Patchouli Knowledge
by Seravy (http://seravy.x10.mx/Wordpress)
Patchouli Knowledge is a very smart, anemic magician from the Scarlet Devil Mansion.
It seems that she's capable of very powerful magic of all kinds, using many elements in a single spell, but due to anemia and general poor health she's often unable to recite her spells.
She lives in the library of Scarlet Devil Mansion, and she goes out very rarely.
She has a wide range of spells, several from each element, and is pretty good at ranged combat.
She is weak in phsyical combat, and doesn't have many physical attacks, so keeping the opponent as far as possible is essential.
She has quite a few techniques to achieve that, actually, so physical attackers might find themselves in trouble easily.
Command Name Type Element Cost Condition Effect
a Light attack S,NA - - Standing -
b Strong attack S,NA - - Standing Unguardable while crouching
F+b S.attack Low S,NA - - Standing Unguardable while standing
D+a Cr. Light attack C,NA - - S/C Unguardable while standing
D+b Cr.Strong attack C,NA - - S/C Unguardable while standing
a Light air attack A,NP - - Air -
b Strong air attack A,NA - - Air Unguardable while crouching
F+a Wind Attack A,NP Wind - Air,Standing The most basic offensive spell, and the only one without a bar cost. Holding FWD makes the wind move forward, otherwise it moves diagonally upwards.
D,D,a Spring Wind - Wind - Standing Creates a sudden wind that pushes all opponents away. Does no damage, but you are immune to NA,SA and NT type attacks while doing this. Can be used from blockstun.
x Fireball A,NP Fire 200 Air,Standing Homing fireball attack.
D,B,a Compressed Wind A,NP Wind 200 Any Fastest projetile attack and with homing capacity, but the damage is very weak. Useful when you need to disturb your opponent while she is trying to use a slower but more powerful move.
D,F,a Twister A,SP Wind 200 Standing A small twister that travels on the ground. It isn't that powerful damage-wise, but it keeps the opponent wide open for further attacks.
y Watergun A,NP Water 200 Air,Standing Fire many small water particles in forward direction quickly.
D+y Bubble of Hesitation A,NP Water 200 Any A bubble that is very weak on the offensive side, but is able to absorb some damage to protect you. In exchange for the weak attack power, creating them is a bit faster.
c Autumn Blade A,NP Metal 200 Air,Standing A rotating blade that causes heavy damage. It takes hard concentration to use it so you can't have more than one of these on the screen at a time. Due to the sharp edges it does a bit of damage even if guarded.
D,F,y Winter Element C,NP Water 200 Air,Standing Water bursts out of the ground, directly below the opponent. The damage isn't that great, but you can use mutiples in a row to combo, and it almost never misses. Alternative command : D,D,y
D,B,y Holding Spray A,NP Water 200 Air,Standing Shoot sticky bubbles at the opponent. They do low damage, but if a certain number of them hits, the opponent will be enveloped in a larger bubble and unable to fight for a few seconds.
D,B,x or D+x Summer Flame C/A,SP Fire 200 Any Spread out flames in front of you. The damage isn't too high, but it covers a wide area, so it is hard to avoid.
D,F,x Summer Red A,SP Fire 200 Air,Standing A large fireball with focused power. Does the best damage but it is easy to dodge.
D+x Summer Red A,SP Fire 200 Air Same as above, but fires diagonally downward.
D,D,x Flame Dance A,SP Fire 400 Standing A high damage attack that also covers a wide area...unfortunately it also uses up a lot of energy, so it is quite expensive.
D,B,c Crystal Pierce A,SP Earth 200 Any Materialize three crystals in front of you, and push them into the opponent at high velocity. Materializing crystals need hard concentration so it takes some time, and they disappear if you take damage. In exchange, they do nice damage, are hard to avoid, and do some damage even when guarded. Holding down the c button increases the number of crystals to at most 10.
D+c Emerald City S,SA Earth 250 Standing Suddenly form a wall of emerald crystals around you. If it hits, it sends the opponent flying away. It also serves as a counter against NA,SA,NT or ST type moves in case your bombs run out.
D,F,c Dew Spear A,NP Earth 200 Any Form some crystals from the earth and drop them on the opponent. Unguardable while crouching.
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
St.Elmo's Pillar
An offensive spellcard that shots a large fireball directly at the opponent and causes a huge flame explosion.
Can be chained into : Royal Flare
Cost : 1000
Type : A,HP
Element : Fire
Level 1 : 200 damage, 10 guarded damage.
Level 2 : 210 damage, 15 guarded damage,flame waves from the side of the explosion.
Level 3 : 220 damage, 20 guarded damage,2 flame waves from the side of the explosion.
Level 4 : 230 damage, 25 guarded damage,3 flame waves from the side of the explosion.
Royal Flare
A Sun Elemental attack that burns eveything in a large area.
It uses up your entire Danmaku bar, and does additional damage based on how much you had of it.
Can be chained into : Supersolar Flare
Cost : 2000
Type : A,HT
Element : Fire / Sun
Level 1 : Normal damage
Level 2 : Increased damage
Level 3 : Even more increased damage
Level 4 : Highest damage
Elemental Harvester
Attach yourself to a cogwheel with sharp metal blades to damage nearby opponents.
