-------------------------------------
Reimu Hakurei (Reimu_RP)
(Touhou: Gensokyo Reloaded version)
-------------------------------------
Author: RicePigeon

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Contents
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1. Contents (You're reading this)
2. Version Changes
3. Who's Reimu?
4. System Info
5. Movelist
  5a. Command Moves
  5b. Specials
  5c. Spellcards
6. Credits

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Version Changes
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=====================================
12/05/20 - Version 2020.12.05
=====================================

- [System] Fixed bug where Reimu 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 an oversight that prevented certain victory quotes from being used.
- [System] Adjusted sprite drawing priority on certain attacks.
- [System] Fixed issue with horizontal charge buffer that caused Reimu to lose charge during turning animations.
- [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.
- Added missing sound effect from intro & win poses.
- 6x: Corrected opponent's fall gravity.
- 6y: Corrected opponent's fall gravity.
- 4xyz/6xyz: Corrected opponent's fall gravity.
- 2y: Corrected bug where counterhit hitstun bonus was not being applied.
- 2y: Fixed bug involving proration not applying on the last possible active frames of the attack.
- 2z: Guard velocities adjusted, opponent fall gravity increased.
- j.5x: Corrected opponent's fall gravity.
- j.5y: Corrected issue with effect persisting through superpause, fixed bug involving proration not applying on the last possible active frames of the attack.
- Throw: No longer turns to face opponent on startup.
- Throw/AirThrow: Fixed bug where Stupa's Training character could not tech the throw.
- Throw/AirThrow: Fixed timing where Throw proration flag was set prematurely.
- AirThrow: Fixed bug with camera following opponent.
- Rain Dance: Fixed bug involving proration not applying on the last possible active frames of the attack, fixed bug in flagging of recovery frames.
- "Fantasy Seal": Corrected opponent's fall gravity.
- "Fantasy Heaven": Corrected opponent's fall gravity & other visual discrepancies, fixed bug where grab portion would erroneously count as a counterhit.
- "Fantasy Nature": Corrected behavior that would prevent unintended targetstating if hit was traded, Last Word BGM removed.

=====================================
11/01/20 - Version 2020.11.01
=====================================

- 4xyz/6xyz: No longer puts Reimu in an airborne state.
- Hakurei Amulet [Ground]: Recovery increased by 1f.
- Ascension Kick: Opponent now turns to face Reimu on hit.
- "Fantasy Nature": Fixed an issue that would cause the opponent to be mispositioned.

=====================================
09/17/20 - Version 2020.09.17
=====================================

- Air Throw: Fixed issue where Reimu would turn immediately upon execution.

=====================================
09/04/20 - Version 2020.09.04
=====================================

- [System] Tech recovery command changed to hold x/y/z before hitting ground. Can now tech left or right.
- [System] Proration no longer utilizes AttackMulSet.
- [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.
- j5y: Fixed proration bug if Reimu hit on the last active frames of the attack.
- Throw: Tech window increased (7f->15f).
- Throw: Fixed Ikemen-exclusive bug.
- Air Throw: Fixed inability to air tech.

=====================================
05/08/20 - Version 2020.05.08
=====================================

- [System] Adjusted command priority.

=====================================
03/30/20 - Version 2020.03.30
=====================================

- [System] Backward hop's hurtbox slightly adjusted.

=====================================
12/08/19 - Version 2019.12.08
=====================================

- Hakurei Amulet [All versions]: Corrected projectile limiting.
- Hakurei Amulet [Ground version]: Now turns to face p2 on startup.

=====================================
12/02/19 - Version 2019.12.02
=====================================

- [System] Juggle system now functions independently of M.U.G.E.N's default juggle system.
- [System] Updated command input detection in regards to turning.
- [System] Adjusted head position.

=====================================
09/02/19 - Version 2019.09.02
=====================================

- [System] Additional miscellaneous common state fixes.

=====================================
08/25/19 - Version 2019.08.25
=====================================

- [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.
- "Fantasy Nature": Various adjustments to how the cinematic's effects are handled.

=====================================
08/09/19 - Version 2019.08.09
=====================================

- [System] Miscellaneous common state fixes and adjustments.
- [System] Spellcard text animations updated to current standards.

