Flandre Scarlet
by Seravy (http://seravy.co.cc)
Flandre is the younger sister of Remilia and the "dirty little secret" of Scarlet Devil Mansion.
Because of her unstable personality and incredible destructive power, her sister has had her
ordered not to get out of the mansion for nearly 500 years. She knows little about the world outside.
Due to this, she is inexperienced in physical combat, as she doesn't need to hunt for blood herself.
Her speed and stregth make up for that however, so she is dangerous no matter the range.
Command Name Type Cost Condition Effect
a Claw attack single S,NA - Standing -
b Claw attack double S,NA - Standing -
D+a Claw attack crouching C,NA - Crouching Unguardable while standing
D+b Reflect Barrier - - Crouching Reflect standing and air physical attacks (NA,SA,HA). Can be used while guarding.
a Air claw attack A,NA - Air -
b Air claw attack strong A,NA - Air -
D,F,a Launcher Kick C,NA - Standing Kick the opponent into the air. Unguardable while standing.
D,F,b Claw Strike S,NA - Standing Unguardable while crouching, opponent will fly into the air from the attack.
x Scarlet Stakes A,NP 200 Standing Shoot several weak projectiles at the opponent.
D+x Stigmatizer of Earth A,SP 200 Standing Shoot two blades towards the sky. Hits opponents in air only.
D,D,x Stigmatizer of Sky A,SP 200 Any Shoot two blades towards the ground. Jump if used from the ground. Can also be used by D+x whlie in the air.
D,F,x Stigmatizer Boomerang A,SP 200 Any Shoot one blade forward, which turns around and returns.
y Basic Bat A,NP 200 Any Even stronger than Remilia's Basic Bat, this one can hit up to 5 times.
D,B,y Servant Flier A,NP 400 Any Create a magical circle that releases three Basic Bat projectiles. You can have at most one of these out. Bats fired by these do 20% less damage than normal.
D,F,y Chain Push A,NP 200 Any Shoot a chain that moves forward in a straight line. If it hits, it'll push the opponent further away.
D+y Underblaster C,NP 200 Any Make a pillar of energy come out of the ground directly below the opponent.
c Charged Bloodbolt A,NP 200 Any Hold the c button to charge the attack. Fire many bolts depending on the charge time.
D+c Bloodbolt Fountain A,NP 200 Standing A large number of bloodbolt projectiles that spread out. Can be used while guarding and is uninterruptable. The damage isn't good and it causes a lot of burden, but it stuns for a bit longer than usual attacks.
D,B,c Bloodbolt Arc C,NP/A,NP 200 Standing Fire some bloodbolt projectiles that dive underground then reappear.
D,F,c Sonic Claw C,NP 200 Standing Unguardable while standing, fast projectile.
D,D,c Bomb A,HT 1 Bomb Any Pushes the opponent back while being invincible for a short time. Does no damage.
s Select Spellcard
z Use Spellcard
D,D,z Learn Spellcard or Level-up Spellcard
D,F,z Use learned spellcard
Graze forward : YES
Graze Back : YES
Graze up(super jump) : YES
Air graze : YES
Air graze limit : 5
Bars
The top, thinner bar is called Burden Bar, and it represents the damage dampening.
The closer the bar is to being full, the lower your damage output is.
The bar shows the damage reduction in percentage : A full bar means your attacks will do zero damage.
The bottom, thicker bar is called Danmaku Bar, and it is the power you need for most projetile/special moves.
If you use the entire bar up, it'll be turned into red, and moves that require bar will be unavailable until it is filled to the max.
It fills slowly all the time except when using skills that consume it, and faster if the opponent has fallen to the ground.
Moves that need this bar have the required amount listed in the COST column, where the whole bar equals 1000.
The two star icons in front of the bars are the Bombs. You can use them via the D,D,c command, and it
will make a nearby opponent fall, while giving you invicibility for a short duration.
You can gain new bombs at random when hitting the opponent, and start each match with one.
You can see your spellcards at the bottom of the screen. (If they are not there, make sure you are using the correct screen resolution ratio of 4:3)
Grazing
By holding the z button down and pressing a directional key, the character will move quickly in that direction.
This movement is so fast that you can avoid being hit by projectiles while moving this way.
