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Smash Moveset #25: Reimu Hakurei Part 2 (Spell Cards and Final Smash)

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Link to Part 1

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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N-Special: Spell Cards

Reimu's Neutral Special allows her to access all 9 Spell Cards (barring the one reserved for her Final Smash) she had in Touhou 12.3 Hisentokusen. To manage these cards, Reimu has 5 card slots near her portrait that fill up from left to right as she takes and deals damage similar to a Super Meter in other fighting games. When a slot fills up, a spell card is revealed, with the chance being based on the card cost to use that card.

Card Chances:

1 Card - 40%

2 Cards - 30%

3 Cards - 15%

4 Cards - 10%

5 Cards - 5%

For Cost tiers that contain multiple cards, each individual card in that tier has an equal chance of appearing (1/number of cards in that tier) if its tier is selected when Reimu fills a card slot.

Reimu can cycle through her usable cards by pressing B, moving the leftmost one to the end of her card list (as in usable cards, not locked slots) and moving the rest one space to the left. To use a card, hold B. Doing so will get rid of the required amount of available cards from the list, moving remaining cards and slots to the left and replacing any empty areas with card slots, and activate the used card's move.

Lastly, Reimu has a Super Flash animation that signifies when the Spell Card has been activated. This is important, as Reimu is fully vulnerable before and after the flash, and getting hit (put into hitstun, so Fox Laser and similar moves that don't cause staggering don't count) in the latter case will end the Spell prematurely (unless stated otherwise), wasting the Spell Cards. Getting hit before the flash will stop the Spell, but won't use up Reimu's cards, allowing her to try again.

Jewel Sign "Concealed Orbs of Light"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 4% per hit

Cost: 1 Card

Reimu jumps back and shoots out 3 yin-yang orbs at different distances. Each orb can bounce on the ground or wall up to 2 times, disappearing on the 2nd. Each or also hits for 2 hits, disappearing on the 2nd.

Spirit Sign "Fantasy Orb"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 3% per bullet

Cost: 2 Cards

Reimu spawns 10 colored energy projectiles behind her before shooting them forward. The angle at which they are shot can be adjusted by holding up or down. This applies for each individual shot, allowing Reimu to coat a large area in front of her with bullets.

Dream Sign "Demon Binding Array"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 5% x 5 hits

Cost: 2 Cards

Ground only. Reimu slams her hand on the ground, creating a tall vertical light pillar. Reimu becomes fully invulnerable once the pillar starts spawning. The pillar also cancels out any projectiles that come into with it.

Treasure Sign "Yin-Yang Orb"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 6% x 5 hits

Cost: 2 Cards

Ground only. Reimu creates a close range energy orb in front of her, blocking all attacks that hit it and damaging opponents that make direct with it.

Boundary "Expanding Boundary"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 4% x 7 hits

Cost: 3 Cards

Reimu creates an array of borders around her body, covering a large area around her.

Divine Arts "Wind God Kick"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: (5% x 4 hits) + 10%

Cost: 3 Cards

Ground only. Reimu performs a series of Ascension Kicks ending in a powerful upwards kick after the last one. Reimu is fully invincible during each Ascension Kick, but can be hit in between them.

Divine Arts "Demon Binding Circle"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 4% x 10 hits

Cost: 4 Cards

Ground only. A stronger version of Dream Sign "Demon Binding Array" that covers a wider area and extends upward the full length of the stage unless in s with a hard surface.

Holy Relic "Yin-Yang Sanctifier Orb"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 3% per hit

Cost: 4 Cards

Ground only. A stronger version of Treasure Sign "Yin-Yang Orb", creating a large blue sphere that slowly travels foward until it goes offscreen or 7 seconds . Once the Sanctifier Orb leaves Reimu's hand and starts moving, it won't vanish if she gets hit before it disappears.

