Tenshi Hinanai by Seravy (http://seravy.x10.mx/Wordpress)
A Celestial being, who is extremely bored from the life in heaven and descends to bring forth a disaster every once in a while. She doesn't want to cause harm, just wants people to visit her, to make her life more interesting. Her ability is being able to control earth, and cause earthquakes. She is also able to control weather, and temperament, a form of energy created from emotions. Her projectiles are either formed of temperament, or are keystones, divine stones used to prevent earthquakes.
Command Name Type Cost Condition Effect
a Light Sword slash S,NA - Standing - b Light Kick S,NA - Standing - B+a Keystone smash S,NA - Standing Unguardable while crouching F+a Sudden push S,SA - Standing - F+b Sudden kick S,SA - Standing - D,F,a Spinning kick S,SA - Standing Unguardable while standing D+b Trample S,NA - Standing Unguardable while standing, hits OTG D+a Crouching light kick C,NA - Crouching Unguardable while standing D,F,b Crouching sword slash C,NA - Crouching Unguardable while standing b Air kick A,NA - Air - a Air kick upward A,NA - Air Limited to 3 hits in a single chain. D+b Smashdown A,NA - Air Partially ignores dampening c Tackle S,SA - Running Smash into the opponent while grazing for an attack.
x Scarlet Shot A,NP 200 Any Shot some weak projectiles formed from temperament. A very basic attack. D,F,x Beams of non-Perception A,SP 200 Any Fire several beams in forward direction. D+x Sky Pillar A,SP 200 Standing Fire beams towards the sky around yourself. Unguardable in air. D,B,x Release Temperament A,NP 200 Standing Raise your sword and release some of the stored temperament in form of projectiles. The projectiles are weak, but there are many, so they are hard to avoid. This move is not interrupted by hits. y Piercing Keystone A,NP 200 Any Fire a single, stronger keystone at the opponent. Only one can be active at a time. D+y Pillar of Divine Punishment A,SP200 Any Summon a large keystone that acts as a shield against projectiles. You can only have one of these at a time. If it happens to fall on the opponent, it does heavy damage. D,F,y Keystone Rush S,SA 200 Standing Shoot a rapid keystone and grab it, ramming it into the opponent at high speed. D,B,y Aerial Bombardment A,NP 200 Standing Jump into the air and bombard the ground in front with keystone projectiles D,D,x Jump of Receiving A,SA 400 Standing Jump forward for a sword strike. This attack is uninterruptable and the attack power increases depending on the damage you take while using it. c Six Earthquakes C,SP 200 Standing Hit the ground with your sword causing a very small earthquake. Unguardable while standing. D+c Sword of Earth C,SP 200 Standing Hit the ground to cause damage to anyone standing nearby. Has no effect on opponents in the air. Unguardable while standing. Can be used during blockstun. D,F,c Wave of Earth C,SP 200 Standing Forms a slow moving wave in the earth, that moves outward from the epicenter. Unguardable while standing.
