Flandre Scarlet by Seravy (http://seravy.x10.mx/Wordpress)
Flandre is the younger sister of Remilia and the "dirty little secret" of Scarlet Devil Mansion. Because of her unstable personality and incredible destructive power, her sister has had her ordered not to get out of the mansion for nearly 500 years. She knows little about the world outside. Due to this, she is inexperienced in physical combat, as she doesn't need to hunt for blood herself. Her speed and stregth make up for that however, so she is dangerous no matter the range.
Command Name Type Cost Condition Effect
a Claw attack single S,NA - Standing - b Claw attack double S,NA - Standing - D+a Claw attack crouching C,NA - Crouching Unguardable while standing D+b Reflect Barrier - - Crouching Reflect standing and air physical attacks (NA,SA,HA). Can be used while guarding. a Air claw attack A,NA - Air - b Air claw attack strong A,NA - Air - D,F,a Launcher Kick C,NA - Standing Kick the opponent into the air. Unguardable while standing. D,F,b Claw Strike S,NA - Standing Unguardable while crouching, opponent will fly into the air from the attack.
x Scarlet Stakes A,NP 20% Standing Shoot several weak projectiles at the opponent. D+x Stigmatizer of Earth A,SP 20% Standing Shoot two blades towards the sky. Hits opponents in air only. D,D,x Stigmatizer of Sky A,SP 20% Any Shoot two blades towards the ground. Jump if used from the ground. Can also be used by D+x whlie in the air. D,F,x Stigmatizer Boomerang A,SP 20% Any Shoot one blade forward, which turns around and returns. y Basic Bat A,NP 20% Any Even stronger than Remilia's Basic Bat, this one can hit up to 5 times. D,B,y Servant Flier A,NP 40% Any Create a magical circle that releases three Basic Bat projectiles. You can have at most one of these out. Bats fired by these do 20% less damage than normal. D,F,y Chain Push A,NP 20% Any Shoot a chain that moves forward in a straight line. If it hits, it'll push the opponent further away. D+y Underblaster C,NP 20% Any Make a pillar of energy come out of the ground directly below the opponent. c Charged Bloodbolt A,NP 20% Any Hold the c button to charge the attack. Fire many bolts depending on the charge time. D+c Bloodbolt Fountain A,NP 20% Standing A large number of bloodbolt projectiles that spread out. Can be used while guarding and is uninterruptable. The damage isn't good and it causes a lot of burden, but it stuns for a bit longer than usual attacks. D,B,c Bloodbolt Arc C,NP/A,NP 20% Standing Fire some bloodbolt projectiles that dive underground then reappear. D,F,c Sonic Claw C,NP 20% Standing Unguardable while standing, fast projectile.
s Select Spellcard z Use Spellcard (consume card) D,D,z Declare Card (consume card) D,F,z Use Declared Spell Card (25% lower cost, does not consume any cards) D,D,c Bomb A,HT 1 Bomb Any Pushes the opponent back while being invincible for a short time. Does no damage. Requires bombs to be enabled in minus.st c Chain Spellcard (only while using another, appropriate spell)
Graze forward : YES Graze Back : YES Graze up(super jump) : YES Air graze : YES Air graze limit : 5 Bars
The top, thinner bar is called Burden Bar, and it represents the damage dampening. The closer the bar is to being full, the lower your damage output is. The bar shows the damage reduction in percentage : A full bar means your attacks will do zero damage. The bottom, thicker bar is called Danmaku Bar, and it is the power you need for most projetile/special moves. If you use the entire bar up, it'll be turned into red, and moves that require bar will be unavailable until it is filled to the max. It fills slowly all the time except when using skills that consume it, and faster if the opponent has fallen to the ground. Moves that need this bar have the required amount listed in the COST column, where the whole bar equals 1000. The two star icons in front of the bars are the Bombs. You can use them via the D,D,c command, and it will make a nearby opponent fall, while giving you invicibility for a short duration. You can gain new bombs at random when hitting the opponent, and start each match with one. You can see your spellcards at the bottom of the screen. (If they are not there, make sure you are using the correct screen resolution ratio of 4:3) Grazing
