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Koishi Komeiji (Koishi_RP)
(Touhou: Gensokyo Reloaded version)
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Author: RicePigeon

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Contents
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1. Contents (You're reading this)
2. Version Changes
3. Movelist
  3a. Command Moves
  3b. Specials
  3c. Spellcards
4. Credits

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Version Changes
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=====================================
01/01/21 - Version 2021.01.01
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- [System] Fixed bug where Koishi was vulnerable to grabs during pre-jump frames.
- [System] Fixed graphical bug involving dash effects during superpauses.
- [System] Fixed an issue where getup invulnerability would end prematurely if an attack was performed on the same frame control was regained.
- [System] Fixed cancel flags to prevent certain moves from being cancelled when they shouldn't.
- [System] Added workaround that would resolve a bug in Stupa's Training character.
- [System] Corrected button strength priority in commands; higher strength buttons now take priority over lower strength buttons.
- 4y: Can no longer KO an opponent via chip damage.
- 2z: Hit velocity on block increased.
- Throw: Fixed bug where Stupa's Training character could not tech the throw.
- Throw: Fixed timing where Throw proration flag was set prematurely.
- Fidgety Snatcher: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents.
- Fidgety Snatcher: Adjusted how proration is handled.
- Catch & Rose [X ver]: Adjusted how move is handled to prevent an issue that would occur when Koishi trades hits.
- Catch & Rose [X ver]: Fixed bug where Counterhit indicator would erroneously pop up.
- Unanswered Love: Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, adjusted how proration is handled.
- "SuperEgo": Fixed incorrect amount of hitstun & counterhit bonus hitstun against airborne opponents, fixed flagging of recovery frames.
- "Brambly Rose Garden": No longer plays its own BGM on hit, now plays a new 100% more heart-throbbing adventurous sound effect.


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09/04/20 - Version 2020.09.04
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- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Fixed Counterhit stun bonuses for aerials.
- [System] All combos now apply a one-time 75% prorate for the second attack onward.
- [System] Implemented flag that prevents multi-hit moves from applying forced 75% proration to its remaining hits.
- 2z: Hit velocity on block increased.
- Throw: tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.
- "Brambly Rose Garden": Fixed bug that prevented proration from being applied properly.

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10/10/19 - Version 2019.10.10
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.

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06/19/19 - Version 2019.06.19
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected jump cancel timings of the forward dash.
- [System] Backward dash: Can now be cancelled into ground Normals.
- [System] Backward dash/Air Backward Dash: Startup reduced (8f->6f). 
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- 2x: Now carries momentum from dashes.
- 6y: No longer loses overhead properties when cancelled into.
- 4z: Recovery frames are now flagged properly.
- Throw: Now applies 90% standard proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Fidgety Snatcher: Recovery frames are now flagged properly.
- Growing Pain: Recovery frames are now flagged properly.
- Growing Pain: Now disappears if Koishi is hit.
- Unanswered Love: No longer erroneously hits overhead.
- Catch & Rose: Recovery frames are now flagged properly.
- "Ancestors are Watching You": Recovery frames are now flagged properly.

=====================================
02/02/19 - Version 2019.02.02
=====================================

- Backward Dash (Attack): Fixed issue with hitting opponents out of a reset.
- 4z: Fixed issue with hitting opponents out of a reset.
- "Ancestors are Watching You": Damage decreased (36xN->27xN), now always knocks opponent in direction Koishi is facing.
- "Ancestors are watching You": Koishi can no longer gain meter while unused spirits are still on screen.

=====================================
02/01/19 - Version 2019.02.01
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- 4y: Fixed issue with hitting opponents out of a reset.
- Growing Pain: Fixed juggle flag issues.

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12/02/18 - Version 2018.12.02
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- [System] Fixed bug involving OTGs.

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09/21/18 - Version 2018.09.21
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- Fixed a minor issue with reset.
- Minimum damage scaling on all moves is now 10%.
- 5x: Damage decreased (30->25).
- 5y: Damage decreased (50->45).
- 4y: Damage decreased (35xN->32xN).
- 2y: Now hits mid.
- 5z: Damage decreased (70->65).
- 4z: Damage decreased (80->65), now pops up grounded opponents, recovery increased by 3f.
- Unanswered Love: Damage increased (80/90/100->90/100/110).

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07/21/18 - Version 2018.07.21
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- Minor visual adjustments.

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05/27/18 - Version 2018.05.27
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- Fixed counterhit related bugs.

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05/20/18 - Version 2018.05.20
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- Fixed additional bugs in reset system.

