Welp, I think I've settled on my new Reimu moveset. I've blown through so many of these. Hope this one will stick...
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REIMU Crosses the Border!
Unlike my previous movesets, this one focuses mainly on adapting the gameplay mechanics and design philosophies of the mainline shoot-em-ups rather than creating a hodgepodge of gimmicks from various different sources. Of course, that isn't to say it's
entirely based on the shooters. In fact, the majority of her animations are taken from other sources; The fighting games,
Highly Responsive to Prayers, and
Gouyoku Ibun. However, her pros, cons, and general playstyle is still largely based on the shooters, creating a unique interpretation of Reimu rather than taking a moveset from the fighters.
It should also be noted that she reuses a couple animations from other fighters, not out of laziness or lack of uniqueness, but because that's just what a lot of fighters do-For example, Joker has Sheik's up tilt, Hero has Ike's neutral aerial, Min Min has Sonic's down smash, etc.). It adds a bit of "realism" to the moveset, so to speak. It helps that some of her attacks from the actual games resemble some attacks from Smash.
Reimu's moveset is largely defensive, focused on staying out of harms' way with her high mobility and walling off opponents with her many projectiles. Reflecting Touhou's heavy usage of flight, Reimu has amazing aerial mobility, being able to move great distances without touching the ground even once. In addition, she has quite a few anti-zoning mechanics; If used right, projectiles can be rendered completely useless against her. However, she suffers from her light weight, being around Kirby's level, and lack of kill power. In addition, she has poor matchups against rushdown characters who can slip through her defenses, as well as fighters with long melee attacks who can bypass her defenses entirely.
Mechanics
- Grazing - When Reimu is standing, walking, dodging, or using her up special, she becomes immune to projectiles. When this occurs, the Grazing sound effect from the Touhou games will play. Functionally, this is more or less the same as the shields used by the Links and the Heroes.
Grazing is a staple of the series, occurring when the player just barely misses a projectile. This adds points to their score, so high-level players often go out of their way to cause Grazing to get a higher score. This mechanic is also present in the fighting games, where a fighter becomes immune to projectiles during a dash or a super jump; Ironically, this is more or less the inverse of Smash's take on the concept.
- Shot Types - Reimu has two different shots, Hakurei Amulet and Persuasion Needle. In general, the Hakurei Amulet has a larger hitbox and is more defensive, while the Persuasion Needle is faster and stronger, and is better at offense. Reimu can switch between them with her down special, elaborated on below, and uses these shots for her jab, side tilt, up smash, forward and back aerials, up throw, and neutral special.
- Reimu's gohei can destroy projectiles, much like the Belmont's whip. While this isn't directly taken from any Touhou media, it fits in with Reimu's anti-zoning capabilities and her distant nature.
- When Reimu air dodges, she will stay in place after the dodge instead of falling, allowing her to maintain her position or right herself. This is an adaptation of Focusing and her ability to float, elaborated on under her up special.
Ground Attacks
- Jab - Reimu shoots a volley of projectiles. Holding the button increases the duration of the move. The Hakurei Amulet has a wider spread, while the Persuasion Needle has slightly better range. Based on the standard shooting attack from the mainline games, as well as her 5B move from the ground fighters.
- Dash Attack - A sliding kick. Pressing the button again causes Reimu to perform a flip kick. Based on the slide and Ascension Kick from Highly Responsive to Prayers, which in turn was adapted into the ground fighters.
- Side Tilt - Reimu throws a larger-than-normal projectile. Based on the Hakurei Amulet and Persuasion Needle moves from the fighters.
- Up Tilt - Reimu spins her gohei above her head. An original move, though it is based on her down tilt. Resembles Palutena's up tilt.
- Down Tilt - Reimu spins her gohei on the ground. Based on her 2A move from the fighters. Resembles Palutena's down tilt.
- Side Smash - A horizontal gohei swing. Based on her 6A move from the air fighters.
- Up Smash - Reimu fires a projectile upward. Based on her shot move from Highly Responsive to Prayers.
- Down Smash - Reimu creates a pair of barriers on either side. These barriers can deflect projectiles, much like Ness and Lucas' side smash or Min Min's up smash. An altered version of her Cautionary Border attack from the ground fighters. Resembles Pit's down special.
Aerial Attacks
- Neutral Aerial - Reimu spins her gohei around herself like a fan. Based on her aerial attack from Gouyoku Ibun. Resembles Pit's neutral aerial.
- Forward Aerial - Reimu fires three fast projectiles forward. The Hakurei Amulet spreads apart as it travels, while the Persuasion Needle deals more damage. Based on the Youkai Buster shot, specifically the version used in the fighters.
- Back Aerial - Reimu fires a stream of projectiles behind her. Resembles her jab, but with less spread and more range. Based on her jumping 5B from the ground fighters.
