Satori Komeiji by Seravy (http://seravy.x10.mx/Wordpress)
The Mistress of the Palace of the Earth Spirits after the underground city was separated from Hell. Her ability to read minds causes various youkai and spirits to fear her, but makes her loved by the animals that normally can't be understood. She uses her psychic and mind-reading powers in fights to her advantage. Due to mind-reading, she can even re-create spells used by other people easily.
Command Name Type Cost Condition Effect
a High Hypnotic Strike S,NA - Standing Looks like a normal standing attack but in reality it's a high attack. Does extra damage when chained after b. b Low Hypnotic Strike S,NA - Standing Looks like a normal standing attack but in reality it's a low attack. Does extra damage when chained after a. D+a Crouching weak attack C,NA - Standing Unblockable while standing D+b Crouching strong attack C,NA - Standing Unblockable while standing, launcher DFb Mirage Sweep S,NA - Standing An attack that hits lower than it seems. Unblockable while standing, launcher DDb Mirage Smash S,NA - Standing An attack that hits higher than it seems. Unblockable while crouching, launcher DDa Low Sliding Kick S,SA - Standing Unguardable while standing DFa Forward Push S,SA - Standing Makes opponent fall DBb Escape Arts S,NA - Standing An attack that knocks the opponent behind her, resulting in swapping places. Can be used by the "b" button while in blocking. a Air attack A,NA - Air Knocks the opponent down to the ground b Air kick A,NA - Air Unguardable while crouching
x Hell Bomb A,SP 40%bar Any A light pillar that attacks the opponent directly from below. High damage and the blocked damage is considerable, but can be grazed. y Mirage Bomb A,ST 20%bar Any An illusion that mimics the appearance of Hell Bomb. Makes the opponent fall asleep but does no damage. Sleep duration is increased for every consecutive hit (Max 5 times). While the opponent is sleeping, Satori gathers data on them by reading their dreams. Powerbar increases while the opponent is sleeping. As this is mental attack, it cannot be grazed but doesn't work if the opponent is already behing hit (including blockstun) by something else nor if they are jumping. This attack is interrupted when taking a hit. c Precognition Strike S,SA 20%bar Standing Read the mind of the opponent to see how they are going to guard next, and hit them at a weak point. Can be used after the opponent blocked a physical attack only. Does high damage when blocked, but nothing otherwise. F+c Relaxing Hypnosis S,NT 20%bar Standing The opponent is healed for 60 life but loses 666 power. Throw. D+c Traumatizer S,NT 20%bar Standing The opponent takes 180 damage but gains 666 power. Throw. DBc Foresight Barrier - 40%bar Standing A timed barrier that activates the next time the opponent tries to hit by a pysical (NA,SA,HA,NT) type attack. Max. duration is 7 seconds. Isn't active while guarding. DFx Shielding Shot A,SP 20%bar Standing A projectile which is effective at cancelling out other projectiles. Does low damage. DFy Beam of Sharp Intellect A,SP 20%bar Standing A focused beam attack of high damage. Damage increases when the powerbar is higher, and half of this additional damage is applied even when the beam is blocked. D+y Beam of Sharp Intellect A,SP 20%bar Air The air version of the above beam attack. Hits diagonally downward. Does not track the opponent's position. D+y Mental Pillars A,SP 20%bar Standing A beam attack that shoots directly upwards. Damage is medicore but it stalls the opponent well. DDy Tracking Beam A,SP 20%bar Standing An anti-air beam attack that follows the movement of the opponent. Cannot be fired at a low angle and doesn't hit opponents if they are not in air. DBy Crazy Beams A,SP 20%bar Standing A beam attack that uses many quick beams that are spread out. Damage isn't very good. D+x Thorn of Roses A,NP 20%bar Standing Multiple rose shaped projectiles rain down on the area in front of you. DBx Fragrance of Roses A,SP 40%bar Standing A rose projectile that splits up and showers a large area with petals. Does no damage. Petals can hit both players and increase the powerbar of whoever they hit. Satori's moves are not interrupted by these hits. DDx Creeping Chaos A,SP 20%bar Standing An anti-air projectile that hovers over Satori. Unblockable, low damage, and only hits opponents in the air, also it doesn't hit while moving. The duration is superior however. D+x 3 of Hearts A,NP 20%bar Air A fast air-to-ground projectile attack that covers a large area and stuns well, but does weak damage.
