Cirno by Seravy (
Cirno is an ice fairy, who is exceptionally strong for her kind. Her personality is childish, as you might expect from her appearance. She seems to has taken liking to the number of 9, for reasons not really known. It might be the only number she knows. Her attacks usually create ice or cold. She is quite weak physically, but her agressive nature makes her dangerous. Some of her attacks can freeze the opponent, making them unable to move until the ice is broken by a hit, or melts. She is also capable of staying in air much longer than others, and is immune to freezing effects of attacks. Command Name Type Cost Condition Effect
a Punch NA - Standing/Air - b Ice Dust NA - Standing/Air - a Kick C,NA - Crouching - b Ice Cube Slider C,NA - Crouching - D,F,a Ice sword S,SA - Crouching Create a sword of ice and jump forward waving it around. It's impossible to guard because the sword moves too fast. D,B,b Mist Swirl S,SA - Not coruching Useable as a counterattack while guarding by pressing b against NA,SA or NT type moves. Chance for freezing the opponent.
x Ice Thorns A,NP 20% Standing/Air 5 basic ice projectiles D,F,x Ice Machinegun A,NP 20% Standing/Air High velocity projectiles, charge up by holding x. D,B,x Icicle A,NP 20% Standing/Air A stronger icicle capable of hitting multiple times, but it can only move in a straight line forward D,D,x Frost Mine A,SP 20% Standing/Air An ice projectile that moves very slowly, but can do high damage. y Freezing Mist A,ST 20% Standing/Air Release freezing high pressure cold air suddenly. Has a low chance to freeze and makes the opponent fall backward when hit. Note that grazing is impossible against this move. D,F,y Misty Way A,NP 20% Standing/Air Freeze the air in a straight line. Has a low chance to freeze the opponent. D+y Misty Spiral A,NP 20% Crouching Freeze air in a spiral around yourself. Useful against opponents above you. Has a low chance to freeze the opponent. D+c Iceball A,NP 20% Any Throw a large ball of ice. High damage, but hard to target. D+x Iceberg A,NP 30% Any Throw a large block of ice. Similar to Iceball, but this one has spikes, which cause wider range damage when it breaks on the ground. Unfortunately, the increased range comes with a much higher cost as well. D,D,y Frost Trap C,SP 20% Standing Create an extreme low temperature zone near the ground. When the opponent steps into it and disturbs the balace, ice will crystallize rapidly into sharp thorns. Must be guarded cruching. c Midsummer Snowman S,SA/SP 20% Standing Roll a large ball of ice in front of you. You can keep increasing the size by holding c, or release it by releasing the button. The damage depends on the size. It works as a shield against projectiles pretty well. D,F,c Advancing Frost C,NP 20% Standing Create a temperature drop in the ground, that moves forward, raising ice thorns in its path. D,B,c Icecar A,SP 20% Standing/Air Create a sharp piece of Ice and crash into the opponent using it as a weapon. A grazing attack.
