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''Faith''

Each Skill will add to Taoism(道), Shinto(神), or Buddhism(仏). Each faith give a unique bonus.

*Shinto specializes in shooting range. It features more bullets with better homing, but the bullets can be easily destroyed by other bullets or graze.
*Taoism specializes in shooting speed. Its bullets are faster, have better penetration, and are harder to be grazed, but they have the worst homing.
*Buddhism specializes in close combat. Its bullets are larger but have worse range. A "high speed attack" (arrow key + strong attack) can be comboed.

If you don't put enough points into a religion or you put enough into two, you will have no religion and have no change to your abilities.

Some characters will have complete changes to the mechanics of their attacks rather than the usual change. These will be covered in each characters section.

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Moving forward will slowly increase your popularity.



Gaining enough Popularity will result in a blue aura. This will give you increased attack chaining options, increased Spirit regeneration, and decreased Spirit loss on block. While in this state you will be able to cancel 5B into another Command Melee Attack; you can also cancel 5X into 5Y.

Losing enough Popularity will result in a red aura. This will give you decreased Spirit regeneration and increased Spirit loss on block.

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Gaining enough Popularity will result in a blue aura. This will give you increased attack chaining options, increased Spirit regeneration, and decreased Spirit loss on block. While in this state you will be able to cancel 5B into another Command Melee Attack; you can also cancel 5X into 5Y.

aura.

Losing enough Popularity will result in a red aura. This will give you decreased Spirit regeneration and increased Spirit loss on block.





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Every hit in Hopeless Masquerade does a small amount of stun. However, if you land enough of these small hits in the same combo you will put the opponent in a Stun states. However, the second[[hottip:*: More accurately, the 30th of that second.]] that combo ends that Stun is lost.

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Every hit in In Hopeless Masquerade does Masquerade, hits from certain attacks do a small amount of stun. However, if you land enough of these small hits in the same combo you will put the opponent in a Stun states. state. However, the second[[hottip:*: More accurately, the 30th 30th/60th of that second.]] that combo ends that Stun is lost.

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X and Y attacks will drain from your character's spirit at the bottom of the screen. Remember, Spirit regenerates rather quickly, but if you don't have enough for a danmaku attack, you will be limited to close range melee.

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X X, Y, and Y Skill attacks will drain from your character's spirit at the bottom of the screen. Remember, Spirit regenerates rather quickly, This will not drain from your current stock, but if shrink the size of your bar overall. When you don't have enough for a danmaku attack, you full spirit this will be limited to close range melee.
slowly regenerate.



The spellcards you placed earlier can be checked during a fight by pausing. The first wheel is your special attacks. Pressing C+The direction of the arrow in the spellcard selection to use a Special attack. Special attacks will also cost Spirit so manage it well.

Your second wheel is your Spellcards. Spellcard attacks are more powerful attacks used by pressing Z, but are little more complex. You can only use spellcards when your entire health bar is blue. Attacking or taking damage will change this meter, however taking damage will make it grow more, so you can think of this as a "revenge meter." Once it is completely blue it will gain a green outline.

Pressing Z + the proper direction will "declare" a spellcard. You need to press it again to use it. You see while spellcards are powerful and Spirit free, they will always be telegraphed. It's up to you to figure out how to land that hit.

Once you declare a spellcard, the green outline will begin to deplete. During this time you may declare as many spellcards as you like, but you may not declare the same spellcard once per round. This does not apply to multiple copies of a spellcard. Upon using one of these spellcard, or once the outline fully depletes, your health will once again become white and will begin to accumulate blue again. A round will not end while a spellcard has been declared.

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The spellcards you placed earlier can be checked during a fight by pausing. The first wheel is You will have two "wheels" on which to place your special attacks. Pressing C+The direction of the arrow in the spellcard selection to use a Special attack. Special attacks spellcards.

When you take damage you
will also cost Spirit so manage it well.

Your second wheel is your Spellcards. Spellcard attacks are more powerful attacks used by pressing Z, but are little more complex. You can only use spellcards when
begin to accumulate blue health.

If
your entire health bar is blue. Attacking or taking damage will change this meter, however taking damage will make it grow more, so you can think of this as a "revenge meter." Once it is completely blue it will gain a green outline.

Pressing Z
blue, pressing C/Z + the proper direction will "declare" a spellcard. You need to press it again to use it. You see while spellcards are powerful and Spirit free, they will always be telegraphed. It's up to you to figure out how to land that hit.

Once you declare a spellcard, the green outline a timer will appear and begin to deplete. During this time you may declare as many spellcards as you like, but you may not declare the same spellcard once twice per round. This does not apply to having multiple copies of a spellcard. Upon using one of these spellcard, spellcards, or once the outline timer fully depletes, your health will once again become white and you will begin to accumulate blue again. A round will not end while a spellcard has been declared.
declared.

