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Reimu Hakurei (Update 7/3/2019) (Read 9351 times)

Started by Mr. Giang, September 12, 2018, 03:16:47 pm
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Reimu Hakurei (Update 7/3/2019)
#1  September 12, 2018, 03:16:47 pm
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A fairly unusual edit of mine. So I was bored yesterday and found out that RicePigeon just released his IZ Reimu (which is a solid character). While I’m not really a fan of IZ, I really enjoy his GR chars. So I got an idea and immediately stopped other MUGEN projects and focused on messing around with 2 of RP’s Reimus with the plan of making her more appealing to casual players while still keeping most of the core gameplay from original works. And here comes the result!

Character Demonstration + Download Link:


Differences between the RicePigeon's Reimu (GR) and this one:
- Updated Fantasy Nature to use source game artwork. Now you will see a beautiful Alphes-art of Reimu during the cinematic scene instead of extremely-pixeled zoom-in animations.
- Rain Dance is now replaced by Floating Wall Jump (from RicePigeon's IZ Reimu).
- Added a trait skill from RicePigeon's Reimu IZ: Diffusion Border.
- Imported some normal commands from RicePigeon's IZ Reimu.
- Imported spell card Treasure "Yin-Yang Asuka'i" from RicePigeon's IZ Reimu.
- Divine Arts "Omnidirectional Demon Binding Circle"'s command input is simplified to D,DB,B,D,DB,B,x/y/z. Old input ([DB],DF,DB,UF + x/y/z) still works.
- Rain Dance is now a tag-team exclusive assist move.
- Last Words now can be performed by pressing 2 attack buttons instead of 3.
- Power's increased from 3000 to 5000.
- UNO-tag team's supported.
- Removed card-system for better tag-team gaming experience. Now Reimu can use both last words at any points of the match.

Tag system:
Start - Partner assist
z+c - Tag in/Tag out
D,DF,F,z+c - Tag Team Hyper

Traits:
- Diffusion Border – C: Reimu creates a stationary barrier in front of her. Does nothing on it's own, but will interact with Reimu's melee Normal attacks, at which point it gains a hitbox. Velocity of the barrier depends on which Normal is used. Any Hakurei Amulets that pass through the barrier will gain homing properties.
- Wall Teleport - B,B (in corner): Reimu dashes into the wall behind her, reappearing on the other side of the screen. Has startup invicibility, but Reimu is completely vulnerable during the landing phase.
- Dash/Air Dash - F,F or B,B: Does a forward or backward dash.

Normal:
X – Weak
b.X - Gohei Thrust
f.X - Palm Thrust
Y – Medium
f.Y - Overhead
Z – Strong
f.Z – Hop Kick. Cause wallbounce on hit.
df+Z – Dropkick: Reimu thrusts her feet upward. Moves Reimu a bit, knocks down on hit. Used as an anti-air. Can jump cancel.
A - Dash
B - Throw (Air-usable, can throw target back)

Specials:
Hakurei Amulet (Charge B,F + x/y/z) (GA): Reimu launches her signature Hakurei Amulets at the opponent. On the ground, button press determines the speed of the amulet,
while in air, button press instead determines the angle of the amulet. Gains homing properties if the projectile passes
through a Diffusion Border
Ascension Kick ([D],U + x/y/z) (G): Reimu thrusts herself upward with a backflip kick. Button press determines damage and time in air. All versions will hit for more damage if opponent is hit early in the move.
Dimensional Rift  (B,D,DB + x/y/z) (G): Reimu teleports near the opponent's position. The button press determines the attack used after the teleport. Reimu is only invulnerable during the actual teleport portion of the move.
Floating Wall Jump (F,D,DF + x/y/z) (GA): Reimu does a two-part dashing attack forward. Has projectile invincibility at certain points depending on the version used. The downward dash portion of this attack will hit overhead.
Spellcards:
D,DF,F,D,DF,F + x/y/z - Divine Spirit "Fantasy Seal" (GA) (LV1): Reimu summons 8 orbs of light which encircle her and them home in on the opponent. Each orb can sustain 2 hits, for a total of 16 hits.
D,DB,B,D,DB,B,x/y/z - Divine Arts "Omnidirectional Demon Binding Circle" (G) (LV1): Reimu slams the ground, causing a pillar of light to erupt around her. Has complete startup invincibility, but  unsafe on block. Can also work with old input
Tag Hyper - Treasure "Yin-Yang Asuka'i" (GA) (LV1): Reimu creates a giant Yin-yang orb in the palm of her hand. Melee attack that can nullify projectiles.
D,DB,B,D,DB,B + x+y/y+z/z+x - "Fantasy Heaven" (GA) (LV3): Reimu summons 7 Yin-Yang orbs around her which last for 15 seconds. Each time Reimu hits an opponent with a melee attack, one orb will light up. Moves that deal multiple hits will not light up more than one orb at a time. Once all 7 orbs are lit, Reimu will automatically perform a devastating full-screen attack. The initial orb summoning cannot be interrupted, and the actual attack itself has invincibility frames until the last hit.
D,DF,F,D,DF,F + x+y/y+z/z+x - "Fantasy Nature" (G) (Lv3): Reimu leaps into the air and performs a somersault, tossing three talsimans under her. Upon successful hit, Reimu  will leap into a boundary as she bombards the opponent with talismans, before detonating them in a large explosion. If done at point blank, the attack becomes a throw that does more damage and cannot be blocked, but will whiff against airborne opponents and opponents currently in hitstun.
Tag Team Assist: Rain Dance
Author’s page: https://ricepigeon.neocities.org/
All credits to RicePigeon for the codes (I only ported his IZ’s Reimu’s moves to his GR’s Reimu with some fancy changes) and Team Shanghai Alice/Tasofro for the awesome series.
Last Edit: July 03, 2019, 05:08:41 pm by Mr. Giang
Re: Reimu Hakurei (Edited by Mr.Giang)
#2  September 13, 2018, 03:02:56 pm
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Re: Reimu Hakurei (Edited by Mr.Giang)
#3  September 14, 2018, 08:07:57 am
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Update:

- Divine Arts "Omnidirectional Demon Binding Circle"'s damage reduced from 35xN to 30xN.
- Fantasy Nature's damage reduced from 420/500 to 350/420.
- Added some missing sound effects.
- Slightly increased velocity of Diffusion Border when Reimu uses Palm Thrust.
Re: Reimu Hakurei (Update 12/29/2018)
#4  December 29, 2018, 02:31:59 am
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Welp, I turned a charge-based char into an Injustice 2 shoto.
Update:
- The whole system (damage dampen, juggle,...) now works better in Simul mode (hopefully).
- Reverted the damage nerf of Divine Arts "Omnidirectional Demon Binding Circle" and Fantasy Nature.
- Ying-Yang Asuka'i is now a tag-team exclusive hyper.
- Now can perform delayed hyper during Tag Mode.
- Divine Arts "Omnidirectional Demon Binding Circle"'s input is now only D,DB,B,D,DB,B,x/y/z (old input is removed).
- Input layout's reworked (no longer a charged base character):
+ Hakurei Amulet's input now changes into B,F,x/y/z.
+ Acesnsion Kick's input now changes into D,D,x/y/z.
- Reimu now can only fire 1 Hakurei Amulet at the time.
Last Edit: December 29, 2018, 07:21:45 am by Mr.Giang
Re: Reimu Hakurei (Update 4/27/2019)
#5  April 27, 2019, 09:33:59 am
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Update:
- Fixed debug floods for Tag Mode.
- Damage scaling during Tag Mode is shared with other works of mine.
- Rain Dance returned. Floating Wall Jump is now air-usable only and an assist.
- Whatever Rice updated to his GR's Reimu during the last 2 months.
Re: Reimu Hakurei (Update 7/3/2019)
#6  July 03, 2019, 05:10:24 pm
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Update:
- Now starts with 1000 power.
- Now has more Touhou aesthetic FXs.
- Dimensional Rifts's Y now can OTG.
- Fantasy Seal Orb now can OTG.
Re: Reimu Hakurei (Update 7/3/2019)
#7  July 09, 2019, 05:36:10 am
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Small update:
- Downgrade from MUGEN 1.1 to 1.0.
Re: Reimu Hakurei (Update 7/3/2019)
#8  July 09, 2019, 08:37:42 am
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Seems strange that a downgrade is an update. Just out of curiosity, what did you do this for and will all your other characters/edits be receiving the same treatment? It's not an issue at all, I'm only wondering why a downgrade to 1.0 is preferred.
Re: Reimu Hakurei (Update 7/3/2019)
#9  July 09, 2019, 01:45:52 pm
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Seems strange that a downgrade is an update. Just out of curiosity, what did you do this for and will all your other characters/edits be receiving the same treatment? It's not an issue at all, I'm only wondering why a downgrade to 1.0 is preferred.

Not quite. Reimu was initially released as a 1.0 character. In the last update, I accidentally forgot to downgrade her to 1.0 as I'm using 1.1-only custom port. Coding wise, she has nothing exclusive for 1.1 so it isn't needed to keep her 1.1 only.