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  • Game-Breaker: Marisa:
    • Her B-type shot has a glitch that makes it insanely powerful under the right circumstances, earning it the Fan Nickname of MarisaBugged or sometimes MarisaBroken.
    • To a lesser degree, her C shot type can be turned into this in high-level play. When she gains a power level, the new turret spawns at her current location, even if the others have been planted away from her, which can be handy for things like stage crowd control. And when she recalls her turrets after unfocusing, each one moves towards her independently, which can be exploited to make them move into specific positions, after which you focus again so they don't reach Marisa. In the right conditions, this can achieve something that isn't normally possible: making all four turrets hit the boss at once for massive damage. However, due to the skill and planning required, this is mostly the domain of scoring players, who have the entire game down to a science.
  • Good Bad Bugs: Marisa B(ugged/roken). Whenever Marisa B has between 3.00 and 3.95 power, the right stream of her main shot does ten times the appropriate damage value when unfocused.
  • Low-Tier Letdown:
    • Reimu-C. While her wide shot has decent stage utility, it's not quite enough to justify the low damage output, and even for stages it can be subpar due to large fairies, who have more health, being commonplace in this game.
    • Marisa-A. Her shots are too weak, their range isn't that impressive even when fully spread out and the explosions are badly programmed and practically useless against bosses.
    • Marisa-B when not using her Game-Breaker damage glitch. Her lasers are weaker than in other games, and piercing shots aren't particularly useful in this game specifically.
  • Memetic Badass: Kanako gets this treatment from many fans; she's so badass that she even has the Game Over leitmotif as part of her own theme.
  • Scrappy Mechanic: This game generated discontent among fans because of the significant gameplay changes, such as linking the bomb system to weapon powerups, not having individualized bombs for each of the shot types, and making the continues send you back to the beginning of the level. Most notable was the removal of the "graze" system, where one is rewarded for getting close to bullets as often as possible without getting hit. This was thankfully put back in for Subterranean Animism, where's it's actually the basis of the scoring system.
  • That One Attack: View the franchise's page.

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