=====================================
06/07/19 - Version 2019.06.07
=====================================

- Fixed an oversight with the backwards air dash involving an explod that wasn't spawning.

=====================================
05/30/19 - Version 2019.05.30
=====================================

- Revamped the character's file structure.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to Reimu's regular hurtbox in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Corrected regular jump landing time (6f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Forward air dash velocity multiplier decreased (x0.75->x0.9).
- [System] Backward air dash velocity multiplier decreased (x0.75->x0.85).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- [System] Rudimetary state tree based A.I. implemented.
- 5x: Revised hurtbox placements.
- 5y: Revised hurtbox placements.
- 5z: Revised hurtbox placements.
- 6x: Fixed a bug introduced in a previous update where the move wasn't causing wallbounce on counterhit.
- 6y: No longer loses overhead properties when chained into.
- 3z: Fixed issue where opponent could recover prematurely.
- j.5x: Revised hurtbox placements.
- j.5y: Second and third hits no longer have block restrictions.
- j.5z: Revised hurtbox placements.
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Ascension Kick: Can no longer carry momentum over from a forward dash.
- Dimensional Rift: Can no longer carry momentum over from a forward dash.
- Rain Dance: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Rain Dance: Can no longer carry momentum over from a forward dash.
- "Fantasy Seal": Aerial version now has a separate animation that uses the regular aerial hurtbox.
- "Fantasy Seal": Fixed debug flood that would occur if P2 was somehow missing.

=====================================
02/25/19 - Version 2019.02.25
=====================================

- Hakurei Amulet: Hitstun and Blockstun decreased by 2f.

=====================================
02/21/19 - Version 2019.02.21
=====================================

- [System] Charge input buffer times decreased (47f/50f -> 42f/42f).

=====================================
02/16/19 - Version 2019.02.16
=====================================

- [System] Corrected bug that erroneously give projectiles counterhit properties.

=====================================
01/27/19 - Version 2019.01.27
=====================================

- [System]: Updated recovery frame flags to current standard.
- Hakurei Amulet: Fixed juggle flag issue.
- "Fantasy Nature": Fixed issue with guard distance on second active frames onward. 

=====================================
12/02/18 - Version 2018.12.02
=====================================

- [System] Fixed bug involving OTGs.
- 6z: Hitstun increased by 3f, blockstun by 1f.
- 6xyz/4xyz: Projectile invincibility now lasts until landing. Can now cancel into from all Normals.

=====================================
11/21/18 - Version 2018.11.21
=====================================

- Fixed issue with resets on certain Normals.

=====================================
10/01/18 - Version 2018.10.01
=====================================

- 6x: Power gains adjusted, now always deals 60/30 in power gains.
- 5y: Power gains decreased (80/40->60/30).
- Ascension Kick: Fixed bug that allowed later active frames to deal full damage.

=====================================
09/20/18 - Version 2018.09.20
=====================================

- Fixed a minor issue with reset.

=====================================
06/03/18 - Version 2018.06.03
=====================================

- 6x: Adjusted wallbounce behavior on counterhit.
- j.5z: Air Hitstun increased (14f->20f).
- Rain Dance [X ver]: Startup decreased by 2f.
- Rain Dance [Y ver]: Startup decreased by 2f.

=====================================
05/27/18 - Version 2018.05.27
=====================================

- Fixed counterhit related bugs.

=====================================
05/18/18 - Version 2018.05.18
=====================================

- Fixed additional bugs in reset code.

=====================================
05/01/18 - Version 2018.05.01
=====================================

- j5x: Hitbox on first 3 active frames slightly extended downward, startup decreased by 1f.
- j5z: Startup increased by 1f
- Throw: Now applies 90% proration in addition to throw proration, damage decreased (100->90).
- Ascension Kick: Vertical hitbox size on 1st active frame increased, horizontal hit velocity decreased.
- Ascension Kick: Startup invulnerability on all versions increased (12/6/6/14->18/12/6/24).
- Hakurei Amulet [Ground]: X version recovery increased by 2f, Y version recovery increased by 1f.
- "Omnidirectional Demon Binding Circle": Damage decreased (36x10->35x10), proration decreased (92.5%xN->92%xN).

=====================================
03/17/18 - Version 2018.03.17
=====================================

- Adjustments to reset behavior.
- Fixed Guarding behavior regarding crossups.
- Fixed Invulnerability times on Guard Cancel Counter.

