OpticalCellophane
Smash Rookie
- Joined
- Dec 24, 2020
- Messages
- 16
Hey ho, First time posting but lurkin' for a really long time always wanted to talk about Reimu as a smash concept but deathly fearful of human interaction so never have. Figured now's as good a time as any as I really just want to post a bit about Reimu both as a character and in smash after binge playing through a tonne of Gensou Wanderer and replaying Megamari recently all I got is touhou on the brain.
Anywho the big thing I wanted to talk about is the premise of Reimu's moveset. More the idea of how people usually suggest she work. Long range zoner floaty projectile monster. Which is like the most intuitive way to make her, but to me I've always thought she'd be way more interesting if she was built around a big concept of risk and grazing as well as a unique gimmick of having a P meter, after all, in most touhou games staying far away all the time is asking to be killed and it's all about weaving in and out of ranges all the time.
I thought of a few fun mechanics that would be unique to Reimu that may or may not be busted or super flawed in reality. First being that in my head she wouldn't have a shield at all. Instead using the shield button would put her in focus mode, making her semi transparant with a glowing red orb around her waist area, rather than projecting a shield Reimu shrinks her hitbox while turning the rest of her body into a graze box. Grazing a move would add to her P meter which ranges from 1.0 to 5.0 with her specials becoming stronger after each full number is achieved. With her neutral b just being her ofuda that cover more and more space/do more and more damage as her power raises but not flinching the enemy like a fox laser unless she fires it while focused. Stuff like rolling through attacks or parrying moves would also give her graze effect and points towards her P meter in different rates.
The other neat concept I thought would be fun would be if every stage had a "collection line" where you could knock p blocks out of your opponent with strong hits that would fall slowly and vanish if they touched the ground, but having her go high on the stage past the collection point would suck them all into her, giving her more Risk vs reward by giving up positional advantage for power.
Sorry for the big old text block froma nobody out of nowhere with their first post on a random tangental topic! As for being on topic I actually think her victory theme should be "Today's front page headline" from Hopeless masquerade, with one of her victory poses being her throwing the advertisement of the Hakurei shrine into the camera.
Anywho the big thing I wanted to talk about is the premise of Reimu's moveset. More the idea of how people usually suggest she work. Long range zoner floaty projectile monster. Which is like the most intuitive way to make her, but to me I've always thought she'd be way more interesting if she was built around a big concept of risk and grazing as well as a unique gimmick of having a P meter, after all, in most touhou games staying far away all the time is asking to be killed and it's all about weaving in and out of ranges all the time.
I thought of a few fun mechanics that would be unique to Reimu that may or may not be busted or super flawed in reality. First being that in my head she wouldn't have a shield at all. Instead using the shield button would put her in focus mode, making her semi transparant with a glowing red orb around her waist area, rather than projecting a shield Reimu shrinks her hitbox while turning the rest of her body into a graze box. Grazing a move would add to her P meter which ranges from 1.0 to 5.0 with her specials becoming stronger after each full number is achieved. With her neutral b just being her ofuda that cover more and more space/do more and more damage as her power raises but not flinching the enemy like a fox laser unless she fires it while focused. Stuff like rolling through attacks or parrying moves would also give her graze effect and points towards her P meter in different rates.
The other neat concept I thought would be fun would be if every stage had a "collection line" where you could knock p blocks out of your opponent with strong hits that would fall slowly and vanish if they touched the ground, but having her go high on the stage past the collection point would suck them all into her, giving her more Risk vs reward by giving up positional advantage for power.
Sorry for the big old text block froma nobody out of nowhere with their first post on a random tangental topic! As for being on topic I actually think her victory theme should be "Today's front page headline" from Hopeless masquerade, with one of her victory poses being her throwing the advertisement of the Hakurei shrine into the camera.