History ThatOneAttack / Touhou

9th Nov '17 4:29:06 AM RedBloonyNew
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* Cirno, of all bosses, gets one: the unnamed "ice shotgun" attack she starts off with in Stage 2 of [=EoSD=]. It comes out extremely quickly, making it a potential cheap death if you aren't ready for it, and even if you are you still have to make wide sweeps across the screen to avoid it, unless you're quick enough to weave through the shotgun blast itself. On higher difficulties, the other bullets she fires clutter up the screen, potentially making this one a huge bombsink.
** Ice Sign: Icicle Fall -Normal- becomes this for anyone who is used to what it's like on Easy. In the Easy version of the attack, there's a glaringly obvious safe spot directly in front of Cirno, as well as in the area above her. On Normal, attempting to take advantage of those same safe areas is almost guaranteed death, due to the addition of several large, aimed bullets fired in your direction from Cirno's position, which are designed to punish any players that try and use the old safe spots.
* On Normal and Easy, Meiling is a pushover. On Hard and Lunatic, she's a whole different beast. Aside from her upgraded spellcards, she gets a new one: ''Illusion Sign "Flower Dream Vine"''. It's a fast-moving chaotic mess, and pretty much a guaranteed bomb, unless you get really lucky misleading it.
* Patchouli Knowledge's ''Water Sign "Princess Undine"'', which confines you with a tightening three-way spread of lasers before firing out several waves of large bullets. While it initially seems fairly doable, as the waves go on, the slow bullets and the laser spreads will work together to wall you, forcing you to waste a bomb. Strangely, the upgraded version of the spellcard, ''Water Sign "Bury in Lake"'' is a complete joke, mostly because it doesn't have the three-way laser spread. Thankfully, only [=ReimuB=] has to face it.
** Her ''Wood Sign "Green Storm"'' is almost as bad, featuring bullets curving in from both sides of the screen, as well as some thrown straight downwards by Patchouli. It's exceptionally hard to read, and it's fast enough to throw off players.

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* Cirno, of all bosses, gets one: the unnamed "ice shotgun" attack she starts off with in Stage 2 of [=EoSD=]. It comes out extremely quickly, making it a potential cheap death if you aren't ready for it, and even if you are you still have to make wide sweeps across the screen to avoid it, unless you're quick enough to weave through the shotgun blast itself. On higher difficulties, the other bullets she fires clutter up the screen, potentially making this one a huge bombsink.
** Ice Sign: Icicle Fall -Normal- becomes this for anyone who is used to what it's like on Easy. In the Easy version of the attack, there's a glaringly obvious safe spot directly in front of Cirno, as well as in the area above her. On Normal, attempting to take advantage of those same safe areas is almost guaranteed death, due to the addition of several large, aimed bullets fired in your direction from Cirno's position, which are designed to punish any players that try and use the old safe spots.
* On Normal and Easy, Meiling is a pushover. On Hard and Lunatic, she's a whole different beast. Aside from her upgraded spellcards, she gets a new one: ''Illusion Sign "Flower Dream Vine"''. It's a fast-moving chaotic mess, and pretty much a guaranteed bomb, unless you get really lucky misleading it.
* Patchouli Knowledge's ''Water Sign "Princess Undine"'', Undine"'' on Normal, which confines you with a tightening three-way spread of lasers before firing out several waves of large bullets. While it initially seems fairly doable, as the waves go on, the slow bullets and the laser spreads will work together to wall you, forcing you to waste a bomb. Strangely, the upgraded version of the spellcard, ''Water Sign "Bury in Lake"'' is a complete joke, mostly because it doesn't have the three-way laser spread. Thankfully, only [=ReimuB=] has to face it.
** Her ''Wood Sign "Green Storm"'' is almost as bad, featuring bullets curving in from both sides of the screen, as well as some thrown straight downwards by Patchouli. It's exceptionally hard to read, and it's fast enough to throw off players.
it.



* Flandre Scarlet's ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=224 Forbidden Barrage: "Counter Clock"]]'' (aka "Clock That Ticks Away The Past") sends waves of bullets your way ''while'' making you dodge huge spinning flamethrowers. If you focus, you'll be unable to outrun the flamethrowers, and if you don't focus, you'll run right into the bullets. Although there ''are'' safe spots that the flamethrowers don't touch, they're hard to stay in and dodge the bullets at the same time.
** Even worse than ''"Counter Clock"'' is her second to last Spell Card, ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=250 Secret Barrage: "And Then Will There Be None?"]]'', 90 seconds of pure survival hell. First, she turns invisible and sends an energy orb after you that follows you around shooting extremely slow-moving and almost completely solid streams of bullets off to the sides, and quickly clogging up the screen. Then she sends ''even more orbs'' after you from the corners of the screen. ''Then'' she starts firing patterns of bullets from the edges of the screen that you have to find the gaps in quickly or you'll be trapped. '''Then''' she speeds up and starts firing all the patterns at once. Since you don't have to worry about hitting her, this would be the logical time to use your bombs... if you didn't use them all up in ''"Counter Clock"'' before that.

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* Flandre Scarlet's ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=224 Forbidden Barrage: "Counter Clock"]]'' (aka "Clock That Ticks Away The Past") sends waves final spell ''QED "Ripples of bullets your way ''while'' making you dodge huge spinning flamethrowers. If you focus, you'll be unable to outrun the flamethrowers, and if you don't focus, you'll run right into the bullets. Although there ''are'' safe spots that the flamethrowers don't touch, they're hard to stay 495 Years"'', while being rather minimalistic in and dodge the bullets at the same time.
** Even worse than ''"Counter Clock"'' is her second to last Spell Card, ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=250 Secret Barrage: "And Then Will There Be None?"]]'', 90 seconds
concept, only consisting of pure survival hell. First, she turns invisible and sends an energy orb after you that follows you around shooting extremely slow-moving and almost completely solid streams of bullets off to the sides, and quickly clogging up the screen. Then she sends ''even more orbs'' after you from the corners of the screen. ''Then'' she starts firing patterns of bullets rings bouncing from the edges of the screen that screen, is actually the hardest thing in the stage, which gets really hectic as the rings increase in firerate and speed as you have whittle its health to find the gaps in quickly or you'll be trapped. '''Then''' she speeds up and starts firing all the patterns at once. Since you don't have to worry about hitting her, this would be the logical time to use your bombs... if you didn't use them all up in ''"Counter Clock"'' before that.
around 30% HP.