- Up Aerial - A flip kick. Based off the Ascension Kick from the fighters, which itself is adapted from Highly Responsive to Prayers.
- Down Aerial - Reimu swings her gohei downward. An original move, though loosely resembles the killing blow used on the fortune teller. Also resembles Ike's down aerial, albeit a good deal faster.
Throws
- Grab - Reimu traps the opponent using her Yin-Yang Orbs.
- Pummel - Reimu sharply jabs the opponent with her gohei. Based off her far 5A move from the ground fighters.
- Forward Throw - A crosscheck with the gohei. Based off her 6A move from the ground fighters.
- Back Throw - Reimu warps the opponent behind her, then smacks them away with her gohei. Resembles Sephiroth's back throw.
- Up Throw - Reimu throws the opponent upwards and fires a shot at them. Based on her shot move from Highly Responsive to Prayers, and resembles her up smash.
- Down Throw - Reimu sticks a talisman on the opponent and throws them down, followed by the talisman exploding on the opponent.
Specials
- Neutral Special - Options: Reimu fires a stream of projectiles from her Yin-Yang Orbs. Both shots have unique effects for this move. The Hakurei Amulet has a mild homing effect, and can be charged to increase the size, power, and homing capabilities. The Persuasion Needles are faster and stronger, and can be spammed by holding the button down.
Options are a mainstay of the mainline games, being objects floating around your character that add some extra firepower to your shots. Depending on the game, you either have two Options or up to four. Reimu's Options are her ancestral Yin-Yang Orbs, elaborated on below.
- Side Special - Yin-Yang Orbs: Reimu throws a Yin-Yang Orb forward. If it hits a wall, it will bounce off. The attack can be angled and charged, with the latter increasing the size, power, and speed of the orb. After a short amount of time, the orb will return to Reimu. Reimu can fire both orbs in rapid succession; During the attack, the Yin-Yang Orb will not fire projectiles during the neutral special. If charged, Reimu cannot fire the second orb.
The Yin-Yang Orbs are magic, anti-youkai artifacts, and one of Reimu's signature items. In Highly Responsive to Prayers, Reimu had to guide a bouncing Yin-Yang Orb around the screen, while in the shooters they became Options. The fighting games have a move that harkens back to HRtP, which this attack is based on (Albeit shrunken down to fit in with the Option interpretation).
- Up Special - Focusing: Reimu rises into the air, much like R.O.B.'s up special. Like R.O.B., Reimu does not go into freefall after using the move, allowing her to continue moving and attacking as usual. During this move, Reimu is capable of Grazing.
Focusing is a very useful move from the mainline games that slows Reimu down and shows her hitbox, allowing her to dodge and Graze more easily. This is a staple of Touhou's gameplay, and the games would be that much harder withoutit. In addition, this move also adapts flying capabilities of pretty much every Touhou character, as well as Reimu's unique ability to float.
- Down Special - Shot Changing: Reimu changes her shot type. This function much likes Min Min's ARMS Change; By default Reimu starts with the Hakurei Amulet, and can switch freely between shots on the fly.
Changing shots is a recurring part of the Touhou series. Before starting a playthrough, the player can choose their character and which version they use, creating more ways to play. This usually takes the form of different shot types, though some games add a twist to it (Youkai partners, sub-shots instead of main shots, Animal Spirits, etc.). Due to the differences in gameplay, Reimu can swap on the fly in Smash rather than choosing from the beginning.
- Final Smash - Fantasy Seal: Reimu creates a storm of multicolored orbs that home in on opponents, dealing damage all over the stage. Functions somewhat similarly to Diddy Kong's Final Smash.
Fantasy Seal is Reimu's signature "Bomb," a limited-use attack that deals high damage all over the screen. Bombs have different requirements for obtainment throughout the series, but usually they must be collected. This is somewhat similar to grabbing a Smash Ball to pull off a Final Smash, meaning it doesn't have to be shoved into Reimu's normal moveset.
- Alternate Final Smash - Fantasy Nature: If Reimu's opponent is at 70% or higher, she will send out a burst of energy and talismans, dealing massive damage in a wide radius and instantly killing anyone over 100%. Notably, Mystic Oriental Love Consultation (End of Century) from Hisoutensoku will start playing during the Final Smash, and will continue to do so during the results screen if the match is ended with this attack.
Fantasy Nature is the ultimate expression of Reimu's abilities, causing her to float away from reality itself and become invincible. This attack is so powerful that she refused to use it in spell card battles until Marisa put a name and time limit on it, despite Reimu being the biggest slacker in Gensokyo. This move has taken many forms through the series and is up to interpretation; In this case, Smash adapts the version from Hisoutensoku.