=====================================
11/02/17 - Version 2017.11.02
=====================================

- 2y: Fixed issue with hitting airborne opponents.

=====================================
09/30/17 - Version 2017.09.30
=====================================

- New mechanic added: Guard Cancel Counter (412x/y/z during blockstun).
- Added missing dust effects on ground tech recovery.
- 5y: Power gains decreased (0/80/40->0/60/30).
- 5z: Power gains decreased (0/120/60->0/90/45).
- 2y: Power gains decreased (0/26x3/13x3->0/20x3/10x3).
- 2z: Power gains decreased (0/120/60->0/90/45).
- 3z: Power gains decreased (0/120/60->0/90/45).
- j5y: Power gains decreased (0/26x3/13x3->0/20x3/10x3).
- j5z: Power gains decreased (0/120/60->0/90/45).

=====================================
09/17/17 - Version 2017.09.17
=====================================

- 6y: Fixed bug where Overhead property is not lost when cancelled into.
- 4xyz/6xyz: Is now air blockable.
- Ascension Kick: Becomes air blockable after the first 3 active frames.

=====================================
09/10/17 - Version 2017.09.10
=====================================

- Adjustments on certain hit animations.
- Adjusted air dash behaviors.
- Fixed cancel windows from dashes.
- 5x: Proration decreased (98%->96%).
- 6x/4x: Can now only be performed with 6x.
- 4y: Command changed to 4xyz and 6xyz. Now has two variations.
- 6y: Corrected oversight where incorrect power gains were applied when cancelled into.
- 5z: Damage decreased (75->70).
- 5z: Proration increased (80%->85%).
- 6z: Can now also be performed with 4z.
- 2x: Damage increased (20->25).
- 2y: Proration per hit increased (90%xN->94%xN).
- 2z: Proration decreased (80%->75%).
- 2z: Leg hurtbox size decreased.
- 3z: Proration decreased (85%->80%).
- j5x: Damage decreased (38->36).
- j5x: Proration increased (85%->90%).
- j5y: Proration per hit increased (92%xN->95%xN).
- j5z: Proration decreased (85%->80%).
- Hakurei Amulet: Power gains adjusted (15/80/40->15/60/30).
- Hakurei Amulet: Proration decreased (90%->85%).
- Hakurei Amulet: Damage increased (50->60).
- Hakurei Amulet: Fixed supercancel conditions.
- Ascension Kick: Can no longer be air blocked.
- Ascension Kick [Z version]: Damage increased (110->120).
- Rain Dance: Power gain on startup increased (30->45).
- Rain Dance: Fixed supercancel conditions.
- Dimensional Rift (Y version): Reimu now reappears closer to the opponent.
- Dimensional Rift (Z version): Power gains adjusted (30/25xN/12xN->30/30xN/15xN).
- "Omnidirectional Demon Binding Circle": Chip damage increased (3xN->5xN).
- "Fantasy Heaven": P2 Power gains decreased (20xN->13xN).
- "Fantasy Nature": Chip damage increased (50->84).
- "Fantasy Nature": Corrected powergain values.

=====================================
08/14/17 - Version 2017.08.14
=====================================

- Safeguard implemented if target is somehow lost during throws.
- Dimensional Rift: Startup on all versions reduced by 3f.
- "Fantasy Seal": Fixed lag issues in IKEMEN

=====================================
05/18/17 - Version 2017.05.18
=====================================

- Corrected bug in charge inputs where hold direction didn't need to be released.
- Fixed bug where Spellcards were not applying additional damage proration when cancelled into.

=====================================
05/11/17 - Version 2017.05.11
=====================================

- Corrected sprite error on small portrait.
- Ascension Kick: Increased p2's vertical hit velocity.

=====================================
05/10/17 - Version 2017.05.10
=====================================

- Ascension Kick: No longer causes untechable knockdown.
- Dimensional Rift [X version]: No longer causes untechable knockdown.
- Rain Dance: No longer causes untechable knockdown.

=====================================
04/18/17 - Version 2017.04.18
=====================================

- Fixed bug involving graphical display of Spellcard selection.