* All of Youmu's attacks are tricky, but the one that takes the cake is ''Brute Sword: "Karmic Punishment"''. The BulletTime just ''never seems to last long enough for you to react.'' And by the time the bullets pass by, Youmu has already moved to the other side of the screen, making it hard to keep your fire on her. Fortunately, Sakuya (A)'s auto-targeting focused fire makes this easier... but good luck ''getting'' Sakuya to Youmu alive (see above.)



** Another one that can ruin whole runs if the player is unprepared for it: Radiance "Princess Tenko-Illusion". Ran teleports throughout the card except when attacking with aimed bursts followed by a burst pattern making her immune to damage 2/3's of the time and being immune to bombs throughout the whole deal while the caster herself gets progressively faster slowly cutting off all routes of escape with increasing amounts of danmaku. Similar to Charming Siege, Yukari's version of Princess Tenko (here named "Yukari's Spiriting Away") is actually much easier, since the increase in bullet speed just means they clear the screen faster, not to mention how Yukari doesn't speed up herself.



** If you feel confident enough in your pixel-perfect precision, you can try to take advantage of the safespot (the ''very'' center of the whole mess, just above Eirin herself). This is actually the easiest way to unlock her Last Word, since it requires clearing ''"Apollo 13"''... ''[[OhCrap on Hard]]''.
* Kaguya's ''Impossible Request: "Rainbow Danmaku"'' is manageable at first... until you take out half of the spell's ''crapload'' of HP, and the omnidirectional rainbow bullet streams start ''[[EverythingsBetterWithSpinning spinning.]]''

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** If you feel confident enough in your pixel-perfect precision, you can try to take advantage of the safespot (the ''very'' center of the whole mess, just above Eirin herself). This is actually the easiest way to unlock her Last Word, since it requires clearing ''"Apollo 13"''... ''[[OhCrap on Hard]]''.
* Kaguya's ''Impossible Request: "Rainbow Danmaku"'' is manageable at first... until you take out half of the spell's ''crapload'' of HP, and the omnidirectional rainbow bullet streams start ''[[EverythingsBetterWithSpinning spinning.]]''
Hard]]''.



** Her fifth spellcard, ''Forgiveness "Honest Man's Death"''. Mokou walls you in the bottom of the screen with several streams, then fires off a laser that sweeps the entire bottom of the screen. How do you dodge the laser? Trick question: you don't. The laser's hitbox doesn't activate until it passes the position where your hitbox was when Mokou first fired it. If you move towards it when she fires it, you'll pass through harmlessly. While it's one of her easiest spellcards once you know how to handle it, it's such an unintuitive solution that it definitely belongs here.



* ''Jealousy Sign: "Green-Eyed Monster"'', Parsee Mizuhashi's midboss card in stage 2, is notorious for being a [[WakeUpCallBoss wake-up call attack]]; introducing Parsee as the game's resident PuzzleBoss while also establishing that the bosses in this game are much harder than normal. It's ''homing'', which is a trait usually reserved for stage 5 or 6 bosses in Touhou games, and is more than likely to catch players off-guard.
** ''[[DoppelgangerAttack Tongue-Cut Sparrow: "Hate for the Humble and Rich"]]'' is even worse. You had better make sure you stop shooting the real Parsee ''before'' she and her aura-less clone switch places, or else your leftover bullets will hit the clone and send an unavoidable avalanche of orbs your way.
* Yuugi's final card Knockout in Three Steps; while up to this point Yuugi has been [[MemeticMutation playing with you]], this card is a taste of what Yuugi can ''really'' do, requiring extremely tight micrododging even by the standards of Subterranean Animism, a game ''centered'' on micrododging. It also has a degree of randomness to make it possible to get walled, and can easily net a cheap kill if the player is unaware of how it works.
** Before that, ''Feat of Strength "Storm on Mt. Ooe"'' can easily chomp a few of your lives and/or bombs, due to the sheer speed of the orb storm.
* Satori's patterns differ depending on the shot type chosen, so thankfully it is possible to avoid any attack she is using, but even so Double Death Butterfly has to be mentioned. Yes, it's ''that'' Double Death Butterfly, ripped directly from PCB Phantasm. Of all the cards that ZUN could have brought back, why the hell did he choose that one? And it doesn't help that [=ReimuA=], the shot type that has to face it, is otherwise considered the best shot type in the game. And if you can get through Double Death Butterfly, then you still have to deal with Flying Insect's Nest and Border of Wave and Particle, neither of which take it easy on you.
** [=ReimuC=] players on the other hand have to deal with Tengu Macro Burst, another really nasty one, especially for players familiar with Aya's boss fight in ''Mountain of Faith''. The card is taken from ''Scarlet Weather Rhapsody'' and is highly likely to mess with the player's expectations. Even if the player is prepared, the card is still a tough one, with arrowheads bouncing around off the walls all over the screen.
** [=MarisaA=] players, meanwhile, face down "Spring Kyoto Dolls", a spellcard that was only available on [[HarderThanHard Lunatic mode]] in ''Perfect Cherry Blossom'', and then "Straw Doll Kamikaze", which features Satori zipping back and forth across the top of the screen firing dolls at you, with the dolls leaving huge trails of bullets in their wake.