It doesn't work against hyper projectiles (those with a type of HP listed), which is unlike
the original Touhou games, so you have to be more careful when to do this. In exchange, the
guard break mechanism of the original game is not present here :
You are free to guard as long as you wish, but be careful about chip damage, unguardables,
and guarding in the wrong state : guarding all the time is rarely a good strategy.
Card System
You can configure your deck of cards using the DeckConfig.exe utility.
You can have any number of cards in your deck, and each card can have any number of copies.
The deck can never run out, if it would, a new deck of the exact same contents is generated.
When construction a deck, you have to
-Include at least 5 different types of card.
-Have no more than 50% of your deck made of the same card.
The deck counstruction program won't allow you to break these rules, but you better know about them in advance, anyway.
If you have any trouble with the spellcard system, delete the deck.dat file, restart Deckconfig.exe, ignore the error message, and save.
Doing this will generate a new, empty deck configuration file.
There are four types of card.
-Skill cards will increase the power of one or more special attacks, or they give you a new move or passive ability.
-Stage cards generate a permanent effect of some kind that, unlike a passive ability, has effects on something other than yourself.
-Spell cards will provide a one-time effect when used, usually an attack, but sometimes other, more special effects.
-System cards are spell cards that are common for all Touhou characters.
You have a Memory Slot, that you can use to learn or upgrade one of your spells.
Only one card can be in your memory slot, and it must be either a spell or a stage card.
Stage cards will ALWAYS use up your memory slot while it is active, so you can't learn or
upgrade spells or use other stage cards while you use one. If you do, it will cancel the effect of your
current Stage card. Similarly, if you already have a spell in your memory slot, learning another one will
remove the previous one, and all of its upgrades.
To put a spellcard into your memory slot, use the command : D,D,z.
You can simply use the card for Stage cards, and they'll automatically be put into your Memory slot.
Skill cards cannot be out into your Memory slot, you can only use them.
If you have a Spell in your Memory slot, using another copy will upgrade the level of the spell instead of using it.
You can also to this with Stage cards to level them up.
To actually use the Spell in your Memory slot, you'll need to use the D,F,z command instead.
Using the Spell in your Memory slot costs 25% less than using it normally, and you can do that any number of times,
regardless of having the card available or not.
Putting a Spell into your Memory slot costs one third of the cost of using that spell.
Both Spell and Stage cards have a maximum level of 4, and you can use Skill cards a maximum of 4 times as well.
If the card in your memory slot reaches level 4, or you used a Skill Card 4 times, all additional copies of it will be
removed from your deck as they are no longer useful for you.
Having a Spell card in your Memory slot can somtimes provide you additional benefits when it is leveled up,
like additional damage to a related skill, or something else.
These effects are mentioned in the detailed description of the effects of the spellcard.
Cards that are ready to be used have a GREEN frame of light around them.
Spellcards that cannot be used but can be stored into your Memory slot or upgraded, have a RED frame.
When performing a spell, you can sometimes chain another one, by selecting that card and pressing the c button.
If you have that spell in your memory slot, you can press the c button to chain it without having it selected or available.
Spells that allow chaining other spells into themselves have the chainable spell listed in their description.
FAQ
System Cards
Recovery
A spellcard to recover your lost health.
Cost : 2000
Level 1 : Heals 250 life points.
Level 2 : Heals 260 life points. Passive : Slowly regenerate life while fighting.
Level 3 : Heals 270 life points. Passive : Regenerate double the amount of life while fighting.
Level 4 : Heals 280 life points. Passive : Regenerate triple the amount of life while fighting.
New Card Album
Reinitializes your deck, and draws a new hand of five cards.
The cost reduction doesn't apply when using your memorized spellcard.
Level 1 : Reinitialize Deck.
Level 2 : Reinitialize Deck. Passive : Using cards costs 10% less power.
Level 3 : Reinitialize Deck. Passive : Using cards costs 20% less power.
Level 4 : Reinitialize Deck. Passive : Using cards costs 30% less power.
Danmaku Booster
A spellcard that refills your Danmaku bar by converting power. When used, your bar stays at maximum for 8 seconds,
and you cannot gain power while this effect lasts, plus an additional three seconds after it ends.
Cost : 1500
Level 1 : Bar stays at maximum for 8 seconds.
