Seravy by Seravy (http://seravy.x10.mx/Wordpress)

Command Name Type Cost Condition Effect
a Electroshock NA - - - b Meteor Fragment NP - - - D+a Fire Pillar NP - - Unguardable while standing D+b Water Pillar NP - - Unguardable while standing D,F,a Thundershock NP - - - D,F,b Repulser NP - - Push opponent back. Only one Repulsor or Repuller can be active at any time. D,B,b Repuller NP - - Pull opponent closer. Only one Repulsor or Repuller can be active at any time.
c+dir. Teleport - 100 bar - Teleport. Position of appearance depends on the directional keys held. x Icecar A,SP 200 bar - Cirno attacks the opponent by ramming into him using a sharp icicle. D,D,x Upper Dimensional Rift A,SA 200 bar - Reimu appears above the opponent and kicks them from above. Unguardable while crouching. D,B,x Lower Dimensional Rift C,SA 200 bar - Reimu appears in front of the opponent and kicks them low. Unguardable while standing. D,F,x Stigmatizer Boomerang A,SP 200 bar - Flandre shoots a Stigmatizer Boomerang forward. y Chibi Suika A,NP 200 bar - Small Suikas fly forward to attack the opponent. F,D,y Eternal Wandering A,SP 200 bar - Yuyuko uses her Eternal Wandering anti-air projectile attack. D,B,y Scarf Shield - 400 bar - Shiori appears and uses her scarf to block projectiles for 10 seconds. D,F,y Lunar Beam C,SP 200 bar - Sailor Moon uses her Lunar Beam attack that hits the ground and is unguardable while standing. D,D,y Bunny Girl Jump A,NA 200 bar - Komugi tries to do what Mario does all the time : jumping on the opponent. She is invincible, so the only way to avoid the attack is by moving away. D,F,c Opto-Camouflage S,SA 200 bar - Nitori attacks the opponent wearing opto-camouflage armor. (She cannot be hit by NA and SA type attacks) B,D,c Dance of the Dream S,SA 200 bar - Yuyuko attacks the opponent using her grazing move. D,B,c Reckless Assault S,SA 200 bar - Youmu runs forward and cuts the opponent. Youmu can be hit by any attack, but can take up to 200 damage without disappearing. F,D,c The Sword A,SA 200 bar - Sakura appears in front of the opponent and uses The Sword Clow Card to perform an unguardable attack.
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.
Graze forward : YES Graze Back : YES Graze up(super jump) : YES Air graze : YES Air graze limit : Unlimited Flying : YES
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
Divine Support
Call Vanilla H and make her help with a prayer. Although it appears as though it was a holy power, the effect is caused by Nanomachines. Cost : 500 Level 1 : 4 seconds to take effect. Gain 3000 power. Level 2 : 4 seconds to take effect. Gain 3500 power. Level 3 : 4 seconds to take effect. Gain 4000 power. Level 4 : 4 seconds to take effect. Gain 4500 power. Spiritual Beam
Call Yuyuko to perform a beam attack. Cost : 1000 Type : A,HP All levels : Increase damage. Divine Retribution
Reimu will reflect damage you would take to the opponent for a short duration. Reflected damage is unaffected by burden, but has a damage dampening that only takes reflected hits into account. Cost : 2000 Type : A,HT Level 1 : 5 seconds, 100% of damage is reflected. Level 2 : 7 seconds, 110% of damage is reflected. Level 3 : 9 seconds, 120% of damage is reflected. Level 4 : 11 seconds, 130% of damage is reflected. Wide Area Protection
Nanoha uses a barrier to protect Seravy. Cost : 1000 Level 1 : Barrier blocks NP projectiles, and movement for 10 seconds. Level 2 : Barrier blocks NP projectiles, and movement for 13 seconds. Level 3 : Barrier blocks NP projectiles, and movement for 16 seconds. Level 4 : Barrier blocks NP and SP projectiles, and movement for 19 seconds. Safety Wall
Kano uses the Safety Wall spell to block physical attacks. Cost : 1000 Level 1 : 8 seconds duration Level 2 :10 seconds duration Level 3 :12 seconds duration Level 4 :14 seconds duration Electrocute
A powerful electric attack that cannot be interrupted. Cost : 1000 Type : S,HP All levels : Increase damage. Vulcanic Eruption
A pillar of lava rises from the ground, spitting fireballs everywhere. Unguardable while standing. Cost : 2000 Type : C,HP All levels : Increase damage. Royal Flare
Call Patchouli to perform her famous fire elemental attack. Cost : 2000 Type : A,HT All levels : Increase damage. Near Thousand Needles
Call Cirno who makes 999 sharp icicles hail down from the sky. This attack ignores burden and has no other damage dampening. Cost : 2000 Type : A,SP Level 1 : 1 Damage per hit, 30% of damage pierces guarding Level 2 : 1 Damage per hit, 45% of damage pierces guarding Level 3 : 1 Damage per hit, 60% of damage pierces guarding Level 4 : 1 Damage per hit, 75% of damage pierces guarding Pillar of Heavens
Call Tenshi and order her to keep attacking the opponent. If you have 2000 power at the end of the last attack, it will be spent and an additional two attacks will be done. These attacks can be guarded, unlike the original version. Cost : 3000 Type : C,HA Level 1 : Tenshi uses lv1 Pillar of Heavens 3 times. Level 2 : Tenshi uses lv2 Pillar of Heavens 3 times. Level 3 : Tenshi uses lv3 Pillar of Heavens 3 times. Level 4 : Tenshi uses lv4 Pillar of Heavens 3 times. Massacre on Mt. OOe