=====================================
03/29/17 - Version 2017.03.29
=====================================

- Fixed minor sprite issues.
- "Fantasy Heaven": Reimu now immediately cancels into the super activation when 7th orb is lit.
- "Fantasy Heaven": Startup after superpause increased by 7f.

=====================================
03/12/17 - Version 2017.03.12
=====================================

- Fixed issue with anim 5160.

=====================================
02/22/17 - Version 2017.02.22
=====================================

- Fixed issue with anims 5030 & 5035.

=====================================
01/27/17 - Version 2017.01.27
=====================================

Changes from Version 2017.01.05

- Fixed incorrect spellcard sound.

=====================================
01/05/17 - Version 2017.01.05
=====================================

Changes from Version 2016.10.30.01

- Fixed issue with missing required animations.
- Lose by time over animation now plays properly.
- Dash speed reduced.
- 5x: Damage increased (20->24).
- 2y: Can now cancel into 6y.
- Ascension Kick: Startup on all versions reduced by 1f.
- Ascension Kick: Power gain on startup increased (30->45).
- Omnidirectional Demon Binding Circle: Startup decreased by 1f.

=====================================
10/30/16 - Version 2016.10.30.01
=====================================

Changes from Version 2016.10.30

- Fixed additional color separation issues on multiple sprites.

=====================================
10/30/16 - Version 2016.10.30
=====================================

Changes from Version 2016.06.06

- Fixed KO animation issues.
- Fixed issues with knockdowns.
- Fixed issues with animations 170.
- Fixed color separation issues on sprite group 1300.
- Fixed KO knockdown issues on custom states.
- Dimensional Rift [Z Version]: Fixed bug where airborne opponents could not ground tech recover.
- "Fantasy Seal": P2 power gain per hit decreased (20->18).
- "Omnidirectional Demon Binding Circle": P2 power gain per hit increased (25->30).
- "Omnidirectional Demon Binding Circle": Fixed bug where sound continues playing if Reimu is hit.
- "Fantasy Heaven": Initial activation no longer causes P2 to erroneously block.
- "Fantasy Heaven": Startup on attack activation decreased. Should no longer create a gap where opponent can block between hits.

=====================================
06/04/16 - Version 2016.06.06
=====================================

Changes from Version 2016.06.04:

- Corrected awkward AI behavior when blocking.
- Rain Dance: Corrected bug in air version where Reimu could fall through the ground.

=====================================
06/04/16 - Version 2016.06.04
=====================================

Changes from Version 2016.02.15:

- Fix Control issue on Spellcard & Palette selection.
- 10 new palettes.
- Corrected liedown.time value.
- Fixed incorrect velocity bug on most attacks.
- Divine Spirit "Fantasy Seal": No longer bypasses Yukari's Ride the Waves.
- Divine Arts "Omnidirectional Demon Binding Circle": Can no longer link into itself.
- "Fantasy Heaven": Is no longer blocked by Yukari's Ride the Waves.
- "Fantasy Nature": Fixed certain debug errors.
- "Fantasy Nature": New Last Word BGM.

=====================================
02/15/16 - Version 2016.02.15
=====================================

Changes from Version 2016.01.01:

- Meter gain values on various attacks adjusted.
- 5x: Startup reduced by 1f.
- 4x/6x: Startup reduced by 1f.
- 5y: Startup reduced by 1f.
- 5y: Damage increased: 40 -> 45
- 6z: Startup time reduced by 1f.
- 2y: Startup time reduced by 1f. Recovery time reduced by 1f.
- 2y: Number of hits increased: 2 -> 3
- 2y: Damage per hit reduced: 25 -> 17
- 2y: Proration per hit increased: 87% -> 90%
- j5x: Damage increased: 30 -> 38
- j5y: Number of hits increased: 2 -> 3
- j5y: Damage per hit reverted back to 16 (from 25)
- j5y: Proration per hit changed: 90% -> 92%
- j6z: Damage increased: 70 -> 80
- Hakurei Amulet: Ground & Air versions startup reduced by 1f.
- Hakurei Amulet: Projectile hit & guardstun reduced by 1.
- Dimensional Rift (Z version): Damage per projectile increased: 40 -> 50
- Dimensional Rift (Z version): Reimu now recoils backward when launching projectiles
- Rain Dance: Damage per hit increased: 25 -> 27
- Rain Dance: Air version no longer autoturns to face p2.