Level 2 : Bar stays at maximum for 9 seconds. Passive : Your bar charges slightly faster while fighting.
Level 3 : Bar stays at maximum for 10 seconds. Passive : Your bar charges faster while fighting.
Level 4 : Bar stays at maximum for 11 seconds. Passive : Your bar charges even faster while fighting.
Spell Cards
Bloodbolt Shower
Perform a Charged Bloodbolt attack instantly without having to charge it.
Cost : 1000
Type : A,NP
Level 1 : 10 Bolts.
Level 2 : 12 Bolts. Charged Bloodbolt fires one more bolt when used.
Level 3 : 14 Bolts. Charged Bloodbolt fires two more bolts when used.
Level 4 : 16 Bolts. Charged Bloodbolt fires three more bolts when used.
Scarlet Flare
An imitation of Patchouli's technique. Unfortunately, it's not as powerful as the original, because
she doesn't use the danmaku bar to power the spell.
Can be chained into : Unleashed Flare
Cost : 2000
Type : A,HT
Level 1 : 315 damage. 15 damage when guarded.
Level 2 : 345 damage. 30 damage when guarded.
Level 3 : 375 damage. 45 damage when guarded.
Level 4 : 405 damage. 60 damage when guarded.
Hell Catastrophe
A powerful physical attack around yourself that provides full invincibility.
Great for counter-attacking against an aggressive opponent.
Cost : 2000
Type : C,HA
Level 1 : 330 damage.
Level 2 : 360 damage.
Level 3 : 390 damage.
Level 4 : 420 damage.
Counter Clock
A fullscreen attack that is primarily useful for its high guarded damage and invincibility.
Cost : 2000
Type : A,HT
Level 1 : 240 normal and 150 guarded damage
Level 2 : 270 normal and 165 guarded damage
Level 3 : 300 normal and 180 guarded damage
Level 4 : 330 normal and 195 guarded damage
Stigmatizer Max
A massive assault using a large number of Stigmatizer projectiles.
While the regular damage is below standard, the guarded damage is outstanding,
especially if you manage to catch the opponent in the air.
This spellcard cannot be interrupted.
Cost : 2000
Type : A,HP
Level 1 : Lowest normal and guarded damage.
Level 2 : More normal and guarded damage.
Level 3 : Even more normal and guarded damage.
Level 4 : Most normal and guarded damage.
Q.E.D. Ripples of 495 Years
Gather all the energy possible for an attack of awesome destruction.
Controlling it would take too much power, but who cares about that when playing?
A sound effect warns you when you are about to lose control, but you probably want to continue anyway.
The burden bar has reduced effect on this attack.
Press Z to stop the attack if you wish to.
Cost : 3000
Type : A,HT
Level 1 : Infinite damage possibilities, even when guarded. Be careful not to overdo it!
Level 2 : Same, but it won't go out of control one second longer.
Level 3 : Same, but it won't go out of control two seconds longer.
Level 4 : Same, but it won't go out of control two second longer, and guarding doesn't reduce the damage.
Laevateinn
A powerful physical attack that takes the form of the legendary flame sword, Laevatein.
It provides full invincibility when used, making it a very useful counter move.
Cost : 3000
Type : S,HA
Level 1 : 380 damage
Level 2 : 380 damage+1 followup hit
Level 3 : 380 damage+2 followup hits
Level 4 : 380 damage+3 followup hits
Starbow Breaker
Use the crystals on your wing to focus destructive energy and release it in colored laser beams.
This attack is slow, risky, and useless when guarded...but it does outstanding damage!
Cost : 3000
Type : A,HP
Level 1 : High damage
Level 2 : Higher damage
Level 3 : More, more, more damage
Level 4 : Most damage you can get from this spell.
Fountain of Destruction
Unleash a large amount of energy from underground.
This attack cannot be interrupted and cannot be guarded while standing.
The burden bar has a reduced effect on this attack.
Cost : 4000
Type : C,HP
Level 1 : High damage
Level 2 : Higher damage
Level 3 : More, more, more damage
Level 4 : Most damage you can get from this spell.
Crucify
Throw a cross towards the opponent that can bind them to prevent them from moving.
If it succeeds, use your ability to destroy things on the opponent while they cannot move.
