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Super Smash Bros. Infinite Project (Finally Finished!???)

Which title should we use?


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GolisoPower

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Job #127: Submit a Touhou Project stage
I admit, I know very little of this series outside of Reimu Hakurei and the abilities she has. Other than that, I’m not sure what other content can be included. So I’m leaving it to the thread to come up with a stage that is from Touhou Project!

When submitting, please include the…
  • name of the stage​
  • if it appears in a particular Touhou game​
  • it’s appearance and layout​
  • any hazards or stage gimmicks​
  • any cameos that may appear​
  • omega/final destination forms​
  • the reason for it being included (why is it important enough to represent aTouhou Project?)​
Alrighty then:

My stage:
1624206800008.png


Name: Hakurei Shrine
Appearances: Every Touhou game in the series
Appearance and Layout: The stage takes place in front of the Shrine, and the layout of the stage is very similar to that of Final Destination, but with a major difference: it's invisible for the most part, which plays into the stage's gimmick: all the fighters, in a way, are constantly in the air like in the Touhou fighting game Urban Legend in Limbo onwards.

When fighters start on the stage, there's a slight glow at their position that only forms when a fighter is even close to the main platform. This gives fighters the option to either fight while standing up, or fight while in an airborne state. The "main platform" reaches to the very bottom of the camera as well, so recovery works differently: if you manage to reach this particular part of the stage, you'll be immediately pushed upwards back to the level in which you start in when the battle began. Not only that, but you can also "reverse jump" by flicking the joystick downwards so you can hit opponents with aerials from below, just like you do in ULiL. The nature of the main platform also means players have their spikes cushioned as well. Think the walls in KoF Stadium, but for spiking. The nature of the main platform does not change when hazards are turned off.

Cameos: AND FREAKING HOW! Touhou has such an enormous cast of characters that it would be a shame to not include so many! Up to 5 characters can make a cameo appearance at a time, however, so the crowd's different each time you select it!
*Mima: A formerly evil spirit who is sealed beneath the Hakurei Shrine. She started as an antagonist in Highly Responsive to Prayers, before eventually becoming playable in a majority of the PC-98 era.
*Genji: A flying turtle that served as Reimu’s mount for the PC-98 Era.
*Yuuka Kazami: A flower youkai with immense strength. She is feared by many youkai due to her power and her tendency to mess with others.
*Alice Margatroid: A witch who fights using armed dolls. She was initially found in the Makai as the apprentice of Shinki, but come the Windows era onwards, this has been changed to her backstory being a human-turned-magician living nearby Marisa’s house.
*Shinki: A god who created the realm of Makai, and the final boss of Mystic Square.
**Rumia: A youkai of darkness and the first boss of the Windows Era as a whole. She has powers over darkness, though the applications of said power are more detrimental than beneficial.
**Cirno: A small and boisterous ice fairy. She has a penchant for claiming to be the strongest and has been recognized by fans as an idiot, which is symbolized by a ⓽, or “Nineball”.
**Hong Meiling: A gatekeeper for the Scarlet Devil Mansion. Though she’s often sleeping on the job, her ability to sense qi allows her to pinpoint potential intruders.
**Patchouli Knowledge: A sorcerer who has mastery over seven elements. She usually spends her time in the Scarlet Devil Mansion’s Great Library due to her perpetual sickness.
**Sakuya Izayoi: Head maid of the Scarlet Devil Mansion, and Remilia Scarlet’s servant. She is often called “The Perfect and Elegant Servant”, and can stop time.
**Remilia Scarlet: A vampire with power over fate and the main antagonist of Embodiment of Scarlet Devil.
**Flandre Scarlet: The younger sister of Remilia and the first EX Boss of the Windows Era. She has been locked away by Remilia due to her emotional instability and her power over destruction itself.
**Ran Yakumo: A kitsune and shikigami to Yukari Yakumo.
**Chen: A bakeneko who happens to be the shikigami of Ran.
**Youmu Konpaku: A half-phantom swordswoman and servant to Yuyuko Saigyouji.
**Yuyuko Saigyouji: A hungry ghost and the main antagonist of Perfect Cherry Blossom.
**Yukari Yakumo: A gap-youkai who has heavy ties to the creation of Gensokyo itself. She is known for being the only Phantasm boss in the entire series.
**Suika Ibuki: An oni and one of the Four Mountain Devas. She served as the antagonist of Immaterial and Missing Power and possesses power over density, which can allow her to create giant black holes, separate into an army of miniature versions of herself, or turn herself into a giant.
**Keine Kamishirasawa: A were-hakutaku who is a teacher at the Human Village.
**Tewi Inaba: A mischievous rabbit youkai who happens to be the leader of the Earth rabbits residing at the Eientei medical facility.
**Reisen Udongein Inaba: A former moon rabbit-turned earth rabbit with the ability to cause insanity. She used to be a soldier for the Lunar Empire, but for unknown reasons, she has deserted.
**Eirin Yagokoro: A medical mastermind from the moon and the creator of the immortality-granting Hourai Elixir. She held a role in establishing the Lunar Empire and is deeply loyal to Lady Kaguya.
**Kaguya Houraisan: A Lunarian princess and main antagonist of Imperishable Night.
**Fujiwara-no-Mokou: The immortal rival to Kaguya and EX Boss of the game Imperishable Night.
**Aya Shameimaru: A tengu who serves as a journalist for the self-run Bunbunmaru Newspaper. She often tends to exaggerate details for her paper, leading her articles to be not so trustworthy.
**Komachi Onozuka: A shinigami tasked with rowing souls across the Sanzu River. Though she tends to slack off more often than not.
**Eiki Shiki, Yamaxanadu: A Yama whose task is to discern the “black” and “white” of souls. She has garnered a fearful reputation for lecturing people of their faults when off her job as a judge.
**Nitori Kawashiro: A timid kappa who is a mechanical genius and has a desire to make money, solidifying her as the shop character in many Touhou fangames.
**Sanae Kochiya: The half-god shrine maiden of the Moriya Shrine and one of the main antagonists of Mountain of Faith. She is often portrayed as a rival to Reimu and holds the ability to manipulate miracles.
**Kanako Yasaka: One of the two gods of the Moriya Shrine who holds power over heavenliness. She along with Sanae came to Gensokyo to harvest the faith of the humans presiding there while deposing the Hakurei Shrine.
**Suwako Moriya: The other of the two Moriya Shrine deities with power over earthliness. She used to be the original Moriya Shrine deity before her defeat at the hands of Kanako.
**Tenshi Hinanawi: A celestial being from the heavens with a childish demeanor. She serves as the antagonist of Scarlet Weather Rhapsody.
**Iku Nagae: A messenger of the Dragon Palace who serves as the supposed surrogate mother to Tenshi.
**Yuugi Hoshiguma: An oni with power over unexplained phenomena. Much like Suika, she is one of the Four Mountain Devas.
**Satori Komeiji: A satori with power over reading minds. She is also the head of the Chireiden in Former Hell.
**Rin Kaenbyou: A cat youkai whose duty is to collect corpses to burn for the fires of Hell.
**Utsuho Reiuji: A Hell raven who consumed the Yatagarasu and gained powers over nuclear fusion. Attaining this power resulted in a brief moment of insanity that made her the antagonist of Subterranean Animism, wanting to destroy Gensokyo as a display of her newly acquired power. She is a birdbrained individual whose child-like behavior has given her the moniker “Sixball”, as opposed to Cirno’s “Nineball”.
**Koishi Komeiji: The sister to Satori who willingly closed her third eye at the cost of her consciousness. She serves as the EX Stage boss for Subterranean Animism and a playable character in a number of fighting games.
**Kogasa Tatara: An umbrella youkai who gets a kick out of scaring other people.
**Ichirin Kumoi: A youkai who controls the mighty Unzan, a youkai entirely made out of clouds.
**Byakuren Hijiri: A Buddhist magician who seeks to use her powers to bring humans and youkai together.
**Nue Houjuu: A mischievous youkai shrouded in mystery. She serves as the EX-Stage boss of Undefined Fantastic Object.
**Seiga Kaku: A selfish Taoist hermit who seeks to convert as many people to the religion as she can.
**Toyosatomimi no Miko: A Taoist saint who serves as the main antagonist of Ten Desires.
**Mamizou Futatsuiwa: A mischievous bake-danuki with the power to disguise anything. She originally hailed from the Outside World but has since then situated herself in Gensokyo.
**Hata no Kokoro: A youkai whose emotions are tied to the masks she has collected. The loss of her Mask of Hope has resulted in her becoming the antagonist of Hopeless Masquerade.
**Wakasagihime: A quiet mermaid who lives in the Misty Lake.
**Sekibanki: A rokurokubi with a detachable head. She’s prideful and cynical on things but doesn’t get much involved with humans or youkai.
**Kagerou Imaizumi: A werewolf with an oddly calm demeanor for her species.
**Seija Kijin: An amanojaku seeking a revolution against Gensokyo as a whole. Her power allows her to reverse anything. Her general deceiving of Shinmyoumaru Sukuna in Double Dealing Character makes her the true antagonist of that entry of the series.
**Shinmyoumaru Sukuna: An inchling who serves as the unwitting main antagonist of Double Dealing Character.
**Doremy Sweet: A Baku who rules over the Dream World.
**Clownpiece: A hell fairy who is considered one of the most infamous bosses in Touhou history.
**Junko: A divine spirit with a deep hatred for the Lunarians who serves as the main antagonist of Legacy of Lunatic Kingdom.
**Hecatia Lapislazuli: An eccentric goddess who teamed up with Junko. She serves as the EX-Boss of Legacy of Lunatic Kingdom.
**Sumireko Usami: A human from the Outside World with ESP powers. What you see on the Hakurei Shrine stage is a projection of herself as she is dreaming.
**Aunn Komano: A komainu who guards places of religious worship. She is often seen at the Hakurei Shrine because of this.
**Mai Teireida and Satono Nishida: The twin servants of Okina Matara who both serve as the collective Stage 5 boss.
**Okina Matara: A hidden goddess of Gensokyo with power over life and death, and the main antagonist of Hidden Star in Four Seasons.
**Joon and Shion Yorigami: Joon is a pestilence goddess with plans to rob all humans of Gensokyo blind of their money. Shion is a poverty goddess and Joon’s sister. She robs humans of wealth through misfortune. The two siblings are the antagonists of Antinomy of Common Flowers.
**Yachie Kicchou: A jidiao, the matriarch of the Kiketsu Family and rival to Keiki Haniyasushin.
**Keiki Haniyasushin: A god summoned by human spirits and the final boss of Wily Beast and Weakest Creature.
**Saki Kurokoma: A kurokoma who is the head of the Keiga Family in the Animal Realm. She serves as the EX Boss of Wily Beast and Weakest Creature and possesses unparalleled kicking strength.
**Mike Goutokuji: The Stage 1 boss of Unconnected Marketeers. She is a Maneki-Neko, a good luck charm for businesses.
**Sannyo Komakusa: A yamajorou and Stage 3 boss of the game. She runs a gambling den frequented by tengu and kappa alike and is often referred to by her nickname “Komakusa-dayuu”.
**Megumu Iizunamaru: A daitengu and the leader of Gensokyo’s crow tengu. She was one of the antagonists of Unconnected Marketeers before turning to the protagonist’s side upon defeat.
**Chimata Tenkyuu: A goddess of the marketplace and the second of the two masterminds of the Ability Card Incident.
**Momoyo Himemushi: An oomukade working in the Rainbow Dragon Cave mining for dragon gems. She is Megumu’s friend and is the EX-Stage boss of Unconnected Marketeers.
**Rinnosuke Morichika: A half-youkai and the only male character in the entirety of Gensokyo. He runs the Kourindou, a convenience store full of various items from the Outside World.
** Sunny Milk, Star Sapphire, and Luna Child: The three Fairies of Light and protagonists of the four-part Touhou Sangetsusei series. These three are known for being some of the most mischievous fairies in Gensokyo.
**Kasen Ibaraki: A hermit who is in search of her missing arm. She is, in reality, an oni and one of the Four Mountain Devas.
**Kosuzu Motoori: A human girl who runs the Suzunaan Library in the Human Village. She is a bibliophile who particularly loves demonic "Youma Books", which store various youkai sealed within.
**Hieda no Akyuu: A human girl who is the ninth of a line of reincarnations in her clan. Her role in the Human Village is to chronicle all the events of Gensokyo.
**Miyoi Okunoda: A zashiki-warashi who works at the Geidontei pub in the Human Village. She serves as the main protagonist of Lotus Eaters.
**ZUN: The creator of the Touhou Project. He is often considered by the Japanese Touhou fandom to be the head priest of the Hakurei Shrine, hence his appearance.
Omega / Battlefield Appearance: The main platform on each form is designed to be similar to the torii gate found in front of the shrine, while the Battlefield form's smaller platforms are modeled after the roof of the Hakurei Shrine.
Reasons for Importance: Hakurei Shrine is effectively the home base for Reimu herself, having appeared in pretty much every Touhou game to date, and is considered a popular hangout spot for countless youkai, hence the insane amount of cameos listed. This location is so popular that the Hakurei Shrine itself was trademarked by ZUN himself, though considering ZUN's lax nature in terms of copyright, that's nothing to worry about.
 