If you declare a Spellcard and are unable to use it, you will receive a popularity penalty.



There's one final type of attack. If a spellcard has a red border, then it is a "Last Word." A Last Word can only be used when the number below the health bar is at 100%. This number is "popularity" and will be described later on. Last Words are insanely powerful finishing moves, however, if you fail to kill with them, you will be left with 0 Popularity.

As a final note, some spellcards have different effects when assigned to different directions. Try different combinations to see what works for you.



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There's one final type of attack. If a spellcard has a red border, then it is a A "Last Word." A Last Word can only be used when the number below the health bar is at 100%.100% by pressing both Z & C, or A+B+X+Y. This number is "popularity" and will be described later on. Last Words are insanely powerful finishing moves, however, if you fail to kill with them, you will be left with 0 Popularity.

Popularity.

As a final note, some spellcards Skills have different effects when assigned to different directions. Try different combinations to see what works for you.


you.

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* This one will be to set your spellcards. These will be discussed in detail later on. Each of the playable characters has 4 loadouts which you can customize. A list of spellcards can be found [[http://en.touhouwiki.net/wiki/Hopeless_Masquerade/Spell_Cards here]]. Different Spellcards will add to Taoism, Shintoism, and Buddhism stats, which are represented by a triangle in the upper right. At the moment these do nothing, however they will in the final release.

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* This one will be to set your spellcards. These will be discussed in detail later on. Each of the playable characters has 4 loadouts which you can customize. A list of spellcards can be found [[http://en.touhouwiki.net/wiki/Hopeless_Masquerade/Spell_Cards here]]. Different Spellcards will add to Taoism, Shintoism, Taoism(道), Shinto(神), and Buddhism Buddhism(仏) stats, which are represented by a triangle in the upper right. At the moment these do nothing, however they will in the final release.
right.



* I don't know what this one does.

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* I don't know what this one does.Copy Profile. Need to give it a unique name though.



* Read Skills. Not particularly useful if you don't read Japanese. Use the link in the first section.

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* Read Skills. Not particularly useful if you don't read Japanese. Use the link in the first section.Check Skills.






Tap back at the last second for an "Instant Guard." This will push your opponent back and reduce Spirit loss. Instant Guarding the first hit of a mulit-hitting attack will cause you to Instant Guard the rest, but is also possible to start Instant Guarding in the middle of a multi-hitting attack by tapping back.

You can't block while jumping, however you will be able to "graze" projectile attacks to avoid damage.

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Tap back at the last second for an "Instant "Brave Guard." This will push your opponent back and reduce Spirit loss. Instant Guarding the first hit of a mulit-hitting I don't know what this does.

If you hold an
attack button you will cause you to Instant Guard the rest, but is also possible to start Instant Guarding in the middle of a multi-hitting attack by tapping back.

"Chicken Guard." Not entirely sure what this does either.

You can't block while jumping, however you will be able to "graze" projectile attacks to avoid damage.
damage while jumping.
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[[folder:HATA NO KOKORO]]

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[[folder:HATA [[folder:KOKORO NO KOKORO]]
HATA]]

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'''Expressive Poker Face'''

''Imaginary Personality Holder''

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'''Expressive ''Expressive Poker Face'''

''Imaginary Personality Holder''
Face''

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[[folder:BOSS]]

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[[folder:BOSS]][[folder:HATA NO KOKORO]]

'''Expressive Poker Face'''

''Imaginary Personality Holder''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''
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Ability: Reimu is fortunate enough to have two passives, unlike other characters. The first is that she has about twenty-five percent more spirit than other characters. The next is that when she has her back to the corner she can backdash to teleport to the other side of the screen; she is completely invincible during this teleport.

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Ability: Reimu is fortunate enough to have two passives, abilities, unlike other characters. The first is that she has about twenty-five percent more spirit than other characters. The next is that when she has her back to the corner she can backdash to teleport to the other side of the screen; she is completely invincible during this teleport.
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Passive: Reimu is fortunate enough to have two passives, unlike other characters. The first is that she has about twenty-five percent more spirit than other characters. The next is that when she has her back to the corner she can backdash to teleport to the other side of the screen; she is completely invincible during this teleport.

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Passive: Ability: Reimu is fortunate enough to have two passives, unlike other characters. The first is that she has about twenty-five percent more spirit than other characters. The next is that when she has her back to the corner she can backdash to teleport to the other side of the screen; she is completely invincible during this teleport.



