Remilia Scarlet by Seravy (http://seravy.x10.mx/Wordpress)
Remilia is the owner and head of the Scarlet Devil Mansion, the mistress of Sakuya and Meiling, and the older sister (and guardian) of Flandre. Though her appearance (and often behavior) is childlike and seems nonthreatening, she has fearsome magical powers and a reputation to match, being known throughout Gensokyo as the dangerous "Scarlet Devil." Like all vampires she is photosensitive and weakens when exposed to sunlight, so she typically remains inside her mansion (which has few windows to prevent light getting in) during the day and emerges during the night. Her speciality is her speed, which makes her superior to most opponents in physical combat. Being a Vampire, she is able to drain the life force and blood of others, and she has powerful magic at her command as well.
Command Name Type Cost Condition Effect
a Light attack S,NA - Standing - b Low kick S,NA - Standing Unguardable while standing F+b High Kick S,NA - Standing Launches opponent into air, jump to follow c Strong attack S,NA - Standing 2 hits F+c High Claw attack S,NA - Standing Unguardable while crouching D,F,c Focused Claw attack S,SA - Standing Unguardable while crouching, launch opponent into air, jump to follow. This attack is uninterruptable by non-hypers. D+a Crouching attack C,NA - Crouching - D+b Drill Slide C,NA - Crouching Slide forward to attack. Unguardable while standing and does 3 hits. D+c Crouching Claw attack C,NA - Crouching Launches opponent into air, jump to follow, unguardable while standing. D+c Downstrike A,SA - Air Unguardable while crouching a Air light attack A,NA - Air - b Air kick A,NA - Air Unguardable while crouching c Air claw attack A,NA - Air Unguardable while crouching F+c Forward Rush A,NA - Air Quilckly fly forward and ram into the opponent.Unguardable while crouching.
D,F,a Vampire Kiss S,NT 200 Any Grab the opponent and drain blood. This is a grazing attack. D,B,a Ceiling Fear A,SA 200 Any Fly up and come down in a vertical path at very high speed. D,D,a Demon Lord Arrow A,SA 200 Any Fly up and come down quickly in a diagonal path. This is a grazing attack. D,B,b Demon Lord Cradle A,SA 200 Standing A spinning attack that can provide temporal invincibility against NA attacks on startup. D,F,b Demon Lord Walk S,SA 200 Standing Jump forward for a strong attack. Movement is so fast that there is an invincibility fram added. D,D,b Trickster Devil S,NA 200 Standing Dodge forward, then turn around and perform an attack. Dodges NA,SA and NT type attacks. x Scarlet Stakes A,NP 200 Any Shoot several small projectiles with a limited range. D+x Rocket Kick A,SP 200 Standing A very fast kick towards the air that creates a projectile. Cannot hit opponents except ones in air. x+dir. Bat Transformation - 200 Any Transform yourself into bats to avoid hits and fly. You are still vulnerable to HP and HT type attacks in this form, but all other attacks will miss you. y Basic Bat A,NP 200 Any A stronger projectile that can hit up to 3 times. D+y Demon's Dinner Fork A,NP 200 Standing Shoot two spears towards the air. Cannot hit opponents not in air, and does high guarded damage. D,F,y Chain Rush A,NP 200 Any Shoot a chain that moves forward in a straight line. If it hits, rush in for a combo. D,B,y Servant Flier A,NP 400 Standing Create a magical portal that calls two Basic Bat projectiles. You cannot have more than one of these out at a time.
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. Heals 300 points of life when used. 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
Chain Pursue
Create a chain that is more powerful and follows the opponent. While the chain can be grazed, guarding is impossible, however, you are vulerable to interruption while controlling it. Can be chained into : Chain Pierce Cost : 1000 Level 1 : Lasts 7 seconds, or until it hits for 150 damage. Level 2 : Lasts 8 seconds, or until it hits for 170 damage. Chain Rush does 20% more damage. Level 3 : Lasts 9 seconds, or until it hits for 190 damage. Chain Rush does 40% more damage. Level 4 : Lasts 10 seconds, or until it hits for 210 damage. Chain Rush does 60% more damage. Serial Rocket Kick
Chain multiple Rocket Kicks together, then finish with Ceiling Fear. Unlike Regular Rocket Kicks, these can hit standing opponents as well as ones in air, but it still misses crouching ones. Cost : 1000 Type : S,HA Level 1 : 3 Rocket Kicks Level 2 : 4 Rocket Kicks Level 3 : 5 Rocket Kicks Level 4 : 6 Rocket Kicks Heart Breaker
A stronger version of Dinner Fork, release five projectiles instead of two. This attack can only hit opponents in air, but does a lot of damage even when guarded. Cost : 1000 Type : S,HP Level 1 : 100% damage, Demon's Dinner Fork does +10% damage. Level 2 : 110% damage, Demon's Dinner Fork fires three projectiles. Level 3 : 120% damage, Demon's Dinner Fork fires three projectiles and does +10% damage. Level 4 : 130% damage, Demon's Dinner Fork fires three projectiles and does +20% damage. Queen of Midnight