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* ''Jealousy Sign: "Green-Eyed Monster"'', Parsee Mizuhashi's midboss card in stage 2, is notorious for being a [[WakeUpCallBoss wake-up call attack]]; introducing Parsee as the game's resident PuzzleBoss while also establishing that the bosses in this game are much harder than normal. It's ''homing'', which is a trait usually reserved for stage 5 or 6 bosses in Touhou games, and is more than likely to catch players off-guard.
** ''[[DoppelgangerAttack Tongue-Cut Sparrow: "Hate for the Humble and Rich"]]'' is even worse. You had better make sure you stop shooting the real Parsee ''before'' she and her aura-less clone switch places, or else your leftover bullets will hit the clone and send an unavoidable avalanche of orbs your way.
* Yuugi's final card Knockout in Three Steps; while up to this point Yuugi has been [[MemeticMutation playing with you]], this card is a taste of what Yuugi can ''really'' do, requiring extremely tight micrododging even by the standards of Subterranean Animism, a game ''centered'' on micrododging. It also has a degree of randomness to make it possible to get walled, and can easily net a cheap kill if the player is unaware of how it works.
** Before that, ''Feat of Strength "Storm on Mt. Ooe"'' can easily chomp a few of your lives and/or bombs, due to the sheer speed of the orb storm.
* Satori's patterns differ depending on the shot type chosen, so thankfully it is possible to avoid any attack she is using, but even so Double Death Butterfly has to be mentioned. Yes, it's ''that'' Double Death Butterfly, ripped directly from PCB Phantasm. Of all the cards that ZUN could have brought back, why the hell did he choose that one? And it doesn't help that [=ReimuA=], the shot type that has to face it, is otherwise considered the best shot type in the game. And if you can get through Double Death Butterfly, then you still have to deal with Flying Insect's Nest and Border of Wave and Particle, neither of which take it easy on you.
game.
** [=ReimuC=] players on the other hand have to deal with Tengu Macro Burst, another really nasty one, especially for players familiar with Aya's boss fight in ''Mountain of Faith''. The card is taken from ''Scarlet Weather Rhapsody'' large and is highly likely to mess with the player's expectations. Even if the player is prepared, the card is still a tough one, with fast arrowheads bouncing around off the walls all over the screen.
** [=MarisaA=] players, meanwhile, face down "Spring Kyoto Dolls", a spellcard that was only available on [[HarderThanHard Lunatic mode]] in ''Perfect Cherry Blossom'', and then "Straw Doll Kamikaze", which features Satori zipping back and forth across the top of the screen firing dolls at you, with the dolls leaving huge trails of bullets in their wake.
screen.



* Utsuho's final spellcard ''Hell's Artificial Sun/Subterranean Sun''. Utsuho positions herself in the middle of the field, forms a giant sun, and starts drawing in a steady spiral of bullets from the outer edges, along with you. As you whittle down the spell's massive wall of HP, the sun begins spraying a steady stream of bullets from itself, increases in size, and drags you and the spiral in faster. For an otherwise fairly easy final boss, this spellcard is a nightmare, especially on the higher difficulties.
* Sanae's final spellcard, ''Divine Virtue "Bumper Crop Rice Shower"''. It throws out five streams of bullets, one of which is aimed at you, and the other four which collide with the top and sides of the screen, showering you with bullets. It starts simple, but as it goes on you'll have to make wider and wider sweeps to avoid the rain of bullets - which just makes the rain of bullets more erratic and hard to predict. This card can be safespotted, but doing so requires pixel-perfect precision, since one mistake will put you dangerously close to a shower of bullets.



* Murasa's timeout card Sinker Ghost. If you don't know what you're doing, you will get walled. Over, and over, and over again. And it lasts for '''45 seconds'''.
* [[http://www.youtube.com/watch?v=kXE06oJcRyg Most Valuable Vajra]], also known as Vajra of Perfect Buddhism, Shou's spinning laser thing that is almost impossible to deplete the HP of in the time given.

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* Murasa's timeout card Sinker Ghost. If you don't know what you're doing, you will get walled. Over, Although it is relatively doable on Easy and over, Normal and over again. And it lasts a little hectic on Hard, s5!Nazrin's Greatest Treasure receives a noticeably large buff on Lunatic. She fires lasers in a 12-way formation around her which then splits into many fireball bullets (which have a reputation for '''45 seconds'''.
* [[http://www.youtube.com/watch?v=kXE06oJcRyg Most Valuable Vajra]], also known as Vajra
being obnoxious to read), moving relatively fast for its density in many random angles, making for a lot of Perfect Buddhism, hectic moments with wall jumps and scary micrododging. Shou's spinning laser thing variant Radiant Treasure Gun, even with the added yellow lasers and while being one of her hardest attacks, is more learnable and consistent since the bullets curve in a loop-like pattern (although ''where'' they curve is random).
* Another infamous fireball-heavy attack that's doable on lower difficulties yet murderous on higher ones is Byakuren's first spell, Good Omen "Nirvana's Cloudy Way in Purple". Byakuren fires pink fireball lanes (going left)
that is almost impossible overlap with purple raindrop lanes (that goes ''right'' instead), resulting in a pretty heavy micrododging spell and requires good hitbox knowledge to deplete the HP of in the time given.be able to get a decent caprate.



* The final spellcard of the ?? stage, [[spoiler:''"Illusionary Dominance"'']]. Not only is it hard to even get your target in the camera, but it requires a full ten photos, and fully unlocking Hatate ''requires'' you to clear this spellcard.

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* The final spellcard of the ?? stage, [[spoiler:''"Illusionary Dominance"'']]. Not only is it hard to even get your target in the camera, but it requires a full ten photos, and fully unlocking Hatate ''requires'' you to clear this spellcard.



** To a lesser extent, there's also ''Recovery "Heal By Desire"'', which tends to throw new players off, simply because Yoshika is the first ''Touhou'' boss capable of self-healing. Yes, shooting those souls she summons is a bad idea.



** Immediately following that, we have Mamizou's final nonspell. Like her other nonspells, it involves dodging through a spiral of large, bright bullets. Unlike the others, the bullets are ''astonishingly dense'', so the path doesn't even become apparent until the bullets are almost on top of you, and then it turns into Turbo Tunnel-esque dodging, where the bullets are so fast that even the smallest mistake will get you clipped.

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** Immediately following that, we have Mamizou's final nonspell. Like her other nonspells, it involves dodging through a spiral of large, bright bullets. Unlike the others, the bullets are ''astonishingly dense'', so the path doesn't even become apparent until the bullets are almost on top of you, and then it turns into Turbo Tunnel-esque dodging, where the bullets are so fast that even the smallest mistake will get you clipped.



** It should be mentioned that the sprites of the notes are also animated and wiggle as well, making it even more annoying to judge the hitboxes. And if that wasn't enough, some of the notes instead of going up and leaving offscreen can also ''curve around back to the bottom'' just to make it easier to block gaps and catch you offguard by having you run into them. Finally, whenever Yatsuhashi moves from one side of the screen to another, she fires 6 aimed orbs at you just to make it easier for you to bump into seemingly minor bullets that you didn't account for. While it is rather doable on Easy and Normal, the notes are twice as dense on Hard and Lunatic, making it a really luck-based and inconsistent spell with many chances to die.