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Mushroomguy12

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Anyways I'm done with arguing so I'll just leave this here.

Honestly people get too hung up on JP vs Western representation...

Or just representation in general.

I just enjoy it for what it is and for as long as it will last because, at some point in time, we won’t have it.
 

Commander_Alph

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Posting this here from the Character Exploration Thread with a few changes


Touhou Project
Stage
Gensokyo

(Note; this is not the official map of Gensokyo, it is just used to visualized the place in full scope)

Gensokyo is the main location where most of the event of Touhou takes place in, the place is inhabited by powerful yo-kai as well as humans and which eventually sealed off from the Outside World with the creation of the Great Hakurei Barrier and existed in a parallel timeline where some location, with some example like the Scarlet Devil Mansion and the Great Mausoleum were started appearing after its existence were forgotten. So far there are some character that can access or even from the outside world, these includes humans like Sanae Kochiya and Sumireko Usami with yo-kai such as Yukari Yakumo and Mamizou Futatsuiwa can easily walk in and out with Yukari using her gap power to do the job.


As a Stage
MAIN ROUTE
Hakurei Shrine -- Scarlet Devil Mansion -- Human Village -- Bamboo Forest of the Lost -- Yo-kai Mountain -- Netherworld

Gensokyo is a traveling stage like Wuhu Island where it let player travel around several iconic location associated with each entry in the bullet hell series, this captured the true feeling of Touhou and its gameplay where it mostly takes place in the sky so it's pretty necessary for it to be a traveling stage, several cameo from other character will appear similar to the Tasofro fighting game but mostly tied to a specific location that we're on at the moment, a few example include Sakuya, Remilia and Flandre appearing in the Scarlet Devil Mansion section and Rinnosuke and Marisa appearing in the Human Village with Marisa being a frequent customer of Kourindou which is near the Human Village.​

LocationDescriptionPossible Cameo
Hakurei Shrine

The main home of Reimu Hakurei and the starting point for every game in the series which fits perfectly as the first location, the layout itself is a flat stage similar to the KoF Stadium only with no invisible walls and has walk-off, overall it's a simple stage.
  • Yukari Yakumo, Ran Yakumo & Chen
  • Aunn Komano
  • Three Fairy of Light
  • Utsuho Reiuji
  • Kasen Ibaraki
  • Suika Ibuki
  • Rumia (reasons mostly because of that Osana Reimu manga)
  • Genjii
Scarlet Devil Mansion

The second location of the stage and serve as the main location of the event of the Embodiment of Scarlet Devil, the first Touhou game for Windows and probably the most popular inside and outside of the fanbase. The stage is presented as if you are approaching towards it, through the gate and inside the mansion where we can see the library and existed from the clocktower. This is the only section that is taken place in door.
  • Cirno
  • Letty Whiterock
  • Daiyousei
  • Wakasagihime
  • Hong Meiling
  • Patchouli Knowledge & Koakuma
  • Sakuya Izayoi
  • The Scarlet Sister (Remilia & Flandre)
Human Village