Suika attempts to grab the opponent and smash him into the ground. The attack fails if Suika takes a hit during it. Cost : 3000 Type : S,HT Level 1 : One small hit, and one hit of full power. 400 damage total. Level 2 : Two small hits, and one hit of full power. 450 damage total. Level 3 : Three small hits, and one hit of full power. 500 damage total. Level 4 : Four small hits, and one hit of full power. 550 damage total. Healing Rain
A spell that heals everyone to max health. Cost : 3000 Type : A,HT Level 1 : Completely heal everyone. Level 2 : Completely heal everyone. Passive : Your Recovery spellcard heals 25% more. Level 3 : Completely heal everyone. Passive : Your Recovery spellcard heals 50% more. Level 4 : Completely heal everyone. Passive : Your Recovery spellcard heals 100% more. The Big
Sakura grows huge and stomps on the opponent. This attack is unguardable, but can miss if the opponent uses protective spells or an uninterruptable attack. Cost : 3000 Type : A,HT Level 1 : 240 damage Level 2 : 270 damage Level 3 : 300 damage Level 4 : 330 damage Absolute Harvester
Patchouli's strongest Metal element attack. Unguardable, and the damage is quite good. Cost : 3000 Type : A,HT All levels : Increase damage. Dimensional Tear
Yukari creates a gap that sucks the opponent in. Cost : 3000 Type : A,HT Level 1 : Opponent loses 50% life and power. Level 2 : Opponent loses 67% life and power. Level 3 : Opponent loses 84% life and power. Level 4 : Opponent disappears in the gap and loses. Magical - on Stage
Sayuri's strongest attack. Unguardable. Cost : 4000 Type : A,HT All levels : Increase damage. Meteo
"The strongest dimensional magic" as some like to call it, it makes a lot of powerful meteors bombard the area. Although it is quite powerful, there are much stronger versions of this spell in existence. Unguardable while standing and does significant guarded damage as well. Cost : 4000 Type : A,HP and A,HA and C,SP All levels : Increase damage. Pretty Coquettish Bomber
A surprisingly strong attack. Although it heals the target, it has the power to push them far away, and make them lose their will to fight. It only hits opponents in the air and cannot be guarded, and provides an instant victory if it hits. This card cannot be ugraded. Cost : 6000 Type : A,HP Level 1 : Win the round on a successful hit. Crowd Parade
Call everyone. Although they don't do anything special, if someone happens to be standing in their way, they'll get trampled over. This move can only be guarded in air. You have improved defense while casting this spell. This card cannot be ugraded. Cost : 6000 Type : S,HA Level 1 : Enough damage to KO most opponents. True Comet
Although a regular Comet is already quite powerful, if two magicians work together to cast it, the power will be on a completely different scale. Summon Kano Kirishima and cast the spell together. You have greatly improved defense while casting this spell. This card cannot be upgraded. Cost : 9000 Type : A,HT Level 1 : More damage than you can imagine. There won't be any survivors if they get hit by this. Skill Cards
Defensive Magic
Take less damage from attacks. Cost : 1000 Level 1 : -7% damage taken Level 2 : -14% damage taken Level 3 : -21% damage taken Level 4 : -28% damage taken Offensive Magic
Do more damage with normal magical attacks. Affects : Electroshock, Meteor Fragment, Fire Pillar, Water Pillar, Thundershock, Repulser, Repuller Cost : 1000 Level 1 : +10% damage done by attacks Level 2 : +20% damage done by attacks Level 3 : +30% damage done by attacks Level 4 : +40% damage done by attacks Stage Cards
Infinite Power
Seravy starts to take the battle seriously, and uses more of his power. You cannot memorize other spells after using this card. Cost : 2000 Level 1 : All SPELL cards produce their level 2 effect when used. Level 2 : All SPELL cards produce their level 3 effect when used. Level 3 : All SPELL cards produce their level 4 effect when used. Level 4 : All SPELL cards produce their level 4 effect when used. Gain power and regenerate life passively. Note : Only increases the effect of the spell, doesn't add any passive bonuses you would get for memorizing the spells. Affects System spellcards. Eternal Life
Aura hacks into the software of reality and overwrites your life data to prevent knockout. Cost : 2000 Level 1 : 25+(power/500)% chance to revive with (25+power/1000)% health and lose 50% power. Level 2 : 35+(power/400)% chance to revive with (35+power/800)% health and lose 44% power. Level 3 : 45+(power/300)% chance to revive with (45+power/600)% health and lose 38% power. Level 4 : 55+(power/200)% chance to revive with (55+power/400)% health and lose 32% power.