=====================================
01/01/16 - Version 2016.01.01
=====================================

Changes from Version 2015.12.21:

- Fixed incorrect Head & Mid positions.

===================================
12/21/15 - Version 2015.12.21
===================================

Changes from Version 2015.12.17

- Fix bug in Reimu's air back dash

===================================
12/17/15 - Version 2015.12.17
===================================

Changes from Version 2015.10.20

- Adjusted behavior of ground dash and airdashes.
- Adjusted cancel timings for dashes.
- Dashes can now be cancelled into throws.
- Adjusted input timings.
- B button now used as shorcut for Y+Z
- 2y: Startup time decreased by 1f.
- Hakurei Amulet: Air version startup increased by 2f.

===================================
10/20/15 - Version 2015.10.20
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Changes from Version 2015.10.08

- 2x: Startup time increased by 1f.
- 4x/6x: Startup time increased by 1f.
- 5x: Startup time increased by 1f.
- 2y: Startup and Recovery both increased by 2f.
- 2y: Hitbox horizontal size decreased. Hurtbox horizontal size increased.
- 2y: Number of hits reduced: 3 -> 2
- 2y: Damage per hit reverted back to 25 (from 16)
- 2y: Horizontal hit velocity increased.
- 2y: Proration reduced: 92.5% -> 87%
- j5y: Startup time increased by 1f.
- j5y: Hitbox horizontal size decreased.
- j5y: Number of hits reduced: 3 -> 2
- j5y: Damage per hit reverted back to 25 (from 16)
- j5y: Proration per hit reduced: 92% -> 90%
- 3z: Startup time increased by 1f.
- 6z: Startup time increased by 1f.
- 6z: Horizontal hurtbox size increased.
- Hakurei Amulet: Startup time on ground versions increased by 1f.
- Fantasy Heaven: Damage reduced: 675 -> 450

===================================
10/08/15 - Version 2015.10.08
===================================

Changes from Version 2015.10.07.1

- C button can now be used as a shortcut for X+Y+Z

===================================
10/07/15 - Version 2015.10.07.1
===================================

Changes from Version 2015.10.07

- fall.defence_up value changed to 0.

===================================
10/07/15 - Version 2015.10.07
===================================

Changes from Version 2015.03.08

- Projectile attacks no longer receive counterhit bonuses
- 2x: damage reduced: 30 -> 20, proration increased: 80% -> 92%
- 4x/6x: damage increased: 50 -> 55, proration increased: 80% -> 85%
- 5x: damage reduced: 30 -> 20, proration increased: 80% -> 98%
- 2y: damage per hit reduced: 25 -> 16, proration per hit reduced: 92.83% -> 92%
- 4y: damage reduced: 70 -> 60, proration increased: 80% -> 85%
- 5y: damage reduced: 70 -> 40, proration increased: 80% -> 90%
- 6y: damage reduced: 70 -> 60, proration increased: 80% -> 85%
- 6y: no longer hits overhead if cancelled into from 5x or 2x
- 2z: damage reduced: 90 -> 70
- 3z: damage reduced: 90 -> 70, proration increased: 80% -> 85%
- 5z: damage reduced: 90 -> 75
- 6z: damage reduced: 90 -> 65
- j.5x: damage reduced: 40 -> 30, proration increased: 80% -> 85%
- j.5y: damage per hit reduced: 25 -> 16, proration per hit reduced: 92.83% -> 92%
- j.5z: damage reduced: 90 -> 70, proration increased: 80% -> 85%
- Ascension Kick: Damage reduced by 10 on all versions
- Hakurei Amulet: Fixed bug where damage proration was not being applied correctly.
- Rain Dance: Damage per hit reduced: 30 -> 25, proration per hit increased: 85% -> 95%
- Rain Dance: Can now be used in mid-air.

===================================
03/08/15 - Version 2015.03.08
===================================

Changes from Version 2015.02.28

Added 03/08/15:
- "Fantasy Nature": Added BGM from Hopeless Masquerade.

