Hovering the mouse cursor over the icon displays the hold duration if applicable. Icons encased in square brackets require the respective button(s) to be held down. Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config. If your character doesnt already have all the required get-hit animations from the AIR documentation, you may want to test your character with KFM as the opponent for now (type 'mugen player kfm'). Here, youll see how to define the attack parameters by using a HitDef controller. It doesn't make her cheap, but she gets Road Roller! as a Hyper and her two strikers are replaced with Dio Brando's stand, The World. In tutorial 3, you saw how to begin making a state in the players. In terms of A.I., Sakuya is similar to the creator's other characters in that she uses M.U.G.E.N's default A.I., making her a rather unchallenging opponent. Before the battle begins, Sakuya is able to choose between Shielding, Just Defend, and a Parry. While most Touhou Project characters place heavy emphasis on projectiles, Sakuya is much more melee oriented, possibly to make her more balanced. All three punch buttons are Sakuya's Normal Attacks, Ⓑ and Ⓒ summon Shiki Nanaya and Reisen Udongein Inaba as strikers respectively, and Ⓐ is to Shield if it was selected at the beginning of the round. Sakuya's gameplay isn't based off any existing Touhou Project fighting games, instead going for a custom style possibly influenced by Melty Blood found in Kohaku's other Touhou Project characters.