s Select Spellcard z Use Spellcard (consume card) D,D,z Declare Card (consume card) D,F,z Use Declared Spell Card (25% lower cost, does not consume any cards) D,D,c Bomb A,HT 1 Bomb Any Pushes the opponent back while being invincible for a short time. Does no damage. Requires bombs to be enabled in c Chain Spellcard (only while using another, appropriate spell)
Graze forward : YES Graze Back : YES Graze up(super jump) : YES Air graze : YES Air graze limit : Unlimited Bars
The top, thinner bar is called Burden Bar, and it represents the damage dampening. The closer the bar is to being full, the lower your damage output is. The bar shows the damage reduction in percentage : A full bar means your attacks will do zero damage. The bottom, thicker bar is called Danmaku Bar, and it is the power you need for most projetile/special moves. If you use the entire bar up, it'll be turned into red, and moves that require bar will be unavailable until it is filled to the max. It fills slowly all the time except when using skills that consume it, and faster if the opponent has fallen to the ground. Moves that need this bar have the required amount listed in the COST column, where the whole bar equals 1000. The two star icons in front of the bars are the Bombs. You can use them via the D,D,c command, and it will make a nearby opponent fall, while giving you invicibility for a short duration. You can gain new bombs at random when hitting the opponent, and start each match with one. You can see your spellcards at the bottom of the screen. (If they are not there, make sure you are using the correct screen resolution ratio of 4:3) Grazing
By holding the z button down and pressing a directional key, the character will move quickly in that direction. This movement is so fast that you can avoid being hit by projectiles while moving this way. It doesn't work against hyper projectiles (those with a type of HP listed), which is unlike the original Touhou games, so you have to be more careful when to do this. In exchange, the guard break mechanism of the original game is not present here : You are free to guard as long as you wish, but be careful about chip damage, unguardables, and guarding in the wrong state : guarding all the time is rarely a good strategy. Card System
You can configure your deck of cards using the DeckConfig.exe utility. You can have any number of cards in your deck, and each card can have any number of copies. The deck can never run out, if it would, a new deck of the exact same contents is generated. When construction a deck, you have to -Include at least 5 different types of card. -Have no more than 50% of your deck made of the same card. The deck counstruction program won't allow you to break these rules, but you better know about them in advance, anyway. If you have any trouble with the spellcard system, delete the deck.dat file, restart Deckconfig.exe, ignore the error message, and save. Doing this will generate a new, empty deck configuration file. There are four types of card. -Skill cards will increase the power of one or more special attacks, or they give you a new move or passive ability. -Stage cards generate a permanent effect of some kind that, unlike a passive ability, has effects on something other than yourself. -Spell cards will provide a one-time effect when used, usually an attack, but sometimes other, more special effects. -System cards are spell cards that are common for all Touhou characters. You can declare a card, that allows you to use it without needing any copies of that card, and allows you to level it up. Skill cards cannot be declared. Stage cards cannot be used, only declared, they have a passive effect. When you attempt to use a Stage card, it will be automatically declared instead. Declaring a new card will remove the old declaration and all levels of that card will be lost. Declaring an already declared card will level it up by 1. Declaring a card costs 33% of the card's normal cost. Using a declared card costs 75% of the normal cost. The maximum level of a declared card is 4. If this level is reached, any further copies of the card are immediately removed from your deck. Declared Spell Cards sometimes also grant passive abilities. Cards that are ready to be used have a GREEN frame of light around them. Cards that can be declared have a RED frame. When performing a spell, you can sometimes chain another one, by the c button. You either need to select the card you will be chaining, or have it declared. Spells that allow chaining other spells have the spell listed in their description. Chaining a spell costs 1000 less power than using it, and there is no additional discount even if it is declared.


System Cards