Fly up into the air while releasing many, small projectiles. You cannot be hit by non-hyper projectiles while performing this move and it cannot be interrupted. Cost : 1000 Type : A,SP Level 1 : 12 projectiles Level 2 : 16 projectiles Level 3 : 20 projectiles Level 4 : 24 projectiles Vampire Lord Cradle
A powerful version of Demon Lord Cradle that pushes the opponent high up into the air. Can be chained into : Vampire Lord Rush Cost : 2000 Type : A,HA Level 1 : 100% damage Level 2 : 115% damage, +20% damage for Demon Lord Cradle Level 3 : 130% damage, +40% damage for Demon Lord Cradle Level 4 : 145% damage, +60% damage for Demon Lord Cradle Maid of the Vampire
Command your maid, Sakuya to help you in battle. Cost : 2000 Type : A,NP Level 1 : Sakuya leaves after taking 400 damage. Level 2 : Sakuya leaves after taking 500 damage. Sakuya attacks a bit more often. Level 3 : Sakuya leaves after taking 600 damage. Sakuya attacks more often. Level 4 : Sakuya leaves after taking 700 damage. Sakuya attacks most often. Dinner Time
Turn into bats and attempt to drain a large amount of blood from the opponent. The only way for the opponent to avoid this is moving away in time. Unlike normal Bat Transformation, this spellcard provides full invincibility while transformed. Cost : 2000 Type : A,HT Level 1 : Drain 250 life. Level 2 : Drain 300 life. Level 3 : Drain 350 life. Level 4 : Drain 400 life. Chain Pierce
Pierce the opponent suddenly with chains similar to the one used in Chain Pursue. This attack is fast, burden has halved effect on it, and does high amounts of guarded damage. It's best to use when you absolutely need to do some damage. Be careful though, as it doesn't hit opponents on the ground. Cost : 2000 Type : A,HP Level 1 : 240 damage, 120 damage when guarded Level 2 : 260 damage, 160 damage when guarded Level 3 : 280 damage, 180 damage when guarded Level 4 : 300 damage, 200 damage when guarded Vampire Lord Rush
An improved version of Demon Lord Rush : your movement is so fast, it's impossible to follow for a human eye. Damage is outstanding, but the cost is pretty high. Cost : 3000 Type : A,HA Level 1 : 400 damage. Level 2 : 480 damage. Level 3 : 560 damage. Level 4 : 640 damage. Supreme Elegance
Focus a large amount of power in your hand for a powerful strike. The attack cannot be blocked nor interrupted, but it takes some time to charge, so the opponent can move out of the way. Cost : 3000 Type : A,HA Level 1 : 340 damage. Level 2 : 400 damage. Level 3 : 460 damage. Level 4 : 520 damage. Gungir
A powerful energy based projectile attack that takes the form of the legendary spear, Gungir. It provides full invincibility when used, making it a very useful counter move. Cost : 3000 Type : A,HP Level 1 : 370 damage Level 2 : 440 damage Level 3 : 510 damage Level 4 : 580 damage Scarlet Devil
Remilia's strongest close range physical attack, that also provides full invincibility. Unguardable in air. Cost : 3000 Type : A,HA Level 1 : 420 damage Level 2 : 480 damage Level 3 : 540 damage Level 4 : 600 damage Midnight Massacre
Turn into a large amount of bats to attack the opponent. It's hard to control so the damage done is not drained. Full invincibility, high damage, and guarded damage is also considerable. Damage dampening has halved effect on the damage. Cost : 4000 Type : A,HT Level 1 : ~550 damage. Guarded damage around 160. Level 2 : ~650 damage. Guarded damage around 160. Level 3 : ~750 damage. Guarded damage around 160. Level 4 : ~850 damage. Guarded damage around 160. Skill Cards
Vampiric Aura
Drain life from the enemy when performing successful physical attacks. Cost : 2000 Level 1 : 25% of damage done is returned as lifegain Level 2 : 50% of damage done is returned as lifegain Level 3 : 75% of damage done is returned as lifegain Level 4 : 100% of damage done is returned as lifegain Natural Recovery
Vampires can regenerate wounds at will quickly...however, doing so makes them more vulnerable. Cost : 2000 Level 1 : Regenerate 6 HP/second, take 9% more damage. Level 2 : Regenerate 12 HP/second, take 18% more damage. Level 3 : Regenerate 18 HP/second, take 27% more damage. Level 4 : Regenerate 24 HP/second, take 36% more damage. Persistence
Using this spellcard boosts your stamina, reducing the amount of burden added by attacks. Cost : 1000 Level 1 : Each attack adds 12% less burden. Level 2 : Each attack adds 24% less burden. Level 3 : Each attack adds 36% less burden. Level 4 : Each attack adds 48% less burden. Master of Bats
Increases the effectiveness of skills related to bats. Affects : -Basic Bat (More Damage) -Servant Flier (More Damage) -Bat Transformation (Gain a small amount of power while transformed) Cost : 1000 All Levels : Increases effectiveness of listed skills Elder Demon Techniques
Increases the damage of the three "Demon Lord" skills : -Demon Lord Arrow -Demon Lord Walk -Demon Lord Cradle Cost : 1000 All Levels : Increases effectiveness of listed skills