===================================
02/28/15 - Version 2015.02.28
===================================

Changes from Version 2013.12.25

Added 12/28/14:
- 4x/6x: Hitbox size increased

Added 12/31/14:
- Command detection during turning animations improved
- New special: Rain Dance (623x/y/z)
- Hakurei Amulet: Effects and sounds renewed.
- Hakurei Amulet: Projectile and Hitbox size increased significantly.
- Ascension Kick: Animation, Effects, & Sounds adjusted.
- Ascension Kick: Active frames decreased by 3f.
- Ascension Kick: Hitbox vertical size increased.
- Dimension Rift (X): Startup decreased by 1f.
- Dimension Rift (Y): Startup increased by 1f.
- Dimension Rift (Y): Reimu now moves a set distance forward rather than relative to P2 position.
- Dimension Rift (Y): Hitbox size increased.
- Dimension Rift (Y): Initial velocity after teleport increased.
- Dimension Rift (Y): Now has Projectile invincibility until last active frame.

Added 01/01/15:
- Dimension Rift (Z): Completely redone. Reimu now leaps into air and fires 3 needle projectiles downward.
- Border Sign "Cautionary Border": Removed.
- Divine Spirit "Fantasy Seal": Now costs 1000 power (down from 3000).
- Divine Spirit "Fantasy Seal": Command changed to QCF,QCF+x/y/z
- Divine Spirit "Fantasy Seal": Number of hits per projectile reduced from 3 -> 2.
- Divine Spirit "Fantasy Seal": Damage per hit increased from 17 -> 20
- Divine Spirit "Fantasy Seal": Each hit now implies a 0.95 damage proration.
- New level 3 super: "Fantasy Heaven"

Added 01/02/15:
- Spellcard activation effect & text changed.

Added 01/05/15:
- Counterhit detection added.

Added 01/11/15:
- New juggle system implemented.
- 4x/6x: Now causes wallslam on counter hit.
- 4x/6x: Effect added, velocity revised.
- New level 3 super: "Fantasy Nature"

Added 01/13/15:
- "Fantasy Heaven": Startup on orb activation reduced by 4f.

Added 01/18/15:
- Fixed bug on ground throws where opponent would not bounce off the ground.
- Fixed issue on hard knockdowns involving when p2 gets back up.

Added 02/28/15:
- Rain Dance: Fixed bug causing it not to be cancelled into supers.
- "Fantasy Nature": Hitting the opponent after the 1st active frame now causes reduced damage.

===================================
12/25/13 - Version 2013.12.25
===================================

Changes from Version 2013.07.06:

Added 12/25/13:
	- Improved Negative Edge detection on Lv 3 super.
	- Ascension Kick: Startup invincibility extended by 1 frame on all versions.
	- 4y: Now has complete invincibility to projectiles.
	- 4y: Hitbox size increased.
	- Divine Arts "Omnidirectional Demon Binding Circle": Startup time reduced by 2f.
	- Divine Arts "Omnidirectional Demon Binding Circle": Startup invincibility increased by 5f.
	- Divine Arts "Omnidirectional Demon Binding Circle": Damage reduced (275->259).
	- AirThrow added.
	- Following Attacks now perform Untechable Knockdown:
		- 2z
		- Border Sign "Cautionary Barrier"
		- Divine Arts "Omnidirectional Demon Binding Circle"
		- Divine Spirit "Fantasy Seal"

===================================
07/06/13 - Version 2013.07.06
===================================

Changes from Version 2013.06.12:

(Added 6/27) - Hitbox range on 4x/6x increased.
(Added 6/27) - Hitbox range on 5y slightly increased.
(Added 6/27) - Hitbox range on 4y slightly increased.
(Added 6/27) - Hitbox range and vertical size on 5z increased.
(Added 6/27) - Hitbox range on 2x slightly increased.
(Added 6/27) - Hitbox range on 2y increased.
(Added 6/27) - Hitbox range on 3z slightly increased.
(Added 6/27) - Hitbox range on j.5x increased.
(Added 6/27) - Hitbox range on j.5y increased.
(Added 6/27) - Hitbox range on j.5z increased.
(Added 6/27) - Throw command changed to Y+Z and Back+Y+Z
(Added 6/27) - Throw can now be performed anywhere on screen
(Added 6/27) - Dash/Airdash shortcut changed from 2atk to A button.