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
Oppressing Stare
Summons an eye that induces fear in the opponent, reducing their combat efficiency against Satori only. A maximum of 4 can be summoned at a time, and the attack reduction is additively cumulative. Cost : 1000 Level 1 : Eye Health 300, Enemy attack -20%/ Eye. Level 2 : Eye Health 350, Enemy attack -22%/ Eye. Level 3 : Eye Health 450, Enemy attack -23%/ Eye. Level 4 : Eye Health 500, Enemy attack -25%/ Eye. Induce Panic
A pshychological, illusion attack that hits the entire screen and is unblockable. Can be interrupted during startup. Damage is significantly reduced when the target has high or low health, it's most effective when they are at half health. Cost : 1000 Level 1 : Damage between 100-250. Level 2 : Damage between 115-265. Level 3 : Damage between 130-280. Level 4 : Damage between 145-295. 7 of Hearts
Rain down 7 exploding heart shaped projectiles from the sky. Damage is unreliable and not very high but the spell cannot be interupted. Cost : 1000 Level 1 : Projectiles do 50 damage each (before dampening is applied) Level 2 : Projectiles do 50 damage each and every unblocked hit restores 30 power Level 3 : Projectiles do 50 damage each and every unblocked hit restores 60 power Level 4 : Projectiles do 50 damage each and every unblocked hit restores 90 power Heart Flower
A special technique that increases power. Cannot be interrupted, but Satori is vulnerable during the entire spell. Additionally, when the opponent is too close, they get affected and gain power as well, as well as reducing your own gain by a small amount. Cost : 1000. Level 1 : Gain 3000 power. Duration : 3.5 seconds. Enemy gains up to 3000 power if hit. Enemy presence reduces your power gain by up to 900. Level 2 : Gain 3000 power. Duration : 3.1666 seconds. Enemy gains up to 2700 power if hit. Enemy presence reduces your power gain by up to 750. Level 3 : Gain 3000 power. Duration : 2.8333 seconds. Enemy gains up to 2400 power if hit. Enemy presence reduces your power gain by up to 600. Level 4 : Gain 3000 power. Duration : 2.5 seconds. Enemy gains up to 2100 power if hit. Enemy presence reduces your power gain by up to 450. Rose Wall
A wall of roses that is capable of absorbing attacks. Cannot move while active. Cost : 2000 Level 1 : Absorb 6 attacks. Gain 3 life per second while the wall is active. Time limit : 12 seconds. Level 2 : Absorb 6 attacks. Gain 6 life per second while the wall is active. Time limit : 13 seconds. Level 3 : Absorb 6 attacks. Gain 9 life per second while the wall is active. Time limit : 14 seconds. Level 4 : Absorb 6 attacks. Gain 12 life per second while the wall is active. Time limit : 15 seconds. Rose Beams of Diversity
An uninterruptable beam attack. Does additional damage to simple-minded characters according to the formula below. Blocked damage is zero. Cost : 3000 Level 1 : Lowest damage Level 2 : Medium damage Level 3 : High damage Level 4 : Highest damage All Levels : Additional damage equal to (H*50+S*5+D*20) for Touhou or card user characters or floor((9999-PowerMax)/1000)*15 damage otherwise, where H is the number of duplicate cards held in hand, S is the total level of skill upgrades, and D is the level of the declared spell. Opening the Gates of Hell
A wide-scale attack with invincibility and medium speed. Can only be used while in air. Blocked damage is medium and isn't increased when leveing up the card. Cost : 3000 Level 1 : Lowest damage Level 2 : Medium damage Level 3 : High damage Level 4 : Highest damage Rose Garden from Hell
Prepare for firing an ultimate attack. Use mind-reading to pre-emptively react when the opponent is trying to attack you next time. Cannot be activated if the enemy is already attacking. Invincible after the attack started. Fail if taking a hit without the enemy attacking, or when 5 seconds elapse. However, if you are impatient and the opponent is not thinking of attacking, you can manually unleash the attack by hitting "z". Doing so will unfortunately mean you cannot prepare the timing in advance, so it will add 0.5 seconds of starting time. Cost : 4000 Level 1 : 490 damage.Cannot KO when blocked. Level 2 : 560 damage. Level 3 : 630 damage. Level 4 : 700 damage. Copied Spell Cards Note : These are slightly weaker than their originals, however, the Copy?Right! Skill card can grant them additional, new effects! Butterfly of Makai (Byakuren)
