So, I'm not...
super into Touhou. I haven't touched one of the actual games yet - not even a fan one. But I'm familiar enough with the characters and good enough at research to put together a basic gameplay concept and set of specials for Reimu.
My take on Reimu's playstyle involves a character who gets
right next to enemy hitboxes, weaving around an enemy's attacks and punishing them if they make an unsafe move. To facilitate this, her movement is particularly responsive, featuring a good dash startup and dash turnaround and high air acceleration, traction, and air friction. However, she's not particularly heavy - she's supposed to be dodging hits, not tanking them. In particular, she's also designed to be quite good against zoners and other characters with long-range hitboxes, but struggles to put pressure on the opponent.
Reimu's normal attacks are split fairly evenly between attacks using her gohei (aka the purification rod - that stick thing she carries around) and danmaku (whole buncha energy bullets). For the most part, her danmaku attacks are noncommital and have long range, but they don't deal actual knockback or cause enemies to flinch; so they're mostly useful for pelting opponents while you're dodging them. Exceptions to this are her rapid jab, smash attacks, and specials. Her gohei attacks, meanwhile, are relatively slow, but are the ones that actually deal knockback. This encourages her to wait for an opening while using danmaku instead of just outranging opponents with the gohei.
Now, Reimu has a unique mechanic - grazing. All this time, I've been talking about cozying up to hostile hitboxes, and grazing is another mechanic to incentivize that. Getting close to a hitbox without getting hit will give off a little white spark, and put a "Graze Spark" above Reimu's damage meter. These Graze Sparks increase the speed of some of her attacks (specifically, all the ones that deal knockback). You can have up to five at once. One will go away if you go five seconds without grazing. One will also disappear if you get hit. Graze Sparks serve to counteract Reimu's slow gohei attacks, but only once she does her thing first. In particular, it allows her to get around the problem of opponents only using safe attacks against her so she can't get in..
Hey, speaking of Reimu's specials, I have ideas for a few:
- Her neutral special is Spirit Sign "Fantasy Seal". This creates an circle of eight white orbs of energy, which will hang in the air for a moment before arcing toward the nearest opponent and colorfully exploding. It's a pretty slow move on Reimu's part, it's easy to see coming, and it doesn't do a whole lot of damage, but it forces the opponent to shield or dodge. This move is particularly useful against opponents who outrange Reimu, allowing her to get close while the enemy is too busy to keep zoning her. This move is based off of Reimu's most recurring spell card, which is almost always one of her bomb attacks (limited-use attacks that clear all enemy bullets from the screen). It's particularly based off the later games, where it's eight white homing orbs the same way it is here.
- Her side special is Dream Sign "Evil-Sealing Circle". Reimu dashes forward a bit in the direction you're holding, leaving behind a few rings (with the hole perpendicular to the field of play) of small, white, circular shots. After a little bit, the shots will turn into red arrowhead-shaped shots and shoot forward. This attack doesn't deal knockback, and the shots actually deal more damage while they're white. This special can be used as a straightforward projectile, but it's more useful (and more damaging) as a movement option to quickly get away from enemy attacks, especially on the ground. This move is based off of Reimu's second-most recurring spell card. Specifically, it's based off of when she uses it as a boss during Imperishable Night. Though normally, she's also shooting ofuda everywhere, and the movement thing is entirely original.
...Ah, I hate to say it, but I've already spent way too long on this and I don't have good ideas for the up special, down special, or Final Smash. I was wanting the down-B to be
Dream Sign "Duplex Barrier" and somehow reflect projectiles, but I couldn't really get it together. I was thinking
Fantasy Nature for her Final Smash, which probably would've just been the bullet pattern from IN exactly. I have no idea what her up special would be, even just nominally. I want it to be another spellcard, but I couldn't find any good fits and I have no clue what it would be mechanically.