This spell card is usable to counter NA,SA,HA,NT and ST type attacks of the opponent.
Can be chained into : Emerald Megalopolis, chaining reduces burden
Cost : 1000
Type : A,HA
Element : Metal
Level 1 : Lowest damage
Level 2 : More damage
Level 3 : Even more damage
Level 4 : Most damage
Philosopher's Stone
Summons the five crystals representing the five elements of Fire, Water, Wind, Earth, and Metal.
When using elemental attacks, the corresponding crystal(s) fire homing projectiles at the opponent and produce the following effect :
Fire : The crystal explodes and does damage in a small area around itself
Water : The crystal releases two water bubbles
Earth : The crystal heals Patchouli for 25 life
Wind : The crystal generates 200 power
Metal : The crystal refills 40% of the danmaku bar
Cost : 2000
Type : A,SP
Element : All
Level 1 : 15 seconds duration. Each Crystal can be used up to twice.
Level 2 : 17 seconds duration. Each Crystal can be used up to 3 times.
Level 3 : 19 seconds duration. Each Crystal can be used up to 4 times.
Level 4 : 21 seconds duration. Each Crystal can be used up to 5 times.
Noahian Deluge
Fires waterballs at high speed at the opponent. The damage of the balls are low, but the number of them, and their quick speed makes up for that.
Cost : 1000
Type : A,NP
Element : Water
Level 1 : 18 damage/hit.
Level 2 : 20 damage/hit. Passive : Water bubbles appear at random on the stage that damge the opponent when touched.
Level 3 : 22 damage/hit. Passive : Water bubbles appear at random on the stage that damge the opponent when touched. When they touch the ground, the contained water is sprayed upwards having the same effect as the Winter Element move.
Level 4 : 24 damage/hit. Passive : same as above.
Silent Selena
Releases a massive amount of Moon elemental energy around yourself. This move also provides invincibility for you while using it.
Cost : 2000
Type : S,HP
Element : Moon
Level 1 : Medium damage.
Level 2 : Higher damage, area 10 units wider.
Level 3 : Higher damage, area 20 units wider, a little damage even if guarded.
Level 4 : Highest Damage, area 30 units wider, a little damage even if guarded.
Unbound Harvester
Create a large cogwheel with sharp blades and throw it at the opponent.
Cost : 1000
Type : A,HA
Element : Metal
Level 1 : Lowest damage
Level 2 : Medium damage
Level 3 : Higher damage
Level 4 : Highest damage
Djinn Gust
Create an a stong wind that pushes the opponent away and while also doing damage.
Due to the nature of the Wind element, the damage can vary at random, and also depending on the opponent's size and position.
Cost : 1000
Type : A,HP
Element : Wind
Level 1 : 16 damage per hit
Level 2 : 17 damage per hit
Level 3 : 18 damage per hit
Level 4 : 19 damage per hit
Akiba Summer
Quickly move around in the air while spraying blazing hot fire and ice cold water around in all directions.
The entire duration of this move counts as grazing, so you don't need to worry about projectiles damaging you.
The move cannot be interrupted by attacks either after it started.
Due to the use of opposing elements, the damage varies greatly, so this move is somewhat unpredictable.
As the elements balance each other out, the move doesn't generate, nor is it affected by burden.
Cost : 2000
Type : A,HP
Element : Fire,Water
Level 1 : Lowest damage
Level 2 : Medium damage
Level 3 : Higher damage
Level 4 : Highest damage
Satellite Fireworks
Bomb a huge area with explosive projectiles. Does excellent guarded damage, and is completely uninterruptable.
It can be grazed, but it lasts too long so only some of the damage can be avoided.
Cost : 3000
Type : A,SP
Element : All
Level 1 : High Damage, 1.5 damage per guarded projectile.
Level 2 : Higher Damage, 2 damage per guarded projectile.
Level 3 : Even higher Damage, 2.5 damage per guarded projectile.
Level 4 : Highest Damage, 3 damage per guarded projectile.
Jellyfish Princess
Wrap yourself into a strengthened water bubble that prevents damage done to you.
The bubble also allows you to fly using the directional keys, however, you will be able to
use aerial attacks only while this spell is in effect, including other spellcards.
The bubble projectiles don't add burden when they hit but do very low damage.
Cost : 2000
Element : Water
Level 1 : Prevent 250 damage, and allow flying.
Level 2 : Prevent 275 damage, and allow flying. The bubble randomly multiplies into bubble projectiles.
Level 3 : Prevent 300 damage, and allow flying. The bubble randomly multiplies into bubble projectiles at an improved chance, and automatically does it when attacked.
Level 4 : Prevent 325 damage, and allow flying. Same as above, plus the bubbles turn into water pillars when they hit the ground, and they aren't removed by grazing.
Rubble Pile Belt
Open a portal to an asteroid zone.
Cost : 2000
Type : A,SP
Element : Earth
Level 1 : Medium damage
Level 2 : More damage. Passive : Asteroids come from the air at random.
Level 3 : More damage. Passive : Asteroids come from the air more frequently.