The third location is the human village served as half of the setting of the event of Imperishable Night, like the name implied it is a location inhabit by mostly humans under a protection which keep them away from being killed by hostile yo-kai.
  • Keine Kamishirasawa
  • Hieda no Akyuu
  • Rinnosuke Morichika
  • Marisa Kirisame
  • Byakuren Hijiri
  • Alice Margatroid
  • Kogasa Tatara
  • Kosuzu Motoori
Bamboo Forest of the Lost

Continuing from the Human Village we go straight into the forest served as the fourth location, it mostly a filler up until we got to Eintei.
  • Mystia Lorelei
  • Wriggle Nightbug
  • Fujiwara no Mokou
  • Kagerou Imaizumi
  • Tewi Inaba
  • Kaguya Houraisan
  • Eirin Yagokoro
  • Reisen Udongein Inaba
Yo-kai Mountain

The second to last location were visiting and this one specifically is the main setting for Mountain of Faith, here we scour through from the feet to the top of the mountain where we can see the titular rival shrine, Moriya Shrine and the lake flowing down the mountain down below before plummeting down under.
  • Hina Kagiyama
  • Nitori Kawashiro
  • Sanae Kochiya, Kanako Yasaka and Suwako Moriya
  • Nemuno Sakata
  • Momiji Inubashiri
  • Yuuka Kazami
  • Medicine Melancholy
  • Sannyo Komakusa
Netherworld/Underworld/H*ll (it's confusing okay)

The final destination of the stage before repeat once, this location, while not a specific location but rather a whole area has been a reoccurring place ever since Perfect Cherry Blossom.
  • Yuugi Hoshiguma
  • Satori and Koishi Komeiji
  • Yuyuko Saigyouji
  • Youmu Konpaku
  • Eiki Shiki, Yamaxanadu
  • Hecatia Lapislazuli
  • Clownpiece
  • Rin Kaenbyou
Given how it's been submitted twice and it was my idea too, I can't see anything more iconic than the Hakurei Shrine. It's the most accessible area where all the characters could cameo that's for sure.
Debatable, your submission and the other one treat it more as a home stage for a fighting game and mostly pulled from the fighting game which is kinda considering that is where she lives but on one hand some character never really step foot into the shrine unlike KoF Stadium.
 
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Mr. Robotto

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I was in the midst of studying but I opened Smashboards out of sheer curiosity just to check on the initial reaction of Reimu getting in. And I'm very much surprised there seems to be such negative backlash. I'd just kinda like to remind everyone that this is a group project at the end of the day, whoever gets in at a certain prompt mostly reflects our group's current ideal character for said prompt. I haven't really agreed with some inclusions (Crash comes to mind), neither have I agreed with some exclusions (Rayman getting disconfirmed), but well, what can I do other than accept the roster that has democratically been voted in.

I never really understood the whole east vs west thing debate either, video games are just video games and they're becoming more and more homogeneous the further time goes on as both sides of the globe take inspiration from each other (as an example; Metal Gear Solid and tons of Indies like Skullgirls). At the end of the day, there are more character prompts incoming, so a little funky shrine maiden getting in Smash isn't really the end of the world either.

I'm not telling people it's forbidden to be disappointed, that's just a very natural humane feeling, but this is just a thread-game after all and the most fun thing remains seeing our community-built roster grow, so I advise to not get too toxic over it. At least, for me, the most exciting thing is to see characters go up against other characters, rather than the final result. But hey, that's just my opinion.

Anyways, back to studying! You'll probably not be seeing me for around 3 days and I wish the rest of the Leadership Team and thread good luck. Finals time.
 
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SharkLord

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God, that was more intense than it needed to be. Thankfully, hidden votes means we won't have to deal with that again... Hopefully...

ANYWAYS, as the resident Touhou guy and the one who submitted Reimu, you can tell I'm pumped beyond belief. I made a big Touhou content pack a while ago, which you can see in my signature. It'll be fun challenging myself to do something different than what I've already done (And because we already have two Hakurei Shrines, so mine's gonna feel kinda basic and I don't want it to fall victim to market oversaturation). I'll post my submission later once I figure out a good alternative.

In the meantime, there's two questions related to the potential content she could bring. The first is the standards we should use for artwork, since ZUN's artstyle is... Rather infamous, shall we say? He's been getting better nowadays, but only the main characters get the privilege of updated ZUN drawings. There's also the multiple sets of fighting game artworks, which not everyone has either. I think we should either default to the character's first appearances or figure out a sort of hierarchy for the artwork used.

The second is how much of Touhou's fanworks should be drawn upon, if at all. It'd undeniable that they're Touhou's claim to fame, but on the other hand it may cause a little bit of right complications and would be completely new for Smash. Then again, what with all the Advent Children content Sephiroth brought us despite that being a movie...
Personally, I think we should stick to just having some (Or a lot, if possible) fan remixes being used. Of course, there's stuff like Bad Apple and Night of Nights that would come to mind, but I was thinking of just letting people toss in whatever doujin covers they think are cool. Some randomly-selected examples of what I'm talking about:
 

Venus of the Desert Bloom

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To address the current conversation…

Save for this last character prompt, most if not all of them have been mapped out. The prompts were carefully chosen to (hopefully) yield interesting and creative submissions while also fulfilling the typical needs of a Smash roster. That includes keeping it balanced in terms of representation while also keeping it within the realm of relative realism. That being said, it’s apparent that many thread regulars which to see more western content aside from Crash. I will take this into account when planning future newcomer prompts.

Secondly, I can say 100% we will be revamping the voting system. This new system will ensure that vote changing and monitoring the votes won’t be available. However, in order to do this, we will need to restructure the process for voting and submissions so please bear with us as we try to see what is best for the thread.

Finally, it’s perfectly understandable that people become bitter when their preferred character isn’t included. It’s quite the testament to our project that characters who are included get positive/negative reception much like how they do when revealed for Ultimate. Coming from my personally, I have only had one so for character win a submission period which was Isaac. Aside for Isaac, Crash, and Takamaru; I can honestly say I’m not a huge fan of most of the characters we have included. That being said, this is a community project, not my own project, so I always get a kick out of seeing who we eventually go with…even if it’s someone like Leon. I’m looking forward to seeing how we include in the second half of our development process.
 

Commander_Alph

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It'll be fun challenging myself to do something different than what I've already done (And because we already have two Hakurei Shrines, so mine's gonna feel kinda basic and I don't want it to fall victim to market oversaturation).
I have an idea, you could make a concept stage based on the first 5 PC-98 games, Other than Mami and Genjii it is severely forgotten. Speaking of PC-98 how do we handle the character spirit, are we just going to use sprites?


Also regarding the issue you are not the only that has that, mine is more inline with chocolatejr9 where we mostly a supporter for underdogs but with Reimu being my MW I'm satisfied for the time being.
 
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PeridotGX

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honestly i'm not mad at Maxwell losing. I was shocked to see he was even somewhat close to winning, I kinda submitted him on a whim, not expecting him to go anywhere. There's always the next round (though I can't see him faring well against, say, Master Chief or Lloyd Irving)

anyways, when the apple is bad 😳😳
whentheappleisbad(blushemoji).png
 

warpenguin55

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Finally, it’s perfectly understandable that people become bitter when their preferred character isn’t included. It’s quite the testament to our project that characters who are included get positive/negative reception much like how they do when revealed for Ultimate. Coming from my personally, I have only had one so for character win a submission period which was Isaac. Aside for Isaac, Crash, and Takamaru; I can honestly say I’m not a huge fan of most of the characters we have included.
Good know I'm not the only who dislikes the base roster so far. Isaac and Crash are the only characters I'd be excited for. I'm neutral on the RE duo, Waluigi, Stylist, Barista, Octavio and Medusa. I other 7 I hate.
 

GolisoPower

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honestly i'm not mad at Maxwell losing. I was shocked to see he was even somewhat close to winning, I kinda submitted him on a whim, not expecting him to go anywhere. There's always the next round (though I can't see him faring well against, say, Master Chief or Lloyd Irving)

anyways, when the apple is bad 😳😳
View attachment 320054
...
 

