Flowey the Flower: The Martial Art! Now with extra Chara!
Well, first off, let me say that this is fuckin' sweet and I approve of Undertale references!
Blossoms of Infinite Passion: This is absolutely cool and flavorful... But I'm not entirely sure how useful it is. The way the charm is written, it looks like the Blossoms are still physical objects that could presumably be disarmed, stolen, and so on. It lacks the niche something like Summoning the Loyal Steel or Glorious Solar Saber, since it doesn't have that "I am always armed, or at least capable of instantly arming myself" trick. Ultimately, why should I take this charm instead of going to the market and buying some normal weapons (or, if using the Sutra, investing in an artifact throwing weapon)?
Love of Violence Atemi: Another very cool attack - I 'm not entirely sure on the balance, though. Most abilities that inflict a penalty to defense only inflict -1, but on the other hand this is costlier.
No Escape from Pain: This could maybe use a powerup - at the moment, it's significantly worse than Tiger Style's
Stalking Cat Movement Meditation, since that's scene-long and works out to medium range.
You Can't Dodge Forever: This seems... Pretty strong, to be honest. While it only works with withering attacks (which seems kinda odd to me, thematically, since this brings to mind how you kill Sans), the ability to trigger it after using your doomcombo and have it replace all the mote costs in that seems pretty fuckin' badass. Still, not quite as powerful as Iron Whirlwind Attack, so probably within reason.
Gilded Blossoms of Determination Form: Very cool, very flavorful, but I'm not sure what exactly it's supposed to accomplish. The initiative cost for entering suggests you want to stop your enemies from getting close, while the initiative you steal from people retreating suggests you want them to keep close to you. Also, without the sutra this does nothing to help you with someone already in melee range just beating your face in, or a sniper outside your range just shooting you a bunch.
Dream-Eater's Hunger: Another pretty powerful effect: it won't get you as many motes as Ghost-Eating Technique, but it gives you willpower even without killing spirits, and you can activate it when you know you've killed an opponent rather than activating it before you attack and hoping it works. Plus, giving you blossoms is a nice bonus. I'd probably consider either increasing the cost a little or making it supplement a decisive attack rather than being able to use it after the fact.
Stolen Souls Howling: Just generally pretty nice - it's powerful, flavorful, and dangerous to both victim and user.
Torment Never Ends: I like it! Offers even greater reward for even greater risk. The condition to use it is somewhat limiting, but that can be mitigated by putting
You Can't Dodge Forever once or twice on the previous attack to make sure that it works.
Dreams Never Die: This is basically a direct port of Heavenly Guardian Defense, except it trades away the ability to block Uncountable damage for explicitly saying that it nullifies additional effects of the attack instead of just damage. Useful, but nothing super exciting.
This Is My World: Another port, this time of
Heaven Sword Flash, with a few differences: It loses the bonuses against minor opponents, costs slightly more, and you have to divide your initiative up rather than getting to have half initiative against every single opponent. It does, however, hit out to Short range instead of Close. That said, the ability to hit tons of opponents is slightly less appealing when you have to divide your initiative between all of them for the purposes of damage.
Hopes and Dreams Apotheosis: We Omega Flowey now! Legendary size is a nice buff, the boost to the Form is nice (although I'd still like to see the form give some generally applicable bonuses rather than just affecting enemies coming and going), the upgrades to gaining and using blossoms are nice too. I very much like the post-use effect - it basically encourages you to go on a soul stealing rampage preying on the weak, since otherwise you'll have too many dulled souls and will wind up taking WAAAAY to much agg damage. The fact that you'll likely be spending souls while rampaging and thus needing to rampage further is just icing on the cake.