'''Specials'''

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'''Specials'''
'''Skills'''

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''The Advocate of the Eight Million''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''




''The Human-Representative Magician''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''




''The Overwhelming Youkai Ascetic''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''




''The Ācārya who Surpassed Primates''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''



[[folder:MIKO NO TOYOSATOMIMI]]
[[/folder]]


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''The Feng Shui Master who Controls Dragon Lines''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''


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[[folder:MIKO NO TOYOSATOMIMI]]

''The Almighty Taoist who Administers Space''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''

[[/folder]]


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''Handyman of the River''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''


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''Imaginary Personality Holder''

'''Ability''':

'''Skills'''

'''Spellcards'''

'''Last Word''':

'''Example Decks'''


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[[folder: MATCHUPS]]
[[/folder]]
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[[/folder]]



[[folder:REIMU HAKUREI]]



[[folder:REIMU HAKUREI]]
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[[folder:NETPLAY]]


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[[/folder]]

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[[folder:PART 1: BACK TO BASICS]]

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[[folder:PART 1: BACK [[folder:BACK TO BASICS]]



[[folder: PART 2: ADVANCED MECHANICS]]

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[[folder: PART 2: ADVANCED [[folder:ADVANCED MECHANICS]]



[[folder:PART 3: TRAINING MODE]]

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[[folder:PART 3: TRAINING [[folder:TRAINING MODE]]



[[folder:PART 4: THE METAGAME]]

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[[folder:PART 4: THE [[folder:THE METAGAME]]



[[folder: PART 5: REIMU HAKUREI]]

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[[folder: PART 5: REIMU [[folder:REIMU HAKUREI]]
[[/folder]]
[[folder:MARISA KIRISAME]]
[[/folder]]
[[folder:ICHIRIN KUMOI & UNZAN]]
[[/folder]]
[[folder:BYAKUREN HIJIRI]]
[[/folder]]
[[folder:MIKO NO TOYOSATOMIMI]]
[[/folder]]
[[folder:FUTO NO MONONOBE]]
[[/folder]]
[[folder:NITORI KAWASHIRO]]
[[/folder]]
[[folder:KOISHI KOMEIJI]]
[[/folder]]
[[folder:MAMIZOU FUTATSUIWA]]
[[/folder]]
[[folder:BOSS]]
[[/folder]]
[[folder:OUTDATED IN-DEPTH REIMU GUIDE]]



[[folder: PART 6: MARISA KIRISAME]]
[[/folder]]
[[folder: PART 7: ICHIRIN KUMOI]]
/Unzan.
[[/folder]]



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[[folder: PART 6: MARISA KIRISAME]]
[[/folder]]
[[folder: PART 7: ICHIRIN KUMOI]]
/Unzan.
[[/folder]]




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In between these bars should be a number. This is the timer. When it reaches zero whoever has more Popularity wins the round, regardless of damage dealt. In the odds of a tie for popularity, whoever has more health wins. In the odds of a tie for health, both players will receive a lantern. If sides have both lanterns, the match will end with no winner.

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In between these bars should be a number. This is the timer. When it reaches zero whoever has more Popularity wins the round, regardless of damage dealt. In the odds of a tie for popularity, whoever has more health wins. In the odds of a tie for health, both players will receive a lantern. If both sides have both lanterns, the match will end with no winner.
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In between these bars should be a number. This is the timer. When it reaches zero whoever has more Popularity wins the round, regardless of damage dealt. In the odds of a tie for popularity, whoever has more health wins. In the odds of a tie for health, both players will receive a lantern. If sides have both lanterns, the round will start over with no winner.

to:

In between these bars should be a number. This is the timer. When it reaches zero whoever has more Popularity wins the round, regardless of damage dealt. In the odds of a tie for popularity, whoever has more health wins. In the odds of a tie for health, both players will receive a lantern. If sides have both lanterns, the round match will start over end with no winner.
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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.

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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 thirty degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.
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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.

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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.
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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.

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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.
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Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.

to:

Youkai Buster: This is Reimu's signature move right here, and anything that gets in its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes grazed to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.
Is there an issue? Send a MessageReason:
None


Youkai Buster: This is Reimu's signature move right here, and anything that gets in it's way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.

to:

Youkai Buster: This is Reimu's signature move right here, and anything that gets in it's its way is tossed back into the wall behind them. Here Reimu will throw four amulets, each with of 10% stun, and so long as one of them hits the opponent will be wall-bounced. However, there is a catch: Reimu will throw the amulets at a different angle depending on the direction the move is assigned to. The 6 version will throw them in a spread straight ahead, the 8 will throw them 30 degrees upwards, and the 2 30 degrees down. The 4 is an interesting case, as it will throw them 60 degrees down. You will generally use Youkai Buster for your superior zoning. You should always have at least the 6, however the 8 & 2 are also useful for when the enemy starts trying to position themselves above or below you. I find my self getting popularity for counter hits quite often with this attack. However, this attack does have weaknesses. For one, like all danmaku attacks, it can be grazes to make it completely ineffective. The next is its significant Spirit cost. Don't throw this attack out thoughtlessly. Not only will you conserve Spirit, but you will give yourself an extra second to react if the enemy decides to start dashing.
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So here's my loadout for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for ''my'' playstyle.

