Reimu Hakurei by Seravy (http://seravy.x10.mx/Wordpress)
Reimu Hakurei is one of the main characters of the Touhou series. As the sole maiden of the Hakurei Shrine, she is commonly called upon (or calls it upon herself) to investigate strange occurrences throughout the world. She is commonly described as easygoing, curious, at least somewhat dutiful, and optimistic - sometimes overly so. Her personality seems sympathetic toward many individuals,and the shrine has become a moderately popular hangout for some of Gensokyo's more interesting female individuals. She has a large number of different techniques, so it's hard to predict her action. She is relatively fast and equally good at close and long distance fights, making her a tough opponent to beat. Most of her techinques involve talismans, amulets, Yin-Yang orbs, or other items. She is also able to receive help directly from gods during combat, and several of her spellcards rely on this ability.
Command Name Type Cost Condition Effect
a Light attack S,NA - Standing - F+a Long attack S,NA - Standing When at long distance, pressing forward is not necessary. b Kick S,NA - Standing Unguardable while standing. Usable as a counterattack against NA,SA and NT type attacks. F+b Jumping Hard Kick A,NA - Standing - D,F,a Forward Push S,SA - Standing Makes opponent fall D,D,a Low Sliding Kick S,SA - Standing Unguardable while standing D+a Low attack C,NA - Crouching Unguardable while standing D+b Crouching high kick C,NA - Crouching Unguardable while standing a Air light attack A,NA - Air Unguardable while crouching b Flying Kick A,NA - Air Unguardable while crouching D+b Downward Kick A,NA - Air Unguardable while crouching D,B,b Ascension Kick S,SA - Standing Usable as a counterattack against NA,SA and NT type attacks.
D,F,b Dimensional Rift Upper A,SA 20% Any Teleports near the opponent.Unguardable while crouching. D,D,b Dimensional Rift Lower C,SA 20% Any Teleports near the opponent.Unguardable while standing. x Hakurei Amulet A,NP 20% Any A basic projectile attack. D,F,x Serial Hakurei Amulet A,NP 20% Any Two Hakurei Amulets. Hold down x to increase the number. D,B,x Spread Hakurei Amulet A,NP 20% Any Three amulets, that split up into many smaller ones that cover a wide area. It increases burden by a lot, so not very useful to start a combo. D,D,x Praying for Rain A,SP 20% Any y Exorcism Needle A,NP 10%+* Any Shoot rapid, low damage needles in large amounts. Hold down y to continue shooting. D+y Needle that Pierces Heavens Same as above, but fire the needles diagonally up. It cannot hit opponents unless they are in the air, but does more damage than the normal version. c Basic Talisman A,NP 20% Any Shoot some simple talismans forward. A very basic attack that doesn't cost much. D,F,c Safety Border A,NP 20% Any Create a stationary border halfway between you and the opponent. The border lasts five seconds. It can block projectiles and also damages the opponent when touched. F,D,c Head protector A,NP 20% Any Create a stationary border above you. The border lasts five seconds. Worse damage, but better protection. D,B,c Earth Sealing A,NP 20% Any Create two barriers around the opponent. These barriers have no effect on projectiles, and only serve to do damage when touched. B,D,c Heaven Sealing A,NP 20% Any Same as Earth Seal, but these barriers appear above and below the opponent. You can't use it again if you have a pair of them active already. D+c Sealing Pillar C,NP 20% Standing Hits the area directly around you, high into the air. D,D,y Dormant Pillar C,NP 20% Standing Places a seal on the ground. If any opponent stands on it, the seal releases a Sealing Pillar attack. D+x Earth Talisman C,NP 20% Standing Creates a talisman that moves forward on the ground. Unguardable while standing. D,F,y Orb Scattering A,NP 40% Any Teleport and drop five Yin-Yang orb projectiles on the ground. These projectiles bounce on the ground until they leave the screen. D,B,y Orb Scattering A,NP 40% Any Same as above but teleport direction is different.
