Marisa Kirisame by Seravy (http://seravy.x10.mx/Wordpress)
Marisa Kirisame is an ordinary human magician who specializes in light and heat magic and currently resides in the Forest of Magic. She doesn't respect people and property, and has somewhat of a bad reputation for this. Her firepower is outstanding, and she has some very useful techniques, but her close range damage is somewhat low. She can use her broom as a weapon or as a tool for flying. She is able to steal spellcards, and although she can't use them herself this can be devastating to the strategy of the opponent.
Command Name Type Cost Condition Effect
a Light attack S,NA - Standing - b Kick S,NA - Standing - F+b Broom Smash S,NA - Standing Unguardable while crouching D+a Low Kick C,NA - S/C Unguardable while standing D+b Broom Swipe C,NA - S/C Unguardable while standing a Spark A,ST - Air Knock enemy away, hits forward D+a Spark (low version) A,ST - Air Knock enemy downwards, Unguardable while crouching b Air Kick A,NA - Air Unguardable while crouching D,B,b Witch Leyline A,SA - Any Ram into the opponent while riding your broom. Grazing attack. D,F,a Misama Sweep (weak) A,SA - Standing Unguardable in air. Less damage but the opponent is easy to hit afterwards with another attack. Evade physical non-hypers on startup, including normal throws. D,F,b Miasma Sweep (strong) A,SA - Standing Unguardable in air. More damage and sends the opponent flying. Evade physical non-hypers on startup, including normal throws.
y Flask of Hazards A,SP 20% Any Throw an exploding flask at the opponent. The explosion can hurt both players and hits on the ground for half the damage. D,D,y Magical Reusable Bomb A,SP 40% Any A stronger exploding flask that bonuces for a while before exploding. The explosion can hurt both players, is unguardable when not in air, and hits on the ground for half the damage. D+y Makai Torch A,SP 20% Standing This attack covers a large area with explosions, but the damage is unimpressive. D,F,y Narrow Spark A,SP 20% Any A thin beam attack of medium strength and speed. D,B,y Stream Laser A,SP 20% Standing A slower, wider beam that does more damage. x Meteonic Debris A,SP 20% Any Shoot multiple projectiles forward in a spread out fashion. Not many of them will hit if the opponent is far away. D,F,x Meteonic Fragments C,SP 20% Standing Quick, weak projectiles that explode at a certain distance. Damage done in the explosion area is higher. D,D,x Meteonic Gust C,SP 20% Standing Conjure up a burst of danmaku from below the opponent. It's relatively quick but the damage is not that special. However, this attack has invincibility frames against non-hyper non-throw attacks. D+x Meteonic Rift C,SP 20% Standing Conjure up a stronger burst of danmaku right in front of you that stuns well. This attack also has invincibility frames against non-hyper non-throw attacks. D,B,x Meteonic Eruption C,SP 20% Standing Cover a wider area further ahead with a highly damaging explosion. It reaches higher into the air but does less damage there than to people touching the ground. It takes time to activate, and you are limited to one at a time. Can only be blocked in air. This attack also has invincibility frames against non-hyper non-throw attacks. c Magic Missile A,NP 20% Any A projectile that starts slow but speeds up suddenly to confuse the opponent. D+c Galactic Rain A,NP 20% Standing Fire 3 missiles upwards that fall back down. They do more damage when coming down.
Passive ability : Reckless Casting Marisa has a 3% chance of doing a critical hit by danmaku attacks, doing +40% damage with that hit. However, there is also an 1% chance of doing halved damage for each hit. Criticals only affect the base damage of skills and doesn't increase bonus damage from other sources.
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 minus.st 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 : 5
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.