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** It should be mentioned that the sprites of the notes are also animated and wiggle as well, making it even more annoying to judge the hitboxes. And if that wasn't enough, some of the notes instead of going up and leaving offscreen can also ''curve around back to the bottom'' just to make it easier to block gaps and catch you offguard by having you run into them. Finally, whenever Yatsuhashi moves from one side of the screen to another, she fires 6 aimed orbs at you just to make it easier for you to bump into seemingly minor bullets that you didn't account for. While it is rather doable on Easy and Normal, the notes are twice as dense on Hard and Lunatic, making it a really luck-based and inconsistent spell with many chances to die.



** Her final spellcard, ''Pure Sign "Purely Bullet Hell/Pristine Danmaku Hell"'', is a chaotic, randomized mess. Junko starts out with sluggish purple and red rings before adding in dense, fast-moving blue rings. There's no consistent pattern; you simply have to read and dodge ''everything'', even towards the end when she adds in 24-way lanes that confine you and clutter the screen even more. Capturing it requires a ridiculously high skill level, many Lunatic 1cc-level players can take from hundreds to thousands of attempts before managing to luck out a first cap. Thankfully, unlike most final spells, it's not immune to bombs; if you didn't use them all up on ''"Pristine Lunacy"'', this is the time.

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** Her final spellcard, ''Pure Sign "Purely Bullet Hell/Pristine Danmaku Hell"'', is a chaotic, randomized mess. Junko starts out with sluggish purple and red rings before adding in dense, fast-moving blue rings. There's no consistent pattern; you simply have to read and dodge ''everything'', even towards the end when she adds in 24-way lanes that confine you and clutter the screen even more. Capturing it requires a ridiculously high skill level, many Lunatic 1cc-level players can take from hundreds to thousands of attempts before managing to luck out a first cap.cap (assuming Lunatic). Thankfully, unlike most final spells, it's not immune to bombs; if you didn't use them all up on ''"Pristine Lunacy"'', this is the time.



* Narumi Yatadera's Magic Sign "Bullet Golem" and its Hard/Lunatic version "Gigantic Pet Bullet Lifeform" are very difficult for a Stage 4 spell card. A single, gigantic bullet that takes up 1/2 the screen is homing in on you, while it shoots out smaller bullets rapidly around itself. Every few seconds, Narumi calls it back, relieving some pressure if you were in the corner... but on all difficulties above Easy, it shoots out even more bullets as it comes back. Releases and bombs don't stop the large bullet, and if you're in the corner too early, you'll have to unfocus and pray you don't run into anything else. It's even worse considering that the other two spellcards this boss has are very easily captured, and her nonspells aren't too bad either, making this almost a mid-boss [[DifficultySpike Difficulty Spike]].

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* Narumi Yatadera's Magic Sign "Bullet Golem" and its Hard/Lunatic version "Gigantic Pet Bullet Lifeform" are very difficult for a Stage 4 spell card. A single, gigantic bullet that takes up 1/2 the screen is homing homes in on you, while it shoots out smaller bullets rapidly around itself. Every few seconds, Narumi calls it back, relieving some pressure if you were in the corner... but on all difficulties above Easy, it shoots out even more bullets as it comes back. Releases and bombs don't stop the large bullet, and if you're in the corner too early, you'll have to unfocus and pray you don't run into anything else. It's even worse considering that the other two spellcards this boss has are very easily captured, and her nonspells aren't too bad either, making this almost a mid-boss [[DifficultySpike Difficulty Spike]]. Thankfully, the spell is routable since the bullets have static spawn points relative to the "pet", making it static (discounting the purple bullets) if you follow a route for it, though the execution isn't trivial either.
9th Nov '17 4:06:21 AM RedBloonyNew
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** Meanwhile the Lunatic version, instead of amping up the density of the notes, adds in a ''second spawn point'' on the opposite corner instead; thankfully it's less dense and has a short pause every second but they do ensure that you have to move away from Yatsuhashi and lose out on damage when she's not moving, not to mention it also raises the amount of bullets curving back to the bottom. It's pretty much the hardest spell in the game to consistently capture to say the least, which is enough to drive Lunatic No Miss No Bomb players away from using B-shot for LNN; in fact the [http://score.royalflare.net/th14/replay14/th14_ud0763.rpy first B-shot LNN] has only been done 3.5 years after the game's release.

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** Meanwhile the Lunatic version, instead of amping up the density of the notes, adds in a ''second spawn point'' on the opposite corner instead; thankfully it's less dense and has a short pause every second but they do ensure that you have to move away from Yatsuhashi and lose out on damage when she's not moving, not to mention it also raises the amount of bullets curving back to the bottom. It's pretty much the hardest spell in the game to consistently capture to say the least, which is enough to drive Lunatic No Miss No Bomb players away from using B-shot for LNN; in fact the [http://score.[[http://score.royalflare.net/th14/replay14/th14_ud0763.rpy first B-shot LNN] LNN]] has only been done 3.5 years after the game's release.
9th Nov '17 4:03:58 AM RedBloonyNew
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* Yatsuhashi's final spell, ''Koto Music "Social Upheaval Requiem"'', is widely overlooked by many due to the fact that only B shots face it and they are seldom used by the playerbase. The general idea of the spell is that Yatsuhashi hangs out high up on the screen at an edge (she starts at the top right) and music notes spawn from the bottom (their spawn points start on the left). After a few seconds, Yatsuhashi and the notes will switch to the other side while you're supposed to follow her and dodge the notes in the process. The difficulty lies in the behavior of the notes, they're very unpredictable and '''change trajectory at random times''', which can close off gaps at random, essentially adding a lot of risk factor into the spell.
** It should be mentioned that the sprites of the notes are also animated and wiggle as well, making it even more annoying to judge the hitboxes. And if that wasn't enough, some of the notes instead of going up and leaving offscreen can also ''curve around back to the bottom'' just to make it easier to block gaps and catch you offguard by having you run into them. While it is rather doable on Easy and Normal, on Hard and Lunatic the notes are twice as dense, which makes it a really luck-based and inconsistent spell with many chances to die.
** And finally, whenever Yatsuhashi moves from one side of the screen to another, she fires 6 aimed orbs at you just to make it easier for you to bump into seemingly minor bullets that you didn't account for. Meanwhile the Lunatic version, instead of amping up the density of the notes, adds in a ''second spawn point'' on the opposite corner instead; thankfully it's less dense and has a short pause every second but they do ensure that you have to move away from Yatsuhashi and lose out on damage when she's not moving, not to mention it also raises the amount of bullets curving back to the bottom. It's pretty much the hardest spell to consistently capture in the maingame, to say the least (unless you dodge the spell entirely by using an A-shot).

