Neutral Attack: Root Kicks – A standing high kick, followed by two more using her vine for support as it roots itself 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.
Back Tilt: Flashfire – A quick, flame covered kick. Can be used to retaliate against opponents from behind. Also capable of knocking away projectiles.
Down Tilt: Root Sweeper – Aremi's vine roots itself into the ground for support, she then gets thrust forward a short distance, attacking with a sweep kick before retracting to her original position.
Dash Attack: Underbrush – A sliding kick with a low profile, allowing Aremi to duck under projectiles and some standing attacks.
Side Charge: Spitfire – Aremi spits out a burst of roaring flames. It's got short range and 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 (like a firework!) The image produced by the flame can vary but is purely aesthetic and does not affect the moves attributes.
Down Charge: Arcane Fire – Aremi summons a ring of fire from the ground to surround herself and keep opponents at bay.
Neutral Air: Branch Kick – Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger.
Forward Air – Fall Dropkick – Aremi performs a strong airborne dropkick. Continue holding the input to hold the pose as you fall, though landing in this position increases endlag.
Back Air – Vine Whip – Aremi quickly turns in the air, swinging her vine like a whip. Fast and has good range but high end lag.
Up Air – Autumn Breeze – A quick upwards kick 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.
Down Air (Low Diagonal Input) – Ember Dive – Aremi performs a quick, flaming dive kick.
Grab Aerial: Vine Tether – Aremi throws out her vine to use as a tether. It can be aimed in multiple directions and angles. If it makes contact with an opponent it deals light damage and knockback. If it makes contact with the stage, the vine will attach itself and pull Aremi in. Use it to aid in recovery when off stage or to quickly return to the ground when above the stage or a platform.
Neutral Special: Seed Shot – Aremi spits seeds from her mouth. They travel quite far but deal only light damage and no knockback or hit stun. If they pass through a flame, they catch fire and deal more damage and light hit stun.
Neutral Hyper: Scatter Shot – Aremi fires a burst of flaming seeds in a wide spread.
Neutral Super: Snake Weed – Aremi plants a seed in the ground in front of her which quickly grows a long thorny bramble that snakes it way forward along the stage a good distance. Opponents caught at the start of the move will take multiple hits as they're pushed across the stage. Opponents who avoid initial attack will have to deal with the thorny vines that remain onstage for a short while and deal damage while passing through them.
Forward Special: Pyro Pumpkin – Aremi throws a Pyro Pumpkin forward in a short arc. Angle the input high and she will lob it high into the air, traveling in a parabola. Angle the input low, and she will roll it along the ground like a bowling ball. In the air, the low angle will have Aremi drop the pumpkin straight down.
Forward 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.
Forward Super: Mind Blown – Aremi removes her own head and super charges it with her purple flames. You can then throw or roll her head in the same manner as the normal Pyro Pumpkin special, but with a much larger, much stronger explosion of flame. The blast conveniently sends her head back towards her body.
Back Special: Spooky Scream – Aremi will briefly turn away before quickly facing forward again attempting to scare the opponent while releasing a short-range scream that briefly paralyzes foes.
Back Hyper: Paralyzing Scream – Aremi will briefly turn away before quickly facing the camera and performing a scary face while unleashing a parlaying scream with a wider radius all around her.
Back Super: Pyro Disk – Aremi will take a step back gathering flames between her hands. The flames will quickly grow into a spiraling disk of fire which she then launches forward. Tilt the stick up or down to adjust the angle that she launches the disk at.
Up Special: Willow Wisp – Aremi will hover in place as small orbs of wispy fire will begin circling around her. During this time, you can input any direction, after which she will rocket in that direction while enveloped in her purple flames.
Up Hyper: Pyro Wisp – Same as above but the flames are stronger and deal more hits.
Up Super: Head Splitter – As a last-ditch effort Aremi will pull off her own head and throw it with all her might. Using her flames to add some explosive power, she'll launch her head sky high. Upon landing, she'll sprout a new body.
The explosion on initial use will burn away her previous body and deal massive damage, making it a safe option for her, but very dangerous for opponents.
Down Special: Lantern Flower – The flower on Aremi's vine will produce another large flower floats in the air. The open flower can be used as a grappling point for Aremi's tether. You can also throw a Pyro Pumpkin into it to light the center and create a floating hazard for opponents. The Lantern Flower will remain indefinitely until Aremi tries to produce another. It can however wither from taking damage via opponents attacks or eventually burn away from holding a flame.
Down Hyper: Pyro Flower – A more durable Lantern Flower will be produced with a flame already in its center.
Down Super: Pyro Tornado – Aremi will begin to spin while producing flames, becoming a tornado of fire. You can move left and right as well as gain height by mashing the special button.
I tried to keep as much as I could but if I'm being honest some of the stuff like Pyro Tornado feels a lot like you wanted to give her Mario Tornado (since she's supposed to kinda be an all-rounder setplay) but ran out of special moves and just through it in with the Hypers to squeeze it in somewhere. Too many ideas, not enough room for them.
Also, I just realized that I forgot the throw. But I don't feel like going back in to add them right now...