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04/15/18 - Version 2018.04.15
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- Adjustments to dash behaviors.
- Fix to guard behaviors regarding crossups.
- Adjustments to invincibility on Guard Cancel.
- Adjustments to reset behaviors.
- 6z: Damage decreased (80->70), Power gains decreased (120/60->90/45).
- 4z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- j5x: Damage decreased (50->40).
- j5y: Damage decreased (65->55).
- j6z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- j2z: Damage decreased (90->80), Power gains decreased (120/60->90/45).
- Catch & Rose: Damage decreased (111->101), Y & Z versions now properly deal chip damage.
- "Superego": Startup decreased by 8f, corrected persistent sound effect when Koishi is interrupted.

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11/28/17 - Version 2017.11.28
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- 6z: Startup increased by 1f. Hitbox size decreased.
- j6z: Startup increased by 1f. Hitbox size decreased.
- j2z: Startup increased by 4f.
- "Brambly Rose Garden": Hitbox size decreased.

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11/24/17 - Version 2017.11.24
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- Added missing dust effects on ground tech recovery.
- Corrected bug where incorrect sounds would play during knockdowns.
- Throw: Now correctly causes a hard knockdown.
- Catch and Rose: Y and Z versions are now air blockable.

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10/28/17 - Version 2017.10.28
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- Certain memes are now canon... sorta.
- Guard Cancel Counter: command changed to B,DB,D + x/y/z (412x/y/z) during blockstun.
- Fidgety Snatcher: Can no longer hit opponents out of a reset.

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09/23/17 - Version 2017.09.23
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- Adjustments to common animations.
- Corrections to supercancel conditions.
- Koishi's command normals and Specials are no longer solely governed by her subconscious.
- New mechanic added: Guard Cancel Counter (B+2 atk during blockstun).
- 5x: Hitbox size slightly increased.
- 5y: No longer requires a cooldown.
- 5y: Damage reduced (75->50).
- 5y: Hurtbox extended, hitbox position adjusted.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 4y: Power gains decreased (0/40x2/20x2->0/30x2/15x2).
- 4y: Chip damage increased (6->7)
- 4y: Hitpause & blockpause decreased (8->6).
- 5z: Startup is now fixed at 9f, to compensate for removal of stored version.
- 5z: Damage decreased (80->70).
- 5z: Proration increased (80%->85%).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 6z: Hurtbox extended, hitbox position adjusted.
- 6z: Damage decreased (90->80).
- 6z: Startup increased by 1f.
- 4z: Damage decreased (90->80).
- 4z: Is now air blockable.
- 4z: Hitbox size decreased.
- 2x: Hitbox and hurtbox sizes decreased, can now chain into itself.
- 2x: Damage decreased (35->25).
- 2y: Hit vels adjusted.
- 2y: Power gains decreased (0/80/40->0/60/30).
- 2z: Fixed bug that prevented this move from being cancelled into from certain normals.
- 2z: Damage decreased (90->80).
- 2z: Power gains decreased (0/120/60->0/90/45).
- j5x: Hurtbox size decreased after 2nd animation frame.
- j5y: Hurtbox size decreased.
- j5y: Fixed inability to cancel into HP level Normals.
- j5y: Power gains decreased (0/80/40->0/60/30).
- j5z: Startup is now fixed at 10f, to compensate for removal of stored version.
- j5z: Damage decreased (80->70).
- j5z: Power gains decreased (0/120/60->0/90/45).
- j6z: Hurtbox extended, hitbox position adjusted.
- j6z: Startup increased by 1f.
- j2z: Hurtbox extended, hitbox position adjusted.
- Throw: Fixed bug with proration.
- Fidgety Snatcher: Is now air blockable.
- Fidgety Snatcher [Y Ver]: Startup time increased by 2f.
- Fidgety Snatcher [Z ver]: Startup time decreased by 1f.
- Unanswered Love: Is now air blockable. 
- Unanswered Love: Now only hops a maximum of three times. Additional hops no longer require opponent at a certain height.
- Unanswered Love: Now has projectile invincibility during each hop.
- Unanswered Love: Velocities and hit vels adjusted.
- Catch & Rose: X version now always acts as a command grab.
- Catch & Rose: Corrected visual bug where cords would disconnect from Koishi on hit.
- Catch & Rose: Implemented safeguard if opponent is lost.
- Growing Pain: Power gains increased (15/10xN/5xN->15/30xN/15xN).
- Growing Pain: Fixed IKEMEN exclusive bug where hitboxes shrink in size.
- "Superego": Damage decreased (22xN->13xN), damage on final hit decreased (28->24).
- "Superego": Proration increased (92%xN->96%xN).
- "Release of the Id": Chip damage increased (2xN->4xN).
- "Ancestors are Watching You": Is now air usable.

