We don't actually have permission for Reimu yet, but it seems unlikely that ZUN would oppose her inclusion, so feel free to start work on her.
Portrait- Not submitted
Sprites-
Idle-
Walking-
Jumping-
Hurt-
Throwing-
A: Staff Swing Reimu quickly swings her staff. The damage is low, but the attack is quick and has moderate knockback.
↑A: Amulet Column Reimu shoots a column of giant amulets directly above her. High damage and knockback, but slow.
←A/→A: Yin Yang Orb Reimu summons a glowing yin yang orb, which slowly moves forward. The attack is very slow, but the orb is moderately powerful, and causes decent knockback. The orb disappears after a short time.
↓A: Bomb Reimu throws an amulet straight to the ground (or into an opponent), where it detonates with high damage and knockback.
Special Attacks
S: Amulet Stream Reimu releases a constant stream of fast-moving amulets for as long as the key is held. Individually, the projectiles do little damage and no knockback, but they can rack up damage very quickly.
↑S: Flight Reimu gains the ability to travel in all four directions, with good maneuverability, for a brief time. She can use specials while flying, but if she uses any other attack, the effect ends.
←S/→S: Giant Amulet Reimu fires a single large amulet, which does moderate damage and knockback and moves through enemies. The key can be held to charge the attack, which causes it to deal more damage once the key is released.
↓S: Bouncing Orb Reimu fires a small yin yang orb, which bounces along the ground. It deals low damage and knockback. It disappears after some time.
Old movelist suggestions:
>A would be the yin-yang orb. I really don't like it when the game simply ignores your input for whatever the reason. I think it's counter-intuitive and frustrating. So instead of she not being allowed to have more than one orb at the same time, let's change the mechanics of the orb a bit. Like this: When you press >A, she thrusts her arm forward and summons the orb, but she has to stay like that for a while. While she is still holding her arm, the orb stays in place and sort of "traps" the opponent, dealing multiple hits. After some time it starts moving, and as soon as it starts moving it gives a big knockback. If you want to make another orb, you can, but by the time the second orb starts moving, the first one will be just about to disappear, since you have to wait all that time while the orb is static.
I think she should be able to attack when flying. But you interrupt her flight and can't jump anymore until you reach the ground if you attack. Maybe she could be able to fire her neutral A while flying without interrupting her flight ? She would fire her amulets at a much slower rate, but even then it might be unbalanced. I just really wanted her to be able to fly, dodge and shoot amulets at the same time.
A- Reimu thrusts her staff forward.
>A- Close-ranged Yin-Yang Orb.
>A(air)- Kick with a slight start lag. Creates some forward momentum.
^A- Flip kick.
vA- Reimu throws an amulet into the ground which creates a pillar of energy involving her.
S- Projectile Stream.
>S- Big wall-like amulet that stays in place. You can slightly influentiate the place where they stay by holding forward, back, or nothing during starting lag.
^S-Fly.
VS- Reimu sends a column of giant amulets upwards. Or that one move where she summons differently colored balls and throws them one after the other.
Or
A- Reimu fires a constant stream of amulets for as long as the button is held. Individually, they do little damage and no knockback, but the attack deals damage very quickly. This move is great for dealing pure damage from any distance. It is based on her attacks from the shmups and is similar to the S(alt) from the image.
A (air)- Reimu fires a few amulets forward that spread out. They deal a small amount of knockback and moderate damage. Similar to the S attack in the image.
>A- Reimu thrusts her staff forward. A quick attack with good knockback. Necessary to help her escape from fast melee attackers. Similar to her side attack in SWR.
^A- Reimu sends a column of giant amulets upwards. Does heavy damage and knockback to anything directly above her. Similar to her large projectile in SWR.
vA- Reimu throws an amulet into the ground which creates blasts of energy on both sides of her. Somewhat slow, but the damage and knockback are high. Loosely based on the bombs from the shmups.
vA (air)- Similar to A(air) but aimed 45 degrees downwards.
S- Reimu fires a single large amulet. You can hold down the key to charge the attack for increased damage, but as soon as it is released you fire. You can't carry the charge. The attack is similar to her large projectile in SWR. I'd like to hear if anyone has better ideas for this attack.
>S- Reimu creates a yin-yang orb in front of her, which hovers in place for a brief time damages enemies that touch it, knocking them back at the end of its duration. Only one can be created at a time. Would be useful as a barrier to keep enemies away. Like the >S attack in the image.
^S- Flight- Reimu can fly for a very brief time. You can control her using up, down, left and right. Her flight is fast and very precise. She can't attack until the flight expires. Based on her movement in the shmups.
vS- Reimu creates a yin-yang orb projectile that is affected by gravity and bounces along the ground. The projectile deals moderate damage and knockback. Similar to her >S attack in the image.
The suggested vS attack would not fit very well with the game, since most attacks are designed to hit an adjacent enemy regardless of size.