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* Yatsuhashi's final spell, ''Koto Music "Social Upheaval Requiem"'', is widely overlooked by many due to the fact that only B shots B-shots face it and they are seldom used by the playerbase. The general idea of the spell is that Yatsuhashi hangs out high up on the screen at an edge (she starts at the top right) and music notes spawn from the bottom (their spawn points start on the left). After a few seconds, Yatsuhashi and the notes will switch to the other side while you're supposed to follow her and dodge the notes in the process. The difficulty lies in the behavior of the notes, they're very unpredictable and '''change trajectory at random times''', which can close off gaps at random, essentially adding a lot of risk factor into the spell.
** It should be mentioned that the sprites of the notes are also animated and wiggle as well, making it even more annoying to judge the hitboxes. And if that wasn't enough, some of the notes instead of going up and leaving offscreen can also ''curve around back to the bottom'' just to make it easier to block gaps and catch you offguard by having you run into them. While it is rather doable on Easy and Normal, on Hard and Lunatic the notes are twice as dense, which makes it a really luck-based and inconsistent spell with many chances to die.
** And finally,
Finally, whenever Yatsuhashi moves from one side of the screen to another, she fires 6 aimed orbs at you just to make it easier for you to bump into seemingly minor bullets that you didn't account for. While it is rather doable on Easy and Normal, the notes are twice as dense on Hard and Lunatic, making it a really luck-based and inconsistent spell with many chances to die.
**
Meanwhile the Lunatic version, instead of amping up the density of the notes, adds in a ''second spawn point'' on the opposite corner instead; thankfully it's less dense and has a short pause every second but they do ensure that you have to move away from Yatsuhashi and lose out on damage when she's not moving, not to mention it also raises the amount of bullets curving back to the bottom. It's pretty much the hardest spell in the game to consistently capture in the maingame, to say the least (unless you dodge the spell entirely by least, which is enough to drive Lunatic No Miss No Bomb players away from using an A-shot).B-shot for LNN; in fact the [http://score.royalflare.net/th14/replay14/th14_ud0763.rpy first B-shot LNN] has only been done 3.5 years after the game's release.



* Doremy Sweet's final spellcard, ''Moon Sign "Ultramarine Lunatic Dream"''. She fires off two solid spirals of bullets that rotate outwards from her and quickly cover the screen. Then the solid spirals start moving. The bullets come at you from all sides, and it's easy to get cornered. Also, Doremy has no problem dropping bullets directly into your hitbox.
* Sagume Kishin and her goddamn ''Orb Sign "Shotgun Coronation of the Gods"''. Sagume fires out hundreds of orbs that, when shot, release three way spread shots aimed at you. Unless you're playing as Reisen, you'll probably have a lot of trouble even ''hitting'' Sagume through the waves of orbs, and the orbs speed up so fast that the bullets they fire can quickly get overwhelming. Also, playing as Sanae makes this card nigh-impossible to capture, since her focused shot will constantly home in and shoot down the orbs, instead of hitting Sagume.
** Although there is a blind-spot right beneath Sagume that negates the danger entirely.



** And the red stripes make a comeback in her second-to-last spell card, ''[[NamestoRunAwayFromReallyFast Hell "Striped Abyss"]]''. While the Flash and Stripe attempts to slowly trap you, then kill you, this attack does not mess around. The lasers move much faster and they appear from both sides, forcing you to move around in tiny squares to properly avoid the danmaku. Because it starts so abruptly, you will have little time to react and bomb if you were unfortunate enough to position yourself right where the hitbox of a laser appears (the hitboxes appear before the sprites do). The pattern is excruciatingly difficult to figure out in a blind run, making this a very hair-tearing card to get past.
* Junko's ''"Pure Light of the Palm"'' and ''"Trembling, Shivering Star"'' both feature ''incredibly'' tight micrododging through dense rings of bullets and lasers. If you're playing as Reimu, good for you, you can probably pass by these without too much trouble. If you're not, get ready for constant clipdeaths, and expect to bombspam your way through.
** ''"Pristine Lunacy"''. Junko fires out a ring of lasers, which spiral around her and wiggle before flying offscreen. The lasers then ''come back onscreen'' before circling around Junko one final time and flying offscreen. While the lasers are circling around her the last time, she fires off the next round of lasers, which blend in with the other lasers and make it extremely hard to read.
** Her final spellcard, ''Pure Sign "Purely Bullet Hell"'', is a chaotic, randomized mess. Junko starts out with sluggish purple and red rings before adding in dense, fast-moving blue rings. There's no consistent pattern; you simply have to read and dodge ''everything'', even towards the end when she adds in eight-way bullet streams that confine you and clutter the screen even more. Capturing it is a ridiculous LuckBasedMission; one [=LPer=] described it as 'dumb RNG vomit'. Thankfully, unlike most final spellcards, it's not immune to bombs. If you didn't use them all up on ''"Pristine Lunacy"'', this is the time.
* Hecatia Lapislazuli takes a leaf out of Clownpiece's book with ''Moon "Lunatic Impact"''. Hecatia swings three huge moons around the screen and tries to smash you with them. Every time a moon hits the side of the screen, it drops a row of star bullets from the top. To make things worse, the moons block your shots, making it difficult to even damage Hecatia - and the timer for this spellcard is 70 seconds long.

to:

** And the red stripes make a comeback in her second-to-last spell card, ''[[NamestoRunAwayFromReallyFast Hell "Striped Abyss"]]''. While the Flash and Stripe attempts to slowly trap you, then kill you, this attack does not mess around. The lasers move much faster and they appear from both sides, forcing you to move around in tiny squares to properly avoid the danmaku. Because it starts so abruptly, you will have little time to react and bomb if you were unfortunate enough to position yourself right where the hitbox of a laser appears (the hitboxes appear before the sprites do). The pattern is excruciatingly difficult to figure out in a blind run, making this a very hair-tearing card to get past.
* Junko's ''"Pure Light of the Palm"'' and ''"Trembling, Shivering Star"'' both feature ''incredibly'' tight micrododging through dense rings of bullets and lasers. If you're playing as Reimu, good for you, you can probably pass by these without too much trouble. If you're not, get ready for constant clipdeaths, and expect to bombspam your way through.
**
''"Pristine Lunacy"''.Lunacy"'' is a nasty one. Junko fires out a ring of lasers, which spiral around her and wiggle before flying offscreen. The lasers then ''come back onscreen'' before circling around Junko her one final time and flying offscreen. While the lasers are circling around her the last time, she fires off the next round of lasers, which blend in with the other lasers and make it extremely hard to read.
** Her final spellcard, ''Pure Sign "Purely Bullet Hell/Pristine Danmaku Hell"'', is a chaotic, randomized mess. Junko starts out with sluggish purple and red rings before adding in dense, fast-moving blue rings. There's no consistent pattern; you simply have to read and dodge ''everything'', even towards the end when she adds in eight-way bullet streams 24-way lanes that confine you and clutter the screen even more. Capturing it is requires a ridiculous LuckBasedMission; one [=LPer=] described it as 'dumb RNG vomit'. ridiculously high skill level, many Lunatic 1cc-level players can take from hundreds to thousands of attempts before managing to luck out a first cap. Thankfully, unlike most final spellcards, spells, it's not immune to bombs. If bombs; if you didn't use them all up on ''"Pristine Lunacy"'', this is the time.
* Hecatia Lapislazuli takes a leaf out of Clownpiece's book with ''Moon "Lunatic Impact"''. Hecatia swings three huge moons around the screen and tries to smash you with them. Every time a moon hits the side of the screen, it drops a row of star bullets from the top. To make things worse, the moons block your shots, making it difficult to even damage Hecatia - and the timer for this spellcard is 70 seconds long.
Hecatia.



* All four variations of Okina's final spellcard in her Stage 6 incarnation. For starters, she ''fully drains your season and shot power'' leaving you without your sub-shot or access to releases and forcing you to face it with your character's very base shot. And she's completely immune to bomb damage during the attack. Still though, those are the least of your worries compared to the patterns themselves:
** ''"Hidden Breezy Cherry Blossom"'': Okina moves around creating spirals of shard danmaku, with each individual line of bullets folding backwards at an angle that alternates each time in an attempt to wall you. As you whittle her health down, she adds in randomly falling bullets, starts shooting out larger orb bullets, and for her final phase, she then begins to shoot out a tight ring of small red bullets accompanied by larger red glowing orbs.
** ''"Hidden Perfect Summer Ice"'': Okina moves around in a circle in the upper-mid portion of the screen, emitting large icicle bullets in all directions. Eventually, she adds in shard bullets, a constant output of a ring of orbs that home in on you and a semi-tight ring of light blue shard bullets.

to:

* All four variations of Okina's final spellcard in her Stage 6 incarnation. For starters, she ''fully drains your season and shot power'' leaving you without your sub-shot or access to releases and forcing you to face it with your character's very base shot. While her HP is balanced to make it last about as long as other final spells, she moves frequently in all of them, meaning you have to constantly follow her (except for the Fall one) in order to be doing damage. And she's completely immune to bomb damage during the attack. Still though, those are the least of your worries compared to the patterns themselves:
** ''"Hidden Breezy Cherry Blossom"'': Okina moves around creating spirals of shard danmaku, with each individual line of bullets folding backwards at an angle that alternates each time in an attempt to wall you. As you whittle her health down, she adds in randomly falling bullets, starts shooting out larger orb bullets, and for her final phase, she then begins to shoot out a tight ring of small red bullets accompanied by larger red glowing orbs.
orbs. This spell is universally the worst of them all due to being extremely prone to walling you: the 2nd phase's bullets have random velocity and angle, the 3rd phase's orbs clump at the bottom right under Okina making it difficult to traverse beneath her and the 4th phase's rings and orbs WILL make for a lot of awkward situations what with the pink bullets/orbs constantly blocking gaps while having to follow the folding lane in a very hectic and luck-based attempt to not get walled in. It says something when many players find it to be ''even harder'' than Junko's final spell mentioned above and considering that one can take hundreds of attempts already...
** ''"Hidden Perfect Summer Ice"'': Okina moves around clockwise in a circle in the upper-mid portion of the screen, emitting large icicle bullets icicles in all directions. Eventually, she adds in shard bullets, small icicles (crisscrossing in a similar fashion to Aya's final), a constant output of a ring of orbs that home in on you and a semi-tight ring of light blue shard bullets.icicles. One of the glaring problems in this spell stems from Okina's movement and the fact that the larger icicles can block a gap in the smaller ones, forcing you to take another gap... which becomes far harder when Okina is closer to the middle since the time you get to read is only as half as when she is on the top. Not to mention that on higher difficulties, the aimed orbs are fast enough to make restreaming impractical until she is at the top, forcing you to only move in one direction.
9th Nov '17 3:17:12 AM RedBloonyNew
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* [[FinalBoss Shinmyoumaru]]'s third-to-last spellcard, "You Grow Bigger!", is not only a survival spellcard, it makes the player character grow in size for the duration of the spellcard, ''including her hitbox!''
** The card suffers from HitboxDissonance as well; your character's hitbox icon is smaller than the actual effective hitbox. Also, she uses dagger danmaku.
* Before then, to this troper, Bewitched Sword "Shining Needle Sword", a spell of progressively more knives aimed directly at the player while other knives strive to block the way. A pure streaming spell that's ten percent skill, ninety percent luck. At least as Marisa B, it's also exceedingly difficult not to time the spell out.

to:

* Yatsuhashi's final spell, ''Koto Music "Social Upheaval Requiem"'', is widely overlooked by many due to the fact that only B shots face it and they are seldom used by the playerbase. The general idea of the spell is that Yatsuhashi hangs out high up on the screen at an edge (she starts at the top right) and music notes spawn from the bottom (their spawn points start on the left). After a few seconds, Yatsuhashi and the notes will switch to the other side while you're supposed to follow her and dodge the notes in the process. The difficulty lies in the behavior of the notes, they're very unpredictable and '''change trajectory at random times''', which can close off gaps at random, essentially adding a lot of risk factor into the spell.
** It should be mentioned that the sprites of the notes are also animated and wiggle as well, making it even more annoying to judge the hitboxes. And if that wasn't enough, some of the notes instead of going up and leaving offscreen can also ''curve around back to the bottom'' just to make it easier to block gaps and catch you offguard by having you run into them. While it is rather doable on Easy and Normal, on Hard and Lunatic the notes are twice as dense, which makes it a really luck-based and inconsistent spell with many chances to die.
** And finally, whenever Yatsuhashi moves from one side of the screen to another, she fires 6 aimed orbs at you just to make it easier for you to bump into seemingly minor bullets that you didn't account for. Meanwhile the Lunatic version, instead of amping up the density of the notes, adds in a ''second spawn point'' on the opposite corner instead; thankfully it's less dense and has a short pause every second but they do ensure that you have to move away from Yatsuhashi and lose out on damage when she's not moving, not to mention it also raises the amount of bullets curving back to the bottom. It's pretty much the hardest spell to consistently capture in the maingame, to say the least (unless you dodge the spell entirely by using an A-shot).
* The spell before it, "Echo Chamber", is no slouch either. Yatsuhashi fires 2/3/4-way note bullets (on E/N, H, L respectively) and they slowly turn clockwise and bounce off the top and sides of the screen. It's an absolute mess to read, luckily the one saving grace about it is that the the bullets always start spawning directly below Yatsuhashi which makes it semi-routable depending on her movement. Even then the gaps are still pretty tight and the spell can change drastically if she moves down.
* [[FinalBoss Shinmyoumaru]]'s third-to-last spellcard, "You Grow Bigger!", is not only a survival spellcard, it Bigger!" makes the player character your hitbox grow in size for the duration of the spellcard, ''including her hitbox!''
** The
spellcard. While this might sound extremely unfair, the entire spell is static and the core concept is just streaming while being restricted in a lane by blue kunai. Rather doable with Reimu although if you aren't using her, the card suffers from HitboxDissonance as well; your character's hitbox icon is smaller than the actual effective hitbox. Also, she uses dagger danmaku.
* Before then, to this troper, Bewitched Sword "Shining Needle Sword",
hitbox, requiring a spell of progressively more knives aimed directly at the player while other knives strive to block the way. A pure tighter and strict streaming spell that's ten percent skill, ninety percent luck. At least as Marisa B, it's also exceedingly difficult not route in order to time the spell out.capture.



* Narumi Yatadera's Magic Sign "Bullet Golem" and it's Hard/Lunatic version "Gigantic Pet Bullet Lifeform" are very difficult for a Stage 4 spell card. A single, gigantic bullet that takes up 1/2 the screen is homing in on you, while it shoots out smaller bullets rapidly around itself. Every few seconds, Narumi calls it back, relieving some pressure if you were in the corner... but on all difficulties above Easy, it shoots out even more bullets as it comes back. Releases and bombs don't stop the large bullet, and if you're in the corner too early, you'll have to unfocus and pray you don't run into anything else. It's even worse considering that the other two spellcards this boss has are very easily captured, and her nonspells aren't too bad either, making this almost a mid-boss [[DifficultySpike Difficulty Spike]].

to:

* Narumi Yatadera's Magic Sign "Bullet Golem" and it's its Hard/Lunatic version "Gigantic Pet Bullet Lifeform" are very difficult for a Stage 4 spell card. A single, gigantic bullet that takes up 1/2 the screen is homing in on you, while it shoots out smaller bullets rapidly around itself. Every few seconds, Narumi calls it back, relieving some pressure if you were in the corner... but on all difficulties above Easy, it shoots out even more bullets as it comes back. Releases and bombs don't stop the large bullet, and if you're in the corner too early, you'll have to unfocus and pray you don't run into anything else. It's even worse considering that the other two spellcards this boss has are very easily captured, and her nonspells aren't too bad either, making this almost a mid-boss [[DifficultySpike Difficulty Spike]].
31st Oct '17 6:24:15 PM micpap25
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Added DiffLines:

* Narumi Yatadera's Magic Sign "Bullet Golem" and it's Hard/Lunatic version "Gigantic Pet Bullet Lifeform" are very difficult for a Stage 4 spell card. A single, gigantic bullet that takes up 1/2 the screen is homing in on you, while it shoots out smaller bullets rapidly around itself. Every few seconds, Narumi calls it back, relieving some pressure if you were in the corner... but on all difficulties above Easy, it shoots out even more bullets as it comes back. Releases and bombs don't stop the large bullet, and if you're in the corner too early, you'll have to unfocus and pray you don't run into anything else. It's even worse considering that the other two spellcards this boss has are very easily captured, and her nonspells aren't too bad either, making this almost a mid-boss [[DifficultySpike Difficulty Spike]].
29th Aug '17 1:43:13 PM Lightmaster
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[[AC:''Story of Eastern Wonderland'']]
* Evil Eye Sigma, sometimes considered the hardest Extra boss. All because of the monochrome attacks that are quite erratic and they're liable to kill you a lot. This, combined with wonky hitboxes, that makes even harder to dodge this boss's attacks, makes for a nasty recipe which is hard to swallow for most players.
29th Aug '17 1:26:38 PM Lightmaster
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&&[[AC:''Highly Responsive to Prayers'']]
&&* Kikuri's purple-red laser attack. Especially on Lunatic.

&&[[AC:''Story of Eastern Wonderland'']]
&&* Evil Eye Sigma, sometimes considered the hardest Extra boss. All because of the monochrome attacks that are quite erratic and they're liable to kill you a lot. This, combined with wonky hitboxes, that makes even harder to dodge this boss's attacks, makes for a nasty recipe which is hard to swallow for most players.

to:

&&[[AC:''Highly %%[[AC:''Highly Responsive to Prayers'']]
&&* %%* Kikuri's purple-red laser attack. Especially on Lunatic.

&&[[AC:''Story [[AC:''Story of Eastern Wonderland'']]
&&* * Evil Eye Sigma, sometimes considered the hardest Extra boss. All because of the monochrome attacks that are quite erratic and they're liable to kill you a lot. This, combined with wonky hitboxes, that makes even harder to dodge this boss's attacks, makes for a nasty recipe which is hard to swallow for most players.
29th Aug '17 1:26:14 PM Lightmaster
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[[AC:''Highly Responsive to Prayers'']]
* Kikuri's purple-red laser attack. Especially on Lunatic.