(Added 6/30) - Startup time on 2Z reduced by 3 frames (from 13 -> 10).
(Added 6/30) - Adjusted hitvelocities of ground normals
(Added 6/30) - Increased Y hit acceleration on 2Z's trip
(Added 6/30) - Hakurei Amulet has new destruct effect.
(Added 6/30) - Increased buffer time for most commands

(Added 7/1): Adjusted command buffer time to avoid a glitch with certain characters
(Added 7/1): Adjusted hitvels of air normals
(Added 7/1): Added preventative measure against crossups in the corner where crossups shouldn't happen
(Added 7/1): Fixed glitch in Cautionary Border that prevented combo counter from increasing.
(Added 7/1): Fixed a glitch involving win quotes against Alice Margatroid
(Added 7/1): Added Win quotes against Patchouli Knowledge and Cirno

(Added 7/2): No longer causes debug errors during victory screen in Arcade Mode
	     Poweradd values on normals increased
	     Ascension Kick: Poweradd on hit/block increased.
	     Hakurei Amulet: Poweradd on hit/block increased. Poweradd on whiff decreased.
	     Hakurei Amulet: Projectile now behaves properly against non-helper Projectiles
	     Dimensional Rift: Poweradd on hit/block increased.

===================================
06/12/13 - Version 2013.06.12
===================================

Changes from Version 2013.06.09:

(Added 6/10) - Back and Down charges now increase during hitpauses
(Added 6/10) - Down charge buffer time decreased from 55 ticks to 47 ticks
(Added 6/10) - Minimum Damage Scaling on Lv 1 Supers reduced to 10%
(Added 6/10) - Can no longer cancel 4x into 6x
(Added 6/10) - Hakurei Amulet: Fixed destruct state to avoid combo meter from glitching (thanks Zzyzzyxx)
(Added 6/10) - Dimensional Rift: Z version startup after teleport decreased by 5 frames.
(Added 6/10) - Divine Arts "Omnidirectional Demon Binding Circle": Damage scaling per hit increased: 98.95% -> 92.50%

(Added 6/12) - Crouch 2z no longer activates MUGEN's built-in fall.defenceup values
(Added 6/12) - Crouch 2z and Dimensional Rift y edge width increased.

===================================
06/06/13 - Version 2013.06.09
===================================

Changes from Version 2013.BETA:

- Debug commands removed
- Back charge buffer changed from 55 ticks to 50 ticks
- Crouching Medium: Damage scaling decreased 80% per hit -> 92.83% per hit
- Crouching Hard: Startup time reduced by 3 frames
- Jumping Medium: Damage scaling decreased 80% per hit -> 92.83% per hit
- Fwd Crouching Hard: Juggle Potential reduced.
- Border "Cautionary Border": Damage scaling decreased 90% per hit -> 98.26% per hit.
- Divine Arts "Omnidirectional Demon Binding Circle": Damage scaling decreased 90% per hit -> 98.95% per hit.
- Divine Arts "Omnidirectional Demon Binding Circle": Total Damage increased 270 -> 272
- Divine Spirit "Fantasy Seal": Total Damage increased 360 -> 408

===================================
05/17/13 - Version 2013.BETA
===================================

First Release


------------------
Who's Reimu?
------------------

Reimu Hakurei is the main protagonist of the Touhou Project series, having appeared in almost every game in the series.
As the sole maiden of the Hakurei Shrine, she is commonly called upon (or calls it upon herself) to investigate strange 
occurrences throughout Gensokyo. 

Reimu is commonly described as easygoing, curious, dutiful, and optimistic  sometimes overly so. Her personality seems
sympathetic toward many individuals; there are few characters who remain her rivals past the first encounter). Her shrine
has become a moderately popular locale for some of Gensokyo's residents. 


------------------
System Info
------------------

Normals can be chained into any higher strength normal attack. (Ie: x>y>z)
Normals can be cancelled into specials or supers.
Specials can be cancelled into supers.


------------------
Movelist
------------------
 
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

------------------
Command Moves
------------------

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.

* B,B or B+a (44 or 4a) - Backward Dash [GA]
- Both the ground and aerial versions can be cancelled into aerials.

* y+z (5yz) - Forward Throw [GA]
- The ground version 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 [GA]
- The ground version 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+x (6x) - Palm Thrust [G]
- Reimu does a double palm strike at the opponent. Moves her forward a bit.

