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, though that comes at the risk of self-combustion. 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 became a backwater planet as a result. When the Double Sigma returned, several probes were sent to analyze several farflung planets, Wikko-1 included. Aremi, a bright-eyed, albeit naive, Wikkan girl, finds one of these probes and accidentally becomes an unwilling passager, sending her to the far flungs of space. However she sees this as an opportunity to explore the wide yonder of the galaxy.
Appearance - Aremi takes inspiration from scare crows and Jack-o-lanterns. Her body is draped in a straw-based cloak that has a purple 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 boost herself in the air, aiding in recovery.
Intended Strengths -
- Rather beginner-friendly, with easy-to-pick up and play combos.
- Solid ground and air stats allow her to excel in several areas.
- Fast attacks and strong projectiles let her fill a variety of roles.
Intended Weaknesses -
- Rather fast fall speed means she has a harder time recovering compared to others.
- Recovery options can be easy to edge guard.
- Her middling 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 - B-
Weight - C+
Ground Moves:
Jab - Pyro Punches – A trio of punches forward, when strung together, these punches end in an uppercut wreathed in purple flames.
Forward Tilt - Wildfire – Aremi performs a hopping fiery roundhouse that moves her forward a bit.
Up Tilt - Torch Bearer – Aremi swings her arm in an overhead arc, producing flames from her fingertip.
Down Tilt - Underbrush – A low sweep performed by Aremi's leg. This allows Aremi to duck under projectiles and some standing attacks due to her low profile. It also has a high chance to trip opponents if they get hit by the heel.
Back Tilt - Blaze Kick – A quick, flame-covered kick from behind. Can be used to retaliate against an opponent as a get-off-me tool.
Dash Attack - Root Drop – Aremi roots her vine into the ground and jumps forward, slamming the opponent with a dropkick. The vine then pulls back, bringing her back to the position she started from.
Charge Attacks:
Side Charge - Firepalm – Aremi thrusts her palm forward, shooting a sphere of purple flames in front of said palm.
Up Charge - Flash Fire - Aremi performs a high, flame covered somersault kick. This move leaves Aremi in the air at the end leaving her a bit open until she lands. However, it can be special canceled for possible aerial follow-ups.
Down Charge - Arcane Flames – Aremi summons a wall of purple fire from the ground to surround herself and keep opponents at bay. The middle frames of the move give her temporary armor, though she can still be damaged.
Aerials:
Neutral Air - Branch Swing – Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger. The beginning of the hit is stronger than the later parts.
Forward Air - Pyro Knuckle – Aremi swings a forward hook wreathed in purple flames. This is her most potent aerial, dealing powerful knock back, decent damage, and can even spike. However, the move has notable end lag, the most of any of her aerials.
Up Air - Sparkler – Aremi waves her arm above her head, releasing a series of small sparks from her fingertip.
Down Air - Big Bang - Aremi leans down 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 the flames will not spike. The attack also has the useful property of stalling Aremi's descent in the air, aiding in recovery.
Back Air - Vine Whip – Aremi quickly turns in the air, swinging her vine like a whip, it's fast with good range but high end lag.
Grabs:
Pummel - Smoldering Flames - Aremi burns the opponent with purple flames.
Forward Throw - Vine Slam - Aremi wraps her vines around the opponent and launches them forward.
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 from her heel to burn the opponent as well.
Back Throw - Vine Swing – A giant swing-styled throw that has Aremi spin the opponent around from the end of her vine before letting them go to launch them away. Her second-best throw for launch power.
Up Throw - Pyro Fist – Aremi launches the opponent with a flaming uppercut. Her strongest throw knockback wise.
Specials:
Neutral Special - Seed Shot – Aremi spits seeds from her mouth that travel quite far but deal only light damage and deal 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 decent hitstun.
- Neutral Hyper - Seed Burst - Aremi shoots a line of flaming seeds that deal more damage and knockback than the charged seeds.
Side Special - Pyro Pumpkin – Aremi throws a Pyro Pumpkin forward in a short arc.
The angle of the throw can be changed depending on how the stick is held. Push straight forward for a long throw useful for zoning. Angle the stick low for a light toss, useful in the short-to-mid range. Angle the stick high for a trickier parabolic arc rather than can be used as either an anti-air or delayed mix up tool
- Side Hyper - Pyro Patch – Aremi will hold multiple Pyro Pumpkins in her arms and throw them all together, creating a series of small explosions in a wide radius.
Down Special - Ember Dance - Aremi leaps like a ballerina and performs a spinning motion while her body is wreathed in flames. In this state, she can move left and right on the ground or in the air as a recovery tool. She can also perform an explosive leap while in the middle of her current spin, spiking opponents directly beneath her, but the force sends her to tumble, her body covered in ash, and leave her in free fall.
- Down Hyper - Firestorm – 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 - Grabbing her own head, Aremi chucks it upwards in an arc. The longer you hold the input, the more vertical the arc becomes, at the cost of less horizontal velocity. When her head lands on something, either the floor or enemy, her head will explode, while creating a new body in its place. This new body is covered in soot and enters free fall when spawned, leaving Aremi highly vulnerable in this state. At the cost of the damaging explosion, Aremi can cancel the move to respawn instantly, though she will be sent into free fall again.
- Up Hyper - Hot Head - The throw now travels a set distance instead of being charged, now setting Aremi's head alight during the flight, granting light armor and knocking opponents away. It also doesn't explode on contact in the air and only does so upon landing, though this version of the move loses the ability to be canceled. Overall harder to intercept in an air-to air exchange, but still vulnerable due to the fixed flight path, making it more predictable.
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 - Mind Blown - Aremi gathers flames in her head and detonates it into a large ball of flame. A regrown head and body emerge from the ash left behind by the explosion. Has the most range of her supers, with decent KO power if opponents are caught in the epicenter of the blast.
Level 3 - Brimstone Striker – Aremi performs a series of quickfire uppercuts, ending with a particularly strong one that carries opponents high into the air with a spiraling jet of flame. Her strongest super, but difficult to land on more than one opponent.