Venus of the Desert Bloom

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Good know I'm not the only who dislikes the base roster so far. Isaac and Crash are the only characters I'd be excited for. I'm neutral on the RE duo, Waluigi, Stylist, Barista, Octavio and Medusa. I other 7 I hate.
I don’t dislike it per say. It’s quite the opposite, I do like it since the thread made it. I’m quite proud of it actually despite it containing characters I’m fairly neutral on or even actively dislike (Lack of a Gen 8 pokemon, two Kirby reps including Bandana Dee, Ashley, and Leon being such examples). Even though the roster has them in it; I’m perfectly fine it since it’s something the thread had made using their creativity and time. Of course I have charqcters I personally would like to see us include but those desires are extremely low priority. What matters most that the roster incorporates content that is important to our thread. If that means it includes stuff I generally dislike, that’s perfectly fine.

Anyways, on to something else…

So I’m a bit loopy with my fever and general lack of sleep I realized I jump started us into the stage submission period without much thought But, then, it dawned on me that I forgot to start us up on the Reimu moveset submission period. Usually, we do this after a newcomer is announced but like a doofus, I forgot.

I want to try something different though. Judging from people’s reactions, Reimu and Touhou Project is largely unknown among the thread regulars. We will be jumping into a Potential Moveset Discussion period for most of the day along with stage submissions. The purpose is to highlight important aspects of Reimu and her series and how they could be incorporated into her moveset. This does not include additional content like taunts and victory animations.

So, let’s kick off our
Reimu moveset discussion period
 

Paraster

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The main question I have: would Reimu be a Mega Man-esque zoner that relies mostly on projectiles, or would she reflect the Touhou fighting games by involving more attacks with her gohei to make her more of a swordfighter/gunner hybrid?
 

Adrianette Bromide

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Well being the protagonist of the games most of the times rather than a boss, with some excepton, Reimu is rarely if ever the one to go crazy with the projectiles. However, in Touhou, you are usually always firing off your projectiles despite them only being in a straight line. Either a jab walk like Mega Man and Steve or a neutral special projectile that lets her move or even float around seems paramount.
 

tonygameman

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While Touhou is mostly shoot 'em up/bullet hell on a genre, I do think the first game (Highly Responsive to Prayers) deserve a mention such as a bouncing Yin-Yang orb as Reimu's neutral special which she can deflect with her attacks (such as a gohei having reflective properties) and a sliding kick as her dash attack.
 
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ahemtoday

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I think the thing about Reimu's projectiles is that most of them shouldn't deal any knockback, or at least shouldn't make the opponent flinch. Like Fox's blaster.

That would make her more accurate to how Touhou plays (because bosses do not care about any individual projectile), while also letting her have a lot of projectiles without being the most obnoxious character in the game to fight.
 

Janx_uwu

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I agree that she should have Steve/Mega Man type jab. For the other moves, maybe they would have something similar to Bayonetta's attacks with the guns. But instead, what if she could make the move last longer or shorter depending on how long the button is held. Like, maybe her forward tilt can either be a quick swipe that's safe on shield but fairly weak, but if the button is held she fires out several projectiles which can pile on damage.
Yeah, that's something I think we could go for. She can be a swordfighter or a gunner depending on how long the button is held. I also think Reimu should be pretty fast, at least in the top 15 for run speed, to reflect the free and speedy movement of a shoot em up character. Obviously she should have a good air speed as well.
 

Adrianette Bromide

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I agree that she should have Steve/Mega Man type jab. For the other moves, maybe they would have something similar to Bayonetta's attacks with the guns. But instead, what if she could make the move last longer or shorter depending on how long the button is held. Like, maybe her forward tilt can either be a quick swipe that's safe on shield but fairly weak, but if the button is held she fires out several projectiles which can pile on damage.
Yeah, that's something I think we could go for. She can be a swordfighter or a gunner depending on how long the button is held. I also think Reimu should be pretty fast, at least in the top 15 for run speed, to reflect the free and speedy movement of a shoot em up character. Obviously she should have a good air speed as well.
All things considered, Reimu doesn't move very fast. In fact, her movements are generally needed to be slow and precise to avoid the enemy projectiles, especially for some bosses that have really tight windows. Being floaty is the name of the game but you're right on point for her air game to be solid.
 
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SharkLord

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Alright so:

Absolute Necessity
  • The purification rod/gohei. Basically a whacky stick, do whatever you think a whacky stick should be like
  • Yin-Yang Orbs. In the shooters they acts as "Options," a common term in shoot-em-ups (I think) where they hang behind you and give you extra firepower with the projectiles
    • Aside from being options, they're often used as bouncing projectiles as a nod to the very first Touhou game
  • Hakurei Amulets. Little paper talismans she throws out as projectiles. In the shooters they're rapid-fire like Fox's laser; In the fighters they're more like Mario's Fireballs. In all appearances they have homing capabilities.
  • Persuasion Needles. The more focused counterpart to the amulets, dealing more damage but also being narrower but not having homing abilities. Like with the amulets, they're rapid-fire in the shooters and one at a time in the fighters.
  • Flight. Everyone in Touhou can fly, and Reimu's own special ability is floating. We're going to be implementing this one way or another
  • Fantasy Seal. Reimu's signature spell card, a burst of multicolor orbs that home in on the opponent. Most likely a Final Smash.
  • Grazing. Basically, if you're close to a projectile but not quite touching it, you'll get a score boost. In the fighters it's instead that you're immune to projectiles while dashing.
Optional but Notable
  • Focusing. In the shooters, holding the Shift key slows you down and shows your hitbox, making it easier to dodge projectiles. Note that the fighters didn't really keep this that much.
  • Youkai Buster. A less common third shot type, it takes the form of purple talismans, spread out wider than the needles but lacking the Hakurei Amulet's homing capabilities. In the shooters, it's instead three fast talisman projectiles
  • Ascension Kick. Debuting in the first Touhou game, it's basically a flip kick. There's two variations: A rising kick and a sliding kick that transitions into the flip. A staple of the fighters, but doesn't show up in the shooters much due to the differing gameplay.
  • Cautionary Border. A move from the fighters, taking the form of a talisman-made barrier. Sometimes it's like Pit's Orbitars, other times it's a traveling projectile.
  • Fantasy Nature. Reimu's ultimate attack, not really used much due to how godmodded it is even with a time limit. It kinda varies between games, ranging from invincibility to an omnidirectional barrage of projectiles to a counterattack, being more of a state of mind than an actual technique.
I'll let people make their own interpretations, since A: I'm already working on a moveset of my own, and B: I don't want to just completely take control of everything just because it's Reimu. For further reading, here's some sources on the notable games of each era, plus the fighters:
 

Glubbfubb

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Again I will walk out on this again because i dont know squat about bullet hell, the closest genra I am familiar is space shooters like galaga and gradius (which are quite good) and the closest thing to a bullet hell game I played is undertale and the Bentley Hacking stages in Sly Cooper

Despite this it should be obvious that this fighter should have a sort of gimmick where all attacks are projectiles making her a good long rnaged fighter, if that dosnt match the charatcer then that dosnt matter to me, I'm more interested in the other audiences reaction to the thread
 

ahemtoday

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See, what I was thinking was that her specials could be various spell cards - because they can't just be, like, projectiles, that's her entire moveset.

As a playable character, Reimu's spell cards most often show up as "bombs", consumable attacks that clear bullets from the screen. However, she has made appearances as a boss, and boss spell cards are the sort of big nightmare bullet arrangements you think of when you think bullet hell.

Her two most notable spell cards are Spirit Sign: Fantasy Seal (as a bomb, it's eight big homing orbs), and Dream Sign: Evil-Sealing Circle (in her boss appearance, it's mostly defined by a ring of white circular shots that hang in midair before going outward). You could also probably do something with Dream Sign: Duplex Barrier as well. And of course, there's Fantasy Nature, which is Reimu's strongest spell card and a natural fit if you're using spell cards for her specials.
 

Adrianette Bromide

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I kinda wanted to implement a screen clear mechanic somehow to Reimu. I don't know what would be the most faithful but screen clears happen after using a spell card of your own or clearing an opponents.

Additionally, I'm personally in favour of making her have a rabid projectile amulets over single projectile kinds.
 

Jomosensual

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Secondly, I can say 100% we will be revamping the voting system. This new system will ensure that vote changing and monitoring the votes won’t be available. However, in order to do this, we will need to restructure the process for voting and submissions so please bear with us as we try to see what is best for the thread.
If we're taking suggestions, maybe we keep the nominations period the same but then do a discussion period while voting takes place? Feel like that would be a good solution to keep the thread from going dead quiet without dropping another job which could distract from voting.
 