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
Instant Dimension Rift
Create a copy of yourself using amulets, and hide a large amount of Yin-Yang orbs inside it. If the copy is attacked, the orbs fall out and damage the enemy. Cost : 1000 Type : A,NP Level 1 : Clone exists for 3 seconds. 15 Projectiles. Level 2 : Clone exists for 3 seconds. 18 Projectiles. Level 3 : Clone exists for 3 seconds. 22 Projectiles. Level 4 : Clone exists for 3 seconds. 30 Projectiles. Fantasy Orb
Fire rainbow colored orbs at the opponent. It is possible to avoid these orbs by grazing, because they are not too big. Can be chained into : Fantasy Seal Cost : 1000 Type : A,SP Level 1 : 7 Orbs Level 2 : 9 Orbs Level 3 : 11 Orbs Level 4 : 13 Orbs Fantasy Seal
A stronger version of Fantasy Orb, that does a lot of damage. This one cannot be grazed, as the orbs are much bigger. Cost : 3000 Type : A,HP Level 1 : 18 Orbs Level 2 : 20 Orbs, adds a bit less burden. Level 3 : 22 Orbs, adds less burden. Level 4 : 24 Orbs, adds the least burden. Rising Dragon Kick
Create a shockwave of energy with an extra-powerful kick into the air. Unguardable while standing, and doesn't add burden when used. The current burden has halved effect on the damage of this attack. Cost : 1000 Type : C,HP Level 1 : 160 damage Level 2 : 175 damage Level 3 : 190 damage Level 4 : 205 damage Demon Binding Circle
A large burst of sealing energy that hits opponents around you. Provides full invincibility for the attack duration. Cost : 2000 Type : S,HP Level 1 : Normal damage. Level 2 : A bit higher damage. Sealing Pillar and Dormant Pillar skills do +10% damage. Level 3 : Higher damage. Sealing Pillar and Dormant Pillar skills do +20% damage. Level 4 : Highest damage. Sealing Pillar and Dormant Pillar skills do +30% damage. Concealed Orbs of Light
Teleport to the middle of screen and drop bouncing Yin-Yang orbs. The orbs slowly fade away. They do most damage right when created, and the least right before they disappear. Cost : 1000 Type : A,SP Level 1 : Create 4 Orbs. Level 2 : Create 5 Orbs. The minimum damage is a bit higher, and orbs last longer. The skill Orb Scattering does +10% damage. Level 3 : Create 6 Orbs. The minimum damage is higher, and orbs last longer. The skill Orb Scattering does +20% damage. Level 4 : Create 7 Orbs. The minimum damage is the highest, and orbs last longer. The skill Orb Scattering does +30% damage. Exorcism Border
Create two vertical barriers that slowly move forward and damage anything in their way. While the damage isn't much, the opponent will be caught in the barrier and will be open for additional attacks for a good amount of time. Cost : 2000 Type : A,SP Level 1 : Slow movement. Level 2 : Slightly slower movement. The skills Earth Sealing and Heaven Sealing do +10% damage. Level 3 : Even slower movement. The skills Earth Sealing and Heaven Sealing do +20% damage. Level 4 : Very slow movement. The skills Earth Sealing and Heaven Sealing do +30% damage. Sanctifier Orb
Create a huge orb of holy energy that moves forward slowly and does great damage. Cost : 3000 Type : A,HP Level 1 : Least damage. Level 2 : More damage. Level 3 : Even more damage. Level 4 : Most damage. Wind God Kick
Chain multiple ascension kicks together, then finish it with a Dimensional Rift. Provides invincibility against physical attacks, so useful as a physical counter. Projectiles and magical attacks can interrupt it however, so be careful. Cost : 2000 Type : S,HA Level 1 : 3 Ascension Kicks Level 2 : 4 Ascension Kicks. The Ascension Kick skill does 10% more damage. Level 3 : 5 Ascension Kicks. The Ascension Kick skill does 20% more damage. Level 4 : 6 Ascension Kicks. The Ascension Kick skill does 30% more damage. Fantasy Heaven
Prepare for a powerful finishing attack. 7 Yin-Yang orbs appear around you. Each successful hit by your attacks lights up one orb. Damage taken darkens the orbs. When all 7 orbs are lit, perform the finishing attack. Reactivating the spellcard while the orbs are still active will have no effect. Each attack can light up only one orb even if it hits multuiple times or targets, but hits against non-player targets (like projectile blocking walls) also count until the game engine supports detecting what has been hit. This attack ignores the burden bar and doesn't generate burden. The following attacks can be used to light up the orbs : -All physical attacks -Hakurei Amulet Single -Safety Border -Head Protector -Earth Seal -Heaven Seal -Sealing Pillar -Dormant Pillar -Earth Talisman Cost : 3000 Type : A,HT Level 1 : Normal Effect Level 2 : Necessary amount of damage to be taken before losing orbs is higher Level 3 : Same as above, and start by one orb already lit Level 4 : Same as above, and start by two orbs already lit Priestess Mandala
