I was going to do a video for this, but I'm terrible, so that's not going to happen.

Spoiler: Meiling's Movelist (click to see content)
Basic Moves
X, Y, Z, etc, refer to MUGEN button notation.
(A), (B), (C), etc, refer to the button notation in this readme.
Light Attack - X (A)
Medium Attack - Y (B)
Heavy Attack - A (C)
Force Attack - B (D)
Numpad Directional Guide
7 8 9
4 5 6
1 2 3
All directional commands will be listed according to this numpad guide.
When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
5 is neutral.
All commands are given assuming that the player is on P1's side (left side of the screen, facing right).
Anything enclosed in [] indicates a charge command, such as (hold B).
Command Moves
Tetsuzankou - 6D
Senkyuutai - 4D
Throw - AB
Hold 4 to throw the opponent behind you.
System
Moves marked with [SC] can be super canceled.
Recovery - any button, if recovery is possible.
Hold Forward/Back to recover in those directions.
Run - Tap Fwd twice and hold it. Can cancel into basic attacks, specials, and supers.
Superjump - Tap Down and then jump in any direction.
Double Jump - Jump while you're in the middle of another jump. Not allowed after super jumps.
Jump Cancel - Jump while hitting with any A/B/C attack.
You get one jump cancel from the ground.
Air Dash - Press Forward or Backward twice in midair. Can cancel into basic attacks. Not allowed after super jumps.
Guard Cancel - Press 4D while blocking an attack. Totally invincible during the move, but it cannot kill opponents and does minimal damage.
Costs 500 power (1/2 super meter stock).
Special Moves
Spiral Light Steps- 236A/B/C/D *
Spiral Light Cannon - 623A/B/C/D [SC] *
Colorful Windchime - 214A/B/C/D [SC]
Senkyuutai - [A] during 214A/B/C/D *
Fragrant Wave - during 214A/B/C/D *
Tiger Chi Release - 22A/B/C/D
-The D versions of these moves cost 500 meter (1/2 super meter stock).
-The supercancel frames of 236A/B/C/D and 214A/B/C/D extend to their landing frames.
-Moves marked by * will gain any special counterhit properties if Meiling has a Charge Icon, and *-marked special moves will do bonus damage based on the number she has.
Hitting an opponent with a * special will consume any Charge Icons Meiling has.
-22D will give Meiling 4 Charge Icons instead of 3 if she hits the opponent with it.
Super Moves
Lv. 1 (1000 power/1 super meter)
Chi Sign "Earth Dragon Sky Kick" - 236AB
Rainbow Sign "Intense Rainbow Fist" - 623AB
Lv. 2 (2000 power/2 super meters)
Chi Sign "Fierce Tiger Energy Release" - 22AB
Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Meiling will be glowing white while this condition is met.)
Brilliance "Rainbow Brilliance Palm" - 236BD
- "Fierce Tiger Energy Release" will lift fallen opponents off of the ground, but will not allow combos afterward.
It will also give the following effects when used:
Meiling gets 5 Charge Icons instead of 4 if she hits the opponent with it.
Meiling's bonus damage from Charge Icons is increased for 18 seconds.
Meiling will always retain 1 Charge Icon.
Spoiler: Aya's Movelist (click to see content)
Basic Moves
X, Y, Z, etc, refer to MUGEN button notation.
(A), (B), (C), etc, refer to the button notation in this readme.
Light Attack - X (A)
Medium Attack - Y (B)
Heavy Attack - A (C)
Force Attack - B (D)
Numpad Directional Guide
7 8 9
4 5 6
1 2 3
All directional commands will be listed according to this numpad guide.
When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
5 is neutral.
All commands are given assuming that the player is on P1's side (left side of the screen, facing right).
Anything enclosed in [] indicates a charge command, such as (hold B).
Command Moves
Throw - AB
Hold 4 to throw the opponent behind you.
System
Moves marked with [SC] can be super canceled.
Recovery - any button, if recovery is possible.
Hold 6/4 to recover in those directions.
Run - 6[6]. Can cancel into basic attacks, specials, and supers.
Double Jump - Jump while you're in the middle of another jump.
Triple Jump - Jump while you're in the middle of a double jump. Not allowed after two airdashes.
Jump Cancel - Jump while hitting with any A/B/C attack.
You get one jump cancel from the ground.
Air Dash - Press 66 or 44 in midair. Can cancel into basic attacks or into a second air dash. Not allowed after a triple jump.
Guard Cancel - Press 4D while blocking an attack. Totally invincible during the move, but it cannot kill opponents and does minimal damage.
Costs 500 power (1/2 super meter stock).
Special Moves
Wind From the Maple Fan - 236A/B/C/D then
Advance of the Tengu - 6 during Wind From the Maple Fan
Ascent of the Tengu - 7/8/9 during Advance of the Tengu
Retreat of the Tengu - 4 during Wind From the Maple Fan
Ascent of the Tengu - 7/8/9 during Retreat of the Tengu
Flight of the Tengu - A, B, or C during Wind From the Maple Fan
Gust Fan - in air, 236A/B/C/D then
Advance of the Tengu - 6 during Gust Fan
Descent of the Tengu - A, B, or C during Advance of the Tengu
Retreat of the Tengu - 4 during Gust Fan
Descent of the Tengu - A, B, or C during Retreat of the Tengu
Descent of the Tengu - A, B, or C during Gust Fan
Domination Dash - 214A/B/C/D (air OK)
Tengu Felling - 623A/B/C/D
Tengu Drum - 22A/B/C/D then
Tengu Felling ~ Gale Fan - D
Tengu's Downburst - 2D
Advance of the Tengu - 6
Retreat of the Tengu - 4
- D moves cost 500 power (1/2 super meter stock).
- Ascent of the Tengu acts like a regular jump with slightly boosted vertical speed.
- Flight of the Tengu gives you more height than a regular jump; the A version travels upward, while B and C are forward and backward respectively.
- Flight of the Tengu and Ascent of the Tengu are treated as regular jumps, so you're allowed to do two air dashes or double jumps afterward.
Super Moves
Lv. 1 (1000 power/1 super meter)
Wind Sign "Wind of the Tengu Path" Revised - 236AB (air OK)
Squall "Sarutahiko's Guidance" - 214AB (air OK)
Once Again! - If Squall "Sarutahiko's Guidance" hits, press 4 if the enemy is behind you or 6 if they're in front of you.
Lv. 2 (2000 power/2 super meters)
Thrust Sign "Tengu's Macroburst" Revised - 22AB (air OK)
Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Aya will be glowing white while this condition is met.)
Illusionary Dominance - 236BD (air OK)
Reimu is effectively complete, barring AI (which I am now having some trouble with). Meiling and Aya are also in the same state of completion, but I'm tweaking some stuff on them sound and effects wise. Current release order is likely Reimu > non-2hu character > Meiling and Aya, and from there either Youmu, Marisa, or another non-Touhou character.