SharkLord

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No idea on what this is, but I saw that Reimu got in so I had to check this thread.
Basically, we're making our own concept for a Smash game. Venus of the Desert Bloom Venus of the Desert Bloom and the other threadrunners posts jobs, and we submit content for those jobs; So for instance, we could have an FPS job and submit Doomguy, or a weapon item and submit a giant sword. In this case, we just barely managed to vote Reimu in. The current submissions at the time are Touhou stages.
 

Jomosensual

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No idea on what this is, but I saw that Reimu got in so I had to check this thread.
Ill let the dev team post the welcome/intro message, but if you like Touhou then feel free to stick around and submit stuff for jobs. A new series coming to Smash usually gets about 2-3 more jobs related to them after they get added.
 

Venus of the Desert Bloom

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No idea on what this is, but I saw that Reimu got in so I had to check this thread.
Feel free to check the front page of the thread to get all the information you made need! This is a community driven game creation thread that’s devoted to developing the successor to Ultimate. We currently wrapped up our April Smash Direct and will be moving into the last half of our development.
 

Krookodilian

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No idea on what this is, but I saw that Reimu got in so I had to check this thread.
Welcome to our thread! Others have already explained how this hypothetical fan sequel works, but here is the dedicated copy-pasta for newcomers like yourself.

Hello potential developer!


Welcome to the Super Smash Bros. Ultimate Sequel Project - now known as Super Smash Bros. Infinite! We are very excited to see that you have expressed interest in joining our project. Here are some FAQs regarding our project:

Is this actually going to be a fan game?
Unfortunately, this is just a creative brainstorming project. We are only coming up with ideas on how this game will function, what characters it will have, and how different it will be from its predecessor, Ultimate.

Cool! How do I submit a character/stage/assist trophy/etc.?
This project is run on a job-by-job basis. This means that the thread creator, Venus of the Desert Bloom Venus of the Desert Bloom Venus of the Desert Bloom Venus of the Desert Bloom or the Executive Assistants, ( [IMG alt="Ramen Tengoku"]https://smashboards.com/data/avatars/s/405/405303.jpg?1624143866[/IMG] Ramen Tengoku , Mr. Robotto Mr. Robotto Mr. Robotto Mr. Robotto , Krookodilian Krookodilian Krookodilian Krookodilian , and airConditioner airConditioner airConditioner airConditioner ) will be providing prompts regularly for us developers to answer. These prompts can range from specific (Submit a Halloween Themed character) to vague (Suggest a new first-party franchise for our next character). Once some time has passed after the prompt is given, we will vote on the suggestions, with the winning suggestion(s) making it to the final game. This means that we won't have the opportunity to suggest characters/stages/etc. until the prompt itself is given to us. Furthermore, when we do add characters, keep in mind that we try to keep the newcomers different. For example, after having Jill & Leon as our Game Awards newcomers, we were unable to submit Officer Howard as our next newcomer because they would be too similar (anime cop with a gun that kills otherworldly monsters). This doesn't mean that you would not be able to suggest them again later, it just means we can't have two similar characters back to back. Again, we will have specific times to suggest characters, so please hold onto your ideas for then!

What about Spirits and Music?
As with other parts of the game, we will be submitting spirits on a case-by-case basis, in order to account for the work our Spirit Team does. The two main times we will submit spirits will be after a new character is revealed and when a spirit event is made. Spirit events are week long submissions that are themed around a particular... theme. This can be things like holidays, such as Easter, genres, such as fighting games, to more abstract concepts, like inanimate objects. We do have set rules, about submitting spirits, however. During spirit events, we will only accept 3 submissions per user and each submission is approved based on the discretion of the Spirit Team. Some examples of spirits that will be rejected are real life hardware, such as gaming consoles and accessories, spirits with no official art, and spirits that will increase the age rating. Additionally, when submitting spirits, it is highly encouraged to follow the format listed below to provide the Spirits Team with the information required to add them to the wiki.


In terms of music, we have a document on the main page. Music will be added periodically to prevent the document from filling up too fast. Each universe has a cap number, such as 40, that will be the maximum number of allowed songs. Additionally, this cap will be capped by a second, temporary cap, so you it is presented as 15/40. This means that of the 40 songs that will be added throughout the project's lifespan, only 15 will be accepted at the moment. This cap is raised every so often, and the maximum may be increased by adding a stage/character to the project later on. Like with spirits, we will be accepting music on a case-by-case basis. Songs that have difficulty negotiating for, songs with little to no relation with Nintendo or the characters in the project, or series with too many songs will be removed. Fan remixes are allowed, provided you give credit.

Wait, a wiki?
Yeah, we have a cool wiki. You'll find almost everything related to the project on this site.

That's about all I can think of for the project right now! Please enjoy your stay and we look forward to working with you!​
In other news...


Meta Knight, ZSS, and Pit alts
Its been a while since these were submitted, but with our most recent newcomer selected, now is a bit more of an appropriate time to formally announce these.

While we initially announced we would be voting on these alts, we instead decided that the leadership team will choose them for this round, and likely the future rounds as well. There really weren't enough submissions to warrant a full voting period, and with a new voting system soon to be implemented, it's just easier this way. Also helps a bit with quality control. With that out of the way, here are the four new alts for the first three Brawl newcomers! Thanks to everyone who submitted!

All new alts are simply recolors unless stated otherwise. Some alts submitted as costumes may be remade into recolors as well.



Morpho Knight (Red) Janx_uwu Janx_uwu
1624216411393.png
Parallel Meta Knight (Gold) Krookodilian Krookodilian
1624216437111.png
Dark Matter Blade (Grey) airConditioner airConditioner
1624216867872.png
Mecha Knight (Blue) - Added by Leadership
1624216916530.png
Meta Knight only had three submitted alts, so we all got in!


Smash 4 Cyan (Cyan) Wario Wario Wario Wario Wario Wario
(Since The Pink and Cyan alts were combined in Ultimate, Both will be restored in favor of the current combined one)
Centurion (Brown) Krookodilian Krookodilian
1624217701876.png
Eggplant Pit (Dark Purple) airConditioner airConditioner
1624217810354.png
Classic Pit (Orange) (Recolor, not costume) Janx_uwu Janx_uwu
1624217864041.png
5 alts were submitted, so one had to be rejected. Venus's Chaos Kin alt was rejected in favor of the eggplant alt, since they have similar color schemes, and Eggplant Pit is more connected to pit than the Chaos Kin enemy, who is just one of many enemies from Kid Icarus.

Additionally, as we said, we will be limiting the number of new costumes, so Pit's Classic Costume was turned into an recolor. Almost every character from the NES days had a different design back then, yet don't have alts of those iterations, so we thought it best to keep it consistent. It would also be a brand new 3D appearance for a dead design, and also be weird for the rest of the KI to not also have classic alts, but probably unrealistic for them all to have classic alts, so we decided to keep it a color reference.


Gravity Suit (Purple Zero Suit) Krookodilian Krookodilian
Dark Samus (Black Zero Suit) airConditioner airConditioner
Military (Olive Casual Suit) (Recolor, not costume) Wario Wario Wario Wario Wario Wario
1624227595495.png
Justin Bailey Venus of the Desert Bloom Venus of the Desert Bloom
Like with Pit, 5 alts were submitted so one had to be rejected. cashregister9's White Casual alt was rejected as her white outfit at the end of Metroid fusion is already referenced in one of her existing alts, and the other submitted alts were all unreferenced currently.

Additionally, ZSS's Cadet suit was made into a recolor and not a costume, as ZSS already has an alt, and her Cadet design is somewhat controversial, so we decided to keep it a recolor, in line with our mission statement to keep the new costumes limited.
 
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Venus of the Desert Bloom

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Thank you Krook for organizing the alts! I think we got a little closer to realistic alternate color swaps for characters. We will be going forward in this form as we add DLC alternate colors and costumes for our roster.

Job #128: Submit a Reimu Hakurei Moveset

Due to a goof on my part, I meant to have us submit movesets for Reimu before a stage. I made a mistake though and had us start working on a stage. That being said, we will be doing two of them at once in tandem. This moveset job comes at the end of a short yet productive discussion period.

