Kaguya Houraisan by Seravy (http://seravy.x10.mx/Wordpress)
She was exiled to Earth over a thousand years ago for the crime of using the forbidden Hourai Elixir to make herself immortal. Though the Lunarians looked upon humans with contempt, Kaguya came to love her new home. As Lunarians are physically weaker than people of the Earth, Kaguya doesn't have any noticable physical attacks or abilities, she uses danmaku and cards at every chance she gets.
Set your Mugen.cfg properly! ExplodMax = 2048 LayeredSpriteMax = 2048 Playerprojectilemax = 512 Helpermax = 56 Wavchannels=64 arcade.AIramp.start = 0, 0 arcade.AIramp.end = 0, 0 Screen Resolution : 640*480 OR 1024*768 OR other 4:3 ratio.
Command Name Type Cost Condition Effect
a Light attack NA - Any Drain some power on hit. Lose power when guarded. Very low damage. c Strong attack S,NA - Standing Knock the opponent away, Low damage.
y Moonlight Rays A,NP 20% Bar Any Shoot 4 beams of moonlight at the opponent quickly. D,F,y Growing Moon Beam A,SP 20% Bar Any Create a crescent moon that fires two powerful lasers slowly. You can only have one of these active at a time. D,B,y Waning Moon Dissipation A,SP/NP 20% Bar Any Create a crescent moon that fires two rapid lasers that split into projectiles on the back edge of the screen. Low damage, and unpredictable, but very quick. D,D,y New Moon Barrier - 20% Bar Standing Create a barrier that can block one incoming magical attack. The barrier is inactive while the character is guarding. D+y Full Moon Shine A,NP 20% Bar Standing Fire an expanding circle of slow moving projectiles. D,F,x Moondust Wall - 40% Bar Standing Create a wall that can block non-hyper projectiles for 7 seconds. The wall disappears when hit by a projectile but recharges as long as there is time remaining. D+x Moondust Explosion A,ST 20% Bar Standing A quick explosion that does low damage, but does high damage to opponents in the air and is air unguardable. Can be chained into any other danmaku attack on hit. x Sleeping Powder S,ST 20% Bar Standing Does no damage but causes the opponent to fall asleep. Cannot be used while the opponent is in a hit state and doesn't hit opponents in the air. x Moondust Blast A,NP 20% Bar Air An attack towards directly below. Unguardble while crouching. D,D,x Moondust Meteor A,SP 20% Bar Standing A powerful meteor that does high damage. Hits a specific spot so use it carefully. Unguardable while crouching. D,F,b Crescent Slash S,SA 40%+Bar Standing By lowering the gravity and applying constant acceleration on yourself, perform a powerful spinning physical attack. Doing this is a total waste of danmaku power, but it can allow even a weak Lunarian to punch like a martial artist. Uses up all bar. c Bamboo Pierce A,NP 20% Bar Any A rapid barrage of sharp bamboo projectiles. D+c Fertilizer C,NP 20% Bar Standing Cast a spell on the ground to make a sharp bamboo grow directly under the opponent. D,F,c Bamboo Harvesting SeasonC,NP 20% Bar Standing A growing spell similar to fertilizer, except this travels through the the stage and the lower concentration results in more, smaller bamboo.
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
Passive Ability : Immortal When reaching 0 health, lose all your power and gain life equal to the power lost/10. Works once each round unless upgraded.
