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 FGN Bio!: Reimu Hakurei

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PostSubject: FGN Bio!: Reimu Hakurei   Sat Jan 11, 2014 4:59 pm

Reimu Hakurei / Scarlet Weather Rhapsody

Reimu Hakurei is a human shrine maiden and is the main character of the Touhou Project series in which she has appeared in all the main games and almost all the games in the series. The particular version of Reimu Hakurei we will be talking about is the Scarlet Weather Rhapsody version.

Quick Description

Reimu is commonly described as easygoing, curious, dutiful, and optimistic — sometimes overly so. Her personality seems sympathetic toward many individuals; there are few characters who remain her rivals past the first encounter. Her shrine has become a moderately popular locale for some of Gensokyo's residents. In the Scarlet Weather Rhapsody version Reimu has bullets that are quite dense and are easily chainable, which allows them to persist through enemy bullets rather easily. A well rounded character, she has good bullets, useful special moves, and a decent melee set.

Normal Moves

Close 5A: Reimu does a quick slap which hits in the middle of your opponent for 200 Damage.

5AAA: Reimu hits with two Close 5A’s which hit middle and she follows up with a kick that hits high for 821 Damage. This will start most of your combos.

5AAAA: Reimu adds her 6A hand shove to her 5AAA to which the last two hits hit high and for 1510 Damage. This wall slams opponent and takes 2 Spirit Orb at wrong block.

Far 5A: Reimu sticks her stick out in a long ranged jab that hits high and for 500 Damage.

2A: Reimu will spin her stick on the ground for six hits which hit low and do 100/Hit Damage. This move is a very good poke.

3A: Reimu goes for an upwards kick that hits high for 750 Damage. It is cancellable into aerial attacks, air unblockable.

3[A]: Reimu goes for a sliding kick that hits low for 1000 Damage. Will Guard Crush if blocked high.

6A: Reimu shoves her opponent with both hands hitting high for 750 Damage. Has good range.

6[A]: A charged 6A which hits high for 1000 Damage. Will Guard Crush if blocked low.

j.5A: Reimu sticks her stick out for a downward attack that hits high for 450 Damage. Has good range.

j.6A: Reimu does a jump kick and flies forward in the air hitting high and dealing 800 Damage. This is very good for air combos.

j.8A: Reimu will do a high kick that send her up and a bit forward hitting high and dealing 800 Damage. This is meant to counter high flight movement.

j.2A: Reimu goes for a downward palm strike hitting high for 800 Damage.

66A: Reimu does a quick sliding palm strike that hits in the middle for 600 Damage. This can be cancelled into special moves.

66B: Reimu does a dashing slide hitting low dealing 800 Damage. Careful because this move is unsafe on block.

66C: Reimu does a dashing high kick which hits high for 1000 Damage.

Bullet Moves

5B: A series of small amulets that travels from slightly up to slightly down with a good velocity. Has 5 Projectiles doing 100*5 Damage. Deals 1 spirit damage on block.

5[B]: Reimu will cast more amulets that are in a random patterned spread. This has 10 projectiles doing 100*10 Damage. Deals 2 spirit damage on block.

6B: Same as 5B but aiming diagonally upwards at 45°. Has the same properties. 5 projectiles for 100*5 Damage. Deals 1 spirit damage on block.

6[B]: Same as 5 but aiming diagonally upwards at 45°. Has the same properties. 10 projectiles for 100*10 Damage. Deals 2 spirit damage on block.

An amulet that travels quickly on the floor. Has a little startup delay but it's good for surprise your opponent or when he's casting bullets with big delay. Only hits if opponent is touching ground. 1 projectile for 600 Damage. Causes knockdown. Deals 1 spirit damage on block.

j.5B: Like 5B but on the air. The amulets comes in an arc from straight to slightly down. 5 projectiles for 100*5 Damage. Deals 1 spirit damage on block.

j.5[B]: Like 5 but on the air. The amulets comes in an random pattern from straight to slightly down. 10 Projectiles for 100*10 Damage.

Same as j.5B but aiming 45° down. 5 Projectiles for 100*5 Damage.

j.2[B]: Same as j.5 but aiming 45° down. 10 Projectiles for 100*10 Damage.

A pretty big amulet that spins and has some homing property, doing 2-3 hits, depending of the distance. It has some considerable delay but has good speed and bullet priority. Is extremely dense. 1 Projectile for 275x3 Damage.