[[AC:''Story of Eastern Wonderland'']]
* Evil Eye Sigma, sometimes considered the hardest Extra boss. The monochrome attacks are quite erratic and liable to kill you a lot.

to:

[[AC:''Highly &&[[AC:''Highly Responsive to Prayers'']]
* &&* Kikuri's purple-red laser attack. Especially on Lunatic.

[[AC:''Story &&[[AC:''Story of Eastern Wonderland'']]
* &&* Evil Eye Sigma, sometimes considered the hardest Extra boss. The All because of the monochrome attacks that are quite erratic and they're liable to kill you a lot.
lot. This, combined with wonky hitboxes, that makes even harder to dodge this boss's attacks, makes for a nasty recipe which is hard to swallow for most players.



* Gengetsu's infamous final pattern timeout phase. While normally Gengetsu is among the easiest Extra bosses in the series, attempting to time out her patterns turns them absolutely nightmarish, and her final pattern timeout is a full 36 seconds of the single most insane attack in all of Touhou, which has been nicknamed "Gengetsu Rape Time" by the fanbase for ''very'' good reason. [[http://www.youtube.com/watch?v=EC2K9hbP3e8#t=9m37s When losing a full three lives (bombs included) to a single attack is considered excellent play, you know you have this trope on your hands.]]
** hell ZUN himself admits she's most likely the toughest boss out of all the games JUST from this.
*** One has to wonder if between this and Evil Eye Sigma's monochromatic bullet hell was the inspiration for most of [[VideoGame/LenEn Len'en]], which is known for having Extra bosses almost fully in monochrome...

to:

* Gengetsu's infamous final pattern timeout phase. While normally Gengetsu is among the easiest Extra bosses in the series, attempting to time out her patterns turns them absolutely nightmarish, and her final pattern timeout is a full 36 seconds of the single most insane attack in all of Touhou, which has been nicknamed "Gengetsu Rape Time" by the fanbase for ''very'' good reason. [[http://www.youtube.com/watch?v=EC2K9hbP3e8#t=9m37s When losing a full three lives (bombs included) to a single attack is considered excellent play, you know you have this trope on your hands.]]
** hell
]] Even ZUN himself admits she's most likely the toughest boss out of all the games JUST from this.
*** One has to wonder if between this and Evil Eye Sigma's monochromatic bullet hell was the inspiration for most of [[VideoGame/LenEn Len'en]], which is known for having Extra bosses almost fully in monochrome...
this.



* What, no Flandre? ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=224 Forbidden Barrage: "Counter Clock"]]'' (aka "Clock That Ticks Away The Past") sends waves of bullets your way ''while'' making you dodge huge spinning flamethrowers. If you focus, you'll be unable to outrun the flamethrowers, and if you don't focus, you'll run right into the bullets. Although there ''are'' safe spots that the flamethrowers don't touch, they're hard to stay in and dodge the bullets at the same time.

to:

* What, no Flandre? Flandre Scarlet's ''[[http://www.youtube.com/watch?feature=player_detailpage&v=zZu2O_JQ4vs#t=224 Forbidden Barrage: "Counter Clock"]]'' (aka "Clock That Ticks Away The Past") sends waves of bullets your way ''while'' making you dodge huge spinning flamethrowers. If you focus, you'll be unable to outrun the flamethrowers, and if you don't focus, you'll run right into the bullets. Although there ''are'' safe spots that the flamethrowers don't touch, they're hard to stay in and dodge the bullets at the same time.



** Next up is Miracle of Otensui. The player is confined to the bottom one-third of the screen, and attacked from both sides by streams of projectiles. The only way to avoid getting completely walled is to misdirect one stream while moving through the other -- it gets easier with practice, but for anyone playing ''Mountain of Faith'' as their first game, working out this card is far harder than anything else in the game.

to:

** Next up is Miracle of Otensui. The player is confined to the bottom one-third of the screen, and attacked from both sides by streams of projectiles. The only way to avoid getting completely walled is to misdirect one stream while moving through the other -- it gets easier with practice, but for anyone playing ''Mountain of Faith'' as their first game, working out this card is far harder than anything else in the game. Another problem with this spellcard is that is also difficult on Eas, because it makes the streams slower and therefore ridiculously dense. If anything it's even harder than the next pattern.



*** Miracle of Otensui has similar problems on Easy; making the streams slower makes them ridiculously dense. If anything it's even harder than the above pattern.
24th Aug '17 4:01:34 PM Joel
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** ''"Hidden Breezy Cherry Blossom"'': Okina moves around creating spirals of shard danmaku, with each individual line of bullets folding downwards at an angle that alternates each time in an attempt to wall you. As you whittle her health down, she adds in randomly falling bullets, starts shooting out larger orb bullets, and for her final phase, she then begins to shoot out a tight ring of small red bullets accompanied by larger red glowing orbs.

to:

** ''"Hidden Breezy Cherry Blossom"'': Okina moves around creating spirals of shard danmaku, with each individual line of bullets folding downwards backwards at an angle that alternates each time in an attempt to wall you. As you whittle her health down, she adds in randomly falling bullets, starts shooting out larger orb bullets, and for her final phase, she then begins to shoot out a tight ring of small red bullets accompanied by larger red glowing orbs.
19th Aug '17 7:00:17 PM Joel
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Some attacks can be made easier to practice efficiently through the use of Spell Practice mode, which lets you jump straight to practicing specific spellcards instead of having to run through the entire stage just to practice that particular attack. However, it doesn't let you practice non-spell attacks, and only a subset of games[[note]]''Imperishable Night'', ''Ten Desires'', ''Double Dealing Character''[[/note]] offer Spell Practice. For the rest of the games, you'll have to use good old fashioned Practice Start, which starts you at the beginning of the stage.

to:

Some attacks can be made easier to practice efficiently through the use of Spell Practice mode, which lets you jump straight to practicing specific spellcards instead of having to run through the entire stage just to practice that particular attack. However, it doesn't let you practice non-spell attacks, and only a subset of games[[note]]''Imperishable Night'', ''Ten Desires'', ''Double Dealing Character''[[/note]] Character'',
''Hidden Star In Four Seasons''[[/note]]
offer Spell Practice. For the rest of the games, you'll have to use good old fashioned Practice Start, which starts you at the beginning of the stage.
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