A medium damage spell that comes with full invincibility. Can be used in air. What makes it outstanding is the side effect it causes : on a successful hit to the opponent they will have reduced attack and defene for a duration. Cost : 1000 Type : A,HP Level 1 : 9 seconds duration, -20% attack and defense. Level 2 : 9 seconds duration, -25% attack and defense. Level 3 : 11 seconds duration, -25% attack and defense. Level 4 : 11 seconds duration, -33% attack and defense. Difference from original : 1 second shorter duration. Attack reduction only applies to damage done to Satori, not to any eyes or walls. Copy? Right! Additional effect : Gain 20% of the damage done back as health for each Copy? Right! level. Additional Notes : -Due to the limitations of the Mugen engine, the attack and defense reduction will not trigger while the enemy is using an uninterruptable spell, because in that case it is impossible to distingiush the hit from a hit to a projectile, barrier or striker. -Life Drain does trigger when hitting anything but only if the enemy is taking damage. Again, this is due to the above engine limitation. Life gained equals the damage done before enemy defense was applied, yes another engine limitation. -Attack reduction is multiplicatively cumulative with reductions from Eyes of Oppression instead of additively. Perfect Freeze (Cirno)
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 40% burden. Level 2 : Freezing takes 2/3 of one second. Adds 30% burden. Level 3 : Freezing takes 1/2 of one second. Adds 20% burden. Level 4 : Freezing takes 2/5 of one second. Adds 10% burden. Difference from original : Adds 10% more burden. Copy? Right! Additional effect : Does +12 damage for each Copy?Right! level. Seamless Ceiling (Kaguya)
A really really wide danmaku coming down from above. There is no way around it, you have to graze or guard. Cost : 1000 Type : A,SP Level 1 : Moves at a speed of 54/second Level 2 : Moves at a speed of 45/second Level 3 : Moves at a speed of 36/second Level 4 : Moves at a speed of 27/second Difference from original : Does 15% less damage. 1/10th second longer cooldown animation. Copy? Right! Additional effect : Moves significantly faster for each Copy?Right! level when the opponent is attacking and is below the Ceiling. Movement is normal while the attack is hitting. Sanctifier Orb (Reimu)
Create a huge orb of holy energy that moves forward slowly and does great damage. Cost : 3000 Type : A,HP Level 1 : Least damage. Level 2 : More damage. Level 3 : Even more damage. Level 4 : Most damage. Difference from original : 5 ticks slower startup, 1 lower damage per hit. Copy? Right! Additional effect : Gain 500 power when blocked for each Copy? Right! level. Fantasy Heaven (Reimu)
Prepare for a powerful finishing attack. 8 Yin-Yang orbs appear around you. Each successful hit by your attacks lights up one orb. Damage taken darkens the orbs. When all 8 orbs are lit, perform the finishing attack. Reactivating the spellcard while the orbs are still active will have no effect. Each attack can light up only one orb even if it hits multuiple times or targets, but hits against non-player targets (like projectile blocking walls) also count until the game engine supports detecting what has been hit. This attack ignores the burden bar and doesn't generate burden. The following attacks can be used to light up the orbs : -All physical attacks -Precognition Strike (if guarded only) -Shielding Shot -Hell Bomb -Mirage Bomb -Beam of Sharp Intellect Cost : 3000 Type : A,HT Level 1 : Normal Effect Level 2 : Necessary amount of damage to be taken before losing orbs is higher Level 3 : Same as above, and start by one orb already lit Level 4 : Same as above, and start by two orbs already lit Difference from original : Requires 8 orbs to go off instead of 7. Copy? Right! Additional effect : Whenever a spell card with a base power cost equal or higher to 5000-(1000*Copy?Right level) is used, light up an additional orb. Hell Catastrophe (Flandre)