Submissions are currently open so feel free to submit them when you can. When submitting, please identify which move is which. Generally speaking, the submissions that have the most detailed of content tends to earn a good number of votes. That being said, don’t feel like you need to busy your back to write one up. Be concise yet descriptive. Make sure to reference particular aspects of the moveset so people can better understand the context. Damage percentages aren’t required. Please bold the attack input (ex. Right tilt) and the name of the attack.
 

GolisoPower

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Thank you Krook for organizing the alts! I think we got a little closer to realistic alternate color swaps for characters. We will be going forward in this form as we add DLC alternate colors and costumes for our roster.

Job #128: Submit a Reimu Hakurei Moveset

Due to a goof on my part, I meant to have us submit movesets for Reimu before a stage. I made a mistake though and had us start working on a stage. That being said, we will be doing two of them at once in tandem. This moveset job comes at the end of a short yet productive discussion period.

Submissions are currently open so feel free to submit them when you can. When submitting, please identify which move is which. Generally speaking, the submissions that have the most detailed of content tends to earn a good number of votes. That being said, don’t feel like you need to busy your back to write one up. Be concise yet descriptive. Make sure to reference particular aspects of the moveset so people can better understand the context. Damage percentages aren’t required. Please bold the attack input (ex. Right tilt) and the name of the attack.

Tried by myself to make a great culmination of over a year of ideas and condensing it into a beautiful moveset.
Gimmick: Taking advantage of Steve's Block boundaries, Reimu will be flying similarly to pre-Ultimate Super Sonic, meaning she's constantly in a mid-air state. That means Neutral Attack is the same as Neutral Air, and she is the only character in the game to have a bonafide aerial Smash attack. What does this mean for shields, you ask? Simple: you don't shield. Instead, there's a Focus Mode where you reduce your movement speed but shrink your hurtbox to such a small proportion that you would need to be pinpoint accurate to pull off. Oh, and fly out of this boundary and you start falling, but you're not helpless.

Jab/N-air: Reimu fires either a barrage of amulets or a barrage of Persuasion Needles depending on whether or not she's focusing, and she can aim in any direction as she's throwing barrages. The amulets are capable of homing in on foes. The needles lack homing properties but are faster and more powerful. However, there's a twist: when attacking foes, it doesn't even do damage. See, if you hit someone with either one, it shows a large ring surrounding them that depletes the more times you hit with this attack. These are the Boss Health rings that were a thing since Mountain of Faith, the 10th game in the series. When that ring is depleted, the opponent will suffer from 15% damage and reset. Do this 5 times, and you'll instantly KO them, but each ring takes progressively more time to deplete with each ring depleted per stock. If they're KO'd before that, the ring count resets.

F-tilt/F-air: Reimu will swing her gohei in front and behind her, giving her a double-sided hitbox like Wii Fit Trainer. Deals 11% damage and has some decent knockback.

U-tilt/U-air: Bats her gohei above her like in Highly Responsive to Prayers. Has the ability to reflect projectiles, deals 7% damage, and some weak knockback.

D-tilt/D-air: Reimu will perform a front-flip transitioning into a drop-kick that momentarily pushes her downwards before ascending upwards. If she's outside the boundary, this becomes a stall-and-fall. Deals 10% damage and spikes.

Dash attack: Reimu leans back and performs a sliding kick in front of herself, also like in Highly Responsive to Prayers. This also has the advantage of ascending and descending as it comes out. Deals 8.5% damage and some low upwards knockback.

Side Smash: Youkai Buster: Reimu begins drawing talismans before throwing a barrage of swift purple talismans that travels 1/4 FD before vanishing. It has a shotgun effect in which it doesn't deal much damage from far away but is more effective up close. The maximum you can do is 21% damage and very high knockback, making this one of your kill moves.

Up Smash: Ascension Kick: Reimu will crouch downwards...well, attempt to while in midair, before performing a fiery flipkick above her that deals 17.7% damage and some high-enough knockback to kill from the very top of the boundary early percentages.

Down Smash: Rain Dance: An abridged version of one of her Specials from Hisoutensoku, Reimu will turn upside down and create a revolving halo of amulets beneath her, dealing multiple hits of 16.9% total damage and some strong knockback to kill at the ledge.

Grab: Reimu will throw a sealing talisman out in front of her. If an opponent gets hit, they will be "sealed", or completely paused in place, while Reimu warps to them for the grab, where she can whap them on the top of the head with her gohei as though she were disciplining them, dealing 1.6% damage per whap.

F-throw: Reimu will summon a large Yin-Yang Orb and smash it into the opponent's gut.

D-throw: Reimu will use Dimensional Rift to disappear, then reappear on top of them sending them careening into the ground, effectively making this a spike.

U-throw: Reimu summons a small amulet that travels beneath the opponent and erupts with spiritual energy, blasting them upwards.

B-throw: Reimu flies behind the opponent and throws a fanning barrage of Persuasion Needles that launches the opponent.

Neutral B: Spirit Sign "Fantasy Seal": Upon activation, Reimu will summon 10 orbs of rainbow light that have transcendent priority and lock onto the closest opponent, much like Palutena's Autoreticle. Each orb explodes and deals 5.5% damage and can knock opponents pretty far by itself, but it can be reflected back at Reimu.

Side B: Yin-Yang Orb: Reimu will form a large Yin-Yang Orb that bounces off the boundaries of the camera, as well as the stage. Reimu can use U-tilt to bat the Yin-Yang Orb upwards and influence its travel direction while it's bouncing. It usually does 12% damage and some medium-high knockback. Alternatively, you can hold the B button to instead cause the Yin-Yang Orb to revolve around Reimu, giving her a second and/or third stream of projectiles for Jab.

Up B: Dimensional Rift: Reimu will disappear for a bit before reappearing at a different location, either sliding on the ground or performing a downwards dropkick upon reaching the other end of the teleport.

Down B: Dream Sign "Evil Sealing Circle": A command grab. Reimu will simple reach a single hand out, all the while she glows with spiritual power. If she grabs an opponent, she will form the circle that erupts with sealing power underneath both of them, deal 18% damage, and stun anyone unfortunate enough to be above the circle when it casts.

Final Smash: Fantasy Nature: A Final Smash similar in stature to Bayonetta's Reimu summons 7 orbs around her and gains a boost in flight speed. If she manages to hit opponents 7 times within 7 seconds, she will unleash a screen-wide blast that murders literally anything on the screen. They don't call her the Shrine Maiden of Paradise for nothing.
 
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cashregister9

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Job 128

Here it is, I have posted it on other threads in the past.

Gimmick: Reimu will have a point counter next to her hud and as she does more damage more points will be added up to 100, every 10 points a new property is added to her danmaku attacks.
10-Longer Range
20- The attack becomes faster
30-A small yin yang orb follows Reimu and shoots a Homing shot
40-The attack is Larger
50-More Knockback
60-Increased Priority
70-Largest projectile
80- A second Yin Yang orb spawns that adds a second homing shot
90-Max Damage
100-Lifesteal.

She also has Peach And Daisy's Float mechanic.