FAQ

System Cards
Recovery
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
Stardust Reveire
An improved version of Witch Leyline. The graze/immunity is only applied while moving forward or hitting. Can be chained into : Comet - Blazing Star Cost : 1000 Type : A,HA Level 1 : 160 damage, graze Level 2 : 170 damage, graze, immune to normal attacks. Passive : Witch Leyline does +10% damage. Level 3 : 180 damage, graze, immune to normal and special attacks. Passive : Witch Leyline does +20% damage. Level 4 : 190 damage, graze including through hyper projectiles, immune to normal and special attacks. Passive : Witch Leyline does +30% damage. Comet - Blazing Star
An improved version of Stardust Reveire. The extreme velocity causes a shockwave that allows the attack to hit even from a distance, and it also keeps any incoming attacks away. It damages when blocked in the air, and the amount of damage depends on the distance from Marisa and is scaled lineraly. Cost : 3000 Type : A,HA Level 1 : Full invincibility, 340 damage. 250 guarded damage when blocking a direct hit in air. Level 2 : Full invincibility, 400 damage. 300 guarded damage when blocking a direct hit in air. Level 3 : Full invincibility, 460 damage. 350 guarded damage when blocking a direct hit in air. Level 4 : Full invincibility, 520 damage. 400 guarded damage when blocking a direct hit in air. Escape Velocity
An improved version of Miasma Sweep. This provides invincibility for the whole attack duration against all physical attacks and non-hyper projectiles. Cost : 1000 Type : A,HA Level 1 : 175 damage. Level 2 : 189 damage. Passive : +10% damage when using Miasma Sweep. Level 3 : 203 damage. Passive : +20% damage when using Miasma Sweep. Level 4 : 217 damage. Passive : +30% damage when using Miasma Sweep. Meteonic Shower
Improved version of Meteonic Debris. Cost : 1000 Type : A,HP Level 1 : Lowest damage Level 2 : Little bit more damage Level 3 : More damage Level 4 : Most damage Starstorm
Improved Meteonic Shower. The stars are spread towards all directions, and the attack is uninterruptable. Can be chained into : Meteonic Shower Cost : 2000 Type : A,HP Level 1 : Lowest damage Level 2 : Little bit more damage Level 3 : More damage Level 4 : Most damage Non-Directional Laser
A laser beam attack that involves firing multiple lasers towards every direction. Full invincibility when used. There is no damage when blocked because the energy is unfocused. Cost : 2000 Type : A,HP Level 1 : Base damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Pandora's Fountain
A forbidden spell Marisa found in a book she acquired. Powerful Magic Marisa haven't mastered yet. She can't control the direction of energy flow, only channel the raw energy. Effect is applied for both players but everyone might get hit by a different one. This attack is ungurdable. Cost : 1000 Type : A,HT Level 1 : Each player is affected by a random effect 3 times, out of these : Gain 1000 power, Gain maximum power, Lose 1000 power, Lose all power, Take 100 damage, Take 200 damage, Gain 100 Life, Gain 200 Life, Gain maximum Life. KO is not checked during the attack, so it's possible to first lose then gain life and survive even if 0 was reached meanwhile. Level 2 : Same as above, but "Lose 1000 power" has no effect on Marisa. Level 3 : Same as above, and "Take 100 damage" also has no effect on Marisa. Level 4 : Same as above, and "Gain 100 Life" has no effect on the opponent. Orreries Pulsar
Generate orbs that can block projectiles and absorb energy from them. Absorbed energy depends on the damage and can be anywhere from 5 to 20 units/hit. Energy is lost when taking hits, and also gradually. If the energy runs out, the orbs disappear. If enough energy is accumulated, the orbs will unleash a non-directional laser attack that is unaffected by and doesn't generate burden. Cost : 2000 Type : A,HP Level 1 : Orbs lose 10 units of power for every hit taken, and 10 for every second elapsed Level 2 : Orbs lose 9 units of power for every hit taken, and 9 for every second elapsed Level 3 : Orbs lose 8 units of power for every hit taken, and 8 for every second elapsed Level 4 : Orbs lose 7 units of power for every hit taken, and 7 for every second elapsed Master Spark
A highly damaging laser beam attack that also comes with full invincibility. The beam can be fired diagonally if the opponent is not directly in front. This attack ignores the burden bar. Cost : 3000 Type : A,HP Level 1 : 361 damage, 38 guarded damage Level 2 : 399 damage, 57 guarded damage Level 3 : 437 damage, 76 guarded damage Level 4 : 475 damage, 95 guarded damage Final Spark
An even more powerful master spark. Release a weak beam first to stun the opponent, before unleashing the full power. This special technique makes this attack extremely fast and hard to defend against. Unlike Master Spark, this can only be used while standing and only goes forward, however, it's wider. Cost : 5000 Type : A,HP Level 1 : 589 damage, 38 guarded damage Level 2 : 646 damage, 57 guarded damage Level 3 : 703 damage, 76 guarded damage Level 4 : 760 damage, 95 guarded damage Dragon Meteor
Marisa's most powerful offensive spell. While it does the most damage and it is fired multiple times, it's very slow and will be guarded most of the time. The guarded damage is high, however, so it's not a problem. Cost : 4000 Type : A,HP Level 1 : Fire beam 3 times. Level 2 : Fire beam 4 times. Level 3 : Fire beam 5 times. Level 4 : Fire beam 6 times. Earthlight Ray
A laser beam that comes out of the ground and moves forward, then turns around. To deal an acceptable amount of damage, the opponent needs to be on the spot the beam stops at. Cost : 1000 Type : A,SP Level 1 : Beam stops for 2 seconds before turning back Level 2 : Beam stops for 2.5 seconds before turning back, and does 1 guarded damage/hit Level 3 : Beam stops for 3 seconds before turning back, and does 2 guarded damage/hit Level 4 : Beam stops for 3.5 seconds before turning back, and does 3 guarded damage/hit Phantom Thief Marisa Appears!