A spellcard to recover your lost health. Cost : 2000 Level 1 : Heals 250 life points. Level 2 : Heals 260 life points. Passive : Slowly regenerate life while fighting. Level 3 : Heals 270 life points. Passive : Regenerate double the amount of life while fighting. Level 4 : Heals 280 life points. Passive : Regenerate triple the amount of life while fighting. New Card Album
Reinitializes your deck, and draws a new hand of five cards. The cost reduction doesn't apply when using your memorized spellcard. Level 1 : Reinitialize Deck. Level 2 : Reinitialize Deck. Passive : Using cards costs 10% less power. Level 3 : Reinitialize Deck. Passive : Using cards costs 20% less power. Level 4 : Reinitialize Deck. Passive : Using cards costs 30% less power. Danmaku Booster
A spellcard that refills your Danmaku bar by converting power. When used, your bar stays at maximum for 8 seconds, and you cannot gain power while this effect lasts, plus an additional three seconds after it ends. Cost : 1500 Level 1 : Bar stays at maximum for 8 seconds. Level 2 : Bar stays at maximum for 9 seconds. Passive : Your bar charges slightly faster while fighting. Level 3 : Bar stays at maximum for 10 seconds. Passive : Your bar charges faster while fighting. Level 4 : Bar stays at maximum for 11 seconds. Passive : Your bar charges even faster while fighting. Spell Cards
The Strongest
Cirno does her best to defeat anyone trying to stop her! Damage of physical attacks is doubled-tripled, and she completely ignores the damage from any incoming attacks. Maybe she is too slow to notice the pain? Unfortunately such reckless behavior comes with consequences, so she'll be unable to continue to fight as soon as the effect ends, and then she loses the round. Using the card more than once has no additional effect. Cost : 100 Level 1 : 9 seconds of effect before knockout. Level 2 : 10 seconds of effect before knockout. Level 3 : 11 seconds of effect before knockout. Level 4 : 12 seconds of effect before knockout. Almost Hundred Needles
Shoot 99 ice thorns in rapid sucession. Controlling that many is difficult, so they fly away to random directions. Isn't very good in terms of damage, but the cost is low and the projectiles are too fast to graze. Can be chained into : Near Thousand Needles Cost : 1000 Type : A,HP Level 1 : Basic level Level 2 : Slightly higher damage, and the skill "Ice Thorns" does +10% damage. Level 3 : Higher damage, and the skill "Ice Thorns" does +20% damage. Level 4 : Highest damage, and the skill "Ice Thorns" does +30% damage. Cold Sprinkler
A combination of Frost Mine and Almost Hundred Needles, but these projectiles are slower and can be grazed. Cost : 1000 Type : A,SP Level 1 : Basic level Level 2 : Slightly higher damage, and the skill "Frost Mine" does +10% damage. Level 3 : Higher damage, and the skill "Frost Mine" does +20% damage. Level 4 : Highest damage, and the skill "Frost Mine" does +30% damage. Super Ice Kick
A powerful spinning kick attack from air. Unguardable while crouching. Burden has no effect on this attack. Cost : 1000 Type : A,HA Level 1 : 180 damage. Level 2 : 190 damage. Level 3 : 200 damage. Level 4 : 210 damage. Great Crusher
Smash the opponent with a giant block of ice. Unguardable while crouching. Cannot be hit by NA,SA,NP,SP attacks during startup. Cost : 2000 Type : A,HA Level 1 : 275 damage Level 2 : 300 damage Level 3 : 325 damage Level 4 : 350 damage Frost Columns
Make a large amount of oversized ice thorns come out of the ground suddenly. Unguardable while standing, and is able to hit opponents on the ground. Cost : 2000 Type : C,HA Level 1 : 275 damage Level 2 : 300 damage. The skills : Iceberg, and Advancing Frost do 10% more damage. 10 Guarded damage. Level 3 : 325 damage. The skills : Iceberg, and Advancing Frost do 20% more damage. 20 Guarded damage. Level 4 : 350 damage. The skills : Iceberg, and Advancing Frost do 30% more damage. 30 Guarded damage. Near Thousand Needles
999 sharp icicles hail down from the sky. The damage is not affected by burden, as creating this many is already exhausting to the maximum and cannot be reduced any further, making the damage only 1 per projectile. As larger opponents usually get hit by more of them, they take more damage from this attack. Leveling this spell up won't make it stronger, but the icicles will be sharper, making the guarded damage higher instead. Can be chained into : 10000 Needles minus one Cost : 2000 Type : A,SP Level 1 : 1 Damage per hit, 30% of damage pierces guarding Level 2 : 1 Damage per hit, 45% of damage pierces guarding Level 3 : 1 Damage per hit, 60% of damage pierces guarding Level 4 : 1 Damage per hit, 75% of damage pierces guarding Ice Devil
Spin around to create a whirlwind made of ice cold air. Small chance to freeze the opponent in addition to the damage. You cannot create more than one at the same time because they'd cancel each other out. Cost : 2000 Type : A,SP Level 1 : Whirlwind stays around for 10 seconds. Level 2 : Whirlwind stays around for 12 seconds. Mist Swirl does 10% more damage. Level 3 : Whirlwind stays around for 14 seconds. Mist Swirl does 20% more damage. Level 4 : Whirlwind stays around for 16 seconds. Mist Swirl does 30% more damage. Perfect Freeze