By holding the z button down and pressing a directional key, the character will move quickly in that direction. This movement is so fast that you can avoid being hit by projectiles while moving this way. It doesn't work against hyper projectiles (those with a type of HP listed), which is unlike the original Touhou games, so you have to be more careful when to do this. In exchange, the guard break mechanism of the original game is not present here : You are free to guard as long as you wish, but be careful about chip damage, unguardables, and guarding in the wrong state : guarding all the time is rarely a good strategy. Card System
You can configure your deck of cards using the DeckConfig.exe utility. You can have any number of cards in your deck, and each card can have any number of copies. The deck can never run out, if it would, a new deck of the exact same contents is generated. When construction a deck, you have to -Include at least 5 different types of card. -Have no more than 50% of your deck made of the same card. The deck counstruction program won't allow you to break these rules, but you better know about them in advance, anyway. If you have any trouble with the spellcard system, delete the deck.dat file, restart Deckconfig.exe, ignore the error message, and save. Doing this will generate a new, empty deck configuration file. There are four types of card. -Skill cards will increase the power of one or more special attacks, or they give you a new move or passive ability. -Stage cards generate a permanent effect of some kind that, unlike a passive ability, has effects on something other than yourself. -Spell cards will provide a one-time effect when used, usually an attack, but sometimes other, more special effects. -System cards are spell cards that are common for all Touhou characters. You can declare a card, that allows you to use it without needing any copies of that card, and allows you to level it up. Skill cards cannot be declared. Stage cards cannot be used, only declared, they have a passive effect. When you attempt to use a Stage card, it will be automatically declared instead. Declaring a new card will remove the old declaration and all levels of that card will be lost. Declaring an already declared card will level it up by 1. Declaring a card costs 33% of the card's normal cost. Using a declared card costs 75% of the normal cost. The maximum level of a declared card is 4. If this level is reached, any further copies of the card are immediately removed from your deck. Declared Spell Cards sometimes also grant passive abilities. Cards that are ready to be used have a GREEN frame of light around them. Cards that can be declared have a RED frame. When performing a spell, you can sometimes chain another one, by the c button. You either need to select the card you will be chaining, or have it declared. Spells that allow chaining other spells have the spell listed in their description. Chaining a spell costs 1000 less power than using it, and there is no additional discount even if it is declared.


FAQ

System Cards
Recovery
A spellcard to recover your lost health. Cost : 2000 Level 1 : Heals 250 life points. Level 2 : Heals 260 life points. Passive : Slowly regenerate life while fighting. Level 3 : Heals 270 life points. Passive : Regenerate double the amount of life while fighting. Level 4 : Heals 280 life points. Passive : Regenerate triple the amount of life while fighting. New Card Album
Reinitializes your deck, and draws a new hand of five cards. The cost reduction doesn't apply when using your memorized spellcard. Level 1 : Reinitialize Deck. Level 2 : Reinitialize Deck. Passive : Using cards costs 10% less power. Level 3 : Reinitialize Deck. Passive : Using cards costs 20% less power. Level 4 : Reinitialize Deck. Passive : Using cards costs 30% less power. Danmaku Booster