A powerful physical attack around yourself that provides full invincibility. Great for counter-attacking against an aggressive opponent. Cost : 2000 Type : C,HA Level 1 : 300 damage. Level 2 : 330 damage. Level 3 : 360 damage. Level 4 : 390 damage. Difference from original : Does 30 less damage. Copy? Right! Additional effect : Adds 15 blocked damage for each Copy?Right! level. PDLC99MW Linear Gun (Nitori)
A extremly powerful gun that requires a long time to properly target. Firing fails if the opponent moves too much, but you are out of reach for the opponent while targeting. The damage is very outstanding. Cost : 2000 Type : A,HT Level 1 : 390 damage, 10% worse target tracking Level 2 : 420 damage Level 3 : 450 damage, 10% better target tracking Level 4 : 480 damage, 20% better target tracking Difference from original : 10% worse target tracking. Copy? Right! Additional effect : Gain 200 power for each successful target lock for each Copy? Right! level. Akiba Summer (Patchouli)
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 Level 1 : Lowest damage Level 2 : Medium damage Level 3 : Higher damage Level 4 : Highest damage Difference from original : Every 10th projectile is skipped. Copy? Right! Additional effect : Does a small amount of blocked damage for each Copy? Right! level. Royal Flare (Patchouli)
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. Cost : 2000 Type : A,HT Level 1 : Normal damage Level 2 : Increased damage Level 3 : Even more increased damage Level 4 : Highest damage Difference from original : Blocked damage and blockstun duration is very low. Copy? Right! Additional effect : Restore 10% of your danmaku bar after use for each Copy? Right! level. Killing Doll (Sakuya)
Surround yourself with a lot of knives that can block projectiles for a short amount of time, then get launched directly at the opponent. Cost : 2000 Type : A,HP Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Difference from original : Launching the attack is slower, interrution before knives appear is also possible. Copy? Right! Additional effect : The timegap between each knife getting released is 60% longer for each Copy? Right! level, and the first knife is released 1/10 seconds earlier for each level. Charming Quadruple Barrier (Yukari)
A close range attack spell that provides full invincibility. Cost : 3000 Type : S,HA Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Difference from original : No pulling effect Copy? Right! Additional effect : Opponent falls asleep for (1+Copy?Right! level) seconds. Flame Disaster (Suika)
Make balls of magma rise in a line from the ground. Unguardable while standing and is able to hit opponents lying on the ground. It cannot be interrupted by attacks, but the damage is not too outstanding. Cost : 2000 Type : A,HP Level 1 : Normal damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Difference from original : 11% lower damage. Copy? Right! Additional effect : Opponent starts burning and takes damage periodically. Copy? Right! level *0.75 seconds of blocking necessary to put out the fire. Master Spark (Marisa)
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. Cost : 3000 Type : A,HP Level 1 : 342 damage, 19 guarded damage Level 2 : 380 damage, 38 guarded damage Level 3 : 418 damage, 57 guarded damage Level 4 : 456 damage, 76 guarded damage Difference from original : 19 less damage on hit, 19 less guarded damage. Copy? Right! Additional effect : For each Copy? Right! level, do an additional 50 damage, 20 blocked damage, but enemy gains 750 power on hit, 250 on block. Gate to the Underworld (Yuyuko)
Open the gate to the Netherworld directly below the opponent. Lots of ghosts flow out and drag the opponent into the air. Unguardable while standing. Cost : 3000 Type : C,HP Level 1 : Normal Damage Level 2 : More Damage, wider area. Level 3 : Even More Damage and wider area, does a bit of damage when guarded. Level 4 : Highest Damage and widest area, does a bit of damage when guarded, more ghosts. Difference from original : Startup time 50% slower Copy? Right! Additional effect : Each projectile drains 15 power from the opponent for each Copy? Right! level. 200 Yojana in one Slash (Youmu)