Level 4 : Most damage. Passive : Asteroids come from the air more frequently.
Lunar Blaster
Shoot concentrated Moon energy at the opponent.
There is a chance for an additional major blast containing the energy of the Full Moon to appear.
The Full Moon Beam is not affected by burden, but the rest of the attack is.
Cost : 2000
Type : A,HP
Element : Moon
Level 1 : Chance for Full Moon beam is 15%
Level 2 : Chance for Full Moon beam is 33%
Level 3 : Chance for Full Moon beam is 50%
Level 4 : Chance for Full Moon beam is 70%
Absolute Harvester
The strongest Metal spell, which calls many blades to cut the opponent to pieces.
This move is unguardable, and unaffected by burden, but it's slow to start and can be interrupted.
Cost : 3000
Type : A,HT
Element : Metal
Level 1 : Medium damage
Level 2 : Higher damage
Level 3 : Even higher damage
Level 4 : Highest damage
Librarian Devil
Summons your familiar, Koakuma. She attacks any opponent that comes near to you with a book. She cannot be hit by normal type attacks (NA,NP or NT).
Cost : 2000
Type : S,SA
Level 1 : Lowest HP and damage
Level 2 : More HP and damage
Level 3 : Even more HP and damage
Level 4 : Maximum HP and damage
Satellite Sunflower
A weaker version of Satellite Fireworks, creates less, weaker and non-exploding projectiles.
The advantage is, this spell, once started, continues attacking while you are free to do anything else.
Cost : 1000
Type : A,SP
Element : Moon,Wood
Level 1: Lowest damage, area, and duration.
Level 2: +25% damage per hit, +0.75seconds duration, slightly wider area and projectile frequency.
Level 3: +50% damage per hit, +1.5seconds duration, slightly wider area and projectile frequency.
Level 4: +75% damage per hit, +2.25seconds duration, slightly wider area and projectile frequency.
Solar Flare
An improved version of Royal Flare, Patchouli's strongest spell.
The effect of burden is reduced on this spell.
Cost : 4000
Type : A,HT
Element : Fire - Sun
Level 1 : 504 damage. Guarded damage around 160.
Level 2 : 588 damage. Guarded damage around 160. Can kill when guarded.
Level 3 : 672 damage. Guarded damage around 160. Can kill when guarded.
Level 4 : 756 damage. Guarded damage around 160. Can kill when guarded.
Emerald Megalopolis
A very powerful version of Emerald City.
Like Emerald City, this spell also works as a counterattack against NA,SA,NT and ST type attacks,
however, this also does a high amount of damage, and can hit up to four times.
Higher levels increase the sharpness of the crystals, causing damage when the attack is guarded.
Cost : 3000
Type : S,HA
Element : Earth
Level 1 : High damage
Level 2 : Same as above, and does damage when guarded.
Level 3 : Same as above, but guarded damage is doubled.
Level 4 : Same as above, but guarded damage is tripled.
Ring of Fire
Throw ring of flames at the opponent. It moves very slowly, so even though it can be avoided by grazing, it will be around for a while to get in your opponent's way.
Cost : 1000
Type : A,SP
Element : Fire
Level 1 : 240 damage
Level 2 : 264 damage, 24 damage when guarded
Level 3 : 288 damage, 48 damage when guarded
Level 4 : 312 damage, 72 damage when guarded
Static Green
An attack that hits the ground with a sudden electric discharge. It is unguardable, but can be grazed.
Keep in mind that it is a spellcard this time, not a skillcard, unlike in 12.3.
Cost : 1000
Type : A,SP
Element : Wind
Level 1 : 160 damage
Level 2 : 180 damage
Level 3 : 200 damage
Level 4 : 220 damage
Grand Philospher's Stone
An extremely powerful spell that combines all elements for an unguardable blast.
It can't do as much damage as Solar Flare, but it's unblockable, so you'll always hit as long as the
opponent is in the huge area of the attack.
Cost : 5000
Type : A,HP
Element : All
Level 1 : High damage
Level 2 : Higher damage
Level 3 : Even higher damage
Level 4 : Highest damage
Skill Cards
Day of the Flames
Power up your Fire skills :
-Fireball (More projectiles)
-Summer Flame (More damage)
-Summer Red (More damage)
-Flame Dance (More damage)
Cost : 1000
All levels : Increases power of the listed skills.
Day of the Gusts
Power up your Wind skills :
-Compressed Wind (More projectiles)
-Spring Wind (More power gained)
-Wind Attack (More damage)
-Twister (More damage)
Cost : 1000
All levels : Increases power of the listed skills.
Day of the Waves
Power up your Water skills :
-Watergun (More damage)
-Bubble of Hesitation (More durability and damage)
-Winter Element (More damage, multiple pillars)
-Holding Spray (More damage)
Cost : 1000
All levels : Increases power of the listed skills.
Day of the Crystals
Power up your Earth skills :
-Autumn Blade (More damage)
-Crystal pierce (Generate crystals faster)
-Emerald City (More damage)
-Dew Spear (More crystals)
Cost : 1000
All levels : Increases power of the listed skills.