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
Invincible - NEET -
A barrier that provides full invincibility. It is cancelled when attacking. Unlike other barriers, this barrier blocks healing from outside sources as well as damage, including Buddha's Bowl, and Eirin's heals. Cost : 1000 Level 1 : 10 seconds of invincibility Level 2 : 12 seconds of invincibility Level 3 : 14 seconds of invincibility Level 4 : 16 seconds of invincibility Robe of the Fire Rat
A barrier that burns anyone attacking Kaguya with physical attacks. The returned damage doesn't take effect until Kaguya regains control, but accumulates when hit multiple times. Each use of the barrier can return damage only once. Cost : 1000 Level 1 : Returns 5 damage/hit+90% of the damage taken Level 2 : Returns 10 damage/hit+100% of the damage taken Level 3 : Returns 15 damage/hit+110% of the damage taken Level 4 : Returns 20 damage/hit+120% of the damage taken Buddha's Bowl
A restorative barrier. Keep regenerating health until you take a hit. Cost : 1000 Level 1 : Restore 30 life each second Level 2 : Restore 30 life each second, and gain 30 life when activating the spell Level 3 : Restore 30 life each second, and gain 60 life when activating the spell Level 4 : Restore 30 life each second, and gain 90 life when activating the spell Seamless Ceiling
A really really wide danmaku coming down from above. There is no way around it, you have to graze or guard. Cost : 1000 Type : A,SP Level 1 : Moves at a speed of 54/second Level 2 : Moves at a speed of 45/second Level 3 : Moves at a speed of 36/second Level 4 : Moves at a speed of 27/second Salamander Shield
Despite the name, this is actually an offensive spellcard. It "shields" Kaguya from incoming air attacks by burning the attacker to ashes. Cost : 2000 Type : A,HP Level 1 : 100% damage Level 2 : 112% damage Level 3 : 124% damage Level 4 : 136% damage Swallow's Cowrie Shell
Fire a whole bunch of lasers at the opponent. This attack is uninterruptable. Cover yourself with explosive, high damage projectiles from behind, just in case the opponent tries something funny. Cost : 2000 Type : A,HP Level 1 : Medium damage Level 2 : Higher damage Level 3 : Even higher damage Level 4 : Highest damage Destruction - Lunar Cannons -
Weapons utilizing Lunarian Technology. The cannons aren't really firing from the moon, it's just an illusion to hide their true location. This attack is uninterruptable. Cost : 3000 Type=A,HP Level 1 : 400 damage Level 2 : 450 damage Level 3 : 500 damage Level 4 : 550 damage Instant Eternity
Manipulate the flow of time on the stage, but don't affect the audience and judges. The attack can be guarded and misses if the opponent is using an uninterruptable move. Unmovable - Hikkikomori - cannot respawn during this effect, but it can regenerate. Cost : 1000 Type : A,HT Level 1 : Freeze yourself and the opponent in time until 15 seconds pass on the timer. The enemy takes 45 damage from the time-space anomaly. Passive : The timer is frozen. Level 2 : Freeze yourself and the opponent in time until 15 seconds pass on the timer. The enemy takes 60 damage from the time-space anomaly. Passive : The timer is frozen. Level 3 : Freeze yourself and the opponent in time until 15 seconds pass on the timer. The enemy takes 75 damage from the time-space anomaly. Passive : The timer is frozen. Level 4 : Freeze yourself and the opponent in time until 15 seconds pass on the timer. The enemy takes 90 damage from the time-space anomaly. Passive : The timer is frozen. Hourai Branch Storm
A shower of colored orbs that do very high damage. This attack can be interrupted and the amount of damage is somewhat inconsistent, so it's a risky card to use. Cost : 3000 Type : A,HP Level 1 : High damage Level 2 : Higher damage Level 3 : Even higher damage Level 4 : Highest damage Life Spring Infinity
The ultimate healing spell. It's so powerful that its effects overflow and heal the opponent, too, but it can be contained or converted to damage at higher levels. Cost : 4000 Type : A,HT Level 1 : Heal to full health. Enemy gets healed for 150. Level 2 : Heal to full health. Enemy gets healed for 50. Level 3 : Heal to full health. Enemy takes 50 damage. Level 4 : Heal to full health. Enemy takes 150 damage. Lunar Alchemist