5[C]: Same as 5C, but it will do 2-6 hits and has better homing property. 1 Projectile for 275*6 Damage.

2C: Some amulets that are casted upwards. It hits very very high, but again has some startup. Very good movement when you're on corner and the enemy is approaching by air. Launches opponent straight up. Although it seems pretty big horizontally, its hitbox is just near Reimu. 1 Projectile for 200*5 Damage.

j.5C: Like 5C, but in the air. Can do 1-3 hits (but usually you will do 2-3, as also depends of distance of Reimu and the enemy when casted and you do 1 hit only when max ground distance and about midscreen up). Hard to home air-to-ground when close. 1 Projectile for 275*3 Damage.

j.5[C]: Like 5[C], but in the air. 1-6 hits while charged. 1 Projectile for 275*6 Damage.

j.2C: j.5C but downwards. For hitting ground enemies. Reimu will move a little backwards like her j.2A move, so it's useful to surprise enemies that want to attack you from ground, but it has bigger startup delay. 1 Projectile for 275x3 Damage.

j.2[C]: j.5[C] but downwards. Can home to opponents directly underneath Reimu. 1 Projectile for 275*6 Damage.

Special Moves

Hakurei Amulet: 236B/C

Tosses two amulets (each similar to 5C) that go to a fixed distance forward, stop in the air, and then proceed to move while tracking the opponent. Has very good tracking properties. Shoots more amulets if charged. The B and C versions only differ in their charged properties.

B Version: Can only be charged to shoot 4 amulets.

C Version: Letting-go of charge on the charge sound shoots 4 amulets, while holding it down slightly longer releases 6.

Ascension Kick: 623B/C

Reimu spins in a fiery somersault. Has upper-body invulnerability during the first 12 frames of startup. On max level, both B and C version have full-body invulnerability.

B Version: Does not graze. Wallslam.

C Version: Rises much higher. Grazes on the way up. Does not wallslam.

Cautionary Border: 214B/C

Puts up a barrier that hits the enemy two times, four at max level, before sending them flying. Each hit limits for 10%. Lasts for 3 seconds on level-0. The air versions go less far than the ground versions. You may only have one border active at a time. Only drains half an orb on block.

B Version: The border is created about half a screen in front of Reimu.

C Version: Goes twice further.

Dimensional Rift: 421B/C

Reimu teleports and reappears with an attack next to the enemy. While teleporting, Reimu retains the direction she was facing, which can be used for ambiguous crossups.

B Version: Head stomp. Hits high. Guardbreaks on wrongblock. Causes floor bounce on counterhit, letting you combo.

C Version: Slide. Hits low for 3 hits. On wrongblock, they break up to 3.25 orbs in parts of 1,1,1.25 over the 3 hits. Whiffs if used too close on midscreen.

Youkai Buster: 236B/C

Creates 3 pink amulets that fan out as they pass more distance. Can be charged to shoot up to 5 amulets (4 is also possible). Has very high damage and fast startup. Can only be high-jump-canceled very late. Whiffs point-blank.

B and C versions don't seem to differ.

Spread Amulet: 236B/C

Fires a few large blue amulets that break apart into 6 smaller amulets each, covering a large portion of the screen. Can be charged to fire up more large amulets. The large amulets don't do too much damage, but when spread it's a good zone controller and it's easy to chain combo if the little amulets hit. Has a large blind spot.

B Version: 2-4 amulets. High-jump-cancels quickly.

C Version: 3-5 amulets. The High-jump-cancel point is later.

Sliding Ascension Kick: 623B/C

Reimu slides forward similar to her 66B move. If you keep holding down either the B or C button during the slide, Reimu will proceed to cancel it into an ascension kick. On max level, can proceed into another kick (similar to the Wind God spellcard) for a total of 3 hits if held down enough. Unsafe on block.

B Version: Cancels into kicks very early.

C Version: Has more delay before canceling into a kick.

Rain Dance: 623B/C

Reimu jumps forward and flips upside-down, spinning her gohei crackling with energy below her. Hits up to 4 times.

B Version: Moves more downwards while attacking.

C Version: Keeps moving forward for a large distance while attacking.

Binding Border: 214B/C

Creates two border barriers that surround the opponent. Those borders disappear if Reimu high-jump-cancels the move. Drains 2 orbs on block. On max level, creates four borders, making the B and C versions identical.

B Version: The borders are to the left and right of the opponent.

C Version: The borders are above and below the opponent.

