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With a character like Primarina who has no natural means of traveling on land, one would usually discard it immediately but given his/her powers, a unique opportunity is created. Prima's ground motion would be lent to a consistent surge of water underneath it, acting somewhat as the rock in the popular depictions of mermaids and sirens. Effectively using Surf on land, the fluid beneath it will affect its momentum and inertia as it picks up speed meaning one has to commit to moves but can also drift with attacks that weren't meant for such, akin to Luigi or Wavedashing. In the air however, the water can't stick around to support it naturally so this is where Prima's specials come into play and better define its playstyle.
>Standard B: Bubblebeam
The user blasts out a burst of mid-sized bubbles, the stream's curvature able to be influenced once the move activates. From the stream, 2-3 larger bubbles will stick around, hanging in the air. Prima can freely interact with them, using them as makeshift platforms to restore her jump or use Smashes or tilts from unexpected positions. The bubbles will break if it's on them for more than 4 seconds though and if an opponent touches them, their momentum is slowed, actually helping them in situations.
>Side Special: Hyper Voice
Prima looses a cone of vocal power directly in front of itself with somewhat of a sweetspot at the cone's apex. When used on one of the bubbles however, it will capture some of the sound and alter the water's properties, now showing bumper-like physics and rebounding both Prima and opponents.
>Down Special: Freeze-Dry
While on the ground, this move solidifies the flow of water underneath it and with a small leap, Prima launches it forward with deceptively high speed and height. In the air, this move is converted into a graceful flip with the cold air/vapor flowing before it, acting akin to Rosalina's old N-Air. Should the iceberg or vapor hit a bubble, it then becomes spiked, damaging all that hit it.