If Reimu has a near miss from an attack she gains points as well

Stats:

Dash: Same as Dark Samus

Weight: Same as peach

Fall speed: Slightly Lighter than Mewtwo


Basic Attacks:


Jab: Danmaku, She shoots a rapid fire projectile forward while the button is held

Side tilt: Danmaku

Up tilt: Danmaku

Down tilt: A slide Kick

Dash Attack: Reimu spins around on one foot

Side Smash: Reimu spins her Gohei in front of her

Up Smash: Reimu spins her Gohei upwards

Down Smash: Reimu spins her Gohei on the ground (Palutena D-tilt)

Neutral air: Danmaku

Forward Air: Reimu Smashes her gohei Downwards

Back Air: She shoots a spread of 3 shots behind her

Up Air: Reimu kicks above her head (Mid-air Ascension kick from TH 13.5)

Down Air: A Dive Kick


Specials


Neutral: Bomb, Reimu throws a Bomb token and it explodes on contact it destroys all projectiles, It costs 10 points to use though

Side: Frontal Defense Talisman, Reimu spawns a barrier that moves forwards until it hits a wall or blast zone that reflects projectiles and deals small damage and Knockback, the initial summon shoots 3 projectiles

Down: Yin Yang Orb, Spawns a Yin Yang orb that will fire Danmaku and the Danmaku it fires will copy Reimu's current point total, only 1 can be spawned

Up: Point Jump, Reimu rockets in the direction that the stick is pointed in

Final Smash: Spirit Sign: "Fantasy Seal", Reimu sends a ton of large projectiles in every direction dealing high damage and knockback


Grabs:


Basic grab: Reimu uses her arm to grab the opponent

Pummel: Reimu hits the person with her Gohei

F-throw: Reimu throws the Opponent forwards and shoots 3 shots at the Opponent

B-throw: Reimu Kicks the Opponent backwards

U-throw: Reimu Goes to the top of the Blast Zone (Like Kirby and K Rool) and slams the opponent down on the ground

D-throw: Reimu Sends the opponent downwards with her Gohei
 
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SharkLord

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Alright, here we go. Fifth Reimu moveset I've put together... I think...
1624240785219.png

Reimu is a mobile defensive zoner, geared around slowly chipping away at her opponents while weaving around their attacks. Reimu excels in the air, having outstanding air speed and mobility options. In addition, her unique mechanics allow her to zone out her opponents from a distance while being virtually immune to being zoned herself. On the flipside, Reimu's an extremely lightweight character, and suffers from a lack of kill options.

Mechanics
  • Grazing - Reimu's most notable mechanic. Much like Link and Hero's passive shield, if Reimu is standing, walking, or crouching, she will be immune to projectiles. In her case, any projectile that hits her will simply pass through her - Or, in the case of some weaker projectiles, be destroyed outright.
  • Focusing - Reimu's shield is weaker than usual. In return, she can shield in the air and move around slowly while shielding. To dodge normally, tap the direction twice like if you were dashing. Notably, shielding in the air will halt Reimu's momentum, giving her outstanding control in the air.
  • Power Meter - Reimu has a counter on her HUD that fills up when she either deals damage, Grazes a projectile triggers a phantom hit (Re: Near-misses an attack). The meter starts at 0.00 and goes up to 5.00, with the amount gained scaling based on damage.
  • Options - As the Power Meter fills up, Reimu gains Options, being small Yim-Yang Orbs that trail behind her and fire projectiles alongside her own attacks. Holding the attack button down has Reimu pause and rapid-fire projectiles from her Options, much like Bayonetta's Bullet Arts. Reimu gains a Yin-Yang Orb whenever the counter hits a whole number (i.e. 1.00, 2.00, etc.), and looses an Option whenever the counter drops below that number. The exception is 5.00, which acts as a buffer zone to prevent her full-Options state from being lost after a single hit. Like with shielding, her aerials will also cause Reimu's momentum to slow. However, this will also send her into freefall if held for too long or in rapid succession, so she can't just stay in the air indefinitely.
Ground Attacks
  • Jab - A quick slap, a kick, and a two-handed gohei smash. Based off her Hisoutensoku 5A combo.
    • The Options fire off quick, weak talismans alongside her, and can be held on each individual hit, much like Bayonetta's combos.
  • Forward Tilt - A gohei poke. Based off her Hisoutensoku far A.
    • The Options fire off weak homing Hakurei Amulets alongside her.
  • Up Tilt - Reimu swings her gohei above her head twice. This move can reflect projectiles, much like Ness and Lucas' forward smash and Min Min's up smash. Based off her gohei move from Highly Responsive to Prayers.
    • The Options fire off weak talismans upwards. Based on her shot move from Highly Responsive to Prayers
  • Down Tilt - Reimu spins her gohei on the ground in front of her. Multihit, based on her 2A from Hisoutensoku.
    • The Options generate a large spinning amulet on the ground under her gohei, dealing extra damage. Based on her 2B from Hisoutensoku.
  • Dash Attack - A sliding kick. Pressing the button again has Reimu transition into a flip kick. Based on the Sliding Ascension Kick from Hisoutensoku, itself harkening back to the Ascension Kick from Highly Responsive to Prayers.
Smash Attacks
  • Forward Smash - A two-handed gohei smash. Based on her 6A from Hisoutensoku.
    • The Options fire off slow, yet powerful Persuasion Needles alongside her.
  • Up Smash - Reimu spins her gohei above her head. An original move, made up for the sake of Smash.
    • The Options generate a large chain of amulets above her head. Based on her 2C from Hisoutensoku.
  • Down Smash - Reimu spins her gohei on the ground around her, back to front. An original move, made up for the sake of Smash.
    • The Options will generate a large spinning amulet on the ground under her gohei, dealing extra damage. Based on her 2B from Hisoutensoku.
Aerial Attacks
  • Neutral Aerial - Reimu spins her gohei around herself. Based on her aerial move from Gouyoku Ibun.
    • The Options fire weak, short-ranged talismans all around her
  • Forward Aerial - Reimu winds up, the delivers a horizontal gohei swing. Based off her Antimony of Common Flowers 6A. One of her few kill moves.
    • The Options fire three quick talismans alongside her, spreading out slightly as they move forward. based off her Youkai Buster, specifically the iteration used as her 2C in Antimony of Common Flowers.
  • Back Aerial - Reimu whirls around and swings her gohei behind her. Based off her Antimony of Common Flowers jumping A.
    • The Options fire two quick talismans alongside her, spreading out slightly as they move forward. based off her Youkai Buster, specifically the iteration used as her 2C in Antimony of Common Flowers.
  • Up Aerial - A flip kick. Based off the Ascension Kick, debuting in Highly Responsive to Prayers and becoming a staple of her fighting game appearances. One of her few real kill moves alongside her forward aerial.
    • The Options fire weak, short-ranged talismans above her.
  • Down Aerial - Reimu flips upside-down and spins her gohei below her.
    • The Options fire off weak, short-ranged projectiles below her. Based on her Rain Dance special from Hisoutensoku.
Throws
  • Grab - Reimu traps the opponent with her talismans.
  • Pummel - Reimu sharply jabs the opponent with her gohei. Based off her far A from Hisoutensoku.
  • Forward Throw - Reimu smacks the opponent away with her gohei.
  • Back Aerial - Reimu sticks a talisman on her opponent and throws them behind her, where the talisman explodes. Based on her grab from Antimony of Common Flowers
  • Up Aerial - Reimu throws the opponent upwards and fires a talisman at them. Based on her shot move from Highly Responsive to Prayers
  • Down Aerial- Reimu smacks the opponent to the ground with her gohei.
Specials
  • Neutral Special - Hakurei Amulet: Reimu throws out a homing amulet at her opponent. Holding the button increases the size, speed, and power of the amulet, at the cost of weakening the amulet's homing capabilities. The Options fire smaller amulets alongside Reimu's, with similar properties. Based on the iteration of the move used in the fighters.
  • Side Special - Yin-Yang Orb: Reimu throws a large Yin-Yang Orb at the opponent. If it hits a solid surface, it will bounce off of it. The attack can be angled diagonally upwards or downwards, depending on the input. Based on the Yin-Yang Orb moves from the fighters, specifically her held B from Antimony of Common Flowers.
  • Up Special - Ability to Float: 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 after the button is released. During this move, Reimu is capable of Grazing. An adaptation of Touhou's common ability of flight, Reimu's personal ability to float, and the Focus mechanics of the shooters.
  • Down Special - Cautionary Border: Reimu uses her talismans to form a square-shaped barrier in front of herself. This barrier will linger for a short amount of time, and destroys all but the strongest projectiles, but will also take damage over time. After taking about 20%-40%, the barrier will break. The size and durability of the barrier increases the more Options Reimu has. Reimu cannot send out a second barrier until the first has dissipated. Based on her Cautionary Border special from Hisoutensoku.
  • Final Smash - Fantasy Seal: Reimu creates a storm of multicolored orbs that home in on opponents, dealing damage all over the stage. She then ends with one final giant rainbow orb, dealing massive damage to the closest opponent. Based on her signature move and most common Bomb/Spell Card.
    • Alternate Final Smash - Fantasy Nature: If Reimu's opponent is at 70% or higher (Two opponents with 3-4 players, four in matches of 5-6, and six in games with 7-8), 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.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Alright, here we go. Fifth Reimu moveset I've put together... I think...
View attachment 320120
Reimu is a mobile defensive zoner, geared around slowly chipping away at her opponents while weaving around their attacks. Reimu excels in the air, having outstanding air speed and mobility options. In addition, her unique mechanics allow her to zone out her opponents from a distance while being virtually immune to being zoned herself. On the flipside, Reimu's an extremely lightweight character, and suffers from a lack of kill options.