Attempt a quick broom dash towards the opponent to steal their spellcards. Only HT type attacks can hit during this attack. Unguardable, but misses if the opponent is too far or jumps away. Cost : 1000 Type : A,HT Can be chained into : Phantom Thief Marisa Strikes Again! Level 1 : 110 damage. Opponent's learned spell levels down by 1. Level 2 : 110 damage. Opponent's learned spell levels down by 2. Level 3 : 110 damage. Opponent's learned spell levels down by 3. Level 4 : 110 damage. Opponent's learned spell levels down by 4. Marisa's declared card levels up to maximum. If she doesn't have any, the selected card in hand levels up. This effect is only applied if the opponent had a declared card. Phantom Thief Marisa Strikes Again!
Attempt a quick broom dash towards the opponent to steal their spellcards. Only HT type attacks can hit during this attack. Unguardable, but misses if the opponent is too far or jumps away. Cost : 2000 Type : A,HT Can be chained into : Phantom Thief Marisa's Great Robbery! Level 1 : 220 damage. All copies of 1 random card is removed from the opponent's deck and hand. Level 2 : 240 damage. All copies of 2 random cards are removed from the opponent's deck and hand. Level 3 : 260 damage. All copies of 3 random cards are removed from the opponent's deck and hand. Level 4 : 280 damage. All copies of 4 random cards are removed from the opponent's deck and hand. All levels also force the opponent to draw a new hand of cards from their deck. Using the skill again is not cumulative, but using a higher skill level will increase the number of stolen cards. Only cards in the deck can be stolen, when all copies are already drawn and the deck is not reinitialized yet, that card will not be available for stealing. Note : You cannot use the stolen spellcards. Phantom Thief Marisa's Great Robbery!
Attempt a quick broom dash towards the opponent to steal their spellcards. Only HT type attacks can hit during this attack. Unguardable, but misses if the opponent is too far or jumps away. Cost : 3000 Type : A,HT Level 1 : 330 damage. All of the opponent's skill cards level down by one. Each of Marisa's skill cards level up by the same amount the opponent lost. Level 2 : 360 damage. All of the opponent's skill cards level down by two. Each of Marisa's skill cards level up by the same amount the opponent lost. Level 3 : 390 damage. All of the opponent's skill cards level down by three. Each of Marisa's skill cards level up by the same amount the opponent lost. Level 4 : 420 damage. All of the opponent's skill cards level down by four. Each of Marisa's skill cards level up by the same amount the opponent lost. Skill Cards
Alchemy
Improves the efficiency of your exploding flasks. Cost : 1000 Improves the following attacks : -Flask of Hazards (+12 damage/level, +5 guarded damage/level, Explosion size increases at level 2 and 4.) -Magical Reusable Bomb (+12% damage/level, +8 guarded damage/level, Explosion size increases at level 2 and 4.) -Makai Torch (Increases explosion height at level 2 and 4. Increases width at level 1 and 3. +10% damage/level.) Meteonic Mastery
Improves the efficiency of your meteonic skills. Cost : 1000 Improves the following attacks : -Meteonic Debris (+1 projectile/level, +5% damage/level) -Meteonic Fragments (+1 projetile/level. Explosions are spread over a bit wider area. +10% damage/level.) -Meteonic Gush (+12% damage/level) -Meteonic Rift (+12% damage/level) -Meteonic Eruption (+12% damage/level) Beam Blasting
Improves beam attacks. Affects danmaku AND spellcards. Cost : 1000 Improves the following attacks : -Stream Laser (+12% damage/level, +1 guarded damage/level, level 4 makes hitbox on the beam a bit thicker) -Narrow Spark (+12% damage/level, +1 guarded damage/level) -Non-Directional Laser (+5% damage/level) -Master Spark (+19 damage/level) -Final Spark (+19 damage/level) -Earthlight Ray (+10% damage/level) Escape Arts
Improve the effectiveness of grazing. Cost : 1000 Each level grants : +10 ticks of maximum grazing duration +25% power gained when successfully grazing. -1 ticks of grazing cooldown duration (meaning you can graze again or guard that much faster) Haywiring
Concentrate on danmaku for improved damage, while paying less attention to yourself. Has no effect on spellcards. Each level grants : +2% damage with danmaku +7% chance to do a critical hit with danmaku +5% additional critical damage -5% defense -4% additional defense while firing danmaku -10% physical attack strength