This version of Reimu is a 3-button character who specializes in zoning. Her command inputs utilize charge motions, rather than the standard and commands. The button can be used as a shortcut for her and Dash commands, while can be used as a shortcut for . While she's built as a zoner, the amount of options available to her gives her a very good pressure game against opponents.
Moves[]
Normals[]
Standing Light Attack
Command
Proration
98% Minimum: 10%
Properties
Requirements
Can Cancel Into:
, , +, +, +, , +, +, +, ,
Block*
Description
Reimu performs a quick horizontal chop with her hand.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
20
--
--
--
--
--
--
--
Notes on Frame Data
None.
Standing Medium Attack
Command
Proration
90% Minimum: 10%
Properties
Requirements
Can Cancel Into:
, +, +, +, ,
Block*
Description
Reimu performs a kick to the opponent's shin.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
40
--
--
--
--
--
--
--
Notes on Frame Data
None.
Standing Strong Attack
Command
Proration
80% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu performs a rising kick above her head. Good for anti-air.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
75
--
--
--
--
--
--
--
Notes on Frame Data
None.
Crouching Light Attack
Command
+
Proration
92% Minimum: 10%
Properties
Requirements
Can Cancel Into:
, , +, +, +, , +, +, +, ,
Block*
Description
Reimu performs a quick grounded kick to the opponent's foot.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
20
--
--
--
--
--
--
--
Notes on Frame Data
None.
Crouching Medium Attack
Command
+
Proration
87% x 2 Minimum: 10%
Properties
Requirements
Can Cancel Into:
, +, +, +, ,
Block*
Description
Reimu spins her gohei in front of her for a three-hit low attack. Has good horizontal range.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
25 x 2
--
--
--
--
--
--
--
Notes on Frame Data
None.
Crouching Strong Attack
Command
+
Proration
80% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu performs a sliding kick, which covers a good distance with plenty of active frames, but unsafe on block.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
70
--
--
--
--
--
D
--
Notes on Frame Data
None.
Aerial Light Attack
Command
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
AIR , AIR , ,
Block*
Description
Similar to her Standing , except faster and in midair.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
30
--
--
--
--
--
--
--
Notes on Frame Data
None.
Aerial Medium Attack
Command
Proration
90% x 2 Minimum: 10%
Properties
Requirements
Can Cancel Into:
AIR , ,
Block*
Description
Reimu spins an amulet at the end of her gohei for three hits. Has long active frame duration, good for aerial zoning.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
25 x 2
--
--
--
--
--
--
--
Notes on Frame Data
None.
Aerial Strong Attack
Command
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu performs a midair horizontal kick to the opponent's midsection.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
70
--
--
--
--
--
--
--
Notes on Frame Data
None.
Command Attacks[]
Dash
Command
or + or or +
Proration
N/A
Properties
Requirements
Can Cancel Into:
Block*
N/A
Description
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
or + or or +
--
--
--
--
--
--
--
--
Notes on Frame Data
None.
Throw
Ground Version
Command
+ or ++
Proration
50%* Minimum: 10%
Properties
Requirements
Can Cancel Into:
Block*
Description
Reimu grabs her opponent and throws () or kicks (Neutral) them away from her. The opponent can tech out of the first few frames of the grab by pressing + or +, but only if Reimu's grab was not done as a counterhit.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+ or ++
--
--
--
--
--
--
D
D
Notes on Frame Data
None.
Air Throw
Air Version
Command
+ or ++
Proration
50%* Minimum: 10%
Properties
Requirements
Can Cancel Into:
Block*
Description
Reimu grabs her opponent and throws them away from her.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+ or ++
--
--
--
--
--
--
D
D
Notes on Frame Data
None.
Palm Thrust
Command
+ or +
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu holds her onusa with both hands before thrusting it forward. Moves Reimu forward a bit. Useful for closing distance while maintaining a horizontal charge.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+ or +
55
--
--
--
--
--
--
--
Notes on Frame Data
None.
Overhead Smack
Command
+
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
* *
Description
Reimu brings her fist down over her opponent's head.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
60
--
--
--
--
--
--
--
Notes on Frame Data
None.
Hop Kick
Command
+
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu hops backward while simultaneously delivering a midair kick.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
60
--
--
--
--
--
--
--
Notes on Frame Data
None.
Gohei Thrust
Command
+
Proration
80% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu pokes forward with her gohei. Has a lot of range and knockback, useful for keeping an opponent in a corner.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
65
--
--
--
--
--
--
--
Notes on Frame Data
None.
