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1* CreatorsPet: The music room commentary directly calls out Sanae as the lead developer's favorite character. The composer notes their own pet is Sunny Milk.
2** Some people have noted the ''SA'' and ''UFO'' characters are a... bit stronger than the rest of the cast, to put it mildly.
3* DifficultButAwesome:
4** Sanae as a player unit is reliant on her Faith gauge to improve her performance, which raises steadily as she hits enemies and dodges or grazes attacks. This means she takes a considerable amount of time to get going, and needs to use Faith to fuel her more powerful attacks, but at high Faith she's one of the strongest units in the game. Her difficulty and awesomeness scale depending on her choice of personal skill: Living God makes it much easier to get her up to 100% Faith, but MAXGOD ensures she'll ''stay'' there, meaning she can spam her finishers without limit, and gives her a big power boost once she does. Her FINAL MAXGOD personal skill in ''Yume'' makes her even more difficult but even more awesome by raising the gauge cap to ''200%'' and giving her such a gigantic power boost if she gets all the way up there that soloing the rest of the stage will be a breeze.
5** Byakuren takes some time to get going, needing to enter her Superhuman form to gain her full stats and skills. Her finisher in that form also knocks her out of it and costs her twenty Power, although she can change back into it on her next turn. She's entirely worth the effort, though, as her Buddhist skill combined with her morale capbreaking personal skill allows her to hit tremendously hard and become nearly invincible at full strength.
6* FridgeBrilliance: In [[VideoGame/SuperRobotWars Super Robot Wars]], stages that take place on satellites such as moons use a Space terrain instead of an Air terrain for flying units; however, in Gensou Shoujo Taisen, the Space terrain is replaced instead with the Night modifier. When the party visits the True Moon in Ei as a part of the Silent Sinner In Blue story arc, flying unit bonuses are still determined by their Air terrain, why is that? Because the True Moon has an atmosphere as opposed to any other moon!
7** Mokou lacks virtually any defensive spirit commands at all. The only one she has is Focus, which also increases her hit rate. Why should she care about defense when she's immortal?
8** In Chapter 7 during the ''Kou'' Scenario, Turmoil on the Lake Part 2, Sanae manages to avoid Reimu's Fantasy Seal. In practice, for the time this happens, this scenario should be impossible due to Reimu's naturally great accuracy combined with the ridiculous accuracy modifier of Fantasy Seal, meaning nothing short of a ''miracle'' would make it miss. Indeed, come Chapter 13R, Sanae is running low on faith, implying that she used up most of it to cause the miracle she needed to avoid Fantasy Seal in Chapter 7.
9* GameBreaker:
10** Any unit can become this if raised to Waifu Level 10, which grants a truly gargantuan set of bonuses, including Double Action and an additional 10 bars of upgrades in all stats. Reaching this point requires 1000 WP, which is only achievable halfway through ''Yume'', and that only if the player has achieved every WP Bonus condition throughout all four games.
11** Sanae's new MAXGOD personal in ''Ei'' skill eliminates her issues with her stronger moves costing Faith, and grants her a host of bonuses at 100% Faith that give her similar stats to those that Reimu would enjoy at Waifu Level 5. Her FINAL MAXGOD personal skill in ''Yume'', meanwhile, is designed for use if Sanae ''is'' the player's waifu of choice, the MP and SP regen allowing Sanae to cast Miracle repeatedly so that she can reach 200% Faith and nullifying her issues with being an MP glutton. Her upgrade frames make her even more ridiculously powerful, with Earth God increasing her mobility and movement speed in exchange for a weaker but ammo-based finisher, while Sky God trades a measly 5 Mobility for HP and Armor rivaling Tenshi, a new sniping attack, and a MAP attack that's as strong as her finisher and can have its reach enhanced by the MAXGOD skills. While every character benefits from WP investment, Sanae takes advantage of its perks to a degree that few others can claim. It's little wonder she's said to be the CreatorsFavorite, given how much the WP system seems deliberately built to compliment her innate abilities.
