Reimu Hakurei (Gensokyo Reloaded)

*This article is about Reimu's appearance in* Touhou: Gensokyo Reloaded*. For the character in other contexts, see Reimu Hakurei.*

## Features

* One of Gensokyo Reloaded's three dedicated charge characters, the other two being Chen and Flandre Scarlet.
* One of five characters to possess an air grab, the others being Cirno, Flandre Scarlet, Mima, and Yuuka Kazami.
* The character has a wide variety of Command Normals at her disposal.

## Pros

* Benefits from having the joint thinnest hurtbox out of the entire *Gensokyo Reloaded* roster, which makes evading attacks a bit easier.
* The character has an excellent offensive pressure game.
* Reimu in general lacks major weaknesses, as her attributes are either average or above average, while her moveset consist of several good pokes, pressure tools, and cover fire options that have great synergy to compliment her melee-oriented playstyle.

## Cons

* Reimu's midscreen combo damage is quite unspectacular, so she has to get the opponent into a corner in order to make use of her more damaging combos.
* Between her charge motions and needing to learn what her best options/combos are for any given situation, Reimu is a character who requires a time investment in order to be used effectively.
* Reimu's more damaging combos are quite execution heavy, especially those that involve *"Fantasy Heaven"*.
* Despite the usefulness of *Hakurei Amulet* in neutral, Reimu isn't a character who is good at fighting projectile wars.
* *Ascension Kick* requiring a down charge (and thus Reimu being forced to crouch) can occasionally leave the character susceptible to airborne approaches that the move is designed to counter.

## Movelist

### **Normals**

 **P1 Power Gain** | 40

 **P1 Power Gain** | 60

 **P1 Power Gain** | 90

 **P1 Power Gain** | 40

 **P1 Power Gain** | 20x3

 **P1 Power Gain** | 90
 **Properties** |  (Trip)

 **P1 Power Gain** | 40

 **P1 Power Gain** | 20x3

 **P1 Power Gain** | 90

### **Command Moves**

 **P1 Power Gain** | 80
 **Properties** | Ground version: Aerial version: Does not make contact with opponents in hitstun or blockstun.

 **P1 Power Gain** | 60

 **P1 Power Gain** | 80

 **Notes on Frame Data** | Projectile invulnerability 1f~25f.Lower invulnerability 3f~21f.

 **P1 Power Gain** | 80

 **P1 Power Gain** | 90

 **P1 Power Gain** | 90

### **Specials**

 **Hit Damage** | 80
 **P1 Power Gain** | -1000
 **Properties** | Cannot cause a K.O.

 **Notes on Frame Data** | Startup invulnerability 1f~20f.

 **Notes** | Ground version: projectile velocity varies with button pressed.Aerial version: projectile launch angle varies with button pressed.

### **Spell Cards**

 **P1 Power Gain** | -1000

 **P1 Power Gain** | -1000

 **Notes on Frame Data** | Startup invulnerability 1f~15f.

### **Last Words**

 **P1 Power Gain** | -3000
 **Properties** | *"Fantasy Heaven"* must be selected at the beginning of the match.Lights 1 orb for every successful melee attack.Attack activates once all 7 orbs are lit.Attack's damage is not affected by proration.

 **Notes on Frame Data** | Framedata refers to attack activation.Orb maximum duration 900f.Activation invincibility 1f~208f.

 **P1 Power Gain** | -3000
 **Properties** | *"Fantasy Nature"* must be selected at the beginning of the match.First hit: Becomes a melee attack if Throw portion whiffs.Attack's damage is not affected by proration.