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
Contemplate Pain
A special meditation technique, that generates power from pain. Every attack you take gives you power depending on the amount of damage. Cost : 1000 Level 1 : Lasts 4 seconds, gain 1200% of the damage taken as power. Level 2 : Lasts 5 seconds, gain 1400% of the damage taken as power. Level 3 : Lasts 6 seconds, gain 1600% of the damage taken as power. Level 4 : Lasts 7 seconds, gain 1800% of the damage taken as power. Serial Angel Cut
Slash around with your sword wildly. There is nothing special about this move, the large number of cuts makes it efficient. Can be chained into : Bermuda Triangle Cut Cost : 1000 Type : S,HA Level 1 : 12 attacks, normal damage Level 2 : 15 attacks, slightly increased damage Level 3 : 18 attacks, more damage Level 4 : 21 attacks, highest damage Sword of Unletting Soil
Hit the ground with your sword to make large rocks to surface and damage opponents standing nearby. This attack cannot hit opponents in the air, and is unguardable while standing. Cost : 1000 Type : C,HA Level 1 : 200 damage Level 2 : 210 damage, The skill : Sword of Earth does +10% damage. Level 3 : 220 damage, The skill : Sword of Earth does +20% damage. Level 4 : 230 damage. The matter summoned from the earth is pure coal, which bursts into flames upon reaching air. The skill : Sword of Earth does +30% damage. Guardian Keystones
Use your keystones as protective barriers to block incoming projectile attacks. While they provide a very good protection against projectiles coming from the front and behind, they aren't too useful against ones coming from above or below, and completely useless against beams or other attacks that can cut through obstacles. Cost : 1000 Level 1 : 4 Keystones, 200 HP each Level 2 : 5 Keystones, 250 HP each Level 3 : 6 Keystones, 300 HP each Level 4 : 7 Keystones, 350 HP each Temperament Spear
A very quick move. The damage is medium, but the high speed and piercing ability makes up for it. Can be chained into : Spear Storm Cost : 1000 Type : A,HP Level 1 : Medium damage. Level 2 : Both normal and guarded damage is higher. Level 3 : Both normal and guarded damage is higher than Level 2. Level 4 : Normal and guarded damage is the highest. Angel Wing Breeze
Call down sharp angelic feathers from the heavens. The quick movement of the feathers charges them with static electricity. The feathers are unguardable due to their sharpness and electric charge. Their small size however makes the attack do very limited damage. Grazing is the only option to avoid the damage. Cost : 1000 Type : A,SP Level 1 : Very low damage Level 2 : Low damage Level 3 : More damage Level 4 : Most damage, but it's still not much. Spear Storm
Fire many temperament spears at the opponent. The temperament for the high number of spears takes a long time to collect, so unlike the single version, this move is slow. The higher damage, and superior piercing ability makes up for that though. Cost : 2000 Type : A,HP Level 1 : 5 spears. Medium normal and piercing damage. Level 2 : 6 spears. Higher normal and piercing damage. Level 3 : 8 spears. Even higher normal and piercing damage. Level 4 : 12 spears. Highest normal and piercing damage. Sword of Divine Justice
A single, but powerful sword attack, using a sword made of pure temperament, pointing diagonally up to the sky. Invincible on startup and graze while moving up. Cost : 2000 Type : A,HA Level 1 : 310 damage Level 2 : 340 damage Level 3 : 370 damage Level 4 : 400 damage State of Enlightement
A special meditative state that reduces the effects of pain, allowing you to continue fighting as normal when you take hits. Some suspect that it has nothing to do with meditation, Tenshi is just used to pain, so she can ignore it. You can't guard or use normal physical attacks while in this state. Cost : 2000 Level 1 : For 15 seconds, your attacks are not interrupted by hits. Level 2 : Same as above, but damage is reduced by 15% Level 3 : Same as above, but damage is reduced by 30% Level 4 : Same as above, but damage is reduced by 45% Pillars of Heaven
Raises pillars into the sky from the ground around yourself. Unguardable while standing. Cost : 2000 Type : C,HA Level 1 : 280 damage, 3 pillars Level 2 : 310 damage, 5 pillars Level 3 : 340 damage, 7 pillars Level 4 : 370 damage, 7 pillars, shoot projectiles when standing on the top of the pillar. Skyfall
An attack that makes the sky come down literally. Unguardable and cannot be interrupted. Strengthened Keystones increases the damage done. Cost : 3000 Type : A,HP Level 1 : ~280 damage Level 2 : ~320 damage Level 3 : ~360 damage Level 4 : ~400 damage Catastrophe Forecast
