time and attempting to put out a fourth one will make the oldest orb to disappear. If Primarina touches one of them, it'll pop and make Primarina hop slightly upwards, cancelling any move he may be performing.
Side Special - Moonblast: Primarina throws a Moonblast forward, its size is the same as a max charged Aura Sphere at 0% but it doesn't do much damage. However, if Moonblast connects with Sparkling Aria, it'll cause a big explosion to occur, dealing heavy damage and knockback.
Down Special - Disarming Voice: Primarina sings in place, creating a soundwave around him that deals some damage. While good to gimp opponents reaching for the ledge, its true utility is to cause all Sparkling Arias in the field to release a burst of multi-hit water downwards. It doesn't possess much knockback but it's incredibpy useful l for keeping opponents in place.
Up Special - Aqua Jet: Primarina launches himself in any direction while covered in water, it doesn't go very far, much like Fox's Firefox, but it is a multi-hit move that combos on itself, with a finisher at the end. The landing lag of the move will leave Primarina wide open much like Lucario's Extreme Speed so it has to be used carefully when returning to the stage. Hitting a Sparkling Aria will cancel the move and won't make Primarina go into freefall, allowing him to act directly out of it.
Side Special - Moonblast: Primarina throws a Moonblast forward, its size is the same as a max charged Aura Sphere at 0% but it doesn't do much damage. However, if Moonblast connects with Sparkling Aria, it'll cause a big explosion to occur, dealing heavy damage and knockback.
Down Special - Disarming Voice: Primarina sings in place, creating a soundwave around him that deals some damage. While good to gimp opponents reaching for the ledge, its true utility is to cause all Sparkling Arias in the field to release a burst of multi-hit water downwards. It doesn't possess much knockback but it's incredibpy useful l for keeping opponents in place.
Up Special - Aqua Jet: Primarina launches himself in any direction while covered in water, it doesn't go very far, much like Fox's Firefox, but it is a multi-hit move that combos on itself, with a finisher at the end. The landing lag of the move will leave Primarina wide open much like Lucario's Extreme Speed so it has to be used carefully when returning to the stage. Hitting a Sparkling Aria will cancel the move and won't make Primarina go into freefall, allowing him to act directly out of it.
Supporters
Current supporter list:
Erureido
Aussie the Shinobi
WeirdChillFever
Yomi's Biggest Fan
AndreaAC
_Sheik
Kirbeh
Drunkle Qrow
UGXwolf
MarineIris
elviss
Elin
CrusherMania1592
colorfulchaos
kool2419
MBRedboy31
MysticKnives
SEGAGameBoy
Hydra of Chaos
P.Kat
PsychoIncarnate
Banjo-Kazooie
MacDaddyNook
LYD
Teeb147
Jeanne
SpaceCadetKeon
Glaciacott
Shishœ
~ Valkyrie ~
Peridorito
Kumoppu17
Putuk
Sigran101
zachmundell
MajestyIndigo
Wurmple for smash
Perkilator
Are you interested in becoming a Primarina supporter? All you have to do is either leave the OP a like or just leave a comment that expresses your support for the character in some way and I'll be sure to add you to the supporter list.Current supporter list:
Erureido
Aussie the Shinobi
WeirdChillFever
Yomi's Biggest Fan
AndreaAC
_Sheik
Kirbeh
Drunkle Qrow
UGXwolf
MarineIris
elviss
Elin
CrusherMania1592
colorfulchaos
kool2419
MBRedboy31
MysticKnives
SEGAGameBoy
Hydra of Chaos
P.Kat
PsychoIncarnate
Banjo-Kazooie
MacDaddyNook
LYD
Teeb147
Jeanne
SpaceCadetKeon
Glaciacott
Shishœ
~ Valkyrie ~
Peridorito
Kumoppu17
Putuk
Sigran101
zachmundell
MajestyIndigo
Wurmple for smash
Perkilator
This thread serves as a place for all Primarina supporters to gather together and socialize amongst themselves, as well as contribute various how the Pokemon could play out in Smash!
It's time to aid the elegant seal in her victory song!
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