A spellcard that refills your Danmaku bar by converting power. When used, your bar stays at maximum for 8 seconds, and you cannot gain power while this effect lasts, plus an additional three seconds after it ends. Cost : 1500 Level 1 : Bar stays at maximum for 8 seconds. Level 2 : Bar stays at maximum for 9 seconds. Passive : Your bar charges slightly faster while fighting. Level 3 : Bar stays at maximum for 10 seconds. Passive : Your bar charges faster while fighting. Level 4 : Bar stays at maximum for 11 seconds. Passive : Your bar charges even faster while fighting. Spell Cards
Bloodbolt Shower
Perform a Charged Bloodbolt attack instantly without having to charge it. Cost : 1000 Type : A,NP Level 1 : 10 Bolts. Level 2 : 12 Bolts. Charged Bloodbolt fires one more bolt when used. Level 3 : 14 Bolts. Charged Bloodbolt fires two more bolts when used. Level 4 : 16 Bolts. Charged Bloodbolt fires three more bolts when used. Scarlet Flare
An imitation of Patchouli's technique. Unfortunately, it's not as powerful as the original, because she doesn't use the danmaku bar to power the spell. Can be chained into : Unleashed Flare Cost : 2000 Type : A,HT Level 1 : 315 damage. 15 damage when guarded. Level 2 : 345 damage. 30 damage when guarded. Level 3 : 375 damage. 45 damage when guarded. Level 4 : 405 damage. 60 damage when guarded. Hell Catastrophe
A powerful physical attack around yourself that provides full invincibility. Great for counter-attacking against an aggressive opponent. Cost : 2000 Type : C,HA Level 1 : 330 damage. Level 2 : 360 damage. Level 3 : 390 damage. Level 4 : 420 damage. Counter Clock
A fullscreen attack that is primarily useful for its high guarded damage and invincibility. Cost : 2000 Type : A,HT Level 1 : 240 normal and 150 guarded damage Level 2 : 270 normal and 165 guarded damage Level 3 : 300 normal and 180 guarded damage Level 4 : 330 normal and 195 guarded damage Stigmatizer Max
A massive assault using a large number of Stigmatizer projectiles. While the regular damage is below standard, the guarded damage is outstanding, especially if you manage to catch the opponent in the air. This spellcard cannot be interrupted. Cost : 2000 Type : A,HP Level 1 : Lowest normal and guarded damage. Level 2 : More normal and guarded damage. Level 3 : Even more normal and guarded damage. Level 4 : Most normal and guarded damage. Q.E.D. Ripples of 495 Years
Gather all the energy possible for an attack of awesome destruction. Controlling it would take too much power, but who cares about that when playing? A sound effect warns you when you are about to lose control, but you probably want to continue anyway. The burden bar has reduced effect on this attack. Press Z to stop the attack if you wish to. Cost : 3000 Type : A,HT Level 1 : Infinite damage possibilities, even when guarded. Be careful not to overdo it! Level 2 : Same, but it won't go out of control one second longer. Level 3 : Same, but it won't go out of control two seconds longer. Level 4 : Same, but it won't go out of control two second longer, and guarding doesn't reduce the damage. Laevateinn
A powerful physical attack that takes the form of the legendary flame sword, Laevatein. It provides full invincibility when used, making it a very useful counter move. It's also unguardable while crouching. Cost : 3000 Type : S,HA Level 1 : 390 damage Level 2 : 390 damage+1 followup hit Level 3 : 390 damage+2 followup hits Level 4 : 390 damage+3 followup hits Starbow Breaker
Use the crystals on your wing to focus destructive energy and release it in colored laser beams. This attack is slow, risky, and useless when guarded...but it does outstanding damage! Cost : 3000 Type : A,HP Level 1 : High damage Level 2 : Higher damage Level 3 : More, more, more damage Level 4 : Most damage you can get from this spell. Fountain of Destruction
Unleash a large amount of energy from underground. This attack cannot be interrupted and cannot be guarded while standing. The burden bar has a reduced effect on this attack. Cost : 4000 Type : C,HP Level 1 : High damage Level 2 : Higher damage Level 3 : More, more, more damage Level 4 : Most damage you can get from this spell. Crucify