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08/13/17 - Version 2017.08.13
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- Throw: Safeguard implemented if target is somehow lost during the throw.

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06/05/17 - Version 2017.06.05
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- Throw: fixed bug where poweradds were not being applied.

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05/30/17 - Version 2017.05.30
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- 4y: Startup increased by 1f, recovery increased by 2f.
- 4y: Hitstun increased by 1f.
- 4y: Now has a 1f gap between projectiles.
- Fidgety Snatcher: Now only automatically activates when the opponent is airborne.

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04/19/17 - Version 2017.04.19
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- Fixed bug involving graphical display of Spellcard selection.

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03/18/17 - Version 2017.03.18
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- Fixed issue with anim 5160.
- Fixed IKEMEN-related issues with superpauses.
- New Command Normal: 4y

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01/28/17 - Version 2017.01.28
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Changes from Version 2016.12.22

- Forward Walk & Dash speeds slightly increased.
- 4z: Can now be used on demand.
- 5z: Unstored version startup decreased by 3f.
- Growing Pain: Recovery reduced by 16f. Explosion delay increased by 30f.

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12/22/16 - Version 2016.12.22
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Changes from Version 2016.11.05

- 1 new palette added, now with 100% more Jojokes.
- Catch & Rose: Grab animation duration reduced by 12f.
- "Release of the Id": Can now be used in air.

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11/05/16 - Version 2016.11.05
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Changes from Version 2016.10.05

- Fixed Knockdown issues.
- Fixed Knockdown issues in custom states.
- Fixed sprite issues.

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10/05/16 - Version 2016.10.05
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Changes from Version 2016.09.30

- Fixed odd behavior involving walk animations after using Unanswered Love.

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09/30/16 - Version 2016.09.30
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Changes from Version 2016.09.22

- Fixed additional improper color separation in sprites.
- 5y: Cooldown timer reduced by 30f.
- Unanswered Love: Damage on Y and Z versions increased (85->90 & 90->100).
- "Release of the Id": P2 power gain per hit increased (20->30).
- "Brambly Rose Garden": Now properly gives power to P2 after cinematic.
- "Ancestors are Watching You": P2 power gain per hit decreased (40->34).

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09/22/16 - Version 2016.09.22
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Changes from Version 2016.06.20

- Fixed getup from liedown animation issues.
- Fixed velocity issues from recovery teching.
- Fixed improper color separation in sprites.

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06/20/16 - Version 2016.06.20
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Changes from Version 2016.05.27

- Catch & Rose: Can no longer become "detached" from Koishi.
- Catch & Rose: Rose now releases opponent if Koishi is somehow hit.

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05/27/16 - Version 2016.05.27
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Changes from Version 2016.05.18

- Taunt added.
- Fixed bug with lose animation not displaying properly.
- Unanswered Love: Koishi now only repeats the move automatically up to 8 times.

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05/18/16 - Version 2016.05.18
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Changes from Version 2016.05.16

- Catch and Rose: Fixed juggle flag.

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05/16/16 - Version 2016.05.16
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Changes from Version 2016.05.15

- Fixed minor graphical glitches with certain sprites
- Fixed issues with palette & spellcard selection
- Fixed on bug "Brambly Rose Garden" & "Ancestors are Watching You" being air usable.
- Fixed animation bug on winposes.
- Fixed timing bug on Last Word BGM. 

=====================================
05/15/16 - Version 2016.05.15
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First "release"


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Movelist
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X - Light Attack
Y - Medium Attack
Z - Heavy Attack
A - Dash Shortcut 
B - Shortcut for y+z
C - Shortcut for x+y+z
Start - Taunt

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Command Moves
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Note: Each move indicates if it can be done on the ground only [G], in the air only [A], or both [GA]

* F,F or F+a (66 or 6a) - Forward Dash [GA] 
- The ground version can be jump cancelled or cancelled into ground moves, while the aerial version can be cancelled
  into aerials. Both versions of the dash will make Koishi mostly invisible and completely invulnerable partway into
  them, and if the dash is seen through to the end, Koishi will finish it with an attack that causes wallbounce.

* B,B or B+a (44 or 4a) - Backward Dash [GA]
- The ground version can be cancelled into ground moves, while the aerial version can be cancelled into aerials.
  If the dash is seen through to the end, Koishi will finish it with an attack.

* y+z (5yz) - Forward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack.