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So here's my loadout for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, an example, I can't speak for the effectiveness of this build, just that it does work for ''my'' playstyle.
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So here's my load out for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for ''my'' playstyle.

to:

So here's my load out loadout for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for ''my'' playstyle.
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Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker removing it and performing a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: HM has cross-ups, folks!

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Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker removing it and performing a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: immediately. HM has cross-ups, folks!
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Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker removing it and performing a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it both a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: HM has cross-ups, folks!

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Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker removing it and performing a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it both a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: HM has cross-ups, folks!
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Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker and perform a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it both a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: HM has cross-ups, folks!

to:

Sub-Space Pressure Point: This is definitely the hardest move in Reimu's arsenal to use effectively. First, Reimu will throw a marker which will detonate for minimal damage when it reaches it's location, where it will stay for the remainder of the round. Reactivating any version of the ability will cause Reimu to teleport to the marker removing it and perform performing a divekick. The 6 & 4 version will place the marker straight ahead. When Reimu teleports if she hits immediately the opponent will be ground-bounced, if she misses she'll loop back to the top of the screen, and if she hits after that the opponent will just be knocked towards the bottom of the screen. The 8 throws the marker at the top of the screen, and Reimu will dive straight down for a ground-bounce. The 2 version will place the marker straight down, after which it will behave like the 6 & 4. The fact that it allows Reimu to teleport makes it both a suitable tool for both escape and pressure. Since I don't really use it as much as I should I'll just tell you a trick I like to play with it: Toss it behind your opponent and then activate it immediately: HM has cross-ups, folks!
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Vs. Marisa: This is an extremely difficult match-up for Reimu. Marisa has better range, faster attacks, and her zoning is decent for a rushdown character. In addition, Marisa's passive adds a slightly unpredictable nature to the fight. Your trump cards in this fight are going to be your amulets. Your 6Y and Youkai Buster can crush all of Marisa's attacks. If you can zone Marisa with Youkai Buster, you've won. However, Youkai Buster is very expensive, and will require you to play defensively while you spirit regenerates. However, Marisa has better damage and no reliance on the corner, so you have no choice but to dodge around. Remember to use your passive to switch sides once Marisa gets too close.

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Vs. Marisa: This is an extremely difficult match-up for Reimu. Marisa has better range, faster attacks, and her zoning is decent for a rushdown character. In addition, Marisa's passive adds a slightly unpredictable nature to the fight. Your trump cards in this fight are going to be your amulets. Your 6Y and Youkai Buster can crush all of Marisa's attacks. If you can zone Marisa with Youkai Buster, you've won. However, Youkai Buster is very expensive, and will require you to play defensively while you spirit regenerates. However, regenerates, and 6Y has a bit of startup to it. In addition, Marisa has better damage and no reliance on the corner, so you have no choice but to dodge around. Remember to use your passive to switch sides once Marisa gets too close.
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So here's my load out for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for '''my''' playstyle.

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So here's my load out for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for '''my''' ''my'' playstyle.
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''Combos''

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''Combos''
'''Combos'''



''My Loadout'' [8,6,2,4]

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''My Loadout'' '''My Loadout''' [8,6,2,4]

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Vs. Ichirin: This is a much easier fight by comparison. Ichirin's attacks are much slower than Marisa's, but she can fight at range with Unzan. In this match-up you will need to play both the role of defense and offense. Approach with 5Y, Subspace Pressure Point, Ascension Kicks, and just old fashioned grazing. You won't be able to take too many hits from her, especially if she can declare a spellcard, so make sure to not stand too close when you don't have any action to take. Other than that, it's a pretty easy fight to win.

''Combos''

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''My Loadout'' [8,6,2,4]

Wheel 1:[Ascension Kick, Youkai Buster, Youkai Buster, Pressure Point]

Wheel 2:[Fantasy Seal, Ascension Kick, Fantasy Nature, Talisman]

So here's my load out for The Hakurei Maiden. It's a mix of things not to optimize her for any particular challenger, but to allow her to play multiple roles in a fight. I take an Item and her Last Word for fun, but feel free to replace them if they are too risky for you. Keep in mind this is just a suggestion, I can't speak for the effectiveness of this build, just that it does work for '''my''' playstyle.

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