AI + Modification Patch for Reimu by RoySquadRocks
Patch Created by DaMarioMemer

Welp patching an RSR for the first time and this time with one of their weakest creations. I've heard a lot of people saying Reimu is too weak to be usable in a lot of things, that and her being moved to 6th division were enough to motivate me to patch her. However when I did so I realized just how limited her kit was, most of her moves are barely functional, she has little to no combos and just had basically nothing. So I had to do some changes to her so she can keep up with most other characters. With my changes Reimu is still pretty dang weak, the best parts about her are her good normal attacks being very good and her counter being straight up amazing. Aside from those though I mostly designed Reimu's AI to go back and forth between zoning a bit with her projectiles and assist while also going in to try and start some baby combos. Reimu's potential combo game is mostly shattered with the fact that most of her stuff can just be teched out of and she has pretty bad disadvantage due to her god awful aerials. I mainly wanted to capture the goofy nature of RSR chars so I made sure to utilize her entire kit for this patch. With RSR's stuff being on onedrive I'm going to be releasing this patch with the full character just to be safe.

Changes:
- Specials and Supers now deal chip damage
- 5c and 2c no longer are techable to give her actual combo potential.
- Normal grounded attacks can now eb cancelled into Suika and Marisa assists and supers on hit.
- Some aerial attacks have been given slightly more active frames
- Hakurei Combo has a bit more active frames to match the animation
- Binding Circle now actually functional, the beams no longer go off screen and you can't tech out of it anymore. Also slightly decreased startup and gave some iframes on startup so it can be useful.

Configuration:
- AI Level
- Quick Getup Toggle
- Modify AI Zoning time
- Rate of using 5c in Combos
- Rate of using 2c over 5z in combos

Pros and Cons were made with my changes in mind.
Pros:
- Her grounded attacks are pretty solid overall, got some decent range and can be chained into each other.
- Counter is AMAZING, being fully active and pausing when triggered so it will guarantee a hit unless the opponent is in the blind spot above Reimu... Still a fantastic move.
- Good zoning game.
- Solid supers all around.
- Lifeless
Cons:
- Even when slightly buffed her air game is garbage. Having either no range, barely being active, long startup or a combination of these. Her JC divekick is her only serviceable one and even then that's a divekick and can't be relied on. Her disadvantage is very bad due to this.
- Has so many awful moves, 2y is -18 on hit and -25 on guard due to 20 years of recovery, 5b has no range and Reimu just flops around so she's unsafe on hit, Dimensional kick is unsafe on hit and won't even teleport correctly sometimes.
- A lot of moves can be teched near instantly and ruin potential combos.
- Her damage dampener is SO brutal to her for little to no reason, a few hits and her specials and supers will do barely any damage.

Credits:
RoySquadRocks - Original Character
Peeps of Scott's server - Inspiration to patch Reimu
Poyomousy - Enemy detection and velocity detectors
Inktrebutchet - Projectile Detection system
Stupa - Training Character for Frame data collection
Dashmastermind/Shinykitty10 - Sending me a pack of characters to use for testing my AIs