Reimu's strongest spellcard that doesn't require special preparation to use. It provides full invincibilty, and the damage is quite high, however, it is quite expensive to use. Cost : 4000 Type : A,HT Level 1 : 504 damage. Guarded damage around 160. Level 2 : 588 damage. Guarded damage around 160. Can kill when guarded. Level 3 : 672 damage. Guarded damage around 160. Can kill when guarded. Level 4 : 756 damage. Guarded damage around 160. Can kill when guarded. Divine Retribution
Take your opponent's attack with increased defense. The spell does damage to the opponent based on the damage you take while using it. Since the damage originates from the opponent, and is reflected, it is not affected by burden, nor does it create any, unless you chain the spell into a Mandala. Can be chained into : Priestess Mandala Cost : 1000 Type : A,HT Level 1 : 4 seconds, 110% of incoming damage is dealt back, but only 75% of it taken. Level 2 : 5 seconds, 120% of incoming damage is dealt back, but only 75% of it taken. Level 3 : 6 seconds, 130% of incoming damage is dealt back, but only 75% of it taken. Level 4 : 7 seconds, 140% of incoming damage is dealt back, but only 75% of it taken. Mercy of Buddha
Heal all players. Cost : 2000 Type : A,HT Level 1 : All players are healed to 600 life. Level 2 : All players are healed to 700 life. Level 3 : All players are healed to 800 life. Level 4 : All players are healed to 900 life. Fortune Telling
Ask the gods to change your destiny by receiving a fortune telling slip, similar to the ones used at New Year. Cost : 1000 Level 1 : Normal chance for all fortunes. Level 2 : Lower chance for Great Misfortune, higher chance for Great Fortune. Level 3 : No chance for Great Misfortune, even higher chance for Great Fortune. Level 4 : No chance for Great Misfortune, lower chance for Misfortune, best chance for Great Fortune. Wild Exorcism
Shoot a large amount of talismans, orbs and needles towards the opponent. Cost : 2000 Type : A,HP Level 1 : Normal damage Level 2 : Slightly more damage Level 3 : More damage Level 4 : Most damage Barrier of the Four Gods
A holy barrier that damages anyone touching it. By forming it around yourself, it is a good way to avoid physical contact with an enemy. Unfortunately, the barrier weakens when hitting, so it doesn't last too long. This is a protection received from gods, so it doesn't increase burden, nor is it affected by it. While the barrier is active, skills that require teleportation (Orb Scattering and Dimensional Rift) cannot be used, and the movement speed is reduced while running. Cost : 2000 Type : A,SP Level 1 : Normal damage Level 2 : Damage a bit higher, duration is increased Level 3 : More damage, more duration Level 4 : Most damage and duration Stage Cards
Divine Intervention
Pray to the gods for help in battle. Cost : 2000 Level 1 : 50 % chance to revive with 30% HP when losing, once per round. Level 2 : 55 % chance to revive with 40% HP when losing, at most twice per round. Level 3 : 60 % chance to revive with 50% HP when losing, at most three times per round. Level 4 : 65 % chance to revive with 60% HP when losing, at most four times per round. All Levels : If you win the first round of the fight without any revival, and it is the second or above match, automatically win the second round. This effect activates only ONCE per game, is disabled for any remaining rounds afterwards, and doesn't work in other modes except for Arcade. It cannot be used by the AI, and doesn't work if you already used a continue either. Skill Cards
Yukkuri Shiteitte Ne!
Decrease your concentration and relax while fighting. It's best to take it easy, afterall. Your power gain from all sources is increased, but your physical attack damage and defense is much weaker. Cost : 1000 Level 1 : Gain 55% more power, do 40% less physical damage, and take 10% more damage from all attacks. Level 2 : Gain 70% more power, do 50% less physical damage, and take 15% more damage from all attacks. Level 3 : Gain 85% more power, do 60% less physical damage, and take 20% more damage from all attacks. Level 4 : Gain 100% more power, do 70% less physical damage, and take 25% more damage from all attacks. Calligraphy
Using the art of calligraphy, improve the power of your talismans. Affects : Basic Talisman (More damage) Hakurei Amulet Single (more hits) Hakurei Amulet Double (more hits) Hakurei Amulet Spread (more hits, more damage) Earth Talisman (More damage) Cost : 1000 All levels : Powers up listed attacks. Miko Sealing Power
Increases the effectiveness of Sealing type attacks. Affects : Sealing Pillar (More damage) Dormant Pillar (More damage,lasts longer) Heaven Seal (More damage,lasts longer) Earth Seal (More damage,lasts longer) Safety Border (More damage, more HP) Head protector (More damage, more HP) Cost : 1000 All levels : Powers up listed attacks. Powered Kicking
Increases damage done by kicks. Affects : All normal and special Kick attacks. Cost : 1000 All levels : Adds damage to kick attacks.