* B + x+y+z or F + x+y+z (4xyz or 6xyz) - Hop Kick [G]
- Reimu hops backwards/forwards with a midair kick similar to her j.6Z. Has both lower body and projectile
  invulnerability.

* F+y (6y) - Overhead [G]
- Reimu brings her arm down in an overhead swing. Must be blocked high.

* F+z or B+z (6z or 4z) - Gohei Thrust [G]
- Reimu thrusts her gohei in front of her. Has excellent horizontal range, but has a bit of startup as well as a few
  frame disadvantage on block.

* DF+z (3z) - Dropkick [G]
- Reimu thrusts her feet upward. Moves Reimu a bit, knocks down on hit. Used as an anti-air.

* F+x -> D+y (6x -> 2y) - Target Combo 1 [G]

* D+y -> F+y (2y -> 6y) - Target Combo 2 [G]

* x/y/z or D + x/y/z -> Hop Kick (5x, 5y, 5z, 2x, 2y, or 2z -> 4xyz or 6xyz) - Target Combo 3 [G]

------------------
Specials
------------------

NOTE: Direction or button press indicated with brackets ("[" and "]") indicate that the button must be held for 42 ticks
      (roughly 11/12 of a second) before releasing.

NOTE: For directional charges, 4 way direction will count. I.E.: B (4) can be substituted with DB (1) or UB (7).

NOTE: Holding DB (1) will count as a charge for both horizontal and vertical charge commands. Use this to your advantage.

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

* [B],F + x/y/z ([4]6x, [4]6y, or [4]6z) - Hakurei Amulet [GA]
- Reimu launches her signature Hakurei Amulets at the opponent. Button press determines the speed of the amulet, but
  all versions except Z are safe on block at point blank. In air, button press determines the angle of the amulet.
	X version: Slowest, safest on hit and block.
	Y version: Medium speed.
	Z version: Fastest. Safe on hit, leaves Reimu at neutral frames on block at point blank.
	X Version (Air): 70 degree downward angle
	Y Version (Air): 40 degree downward angle
	Z Version (Air): 10 degree downward angle

* [D],U + x/y/z ([2]8x, [2]8y, or [2]8z) - Ascension Kick [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.
	X version: Low damage, shortest time in air. Has most startup invulnerability.
	Y version: Medium damage, medium time in air.
	Z version: Most damage, longest time in air.

* B,D,DB + x/y/z (421x, 421y, or 421z) - Dimensional Rift [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.
	X version: Aerial Divekick. Must be blocked high.
	Y version: Slide kick. Projectile invincible. Must be blocked low.
	Z version: Projectile. Teleports into air and fires three needles downward in an arc.

* F,D,DF + x/y/z (623x, 623y, or 623z) - Rain Dance [GA]
- Reimu flips upside-down into the air, spinning her gohei above her head as she glides forward. All versions hit 4
  times. Must be blocked high, but can whiff against crouching opponents.
	X version: Fast startup, short distance.
	Y version: Medium startup, medium distance.
	Z version: Slow startup, long distance.

------------------
Spellcards
------------------

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

* D,DF,F,D,DF,F + x/y/z (236236x, 236236y, or 236236z) - Divine Spirit "Fantasy Seal" [GA]
- 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.

* [DB],DF,DB,UF + x/y/z ([1]319x, [1]319y, or [1]319z) - Divine Arts "Omnidirectional Demon Binding Circle" [G]
- Reimu slams the ground, causing a pillar of light to erupt around her. Has complete startup invincibility, but
  unsafe on block.

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

Before the match begins, Reimu can select which of her two Level 3 spellcards to use.

* D,DB,B,D,DB,B + x+y+z (214214xyz) - "Fantasy Heaven" [G]
- 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+z (236236xyz) - "Fantasy Nature" [G]
- Reimu leaps into the air and performs a somersault, tossing three talismans 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.


------------------
Credits
------------------

Elecbyte 		- For making MUGEN.
ZUN / Tasofro	      	- For creating the Touhou project.
Nachel			- Sprite Alignment reference
Jmorphman / PotS	- Charge command buffer code
Zzyzzyxx		- Feedback and suggestions. Big thanks.
Daniel99999999    	- Custom trip State
Danmaq			- Last Word BGM
DoomBowser		- Additional fixes

Palette Contributors:
- Darkflare
- DoomBowser
- TaurMegaTyrant