Throw a cross towards the opponent that can bind them to prevent them from moving. If it succeeds, use your ability to destroy things on the opponent while they cannot move. The cross cannot be grazed, nor guarded, so the only way to avoid taking the hit is either by moving out of the way, invincibility, or uninterruptable moves that prevent it from working. Cost : 4000 Type : A,HT Level 1 : Opponent takes 70% of current life as damage. Level 2 : Opponent takes 80% of current life as damage. Level 3 : Opponent takes 90% of current life as damage. Level 4 : Opponent takes 1000% of current life as damage. (Yes, 1000) Starbow Rain
Release some of the light energy stored in the crystals. The energy falls back as a destructive rain on the oppponent. Provides full invincibility while releasing the projectiles. Can be chained into : Starbow Breaker Cost : 2000 Type : A,HP Level 1 : 36 damage/hit Level 2 : 38 damage/hit Level 3 : 40 damage/hit Level 4 : 42 damage/hit Four of a Kind
A mysterious power that allows Flandre to split into four. While using this card, Flandre is unable to use any other spellcards or bombs. You control one of them as normal, and all others are controlled by a LV1 AI. You cannot gain power while this card is in effect. Cost : 3000 Level 1 : 2 copies created, 10 seconds duration. Level 2 : 3 copies created, 10 seconds duration. Level 3 : 3 copies created, 10 seconds duration. The copies fight as though they were controlled by AI LV2. Level 4 : 3 copies created, 10 seconds duration. The copies fight as though they were controlled by AI LV3. Starbow Blaster
An uninterruptable attack that hits the opponent directly with starbow power for low cost. It sounds very good in theory, but unforunately such accurate targeting isn't exactly Flandre's strong point, so it takes a lot of time to execute, and you are open to attacks during the entire duration. Even worse, it can be grazed, and if the opponent is moving, you can't expect more than a few hits. Can be chained into : Starbow Rain Cost : 1000 Type : A,SP Level 1 : 20 damage per hit Level 2 : 22 damage per hit Level 3 : 24 damage per hit Level 4 : 26 damage per hit Kagome Kagome
A spellcard that creates unguardable energy beams around the opponent. Useful if you want to prevent the opponent from moving, but unfortunately they can graze through them. Cost : 1000 Type : A, SP Level 1 : 4 seconds duration, 150 damage Level 2 : 5 seconds duration, 150 damage Level 3 : 6 seconds duration, 150 damage Level 4 : 7 seconds duration, 150 damage Cranberry Trap
A spell that fires projectiles periodically for a long duration. The damage is weak but they stun for quite some time. Cost : 1000 Type : A,SP Level 1 : 1 source of projectiles Level 2 : 2 source of projectiles Level 3 : 3 source of projectiles Level 4 : 4 source of projectiles Then There Was None
A continous physical attack against the opponent from all directions. Disables the perception of the opponent, making it hard to defend against. Guarded damage is only 1 less and is reduced by an additional 1 for each 555 power the opponent has on each hit. Keep attacking until you run out of power or the opponent dies. The damage ignores burden. Cost : 1000+ Type : A,HA Level 1 : 10 damage for every 100 power spent, or 9 guarded damage. Level 2 : 11 damage for every 100 power spent, or 9 guarded damage. Level 3 : 11 damage for every 100 power spent, or 10 guarded damage. Level 4 : 12 damage for every 100 power spent, or 10 guarded damage. Skill Cards
Persistence
Using this spell reduces the amount of burden added by attacks, allowing more damage in combos. Cost : 1000 Level 1 : Each attack adds 12% less burden. Level 2 : Each attack adds 22% less burden. Level 3 : Each attack adds 30% less burden. Level 4 : Each attack adds 36% less burden. Sharper Stigmatizer
Affects : -Stigmatizer Boomerang (more damage, turns around an additional time at level 4) -Stigmatizer of Sky (more damage, additional projectile at level 4) -Stigmatizer of Earth (more damage, additional projectile at level 4) Powered Bloodbolt
Increases the damage done by -Charged Bloodbolt -Bloodbolt Fountain -Bloodbolt Arc Powered Bats
Affects : -Basic Bat (More damage) -Servant Flier (More duration = More bats fired) -Slave Flier (More duration and a little bit more damage)