* B+y+z (4yz) - Backward Throw [G]
- Can be teched out of by pressing any button while holding back or forward; opponent cannot tech if grabbed in the
  middle of an attack.

* F+y (6y) - Eye Whip Slam [G]
- Koishi swings her third eye in an overhead arc. Hits high.

* B+y (4y) - Heart Helix [G]
- Projectile. Koishi fires two heart-shaped projectiles in a double helix pattern.

* F+z (6z) - Third Eye Whip [GA]
- Koishi will use the cords of her third eye like a whip to strike in front of her. Has exceptionally good range,
  covering just over half the screen.

* B+z (4z) - Bright Idea [G]
- Koishi strikes a pose while getting an idea, emitting a lightbulb that covers a large space above her head. Antiair.

* j.D+z (j.2z) - Angled Third Eye Whip [A]
- Koishi will use the cords of her third eye like a whip under her.

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Specials
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* B,DB,D + x/y/z (412x, 412y, or 412z) - Guard Cancel [G]
- Requires 1000 Power, can only be done during blockstun. Koishi counterattacks using the y version of Fidgety Snatcher.

* D,DF,F + x/y/z (236x, 236y, or 236z) - Growing Pain [GA]
- Koishi extends out a vine that blooms roses. After a short while, the roses will detonate, causing damage. Button
  press determines the angle of the vines.

* F,D,DF + x/y/z (623x, 623y, or 623z) - Fidgety Snatcher [G]
- Koishi leaps into the air with an ascending spiral of hearts, hitting multiple times. Invincible during startup.

* B,D,DB + x/y/z (421x, 421y, or 421z) - Unanswered Love [G]
- Koishi leaps forward with a heart-shaped slash around her, while being granted projectile invulnerability during
  each hop. Button press determines hop distance and number of hops, but Koishi will not continue with any remaining
  hops if the attack has made conteact.

* F,DF,D,DB,B + x/y/z (63214x, 63214y, or 63214z) - Catch & Rose [G]
- Koishi strikes with the cords of her third eye, trapping the opponent in a "cage", pulling them back towards Koishi
  and trapping them inside a rose, which then shoots the opponent at the wall. Button press determines how far the
  cords stretch out, with the X version being an unblockable command grab.

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Spellcards
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=============================
Level 1 Spellcards
=============================

* D,DB,B,D,DB,B + x/y/z (214214z, 214214y, or 214214z) - Supression "Super-Ego" [G]
- Koishi begins to suppress her mind, the aftershocks of which cause damage around her. Has a suction effect that drags
  the opponent toward her, even if they are knocked down, making it semi-useful on opponent's wakeup due to its startup
  invincibility, which lasts through the first few active frames.

* D,DF,F,D,DF,F + x/y/z (236236x, 236236y, or 236236z) - Instinct "Release of the Id" [G]
- Koishi opens up her mind, scattering her emotions around her. Despite this attack's appearance, it is not a fullscreen
  attack, and only one projectile per wave actually makes contact with the opponent. Less damaging than Super-Ego, but
  comes out faster.

=============================
Level 3 Spellcards
=============================

* D,DF,F,D,DF,F + x+y+z (236236xyz) - Dream Sign "Ancestors are Watching You" [GA]
- Koishi summons 6 shadowy figures, 3 on both sides of the stage. Two of these immediately rise up and aim themselves at
  the opponent, while the other four linger around. Using this super again will not cost any power as long as there are
  figures still remaining on the stage. Interestingly, this super can also cancel into itself under the same conditions,
  until all the figures have been used. Each figure hits multiple times and homes in on the opponent.

* D,DB,B,D,DB,B + x+y+z (214214xyz) - "Brambly Rose Garden" [G Only]
- Koishi raises her hands above her head, collecting a spiral of roses that drags the opponent closer to her. Once all the
  roses are collected, they erupt into an explosion that knocks the hapless opponent away. Unblockable, but not a command
  grab since it can be comboed into and can hit airborne opponents. However, the hitbox size is deceptively small compared
  to what the rose pattern might suggest, and has a somewhat slow startup, so it should only be used as a combo ender or on
  opponent's wakeup.


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Credits
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Elecbyte 		- For making MUGEN.
ZUN		- For creating the Touhou project.
Daniel9999999		- Recycled code portions, beta testing, and a good friend in general
Flawless		- Original X-Costume Selector code
BIYO			- Sprites
Plasmoidthunder		- Hyperdimension Neptunia Plutia voice rips
DoomBowser		- Additional minor fixes

Palette Contributors: 
- IkuTronHD
- DoomBowser