Flandre Scarlet/RicePigeon's first version

''Using the sprites from Kurogane's version, Flandre takes the term 'glass cannon' to the extreme, sporting a high damage output and nasty juggle combos while being unable to take take too many hits due to its meagre 666 Life stat, which is not as beastly as it may sound. Flandre can choose from a selection of nine spellcards at the beginning of the match, though as the total 'level' cannot exceed 9, Flandre must choose carefully.''

Gameplay


Flandre Scarlet is a four-button character that makes use of, and  to attack, and  as a Power Charge. Flandre's main strength lies in its high comboability, damage output, range and priority, though its Life stat is much lower than the average character's in order to balance this out to some extent, so while Flandre can hit hard, it can't afford to make too many mistakes. The beginning of each match sees Flandre given the ability to choose which Hypers it is able to use during the fight from a selection of nine, with each Hyper having a 'level' assigned to it pertaining to how much Power it uses; there are three Hypers for each level and the total level of the selected Hypers cannot exceed 9, allowing for the player to choose which Hypers best suit their style of play, or would be the most effective against the opponent.

Flandre naturally has a vast array of combos at its disposal to compliment its aggressive playstyle and high damage output, being able to start combos from either on the ground or in the air and giving it plenty of attacking options. Flandre's lengthier, more damaging combos rely heavily on juggling and repeated usage of both launchers and OTGs, two attributes that some of Flandre's attacks feature simultaneously, allowing the character to effectively knock an opponent back off the ground to continue juggling them; Flandre's juggle points eventually run out and the damage dampener becomes apparent very quickly, forcing Flandre to drop the opponent and attempt to start another combo. The speed, priority and range of Flandre's attacks give it an advantage over most opponents as it allows it trade hits with the opponent and usually win, opening up the opportunity for a damaging combo; though enemy projectiles would naturally outclass Flandre's melee attacks, Flandre's Counter Clock projectile destroys enemy projectiles without getting destroyed itself and can extend combos if need be, giving the character a wide selection of options for numerous different scenarios.

Flandre's numerous advantages give opponents very few options, as Flandre's regular attacks will often out-range, out-speed and/or out-priority the opponent's attacks, and attempting to play keepaway by firing off projectiles will be met by Flandre's unstoppable Counter Clock projectile, which will likely hit the opponent during the cooldown frames of their projectile attack and allow Flandre to begin a combo, made worse by the version that fires off two projectiles; jump-ins are nullified by both the  and  versions of Lavatein due to their startup invulnerability against aerials, and getting hit by the attack will again allow Flandre to begin a combo, a trait practically all of Flandre's moves carry. Flandre is not unstoppable, however, and reading Flandre's attacks correctly will allow the opponent to punish the character's endlag and potentially deal large amounts of damage due to Flandre's low Life stat.

Flandre makes use of a custom A.I. that scales with M.U.G.E.N's internal difficulty setting, becoming particularly challenging at the harder difficulties as it makes better use of Flandre's moveset. Being a primarily aggressive A.I., it will typically attempt to close the gap between it and the opponent, but will still use its Power Charge when at a safe enough distance or if the opponent is preoccupied with an active Counter Clock projectile; as the difficulty level increases, so does Flandre's aggressiveness and ability to use its combos and attacks to greater effect, countering jump-ins with Lavatein and grabbing opponents that block too often, following up with highly-damaging attacks. It should be noted that the A.I. will make no attempt to alter the current selection of Hypers at the start of the match, so whichever presets are defined will be the Hypers that the A.I. is able to use.

General
"Don't believe that you've won. There's still more!"

"Let me guess. You're a human? I've never seen humans as anything else but a drink."

"I've always been curious about humans, so I came to look."

"Yes, I'm satisfied. But now I'm pretty much alone again."

"I expected you to be the last Indian."

"You died by the bullet and then there were none."

"You know how there's an eye in everything? I shot yours like 'kyu' and you went 'kaboom!'"

Trivia

 * There exists an unused version of Taboo "Kagome Kagome"—known internally as Taboo "Kagome Kagome" - Joke Version or simply Joke Kagome—where Flandre summons and subsequently throws Kagome Higurashi from InuYasha at the opponent, delivering a one hit knockout in most cases, regardless of whether or not the attack was blocked.
 * Flandre's voice clips are that of Louise Françoise Le Blanc de La Vallière's from The Familiar of Zero; RicePigeon has stated in the character's ReadMe that the reasoning behind this was because Flandre's voice actor in Anime Tenchou x Touhou Project is the same as Louise's.
 * Due to Flandre's low Life stat, Taboo "Royal Flush" is a one hit knockout in the case of a mirror match.