Precure Memories: The older girls
These two. I need to talk about these two goobers as a pair. Because they are a pair (now I've got Connect's design sorted out hopefully for good this time). And they're the two slightly older cures in the Precure Memories team
On the left is Kazumi, Cure Serene. Who's anything but. I've talked a bit about her before. She's a martial artist, but can get a bit...carried away sometimes. She's very cartoonish in her fighting as a Cure. Literally follows the cartoon rules when attacking if they don't change her form proportions. Big and bold, and in your face. Bells (Bell item) and sand. She can actually swim in sand in cure form if need be- like I said: cartoon rules. She punches people by punching an oversized bell into their face. She has another attack that is just her disappearing through a door and then fighting sound effects coming through the door. SHE CAN EVEN PULL OFF THE FAKE TUNNEL AND WHERE'S GRAVITY STANDING ON THIN AIR BITS. CARTOON. MAGIC. MAGICAL GIRL. THIS GIRL IS RIDICULOUS AND I LOVE HER. In her day-to-day life, she's a struggling competitive judoka, who is trying to keep her place at the school and overcome a series of defeats. Her little sister is ill, and up country with some more distant relatives, so Kazumi is fairly lonely at the start of the series, and trying to work out her emotions through physical violence exercise. Which goes about as well as you'd expect.
On the right is Chuchuski. Yes that is a nickname. Her actual name is Taylor, but the nickname stuck thanks to Kazumi's little sister mis-pronouncing her actual surname Tchaikovsky, and being far too cute about it for Taylor to correct her. So she just went with it, and now everyone knows her as Chuchuski. She's the more standoffish of the two. When she's at school and doesn't want to be interrupted when studying or something, she'll wear a mouse ears hairband, and people know to leave her alone (be as quiet as a...). Kinda useful as she is also the current student council president, and is in high demand otherwise. She is quite serious, and a hard worker. She's also fairly perceptive, even if she isn't the most chatty person. She also squeaks when jumped/surprised, which Kazumi likes to demonstrate now and then, much to her chargrin. She is Cure Connect. Her theme is nautical, especially sailing, "dancing between the sea, the sun, and the stars." She loves the sea, sailing, and ribbon dancing (incl aerial silks, the acrobatic one). Sundial item- literally just a triangle of metal, but it grows into a sail to start her transformation, and can also be used as a brooch or nail to fix the top of her outfit sail like a grappling hook. It sometimes even becomes a surfboard. Sails and sea theme. The big white sash across her front can and does magically become a sail which she can manipulate easily with flowing dancing moves, and even throw it into magical attacks (regenerating another one for rapid-fire). She has lots of flowing movements. Also some other sailing and surfing moves as well (she is obsessed with the sea irl, at one point even to such an unhealthy level that she was boarded so far inland so she could focus enough to study.) Cure hairstyle is lots of tightly gathered braids. (But a single rattail in civvy form)
These two are friends in a way that almost seems to not be, the way they know each other so well. Their relationship is in a bit of a rocky patch at the start of the series, but Chuchuski knows it's just because of some of the things Kazumi is going through, and is working in other ways to help her friend get through it. She is the one who asked the headmaster to transfer Suzuki to their school to try and help cheer her up (Kazumi knew her when she was a little younger, in a big-sister way). She keeps an eye on them, even when they don't know she's helping. She doesn't need them to know. Kazumi, once she gets over her initial season coldness towards Chuchuski, is good friends, and is just about the only person who will happily rib the student council president. In fact, she makes a delighted point of doing so. Kazumi is quite the joker.
Connect's sail does have a more clean straight lined edge, and will magically float up behind her head when filled, usually when feeling magically or emotionally pumped up (it can also droop with fatigue, or emotion, or after a particularly heavy beatdown). It tends to dramatically frame her head with a sharp triangle sail shape.
Cure Serene can swim in sand.
She absolutely grabs Connect at least once to join her and sneak up on someone with her sail acting as a fake shark fin. Connect protests ofc, but she can't help herself being dragged along because she knows how insistent Kazumi can be. Chuchuski does know the difference between the "this'll be fun" harmless fun and the "this'll be fun" "Kazumi NO! That is a WAR CRIME!" and oh shit I'm going to have to stop you punching someone you shouldn't.
Basically Chuchuski acts as Kazumi's voice of reason, otherwise she will let her heart and head get away with her.
These two have a joint attack called Happy Days, and it's entirely wedding themed, with them as the couple. I'm not saying they're a couple, but if Rikka and Mana are wives, these two are twenty years married with kids. They may not be the most outwardly romantic pair, but they still care a lot for each other, and that shows in their actions in many little ways.
Quirks of their magic: Thanks to the slightly physics-defying of their magic, the memory cures can approach problems slightly differently to other cures. If they come up against a tall cliff, Memory would climb it (just likes climbing a lot), Serene would race her (metal hands able to grip), Connect would use her sail as a grappling hook and climb that, Express would use her gear to create a little mechanical elevator type thing to ride up the cliff, and Reverie would sigh, make a comment about them overcomplicating everything, before drawing a doorway with her pen that somehow miraculously opens up a route straight to the top.
Of course any of the others cures would probably just jump straight up. The most obvious solution isn't always the first one these five go for.
I've mentioned Connect climbing the sail like an acrobat- she does that the other way as well. I can imagine her charging off a cliff to try and save a falling Serene, only to stop the other end, upside down wrapped in the silk held up just short of the ground when it turns out that Serene took a safe landing in some sand she summoned.
Connect is just hanging there waiting for her to resurface and being very unimpressed and judgemental that her emergency rescue attempt had been so unnecessary. And Serene just pops up half out the sand, fluttering her eyes, propped up on her elbows like some casual swimmer, Definitely Not Flirting as she winds Connect up and completely ignoring the fact that she's in sand and that Connect's doing a spiderman.
Once Connect has joined the team and they're all there, they find that collectively they have the ability to summon a flying ship. Memory (trees) creates the planks, Connect the sails, Express the rudder and wheel, Serene the ships bell, and Reverie the wings and magical doodling bits in between. It impresses the other cures at the all stars meets, and is particularly useful for travelling between magical worlds.
At some point the team get a sixth cure, who I'm keeping under wraps, but at this point she'd be the one on the megaphone "Good afternoon everyone, this is your Captain speaking. Welcome aboard the Happy Memory. Please pay attention to any safety announcements, and make sure to keep your hands, items, and fairies within the decks at all times. We hope you have a pleasant flight!" She immediately gets grabbed by Connect's sailcloth, wrapped up and pinned to the front of the ship as a figurehead. "Hey! No, wait!"
Connect: "Show of hands who wants me to be Captain?" The rest of the memory cures immediately stick their hands up with a "yeah!". 6th cure over the bow somewhere: "This is mutiny!" She continues to protest but everyone just gets on with it, leaving her there to stew. This is Connect's ship after all.
Each of the Memory cures is related to one or more styles of timekeeping device:
Cure Memory: Trees and seasons
Cure Reverie: Calendars, diaries and candle clocks
Cure Express: Mechanical clocks and watches
Cure Serene: Sand timers, (also clock bells)
Cure Connect: Sundials, sun and stars, and water clocks
Their attacks also relate to things that make happy memories:
Memory: Funfair, theme park. Has a rollercoaster themed purification attack.
Reverie: Dreams and stories. Fantasy
Serene: Cartoon entertainment
Connect: Fun, sea and sun, watersports, and that sense of freedom
Sixth ranger: Food, and sweets.