Drop Kick
Command
+
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
,
Block*
Description
Reimu rolls on her back before delivering a forceful kick upward with both legs, launching the opponent upward and taking her off the ground.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
+
70
--
--
--
--
--
D
--
Notes on Frame Data
None.
Specials[]
Hakurei Amulet
Command
Proration
90% Minimum: 10%
Properties
Requirements
Can Cancel Into:
Block*
Description
Reimu tosses out her signature Hakurei Amulet. On the ground, button press determines the projectile speed, while in the air, button press determines the angle of the projectile.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
50
--
--
--
--
--
--
--
Notes on Frame Data
None.
Ascension Kick
Command
Proration
85% Minimum: 10%
Properties
Requirements
Can Cancel Into:
Block*
Description
Reimu performs a backflip kick that launches her up into the air.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
--
--
--
--
--
--
D
--
Notes on Frame Data
None.
Dimensional Rift
Teleport
Version
Version
Command
Proration
85% Minimum: 10%
Properties
Version:
Requirements
Can Cancel Into:
Block*
: : :
Description
Reimu vanishes, teleporting next to her opponent for a divekick (), a sliding kick (), or above the opponent and tossing three needle-like projectiles in an arc ()
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
--
--
--
--
--
--
D
--
--
--
--
--
--
--
D
--
--
--
--
--
--
--
--
--
Notes on Frame Data
None.
Rain Dance
Hitbox
Command
Proration
95% x 4 Minimum: 10%
Properties
Requirements
Can Cancel Into:
Block*
Description
Reimu flips into the air upside down, spinning her gohei above her head for a multi-hit attack while floating forward. The size of the hitbox can cross up opponents, and useful for ending aerial comboes while closing the distance with her opponent.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
25 x 4
--
--
--
--
--
D
--
Notes on Frame Data
None.
Supers[]
Divine Arts "Omnidirectional Demon Binding Circle"
Command
(hold) or
(hold)
Proration
92.5% x 10 Minimum: 10%
Properties
Requirements
1000 power.
Can Cancel Into:
Block*
Description
Reimu sets a warding charm onto the floor beneath her, causing a pillar of light to erupt around her.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
(hold) or
(hold)
--
-1000 / 0
--
--
--
--
D
--
Notes on Frame Data
None.
Divine Spirit "Fantasy Seal"
Command
Proration
98.26% x 6 Minimum: 10%
Properties
Requirements
1000 power.
Can Cancel Into:
Block*
Description
Reimu summons her multi-colored orbs which then home in on her opponent.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
--
-1000 / 0
--
--
--
--
D
--
Notes on Frame Data
None.
"Fantasy Heaven"
Command
or
Proration
-- Minimum: 100%*
Properties
Requirements
3000 power. Must be selected at beginning of match.
Can Cancel Into:
Block*
Description
Reimu summons 7 yin-yang orbs around her. Each time Reimu successfully connects with a melee attack, an orb will light up. Once all 7 orbs are lit up, Reimu will activate a powerful fullscreen attack once she returns to a grounded idle state. Note that melee attacks that deal multiple hits, such as +, will still only cause 1 orb to light up regardless of how many hits it deals. Due to the startup of the actual attack itself, it is difficult to actually combo into, but it is possible to combo into off of a + attack.
Frame Data
Version
Damage
P1 Meter
P2 Meter
Startup
Active
Recovery
Fr. Adv (Hit)
Fr. Adv (Block)
or
10 x 45
-3000 / 0
--
--
--
--
D
--
Notes on Frame Data
None.
"Fantasy Nature"
Hitbox (Throw)
Hitbox (Melee)
Command
or
Proration
66% Minimum: 100%*
Properties
at point blank range, melee otherwise.
Requirements
3000 power. Must be selected at beginning of match.
Can Cancel Into:
Block*
Throw: Melee:
Description
Reimu turns around for a second before perfoming a backflip, similar to her Rain Dance, but then unleashes three exploding talismans, which then trap the opponent as Reimu bombards them with multiple talismans, all before detonating them in a large explosion. This move actually has two different versions depending on the spacing of the attack. The moment Reimu's back is turned, the attack acts as a grounded . If the part of the attack whiffs, the exploding talismans become a hitting melee attack. Note that the variation of this move deals noticeably higher damage than the melee variation, but the latter can be used as a combo ender, unlike the former. Also, like most throws, the variant of this move will always whiff on airborne opponents, while the melee variant can hit airborne opponents.