The cross cannot be grazed, nor guarded, so the only way to avoid taking the hit is either
by moving out of the way, invincibility, or uninterruptable moves that prevent it from working.
Cost : 4000
Type : A,HT
Level 1 : Opponent takes 70% of current life as damage.
Level 2 : Opponent takes 80% of current life as damage.
Level 3 : Opponent takes 90% of current life as damage.
Level 4 : Opponent takes 1000% of current life as damage. (Yes, 1000)
Starbow Rain
Release some of the light energy stored in the crystals.
The energy falls back as a destructive rain on the oppponent.
Provides full invincibility while releasing the projectiles.
Can be chained into : Starbow Breaker
Cost : 2000
Type : A,HP
Level 1 : 36 damage/hit
Level 2 : 38 damage/hit
Level 3 : 40 damage/hit
Level 4 : 42 damage/hit
Four of a Kind
A mysterious power that allows Flandre to split into four.
While using this card, Flandre is unable to use any other spellcards or bombs.
You control one of them as normal, and all others are controlled by a LV1 AI.
You cannot gain power while this card is in effect.
Cost : 3000
Level 1 : 2 copies created, 10 seconds duration.
Level 2 : 3 copies created, 10 seconds duration.
Level 3 : 3 copies created, 10 seconds duration. The copies fight as though they were controlled by AI LV2.
Level 4 : 3 copies created, 10 seconds duration. The copies fight as though they were controlled by AI LV3.
Starbow Blaster
An uninterruptable attack that hits the opponent directly with starbow power for low cost.
It sounds very good in theory, but unforunately such accurate targeting isn't exactly
Flandre's strong point, so it takes a lot of time to execute, and you are open to attacks
during the entire duration.
Even worse, it can be grazed, and if the opponent is moving, you can't expect more than a few hits.
Can be chained into : Starbow Rain
Cost : 1000
Type : A,SP
Level 1 : 20 damage per hit
Level 2 : 22 damage per hit
Level 3 : 24 damage per hit
Level 4 : 26 damage per hit
Kagome Kagome
A spellcard that creates unguardable energy beams around the opponent.
Useful if you want to prevent the opponent from moving, but unfortunately they can graze through them.
Cost : 1000
Type : A, SP
Level 1 : 4 seconds duration, 175 damage
Level 2 : 5 seconds duration, 175 damage
Level 3 : 6 seconds duration, 175 damage
Level 4 : 7 seconds duration, 175 damage
Cranberry Trap
A spell that fires projectiles periodically for a long duration.
The damage is weak but they stun for quite some time.
Cost : 1000
Type : A,SP
Level 1 : 1 source of projectiles
Level 2 : 2 source of projectiles
Level 3 : 3 source of projectiles
Level 4 : 4 source of projectiles
Then There Was None
A continous physical attack against the opponent from all directions.
Disables the perception of the opponent, making it hard to defend against. Guarded damage is only 1 less and is reduced by an additional 1 of each 555 power the opponent has on each hit.
Keep attacking until you run out of power or the opponent dies. The damage ignores burden.
Cost : 1000+
Type : A,HA
Level 1 : 10 damage for every 100 power spent, or 9 guarded damage.
Level 2 : 11 damage for every 100 power spent, or 10 guarded damage.
Level 3 : 12 damage for every 100 power spent, or 11 guarded damage.
Level 4 : 13 damage for every 100 power spent, or 12 guarded damage.
Skill Cards
Persistence
Using this spell reduces the amount of burden added by attacks, allowing more damage in combos.
Cost : 1000
Level 1 : Each attack adds 12% less burden.
Level 2 : Each attack adds 24% less burden.
Level 3 : Each attack adds 36% less burden.
Level 4 : Each attack adds 48% less burden.
Sharper Stigmatizer
Affects :
-Stigmatizer Boomerang (more damage, turns around an additional time at level 4)
-Stigmatizer of Sky (more damage, additional projectile at level 4)
-Stigmatizer of Earth (more damage, additional projectile at level 4)
Powered Bloodbolt
Increases the damage done by
-Charged Bloodbolt
-Bloodbolt Fountain
-Bloodbolt Arc
Powered Bats
Affects :
-Basic Bat (More damage)
-Servant Flier (More duration = More bats fired)
-Slave Flier (More duration and a little bit more damage)