Summon Eirin to heal you. Cost : 2000 Level 1 : Eirin has 350 Life and heals 100 Life every 6 seconds. Level 2 : Eirin has 425 Life and heals 100 Life every 5.33 seconds. Level 3 : Eirin has 500 Life and heals 100 Life every 4.66 seconds. Level 4 : Eirin has 575 Life and heals 100 Life every 4 seconds. Jewel from the Dragon's Neck
They say that if you collect the 7 jewels, a dragon appears to grant your wish! Perform a powerful unguardable finishing attack and lose all your summoned orbs. Doesn't really grant any wishes unless you wish for winning the battle, and there is no dragon involved, either. Uninterruptable, but you are not invincible, so be careful. It's unlikely to miss, but not impossible. Requires 7 or more orbs total of any colors to use. Cost : 1000 Type : A,HP Level 1 : Does 110 damage for each orb. Level 2 : Does 120 damage for each orb. Level 3 : Does 130 damage for each orb. Level 4 : Does 140 damage for each orb. Stage Cards
Bamboo Forest
Fertilizer effects happen on the ground periodically at random position. Cost : 2000 Level 1 : Bamboo grows from the ground at random. Passive : +10% damage done by Fertilizer, Bamboo Pierce and Bamboo Harvest Season Level 2 : Bamboo grows from the ground at random a bit more often. Passive : +20% damage done by Fertilizer, Bamboo Pierce and Bamboo Harvest Season Level 3 : Bamboo grows from the ground at random more often. Passive : +30% damage done by Fertilizer, Bamboo Pierce and Bamboo Harvest Season Level 4 : Bamboo grows from the ground at random frequently. Passive : +40% damage done by Fertilizer, Bamboo Pierce and Bamboo Harvest Season Unmovable - Hikkikomori
A barrier spell that prevents entry and blocks attacks. It regenerates itself. As the name implies, you are unable to move while the barrier is in effect. Cost : 2000 Level 1 : Barrier has 300 Hp, regenerates 15 hp/second, and barrier restores itself after 20 seconds if destroyed. Level 2 : Barrier has 350 Hp, regenerates 15 hp/second, and barrier restores itself after 18 seconds if destroyed. Level 3 : Barrier has 400 Hp, regenerates 15 hp/second, and barrier restores itself after 16 seconds if destroyed. Level 4 : Barrier has 450 Hp, regenerates 15 hp/second, and barrier restores itself after 14 seconds if destroyed. Skill Cards
Buddha's Amlifier
Cost : 1000 Summon a Yellow Orb that holds the power of the Buddha's Bowl. Gain an additional 10% life from every healing ability for each Yellow Orb. You can have no more than 4 of them active at a time, like a normal skill card. Affects : Recovery, Lunar Alchemist, Buddha's Bowl Life Spring Eternity
Cost : 1000 Summon a Green Orb that holds the power of the Cowrie Shell. The Green Orb channels your own power into the Hourai Elixir, hastening your resurrection. Level 1 : Resurrect at 1000 or higher power with 10% of the power restored as health, lose all power. Can activate once every 25 seconds. Level 2 : Resurrect at 1000 or higher power with 10% of the power restored as health, lose all power. Can activate once every 20 seconds. Level 3 : Resurrect at 1000 or higher power with 10% of the power restored as health, lose all power. Can activate once every 15 seconds. Level 4 : Resurrect at 1000 or higher power with 10% of the power restored as health, lose all power. Can activate again as soon as you have enough power. Hourai Branch of Magic
Cost : 1000 Summon a Red Orb that holds the power of the Horai Branch. The Red Orb Refills bar faster for each level, and you have a 5% chance of gaining 1000 power after using a spellcard for each of them. You can have no more than 4 of them active at a time, like a normal skill card. Light of Dragon Jewel
Cost : 1000 Summon a Dark Blue Orb that holds the power of the Dragon Jewel. Each Dark Blue Orb improves the following skills : -Moonlight Rays : +10% damage for each orb -Growing Moon Beam : +1 hit of active duration for each orb -Waning Moon Dissipation : +12.5% damage for each orb -Full Moon Shine : +16.6% damage for each orb -New Moon Barrier : Lasts 1 second longer for each orb Fire Rat Robe Dust
Cost : 1000 Summon a Light Blue Orb that holds the power of the Fire Rat Robe. Each Light Blue Orb improves the following skills : -Moondust Wall : +2 seconds duration and reactivates 10% faster for each orb -Moondust Explosion : +20% damage for each orb -Moondust Meteor : +15% damage and +50% guarded damage for each orb -Moondust Blast : +15% damage for each level