Gimmick #1: Flying Danmaku: Reimu is never in an "on-the-ground" stance. Instead, she is in a constant floating state, much like in the Touhou fighting games from Hopeless Masquerade onwards. However, there is a limited area where she can fly, much like how there’s a building limit to Steve’s blocks. Should Reimu leave this area, she will be treated like any other fighter and just start falling. While this happens, she can attempt to return to the flight zone to regain her constant flying state.
Gimmick #2: Focus Mode: Since Reimu is constantly in the air, she can’t shield normally: she instead has a “Focus Mode” that shrinks her hurtbox to the size of a White Pikmin and positioning it on her upper torso area, all at the cost of reducing her movement speed to 0.5x. While in Focus Mode, Reimu has different Specials and a different Jab/N-air that she can access, and she can engage in a unique “air-dash” that allows her to move in bursts of speed. When her hurtbox is hit even once while Focusing, she will go into Focus Break, a shield-break style state similar to K. Rool’s Belly Break.
Jab/N-air: Ofuda/Needle Barrage: A different attack based on whether or not she’s in Focus Mode. The fuda talismans have slight homing properties at the cost of having low damage output, whereas the Persuasion Needles have no homing projectiles, but immense damage output. This move can be aimed while attacking with the joystick.
Dash attack: Flies forwards with a lunging kick that has immense knockback and damage output. Is safe on block and on whiff.
F-tilt/F-/B-air: A horizontal swing with the gohei, leading to a hitbox that allows her to hit opponents behind her. Good for punishing cross-ups and has some decent kill potential.
U-tilt/U-air: An upwards-thrusting kick that grants Reimu additional height in her flight. Has great kill potential by itself and is safe on whiff. Has three variants: neutral, ascending, and descending. Use this while not moving to perform as is, use while jumping/flying upwards to get more vertical range, use while falling/descending to plummet for a bit before attacking.
D-tilt/D-air: A leap upwards leading to a downwards kick beneath her. This is good for forcing the opponent to whiff potential attacks and attack from above, and also serves as an unconventional anti-air. Has three variants: neutral, ascending, and descending. Use this while not moving to perform as is, use while jumping/flying upwards to get more vertical range, use while falling/descending to plummet for a bit before attacking.
Grab: Reimu tosses a sealing talisman in front of her. Should an opponent be hit by this, they will be stunned whether they're on the ground or in mid-air as though the talisman was petrifying them. For her pummel, she will strike them over the head with the gohei as though she was disciplining them.
F-throw: Fire a barrage of five talismans in front of her that rack up damage and launch the opponent. Good for dealing damage and is good for setting Reimu up for follow-ups with Side Smash or U-air.
B-throw: Fly past your opponent and strike from behind with a whirling gohei blow. Is good for set-ups but nor for killing.
D-throw: Reimu will disappear into a Dimensional Rift and appear above the opponent, landing on top of them with a dropkick. If used while “standing” on the ground, this will function like normal, but use it in mid-air and it will strike them in a semi-meteor attack, only knocking opponents downwards as though they were standing on the ground.
U-throw: Reimu will lift the opponent up, then smash a Yin-Yang Orb into their torso, the orb spinning as it is used resulting in multiple hits before it bursts and launches the opponent.
Side Smash: Reimu creates a Yin-Yang Sanctifier Orb that revolves in place for a moment. Should it hit while it’s being released, it will disappear. If used while whiffing, you can press A again to fire the Yin-Yang Orb as a projectile that can catch opponents, much like a multi-hit Charge Shot.
Up Smash: Reimu will charge with power, then unleash the Evil-Sealing Circle, a large pillar of energy covering her body and reaching upwards and downwards. From her body, both upwards and downwards portions of the pillar reach about as far as Palutena’s Up-Smash, but in turn, is about as narrow as the Belmonts’ Up-Smash thanks to her rather small physique.
Down Smash: Reimu will flip downwards and spin her gohei beneath her while it crackles with energy with Rain Dance. This hits both sides of her, even when touching the ground, and can meteor smash if used in mid-air.
Neutral B: Hakurei Amulet: A barrage of 5 homing amulets, 4 small and one large, that can be aimed. They lock onto a nearby opponent, much like Palutena’s Autoreticle, and very slightly home in on them as well.
Focus Neutral B: Youkai Buster: A dense barrage of projectiles that strikes anyone in front of her, goes farther out as it goes. This is a move with high kill potential and deals immense damage by itself.
Side B: Yin-Yang Orb: Unleash a powerful Yin-Yang Orb that bounces off screen boundaries and stage collision before striking the opponent. Only one Yin-Yang Orb can be used at a time and will last for 5 seconds before vanishing without hitting anything.
Focused Side B: Yin-Yang Power: While in Focus Mode, Yin-Yang Orb becomes an entity revolving around Reimu that serves as an additional output for her Barrage Attack. This can stack up to 4 times, and any Yin-Yang Orbs summoned will vanish if Reimu herself is hit.
Up B: Floating Wall Jump: Create a barrier to use as a foothold to jump off of. Can go up, then down, or down then up for a riskier recovery, much like Steve’s Elytra.
Focus Up B: Ascension Kick: A rising, fiery flip-kick that propels Reimu upwards. Has high damage and low knockback for combo potential.
Down B: Cautionary Barrier: A brief, yet powerful barrier that Reimu can use to reflect projectiles, including her own Yin-Yang Orb. This also possesses some collision that can cause bouncing, much like Steve’s Blocks.
Focus Down B: Dream Sign “Duplex Barrier”: Create a box-shaped barrier that can trap opponents inside with her and reflect projectiles within. Those not caught in the barrier upon summoning can still move as they please. Duplex Barrier will vanish after 8 seconds.
Final Smash #1: Spirit Sign “Fantasy Seal”: Unleash a barrage of rainbow energy orbs that homes in on all opponents in front of her.
Final Smash #2: Fantasy Nature: After a long charge period, release a screen-wide attack that instantly kills anyone in range. This is only accessible if Reimu is over 100%. If Reimu ends the battle with this Final Smash, a special victory animation is played.