12** Mokou in ''Ei'' is incredibly powerful, having max level "Instinct Dodge" and "Berserk" as well as the ability to revive ''four'' times in a single map. Her new attacks, "Fujiyama Volcano" and "Possessed by Phoenix", have even greater damage output behind them than "Flying Phoenix" did in ''You''. Additionally, just like in ''You'', Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.
13** Yuyuko is the most powerful support defender and morale booster in the game, depending on her choice of personal skill. She has good bulk that's made better by her shield, extra evasion from her Ghostly Butterfly Dance skill, and her Ghostly Butterfly Dance+ personal skill causes her to automatically dodge any attack that her shield activates against. Since shields always activate on Support Defense, her Support Defense thus nullifies attacks altogether, while in the front she can be built to have what amounts to a significant Afterimage chance and a guarantee of surviving any enemy onslaught no matter how big as long as she Defends. The only reason someone wouldn't equip her with this skill is that Return to Yomi is even ''better'', granting her half the remaining SP on any ally who's shot down. This includes Alice's Hourai Dolls and Mokou's extra lives, both of whom can provide Yuyuko with near-limitless SP to spam Rally in order to increase the entire party's morale. If Rally isn't necessary, she can just use that SP on Enable to give allies more turns, or Soul to inflict big damage herself. Her Sense of Elegance and Ghost Spot personal skills would be top-tier skills on any other character, but Yuyuko's best skills are ''so'' good that they're overshadowed.
14** Suwako got a massive buff in ''Complete Box'' that pushes her to absurd levels. Her Earth God personal skill originally only doubles terrain bonuses, but now it also doubles the effectiveness of terrain adaptation if is S rank or higher. She comes with an S rank in land and water and can equip an item that grants her S rank in sky and/or night. She also has the Adapt spirit to raise her terrain rank even higher, which also stacks with the raised terrain rank in a night stage when equipped with a Firefly Gem or Flower of Fantasy. With all of these traits combined, she is capable of having SS rank or even SSS rank in a terrain, making her extremely strong and evasive, and grants her solid bulk with 50% damage reduction despite her being a Real. As if that wasn't enough, Suwako is also capable of reducing an enemy's Armor by using Mishaguji to make everyone deal more damage afterwards. Alternatively, she can instead use her Native Faith's Pinnacle to grant Adapt to everyone, and if her Power is 120 or higher, Triumph to frontline units, which allows for huge burst damage.
15** Understandably, given you only get proper access to her in second-to-last chapter of the game, Yuuka Kazami cranks this up to eleven. Her stats are top of the line, with armor rivalling Tenshi, HP and MP Regen, and attacks that rival even your heaviest hitters (such as Marisa, Utsuho or Flandre) in power. On top of this, she also has Shield Defense, Parry and a passive 50% Double Image. When combined with Diligence L2 (which she starts with) and the PS Unreachable Flower (Doubles the effect of Diligence), this gives Yuuka a flat '''80%''' chance to dodge any incoming attack assuming that Strike or Fury aren't on the table. Even if an incoming attack doesn't proc Double Image, they still have to roll checks for Yuuka's Parry (for Solid attacks) and her natural evasion (and her mobility isn't half bad) and then they have to do enough damage against Yuuka's considerable armor and Shield Defense, AND do so consistently enough to overwhelm Yuuka's HP Regen in order to take her down, which is easier said than done considering the aforementioned 80% Double Image, making Yuuka nigh-unkillable. Her attacks are also incredibly strong too, and are backed up by Yuuka's access to Strike, Fury and Valor. She draws comparisons to [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and his Neo Granzon, and this is for ''VERY good reason''. The only characters who could feasibly compare is Sanae with FINAL MAXGOD active and Akyuu with a full Encyclopedia. Even without Unreachable Flower, Yuuka's Double Image still has a respectable 65% chance to proc, and she has two other noteworthy personal skills: Off-Season Bloom (When Power is above 150, damage increased by 15%) to crank her damage up even more, and Blooming (When Yuuka enters her Full Bloom mode, she restores 50% of her SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately). Once you enter NewGamePlus, Yuuka Kazami will, true to fanon form, take the game and break it in two with her bare hands. And if you put Wife Points into her... well, as she once said in ''Mystic Square'', she will reduce most of her foes to a mist of atoms on contact.
