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)
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: releases 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 (eat your heart out kindra)
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: Releases an Icy Wind (freezes at high percent's).
F-air: Double Slaps the foe.
D-air: Hits with a devastating 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 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).