Permanent Border: 214B/C

Places an amulet on the ground that attacks the enemy when it's stepped on or slightly above it. Only one amulet can be placed at a time. Has high damage and long blockstun.

B Version: Places the amulet under Reimu.

C Version: Tosses an amulet far away.

Demon Sealing Dimensional Rift: 421B/C

Teleports and attacks by firing needles in a wide arc. Can be canceled right after shooting the needles.

B Version: The needles spread down-diagonally. Teleports a little forward.

C Version: Needles spread more forward-diagonally. Teleports far to the back.

Instant Dimensional Rift: 421B/C

When used right before receiving a melee/bullet hit, Reimu evades it and counterattacks with a wave of bullets. It is possible to combo afterwards with a spellcard.

B and C versions don't seem to differ.


Jewel Sign "Enigmatically Casted Pearl"

Fires 3 large yin-yang orbs which bounce around the screen for a fairly long time. Each hits twice before disappearing. Reimu steps backwards while casting.

Spirit Sign "Fantasy Jewel"

Fires a fan-spray of 5 colorful shots in front of Reimu in a semi-circle shape from up to down. Does not have graze property. Good for ending an aerial corner combo.

Dream Sign "Devil Sealing Circle"

Reimu shoots a pillar of light that surrounds her similar to Demon Binding Circle. However, it only hits once and forces limit.

Treasure Sign "Yin-Yang Jade"

Reimu casts an orange orb about the diameter of her height which hits in front of her. It lasts around 1 second.

Border "Spreading Border"

Causes an array of borders to spread out from Reimu to cover the entire screen. Does significantly more damage outside of the corner, when the opponent can be pushed back into the outer borders. 2-4k damage.

Divine Arts "Wind God Kick"

Reimu does four somersault in succession ending with a high kick, which makes her rise high in the air and very vulnerable on the way down. Has some invincibility frames on start so it's good for countering.

Divine Arts "Omnidirectional Demon Binding Circle"

Reimu shoots a pillar of light that surrounds her. Doesn't knockback on block but instead keeps target in the same place. Hitbox extends past sprite. Safe, if disadvantageous, on block. Although it has very good bullet priority, it does not graze.

Holy Relic "Yin-Yang Sanctification Jade"

Reimu casts a big blue orb in front of her that after a while accelerates across the screen until it makes contact with the opponent. On contact it will slow down and hit the enemy repeatedly until it gets past her. When the orb starts accelerating, Reimu will be free to punish the enemy along with the orb.

Divine Spirit "Fantasy Seal"

Reimu casts a series of colorful shots that first surround her and then chase the opponent. Deals 5 orbs of spirit damage when blocked and results in guardcrush if all shots make contact. If casted near the opponent, the shots will hit the opponent when they come out of Reimu. Does not graze. If you cast it in a corner and have a successful hit, the enemy will juggle in air so you can go in and attack for additional damage.

"Fantasy Heaven"

Reimu's infamous Last Word from Imperishable Night. Summons 7 yin-yang orbs around her. An orb lights up each time a successful hit is made (does not count bullets) and when all 7 are lit Reimu releases a powerful attack that covers the entire screen. The summoning of the orbs can only be done on the ground, but the actual release of the attack can be done on ground or air. The release is only when Reimu is not moving, and it's automatic. You have 15 seconds to light the orbs, and then they will disappear (they will not disappear if the enemy hits you). Easily above 6k damage if the enemy is beside you, and guard crush ensured if blocked. The attack is grazable, and won't do much damage from a distance.

That’s all for FGN Bio! Thanks to EW for this suggestion. Reimu was...interesting to say the least. Give me suggestions for more FGN Bio!


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PostSubject: Re: FGN Bio!: Reimu Hakurei   Sat Jan 11, 2014 8:02 pm

EW would be proud.

Don't ask me for a signature until Kanye leads a nation.

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PostSubject: Re: FGN Bio!: Reimu Hakurei   Sat Jan 11, 2014 8:38 pm

Nour Force wrote:
EW would be proud.

Maybe...hopefully...*collapses from exhaustion*


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PostSubject: Re: FGN Bio!: Reimu Hakurei   Sat Jan 11, 2014 9:27 pm

That's a lot of research done...Great article, EW would be proud, and yeah this sort of thing is nice.

Well, since I'm bored and I hate research, I'm gonna request for one of Ryougi Shiki from Melty Blood: Actress Again: Current Code. The latest version, Version 1.07 Revision 1.4.0, if possible.

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