16** Akyuu in ''Complete Box'' can hit this moreso than any other character, even including Yuuka. This all comes down to her Miare innate skill, which boosts her stats and damage dealt relative to the Encyclopedia's completion. With high completion on the Encyclopedia, she can deal obscene amounts of damage from Chapter 50 on Reimu's route, where she first becomes available, even outdamaging some of the heaviest hitters in the party with just her Brush attack (It's her only attack, but with the Brush+ Personal Skill, it becomes a 1-7 range post movement attack, and it only costs 5 MP so she basically never has to worry about running out- and that massive damage can also make Akyuu usable as a backline unit). Even better, since Miare boosts all of her stats, it also makes Akyuu deceptively difficult for enemies to take down, as this includes her Defense and Evasion stats, which more than makes up for Akyuu's extremely low HP, her one weak point. This is understandable, however, given that standalone Akyuu is a SecretCharacter. However, her overwhelming strength ''more than makes up'' for her no longer being able to be a sub-pilot for the Palanquin Ship. This is made even more poignant by the fact that Akyuu is a 1.0 cost unit (For reference, there's only one other 1.0 cost unit the player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.'' And if you really want to completely annihilate the concept of difficulty itself, raise Akyuu to Waifu Level 10, with all of the extra perks mentioned above, and you might actually have a character able to ''solo clear entire maps, even in Yume''. It's rather telling that she is the one character you are not allowed to pick for your starting lineup in Dream Mode.
17* GoodBadBugs:
18** By taking advantage of the priority of event flags, it's possible to hit Yuuka with Master Spark up to two times on stage 10 without triggering the ShmuckBait event, as long as Marisa is the first character to attack Yuuka[[note]]triggering the event where she accepts your challenge to battle and casts Strike, which overrides all others[[/note]] and she doesn't use any attacks besides Master Spark[[note]]Marisa's first pre-battle dialogue event with Yuuka overrides the one where Yuuka notices Marisa's using Master Spark and starts using it too[[/note]].
19** One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What it ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her Rally spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar. This Personal Skill is fixed in later versions, but still combos hideously well with Mokou's resurrections and Alice's Hourai Dolls.
20* LowTierLetdown:
21** Despite being a main character in ''Kou'' and the first half of ''You'', Nitori is a viable contender for the worst unit in all four games. She's a tanking unit with Guard, Support Attack, and Support Defense, but without the raw defensive stats to make using Guard viable. Her Extending Arm ability is made to let her act as a healer using items, but items in ''Kou'' are scarce and once-per-campaign, while from ''You'' onward actual healers like Lily White are readily available. She gains an Afterimage ability in the form of Optical Camouflage, but it costs her MP to use it, the ''only'' Afterimage ability that costs MP out of all the units that have one. Her new finisher in ''Yume'' has only 1 ammunition and runs off her weak Melee stat. Enough investment of funds, kills, and WP can make Nitori usable for those who like her, but her weaknesses are plentiful and her strengths few. ''Complete Box'' helps Nitori out a bit, mainly by giving her a littany of useful starting skills (notably an extra level in Support Attack and Support Defend, as well as starting with P-Damaged, which she wanted anyway), gives her a third item slot innately, and lastly, makes her an actual healer with the Heal Command- though even then, she's still on the lower end of the playable characters. She gets more value on Hard and Lunatic due to her Mechanic of Gensokyo personal skill, which increases item effectiveness by 50%, which combos well with Yuyuko's Sense of Elegance personal skill and SP restoring items, allowing the entire party to get a lot of power immediately from repeated Rally usage.
22** Komachi has an unfortunate case of being a Super with bad Defense and even worse Armor than Nitori. Her low Melee stat means that she is heavily reliant on Triumph to do some actual damage, leaving her unable to make the most of some of her personal skills like Way of Avici or Spirit-Detaching Scythe. Her Slacker personal skill, while appealing at first, starts getting irrelevant when enemies start to hit OHKO range, like against Utsuho, Yumeko, or the bosses in the Nightmare arc. Her only strong point is her range, and by the time that becomes important, you have much better snipers.
