But if you guys want poses, updates will be much less frequent.
Less frequent updates is probably better than having updates that misrepresent how the models look.
Also quick question, why did you go with a full red color scheme for Koakuma?
Red scheme for Koakuma works IMO, maybe makes her a bit more distinct from Rumia too. I'm curious about the origin of the idea though.
Anywho, long rambly moveset for
Reisen:
General style - A character that relies on a lot of misleading attacks, but has risky KO moves. Most comparable to Falco. She's also unusual among Touhou Smash characters in that only one of her smash attacks is a real projectile, but she makes up for it with deceptive melee range.
Quirks - Her ground roll is slower than average, but goes far (Mewtwo-ish range) and creates an illusionary clone that rolls in the opposite direction. Her grounded jump is actually really high compared to her double jump, and she falls faster than normal.
Neutral Attack - Three part chain that starts with two open-handed strikes and ends with a red spark that has a bit higher knockback. (2% 3% 4%)
Forward Strong - A swipe that creates a red spark in front of Reisen, with a nice disjointed hitbox for combos. (11%)
Down Strong - Shoots narrow eye beams at the floor. Very weak damage and knockback, but the duration can be extended for a brief time by holding the button. More for disrupting the enemy than for comboing. (5%)
Up Strong - Bunny hop headbutt. Kinda tall hitbox, but cruddy against grounded foes outside of comboing. (10%)
Forward Smash - Windup punch similar to Soku. She goes far forward if fully charged, but has awkward recovery on whiff or shield. Pretty meaty KO move that gets weaker towards the end. Actually plays a big role in mind games, as you will see later... (16-22%)
Down Smash - Shoots wide eye beams at the floor in a single flash, with Reisen's feet lifting off the ground from the recoil. Very fast on both startup and recovery, hitting multiple times before launching the enemy up. Only hits in front of her, unlike most Down Smashes, and is a bad KO move. (3x4% - 5x4%)
Up Smash - Fires a bullet upwards that makes a lingering explosion. Long charge time that controls how far the bullet goes before it explodes. Initial bullet can KO, lingering explosion just kind of juggles. (15-20%, 10%)
Grab - Reisen's eyes flash, "grabbing" the enemy by making them dizzy. Running dash has Reisen lunge awkwardly forward while her eyes flash. Both have relatively short range even for grabs, and average recovery on whiff.
Pummel - The enemy flashes with red sparks, seemingly damaged by the illusion. Slow with higher that average damage. (3%)
Forward Throw - Quickly tosses the enemy up at a 45 degree angle, and shoots 3 bullets quickly at them, similar to Fox's throws. Knockback doesn't really scale with damage. (4% + 3x2%)
Backward Throw - Grabs the enemy while a clone comes from behind and delivers a punch. Good knockback and damage for a throw, but Reisen is actually knocked backwards by the clone's hit, so it has some recovery that makes it dangerous if there are other enemies around or if the enemy bounces off a wall and recovers quickly. (12%)
Down Throw - Slams the enemy down with a red shattering effect a la Weak Heart "Demotivation". Good for setting up tech chase, but never KOs. (6%)
Up Throw - Like Forward Throw, but straight up. (4% + 3x2%)
Neutral Air - Generic kick that stays out a while. (12%)
Forward Air - Swipes in front with a red spark that causes her to recoil backwards during the recovery. Can KO weakened foes while they're recovering. (13%)
Backward Air - Horizontal dropkick that puts her in a sideways superman pose. Can be a good edgeguard, but hard to use more than once per jump. (12%)
Down Air - Her infamous somersault kick, minus the illusion. Slow startup and recovery, but has a meaty meteor smash hitbox, and enemies onstage will bounce up a bit. (13%)
Up Air - Upwards swing similar to Up Smash but less range and more for juggling than KO. (11%)
Neutral Special - "Illusion Round" - Fires 4 bullets from her fingers in quick succession that travel a little further than PK Fire range before disappearing. It must be reloaded before another use. Both the firing and the reloading are pretty quick, making this a good move for racking up damage. (4x3%)
Forward Special - "Disbelief Aspect" - A clone fakes the animation charging the forward smash while the real Reisen appears in the air a little ahead of where she started (similar to Wolf's trajectory with his Forward Special?). In the air, the clone fakes a double jump forward instead. Just for movement and mindgames. Can't be used twice without landing.
Down Special - "Wavelength Resonance" - A red ring originating from Reisen expands as long as the button is held, with a maximum size the same as a Smart Bomb's radius. When the button is released, everyone touching the ring takes damage and knockback proportional to the size of the ring making it ineffective to use in close quarters, but a potential KO move at max distance. If the button is held too long, the ring starts shrinking until it becomes a single point, creating a small but devastating explosion that almost certainly KOs foes at the cost of stunning Reisen as well. If used in the air, this move stalls Reisen's downwards momentum a bit, but she tumbles helplessly after releasing the attack. (5-25%)
Up Special - "Moon Rabbit Parade" - A whole bunch of bunnies spawn and carry Reisen up like Squirtle's waterfall. Does multiple hits and cruddy damage and knockback, but unlike similar moves, it sends enemies tumbling down rather carrying them up. Not quite a meteor smash, and risky above the stage, but can surprise recovering enemies. (4-6%)
Final Smash - "Lunatic Red Eyes" - After a windup, sends out waves that do big damage. Enemies hit by this remain stunned and in place, even if they're hit in midair. After a delay, the enemies are suddenly hit by powerful upwards knockback. Reisen has a brief opportunity to land extra hits on enemies while they're stunned but before they're blasted away, increasing the chance of a KO. A hidden advantage is that this final smash is hard to punish even if it misses. (30%)