Create an extremely low temperature, automatically freezing the opponent. This attack is unguardable, but the damage is very low. Cost : 1000 Type : A,HT Level 1 : Freezing takes one second. Adds 30% burden. Level 2 : Freezing takes 2/3 of one second. Adds 20% burden. Level 3 : Freezing takes 1/2 of one second. Adds 10% burden. Level 4 : Freezing takes 2/5 of one second. Adds no burden. Mach 9
This is an improved version of the Ice Sword move. You move as fast as nine times the speed of the sound, making this attack completely unguardable. Projectiles and attacks cannot hit you while doing this because you are way faster than them, but throws and AOE spells can still hit. The movement is so fast that she'll look like as though there were 9 of her. Although the movement is fast, she doesn't use much strength, so the damage is somewhat low... but in exchange for that, this move doesn't add nor is affected by burden. Cost : 3000 Type : A,HA Level 1 : Normal damage Level 2 : Slightly increased damage Level 3 : Increased damage Level 4 : Maximum damage 10000 Needles (minus one)
Shoot 10000 smaller needles of ice into the opponent. Unfortunately, Math isn't exactly Cirno's strongest point, so the actual number of needles ends up 9999 usually. This spell targets the opponent and misses if the opponent is guarding, or is untargetable for some reason, like while using an uninterruptable spellcard. If it hits, the opponent's life will be reduced to 99. However, if the opponent was already below a third of his life remaining when the spell was used, he'll be reduced to 9 life instead. Cost : 3000 Type : A,HT Level 1 : 1/6 second of time for targeting before the spell fails. Level 2 : 3/6 second of time for targeting before the spell fails. Level 3 : 5/6 second of time for targeting before the spell fails. Level 4 : 7/6 second of time for targeting before the spell fails. Strategy 9
When all else fails, then there is strategy 9 : a very powerful cold wave that unfortunately hits both players. Does she really have 8 other strategies for fighting? Can be chained into : Mach 9 Cost : 3000 Type : A,HT Level 1 : All players take 9% of their current life as damage 9 times. Level 2 : Same, and you don't take damage while using the spell from other sources. Level 3 : Same, and the spell cannot be interrupted at the beginning, either. Level 4 : Same, and each hit also gives 999 power to the players. Ice Tornado
A gigantic tornado of freezing cold air. You are invincible while inside the tornado. Cost : 4000 Type : A,HT Level 1 : 504 damage. Guarded damage around 160. Level 2 : 588 damage. Guarded damage around 160. Level 3 : 672 damage. Guarded damage around 160. Level 4 : 756 damage. Guarded damage around 160. Skill Cards
Freezing Aura
Chance to freeze any opponent that hits you in physical combat. Cost : 1000 Level 1 : Freezing chance is 10% for hits taken and 3% for hits guarded. Level 2 : Freezing chance is 20% for hits taken and 6% for hits guarded. Level 3 : Freezing chance is 30% for hits taken and 9% for hits guarded. Level 4 : Freezing chance is 40% for hits taken and 12% for hits guarded. Frosty Mist
Powers up skills that utilize cold air by making them freeze the opponent more often. Affects : -Mist Swirl (Increased Freezing Chance) -Misty Way (Increased Freezing Chance) -Misty Spiral (Increased Freezing Chance) -Freezing Mist (Increased Freezing Chance) -Spellcard : Ice Devil (Increased Freezing Chance) Cost : 1000 All Levels : Powers up the listed skills Snowman Building
Improves your ability to gather and create larger blocks of ice. Affects : -Midsummer Snowman (Larger maximum size) -Iceball (More damage) -Iceberg (More damage) Cost : 1000 All Levels : Powers up the listed skills Improved Icicle
Improves your ability to create sharp pointy thorns of ice. Affects : -Ice Thorns (More damage) -Ice Machinegun (No charging time for +1 projectile/level) -Iceicle (More damage) -Icecar (More damage and guarded damage) Cost : 1000 All Levels : Powers up the listed skills Advanced Ice Construction
Improves your attacks that use more complicated forms of ice. Affects : -Frost Mine (More damage, slower movement) -Frost Trap (More duration and damage) -Ice Sword (More damage, lv4 adds grazing) -Advancing Frost (More damage) Cost : 1000 All Levels : Powers up the listed skills Stage cards
Arctic Winds
Very cold wind, that causes anyone to freeze if they keep guarding for too long. Cost : 2000 Level 1 : Freeze opponent after 4 seconds of guarding Level 2 : Freeze opponent after 3 seconds of guarding Level 3 : Freeze opponent after 2 seconds of guarding Level 4 : Freeze opponent after 1 seconds of guarding