Divine Spirit "Fantasy Seal"

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 4% per hit

Cost: 5 Cards

A stronger version of Spirit Sign "Fantasy Orb" that summons 10 larger colored bullets out of Reimu in a circular formation before homing in on the nearest target. While the shots are supposed to only hit once, they don't vanish after hitting a target, allowing them to hit multiple targets or even hit as they spawn in before homing in on an already damaged target. Reimu is invulnerable after the Super Flash, and she glide around slowly using the control stick until this Spell ends.

Final Smash: Fantasy Heaven

Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Requires 7 successful melee attacks to trigger actual attack.
Smash Moveset <a href='/c/smash/tag/25/'>#25</a>: Reimu Hakurei Part 2 (Spell Cards and Final Smash)-[Link to Part 1|http://aminoapps.programascracks.com/p/bgqzxg]
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Damage: 999.9%

Reimu uses up all available Spell Cards and summons 7 yin-yang orbs around her that disappear after 15 seconds and light up each time Reimu lands a melee attack. When all orbs are lit up, anyone hit by the attack that trigger the last orb will be dragged into a cinematic where Reimu unleashed a screen-filling surge of bullets, launching them at the end of the attack.

NOTE: Multihit attacks are still a single attack, and therefore only count for 1 hit, aka 1 orb. And to reiterate, only MELEE attacks count toward this Final Smash, meaning only Reimu's normals and Ascension Kick can activate the orbs. It should also be noted that the Spell Card consumption doesn't offer an bonuses, but is done to replicate the fact that Fantasy Heaven is one of Reimu's Spell Cards in Hisensokuten and would consume cards if used. That and Divine Arts "Wind God Kick" could probably be used to activate the Fantasy Heaven if her Spell Cards weren't consumed since it's a 5 hit Melee attack.

Stage

Music

Mystic Oriental Love Consultation (Touhou 3)

Dichromatic Lotus Butterfly (Touhou 12.3)

Maiden's Cappricio (Touhou 8)

Stats courtesy of Kurogane Hammer. Numbers on this post are subject to change.

Likes (35)
Comments (12)

Likes (35)

Like 35

Comments (12)

Are you thinking on making a Marisa one? 'Cause I am... and I don't want things to be awkward... I might make a Ruby Rose one... (never watched RWBY, but it's in Blazblue so screw it)

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0 Reply 09/15/19

Not particularly. I only made the Sakuya and Reimu ones because I was playing 12.3 at the time, with the former being my main and the latter being the series protag. I didn't really have any plans to make further Touhou movesets.

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0 Reply 09/15/19

Reply to: EspurrsEyes42

Thanks, almost done Mari!

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0 Reply 09/15/19

Um... so you could get spellcards similar to how you get them in Soku..

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0 Reply 09/12/19

That's exactly what the mechanic is based on as well as all of her attacks except Bomb, which I took from a previous Touhou fighter.

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0 Reply 09/13/19

Reply to: EspurrsEyes42

I thought it was a bit different... I feel dumb now, #laughs like an idiot#.

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0 Reply 09/15/19

her spell cards are too op to be a special

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0 Reply 08/03/19

So are most of the Hero's stuff, only balanced by the fact that he has to use MP for all of them and the ones tied to his Down B are randomly generated and not reliable. Likewise, the spell cards are balance by the Hisensokuten card mechanic as well as the odds of getting higher level Spells, which cost more cards. On top of that, she can be knocked out of her Spells, and due to some of them being projectiles, she'd have a hard time dealing with any reflector characters, specifically ones like Fox and Wolf that have sustained reflectors.

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0 Reply 08/03/19

Sad, no Eastern Story

But hey this is pretty good

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0 Reply 08/02/19

You mean story of the eastern wonderland?

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0 Reply 09/15/19

Reply to: AndyPS

No not the game, the melody that shows up in most Touhou games in the title screen

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0 Reply 09/15/19

Reply to: The Anonymous Me

Ah...

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0 Reply 09/18/19
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