Reimu full moveset with damage numbers. Ignoring proration for now until we understand it better (though it looks at first glance to be a pretty standard "different values for proration and initial proration" system).
Spellcard individual damage counts may be slightly off. Hard to test (though freezing proration to 100% in cheat engine suddenly popped into my mind).
My goal was to be comprehensive, not concise. In most fighting games, there are pretty standard rules for "fallbacks". That is, if your character doesn't have a 4A, pressing 4A will give you 5A, and things like that. Until we fully understand how the fallback system of this game works, I've opted to test each of the 9 directions for each button input, just to be safe. Once we do have that information, this could look much prettier (and therefore easier to comprehend).
=== Legend ===
"A": Melee attack
"B": Projectile attack
"C": Special attack
"D": Dash ("while dashing")
"4D": Backdash
"j.": While not on the middle plane ("grounded")
"t.": j., but only in the top half of the stage
"b.": j., but only in the bottom half of the stage
"c.": Must be close to the opponent
"f.": Must be far away from the opponent
{}: Optional
(*/*/*/...): Any of the delimited inputs are sufficient
() after damage: Total damage if all hits connect (prorated)
>: Followup input
x: Unknown number
[*.]: Button held
]*[: Button released
If not otherwise specified, any move may be done during a dash instantly (lagless cancelling of the dash).
Counterhits add damage. It seems to mostly be a 20% increase across the board, though there are exceptions. 5C, for example, only gets a 10% increase, but Orb (another projectile), gets the full 20%. More experimentation is needed.
All characters in the demo have 10000 health and take the same amount of damage.
Spellcards: Additional meter scales up to a 60% damage increase at 200% (100% meter = 100% damage, 150% meter = 130% damage, 200% meter = 160% damage). Stacks multiplicatively with the counterhit bonus for 192% damage!
=== Reimu ===
Autocombo order: c.5A > c.5A > f.5A > 6A > (4/6)C (approx: 1396 out of corner, 1582 midscreen, 1879 into corner)
(4/c.5)A: 200
f.5A (also D5A, strangely): 400
6A: 650
{j.}(1/2/3)A: 600
{j.}(7/8/9)A: 600
j.(4/5)A: 400
j.6A: 600
D6A: 440
D5A lets you use f.5A up close! Can easily be done by pianoing D~A as quick as you can. It feels like even a 1 frame piano is sufficient to get the f.5A.
{j.}(4/5)B: 130 * 3 (321)
{j.}(1/2/3)B: Same as 5B, but angled down by 45 degrees
{j.}(7/8/9)B: Same as 5B, but angled up by 45 degrees
{j.}6B: 150 * 4 (501)
D6B: 660
[B.]: Summon orb
> ]B[: Release orb (800)
Holding directions will charge how the orb is fired.
4/5/6: Orb is shot straight forward
1/2/3: Orb is shot angled down by 60~ degrees
7/8/9: Orb is shot angled up by 60~ degrees
5C: 200 * 3 (510)
{j.}(4/6)C: (20 + 300) * 10 (998)
{j.}(1/2/3)C: 100 (places marker)
> {j.}(1/2/3)C: 400 * x (could personally only get 4 hits max for 1419)
{j.}(7/8/9)C: 700
t.5C: 400 + 600 (955)
b.5C: Same as t.5C, but mirrored across the ground plane
[C]: 150 * x (777 with max Occult Balls)
Occult attack. Shots as many projectiles as Reimu has Occult Balls. Cannot be used if you have 0 Occult Balls.
Spell Cards:
Fantasy Heaven: 350 * 7 (2079) (This math doesn't add up and I'm not sure why. I'm getting an additional 3-4 points of damage near the end per ball.)
Pillar: 100 * 21 + 1200 (2838)
Orb: 100 * x (I've gotten up to 15 with the opponent jumping down into the corner)
> Any button (even declare and dash): 200 * x (Wide variety of hits)
THIS SPELLCARD IS BUGGED. IF AT ANY POINT YOU PAUSE DURING THE MATCH, REIMU WILL ALWAYS AUTOMATICALLY RELEASE THE ORB THE FIRST FRAME SHE CAN.
I believe this is everything. If I'm missing something, let me know!