Inject temperament into the earth using your sword to create a major earthquake. The earthquake is unguardable on the ground, but has no effect in the air. Can be chained into : Minor Doomsday Cost : 2000 Type : C,HT Level 1 : 350 damage, earthquake happens 7 seconds after using the spellcard Level 2 : 380 damage, earthquake happens 6 seconds after using the spellcard. The skill : Ground Uncertainity does +10% damage. Level 3 : 410 damage, earthquake happens 5 seconds after using the spellcard. The skill : Ground Uncertainity does +20% damage. Level 4 : 440 damage, earthquake happens 4 seconds after using the spellcard. The skill : Ground Uncertainity does +30% damage. World Creation Press
Jump high into the air, create a giant keystone, and drop it on the opponent. This move has invincibility, and the damage is quite high, so it is expensive to use. The attack is unguardable while crouching. Strengthened Keystones increases the damage done. Cost : 3000 Type : A,HA Level 1 : 380 damage. Level 2 : 420 damage. Level 3 : 460 damage. Level 4 : 500 damage. Bermuda Triangle Cut
Three powerful sword slashes that form a triangle. The high amount of temperament focused into the small area of the triangle may distort space, causing the opponent to disappear. Cost : 2000 Type : S,HA Level 1 : Normal damage, 1% chance for opponent to vanish. Level 2 : Increased damage, 3% chance for opponent to vanish. Level 3 : Further increased damage, 7% chance for opponent to vanish. Level 4 : Highest damage, 13% chance for opponent to vanish. Minor Doomsday
Jump up far into the sky, and focus the energy of the heavens on the ground directly in the form of a powerful beam. The amount of heat generated is enough to set the earth ablaze. This is the strongest power a celestial can use. Cost : 4000 Type : C,HP, A,SP Level 1 : Damage, damage, and some more damage. Level 2 : And even more damage. Level 3 : Let's add a bit of damage to that, shall we? Level 4 : Yes, you guessed right...level 4 gives additional damage as well. Scarlet Weather Rapture
Fire a large, highly damaging beam made of collected temperament. Cost : 3000 Type : A,HP Level 1 : ~350-370 damage Level 2 : Increased damage Level 3 : Further increased damage Level 4 : Highest damage Skill Cards
Strengthened Keystones
Improves the quality of your keystones, so attacks using them are stronger. Cost : 1000 Level 1 : Keystones do 12% more damage, defensive keystones have 12% more HP. Level 2 : Keystones do 24% more damage, defensive keystones have 24% more HP. Level 3 : Keystones do 36% more damage, defensive keystones have 36% more HP. Level 4 : Keystones do 48% more damage, defensive keystones have 48% more HP. Advanced Masochism
The boredom of the heavens made Tenshi able to enjoy even the most painful situations. This spellcard amplifies that effect, causing an improved ability to take damage. Since you want to enjoy the fight as long as possible, your attacks are weaker. The system card : Recovery has reduced effect for each level of this skill card used. (A good masochist can take any amount of pain. But a great masochist also tries her best to make the pain last longer.) Cost : 1000 Level 1 : +10% defense,-10% attack, gain additional power when taking damage. -20% recovery effect. Level 2 : +20% defense,-20% attack, gain additional power when taking damage. -40% recovery effect. Level 3 : +30% defense,-30% attack, gain additional power when taking damage. -60% recovery effect. Level 4 : +40% defense,-40% attack, gain additional power when taking damage. -80% recovery effect. Seismic Control
Increases the effectiveness of skills that utilize the power of earth. Affects : -Six Earthquakes (More damage) -Sword of Earth (More damage) -Wave of Earth (More damage) Cost : 1000 All Levels : Increases effects of the listed skills. Temperament Manipulation
Increases the effectiveness of skills that use the power of temperament. -Scarlet Shot (More projectiles) -Beams of Non-Perception (More damage, hits and duration, also adds guarded damage) -Sky Pillar (More damage,guarded damage) -Release Temperament (More damage) Cost : 1000 All Levels : Increases effects of the listed skills. Stage Cards
Meteorological Advantage
Draws temperament from your opponent's body, and let it rain back on the stage as projectiles. Cost : 1000 Level 1 : Amount of temperament (number of projectiles) depends on the opponent's power. Level 2 : Amount of temperament (number of projectiles) depends on the opponent's power and life. Level 3 : Amount of temperament (number of projectiles) depends on the opponent's power and life, 33% more projectiles. Level 4 : Amount of temperament (number of projectiles) depends on the opponent's power and life, 100% more projectiles.