Mechanics
  • Grazing - Reimu's most notable mechanic. Much like Link and Hero's passive shield, if Reimu is standing, walking, or crouching, she will be immune to projectiles. In her case, any projectile that hits her will simply pass through her - Or, in the case of some weaker projectiles, be destroyed outright.
  • Focusing - Reimu's shield is weaker than usual. In return, she can shield in the air and move around slowly while shielding. To dodge normally, tap the direction twice like if you were dashing. Notably, shielding in the air will halt Reimu's momentum, giving her outstanding control in the air.
  • Power Meter - Reimu has a counter on her HUD that fills up when she either deals damage, Grazes a projectile triggers a phantom hit (Re: Near-misses an attack). The meter starts at 0.00 and goes up to 5.00, with the amount gained scaling based on damage.
  • Options - As the Power Meter fills up, Reimu gains Options, being small Yim-Yang Orbs that trail behind her and fire projectiles alongside her own attacks. Holding the attack button down has Reimu pause and rapid-fire projectiles from her Options, much like Bayonetta's Bullet Arts. Reimu gains a Yin-Yang Orb whenever the counter hits a whole number (i.e. 1.00, 2.00, etc.), and looses an Option whenever the counter drops below that number. The exception is 5.00, which acts as a buffer zone to prevent her full-Options state from being lost after a single hit. Like with shielding, her aerials will also cause Reimu's momentum to slow. However, this will also send her into freefall if held for too long or in rapid succession, so she can't just stay in the air indefinitely.
Ground Attacks
  • Jab - A quick slap, a kick, and a two-handed gohei smash. Based off her Hisoutensoku 5A combo.
    • The Options fire off quick, weak talismans alongside her, and can be held on each individual hit, much like Bayonetta's combos.
  • Forward Tilt - A gohei poke. Based off her Hisoutensoku far A.
    • The Options fire off weak homing Hakurei Amulets alongside her.
  • Up Tilt - Reimu swings her gohei above her head twice. This move can reflect projectiles, much like Ness and Lucas' forward smash and Min Min's up smash. Based off her gohei move from Highly Responsive to Prayers.
    • The Options fire off weak talismans upwards. Based on her shot move from Highly Responsive to Prayers
  • Down Tilt - Reimu spins her gohei on the ground in front of her. Multihit, based on her 2A from Hisoutensoku.
    • The Options generate a large spinning amulet on the ground under her gohei, dealing extra damage. Based on her 2B from Hisoutensoku.
  • Dash Attack - A sliding kick. Pressing the button again has Reimu transition into a flip kick. Based on the Sliding Ascension Kick from Hisoutensoku, itself harkening back to the Ascension Kick from Highly Responsive to Prayers.
Smash Attacks
  • Forward Smash - A two-handed gohei smash. Based on her 6A from Hisoutensoku.
    • The Options fire off slow, yet powerful Persuasion Needles alongside her.
  • Up Smash - Reimu spins her gohei above her head. An original move, made up for the sake of Smash.
    • The Options generate a large chain of amulets above her head. Based on her 2C from Hisoutensoku.
  • Down Smash - Reimu spins her gohei on the ground around her, back to front. An original move, made up for the sake of Smash.
    • The Options will generate a large spinning amulet on the ground under her gohei, dealing extra damage. Based on her 2B from Hisoutensoku.
Aerial Attacks
  • Neutral Aerial - Reimu spins her gohei around herself. Based on her aerial move from Gouyoku Ibun.
    • The Options fire weak, short-ranged talismans all around her
  • Forward Aerial - Reimu winds up, the delivers a horizontal gohei swing. Based off her Antimony of Common Flowers 6A. One of her few kill moves.
    • The Options fire three quick talismans alongside her, spreading out slightly as they move forward. based off her Youkai Buster, specifically the iteration used as her 2C in Antimony of Common Flowers.
  • Back Aerial - Reimu whirls around and swings her gohei behind her. Based off her Antimony of Common Flowers jumping A.
    • The Options fire two quick talismans alongside her, spreading out slightly as they move forward. based off her Youkai Buster, specifically the iteration used as her 2C in Antimony of Common Flowers.
  • Up Aerial - A flip kick. Based off the Ascension Kick, debuting in Highly Responsive to Prayers and becoming a staple of her fighting game appearances. One of her few real kill moves alongside her forward aerial.
    • The Options fire weak, short-ranged talismans above her.
  • Down Aerial - Reimu flips upside-down and spins her gohei below her.
    • The Options fire off weak, short-ranged projectiles below her. Based on her Rain Dance special from Hisoutensoku.
Throws
  • Grab - Reimu traps the opponent with her talismans.
  • Pummel - Reimu sharply jabs the opponent with her gohei. Based off her far A from Hisoutensoku.
  • Forward Throw - Reimu smacks the opponent away with her gohei.
  • Back Aerial - Reimu sticks a talisman on her opponent and throws them behind her, where the talisman explodes. Based on her grab from Antimony of Common Flowers
  • Up Aerial - Reimu throws the opponent upwards and fires a talisman at them. Based on her shot move from Highly Responsive to Prayers
  • Down Aerial- Reimu smacks the opponent to the ground with her gohei.
Specials
  • Neutral Special - Hakurei Amulet: Reimu throws out a homing amulet at her opponent. Holding the button increases the size, speed, and power of the amulet, at the cost of weakening the amulet's homing capabilities. The Options fire smaller amulets alongside Reimu's, with similar properties. Based on the iteration of the move used in the fighters.
  • Side Special - Yin-Yang Orb: Reimu throws a large Yin-Yang Orb at the opponent. If it hits a solid surface, it will bounce off of it. The attack can be angled diagonally upwards or downwards, depending on the input. Based on the Yin-Yang Orb moves from the fighters, specifically her held B from Antimony of Common Flowers.
  • Up Special - Ability to Float: 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 after the button is released. During this move, Reimu is capable of Grazing. An adaptation of Touhou's common ability of flight, Reimu's personal ability to float, and the Focus mechanics of the shooters.
  • Down Special - Cautionary Border: Reimu uses her talismans to form a square-shaped barrier in front of herself. This barrier will linger for a short amount of time, and destroys all but the strongest projectiles, but will also take damage over time. After taking about 20%-40%, the barrier will break. The size and durability of the barrier increases the more Options Reimu has. Reimu cannot send out a second barrier until the first has dissipated. Based on her Cautionary Border special from Hisoutensoku.
  • Final Smash - Fantasy Seal: Reimu creates a storm of multicolored orbs that home in on opponents, dealing damage all over the stage. She then ends with one final giant rainbow orb, dealing massive damage to the closest opponent. Based on her signature move and most common Bomb/Spell Card.
    • Alternate Final Smash - Fantasy Nature: If Reimu's opponent is at 70% or higher (Two opponents with 3-4 players, four in matches of 5-6, and six in games with 7-8), 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.
Who makes these smash renders
 

airConditioner

Smash Ace
Joined
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Messages
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Location
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With Reimu added, we are inching closer and closer to the release date of Infinite! Personally, I'm pretty happy about our roster thus far - my most wanted (Isaac) is in, plus some other great, out-there picks like the PMD duo and DJ Octavio. The only character I don't really care for is the wacky Bandicoot, but I'm glad he got in for his fans. The great thing about Smash is that I come around to characters I don't really care for - I've grown to enjoy Castlevania and SNK as a whole. The same thing can be said about Infinite: thanks to the care that many of the threadgoers put into their submissions, I've developed an interest in series I wouldn't have before, like Resident Evil and the Mysterious Murasame Castle. Seriously, you guys are great at your submissions and I doubt that I would be able to learn about these series if it weren't for devoted fans of them making a case for them. I hope this keeps up!
 

Venus of the Desert Bloom

Cosmic God
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Moveset submissions will be open for 12 more hours, stage submissions will be open for just a few more hours.
 
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