23** Tewi's main role is to increase the amount of points gained by allies. The problem is that she joins in the late game of ''Ei'', where points are less of a concern. She has very bad offense and defense and doesn't provide the support to be worthwhile in the long run. She might, however, be a useful choice for Dream Mode, where she can snowball point gains from the start of the game.
24** Eiki has a gimmick from her Judge of Paradise personal skill in that she changes the accuracy of herself or her enemy to 100% if it was 50% or above, or 0% otherwise. The problem is that this can be ignored by spirits, which are used by bosses on Hard and Lunatic. She also lacks considerable firepower especially for her cost, making her hard to justify deploying.
25* MechaExpansionPack: A few characters, especially ones introduced in ''Ei'' and ''Yume'', are designed primarily to be backpacks for other characters. Yumeko is the most notable example, with a set of skills and personal skills tailor-made to support Alice. Shinki is a universal backpack, as she possesses virtually no movement speed, post-movement attacks, or spirit commands that affect herself, but her team attack is extremely powerful and she grants a free damage-reducing barrier to whoever's in the front of her pair. The Aki sisters are a bizarre case of each being an expansion pack for the other, with more than half of their movepool being combination attacks with each other. Who's in front determines whether the pair focuses on dodging or tanking.
26* ScrappyMechanic: How the second game handles units: the stronger the unit the higher its "cost" and each mission only gives you a certain total cost. This alone wouldn't be so terrible if not for the rather large number of characters by the end of the game. This might have been done with good intentions (namely stopping players for fielding only heavy hitters), but there's usually good reason why certain mechanics are not in normal Super Robot Wars games (closest thing would be how Alpha 3 handles its 4 unit squads, but it has no bearing on the total number of squad deployment). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too. In the Future Route, the final battle against Shitone similarly does away with the cost mechanic, though Makura is a forced deployment.]]
27* SuspiciouslySimilarSong: Much of the game's soundtrack consists of Touhou tracks mixed to sound like particular SRW or mecha anime tracks.
28** [[https://www.youtube.com/watch?v=ueXikEwQ-yw Be a Shooting Star]] is straight from Time To Come
29** [[https://www.youtube.com/watch?v=sgSCemyBQW0 Chinese Girl, Stand Guard!]] = No One Can Oppose Me
30** [[https://www.youtube.com/watch?v=yxct-9kUKAg UDON- ZAM]] is 00's Fight's(Trans-Am Mode)theme
31** [[https://www.youtube.com/watch?v=Nq2i6JgnqkQ The Romantic Flavor of Westernization]] is similiar to Seikan Hikou
32* ThatOneBoss: Each game has at least one:
33** Patchouli in ''Kou'' comes at the end of a trap-laden stage designed to wear the party down with sniper fire before even reaching her. While her HP is lower than Meiling's on the previous stage, she's the first boss to use ''two'' spell cards, potentially giving players a nasty surprise if they thought she would be finished after breaking her first card. Her cards are also the first to feature multiple barrage layers, creating overlapping zones where the doubled effect will absolutely cripple anyone stuck in them.
34** Aya in ''You'' comes at the end of a long meat grinder of a stage, much of which is spent with units you've had no chance to upgrade or use before if you're on Marisa's route. She comes paired with Momiji, whose Shield Defense is as annoying as ever, but Aya is by far the more difficult of the pair due to her enormous evasion rate and being the first boss in ''You'' to use two spell cards. Her second card, Illusory Dominance, gives her such an enormous boost to her evasion rate that hitting her without Strike goes from merely difficult to mathematically ''impossible'' for most units.
35** Sanae in ''You'' is the real ClimaxBoss of the ''Mountain of Faith'' storyline, with Kanako and Suwako after her being a BreatherBoss by comparison. Her {{Miko}} innate skill gives her the same boosts to Accuracy and Evasion that normally make Reimu untouchable, her attacks are very powerful, and she brings three powerful spell cards to bear. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water unless the attacking unit is in the one randomly-changing column that's not within the danmaku field. "Summon Takeminakata" reduces the player's evasion rate and gives her the benefit of the Focus spirit, which will boost her already insanely high evasion and accuracy even higher. Finally, "Godly Wind" is a MAP attack with a large range, the card effect reduces the range of all of the player's weapons...and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game''. On Lunatic, she instead casts Miracle ''every turn'' after declaring Godly Wind. The only consolation is that the stage before her is mercifully short.
36** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in the gaiden chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, which makes it even more deadly.]]
37** Yumeko in ''Yume''. You only have ''7 turns'' if you want the WP bonus, and you have to deal with Makai Bugs that nullify damage below 4000. Yumeko charges at you on turn 2 and comes with Double Move and '''Re-Attack''', which allows her to Support Attack with herself. Her initial danmaku field has a ''huge'' evasion and defense penalty and boosts her accuracy and defense. "Saber Dance" guarantees that she will hit if anyone has lost HP or MP, and "Misery Doll" buffs her Attack and Defense proportional to '''how many units are within 3 squares of her'''. If you don't have a bomb on hand, this phase will be a nightmare.
38** In ''Complete Box'', there's [[spoiler: [[TrueFinalBoss Shitone]] from the Future Route, who is this even by Final Boss standards. She gets Double Move, Extreme (At 130 Power, Accuracy and Evasion are increased by 20% and damage taken is reduced by 20%), Power Limit ++, Potential+ Level 7 and her own take on Makura's Manifest Dream Level 9, which, at 130 Power, gives her an additional action per turn (essentially meaning she has '''Triple Move'''). She also has multiple powerful [=MAPs=] and she's not afraid to spam them either (and by powerful, I mean shredding anything not named Hisoutensoku or Makura's Dream Form, up to and including other tanks like Meiling, Tenshi, Yuuka and the Palanquin Ship). Her final Spell Card is especially rough, as, even with an Ally Spell Card granting Unlimited Full Power Mode Usage, +200 Max Power and doubled weapon damage, she can tank it well due to gaining defense and accuracy as her HP drops (and even on Normal+ she has ''600,000 hp''. For reference, that's ''four times'' as much as Makura's final Spell Card in the main route, which has the same effect), eventually becoming so accurate with her attacks that even the most elusive characters like Reimu and Yorihime don't stand even a ghost of a chance at dodging without spirits. And that's after slogging through multiple other devastating spell cards, such as one that reduces your entire party's frontlines' hp to 1, one that disables healing spirits like Trust, One that doubles MP Consumption and one that fully heals Shitone at the start of each turn. She makes even Yorihime's strongest from the Gaiden Chapters, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]
39* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momiji hits HARD and can take a hit too. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources. It's easier in ''Complete Box'' as your units do heal between Chapters and Reimu doesn't lose most of her HP.
40** Chapter 10 of ''Kou'' is a modestly tough stage even if the player doesn't go for the WP Bonus, as it involves fighting Sakuya. If the player ''does'' go for the WP Bonus, it means fighting Yuuka, who's difficult to even make ''retreat'' once antagonized. Actually defeating her for the enormous rewards she hands out requires playing the entire game up to that point with defeating her in mind, feeding Alice and Marisa nearly all of the kills and Marisa all of the WP so that a Danmaku Power LV3-enhanced Master Spark, supported by Shanghai Doll, can do just barely enough damage to take Yuuka down. While there are other arrangements that can defeat Yuuka if both the regular and support attack are critical hits, it's legitimately faster to just redo the whole game up to that point than to try and farm the RNG for double critical hits.
41** Chapter 21 of ''You'' is already annoying at start, and gets even harder when Aya and some Crow Tengu show up. They are very accurate and evasive, and your army is likely still busy trying to handle Momiji and the Wolf Tengu. There are also Kappa that take almost nothing from many of your units and have very high accuracy and firepower.
42** Chapter 31 of ''You'' if you want the WP bonus, since you only have 3 turns to trigger Ran's spellcard, which is a MAP attack. There are crows in the bottom so 2 units will have to deal with them, and Chen and Ran have Double Image for a chance to evade your attacks.
43** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time.
44** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide Fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects, alongside some original spells from characters like Yuyuko (whose Danmaku has a HPToOne effect- and appears [[OhCrap at the same time as Yuuka's and Toyohime's Double MAP combo]]).]]

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