A high velocity attack used to get rid of intruders in Yuyuko's garden as soon as possible. A powerful aerial cut that causes huge damage, but hits quite far from the ground, so a direct hit is unlikely unless the opponent is flying. This attack is unguardable. Cost : 3000 Type : A,HA and A,HP Level 1 : 500 damage in the cut line, one schockwave generated. Level 2 : 650 damage in the cut line, one schockwave generated. Level 3 : 800 damage in the cut line, one schockwave generated. Level 4 : 950 damage in the cut line, one schockwave generated. Difference from original : Lower primary damage, not enough for instant KO against a max health opponent at any level. Copy? Right! Additional effect : 1 additional shockwave generated for each Copy? Right! level and spell level (only if Copy? Right! is at least level 1) Minor Doomsday (Tenshi)
Jump up far into the sky, and focus the energy of the heavens on the ground directly in the form of a powerful beam. The amount of heat generated is enough to set the earth ablaze. Cost : 4500 Type : C,HP, A,SP Level 1 : Damage, damage, and some more damage. Level 2 : And even more damage. Level 3 : Let's add a bit of damage to that, shall we? Level 4 : Yes, you guessed right...more damage! Difference from original : Heavenly power of this level is hard to harness for her. The spell costs an extra 500 power to use. Copy? Right! Additional effect : Absorb some of the heavenly energy to recover Copy?Right! level *50 health. Meteo
An ultimate spell frequently used in different worlds. Where did Satori learn this? Unguardable while standing and does significant guarded damage as well. Cost : 4000 Type : A,HP and A,HA and C,SP All levels : Increased damage. Difference from original : Meteors are 10% smaller. Copy? Right! Additional effect : Spellcasting is 1/30th second faster for each Copy? Right! level. Stage Cards
All Seeing Eye
A partial mind-linking technique that is capable of boosting your mental energy from the opponent's thoughts. Cost : 1000 Level 1 : Whenever the opponent spends power, Satori gains 20% of the power spent. Level 2 : Whenever the opponent spends power, Satori gains 40% of the power spent. Level 3 : Whenever the opponent spends power, Satori gains 60% of the power spent. Level 4 : Whenever the opponent spends power, Satori gains 80% of the power spent. Lingering Mirage
Automatic Mirage Bomb attacks. Additionally, Mirage Bomb does not get cancelled when Satori takes a hit. Cost : 2000 Level 1 : Release an attack every time the enemy stands still for 5 seconds. Level 2 : Release an attack every time the enemy stands still for 4 seconds. Level 3 : Release an attack every time the enemy stands still for 3 seconds. Level 4 : Release an attack every time the enemy stands still for 2 seconds. Skill Cards
Mastermind
Increases the effectiveness of psychological attacks and mind-reading. -Mirage Bomb : Every successful hit has 0.125 second additional duration per level and hits already done. -Relaxing Hypnosis : Opponent loses an additional +10% power/level. -Traumatizer : Opponent gains 10% less power/level. -Precognition Strike : +15% blocked damage/level. -Foresight Barrier : Duration increases by 2 seconds per level. Cost : 1000 All Levels : Improves performance of listed attacks. Stalling Technique
Increases the effectiveness of danmaku used to slow the opponent's offensive down. -Shielding Shot : Slower movement -Mental Pillars : Laser duration increased -Creeping Chaos : Duration increased -3 of Hearts : Stun is longer, more damage Cost : 1000 All Levels : Improves performance of listed attacks. Rapid Fire
Beams are fired faster. -Beam of Sharp Intellect : Startup time is reduced by 1 ticks/level. Additional damage caused by the powerbar is increased. -Tracking Beam : Startup time is reduced by 1 ticks/level. -Crazy Beam : Startup time is reduced by 1 ticks/level. Cost : 1000 All Levels : Improves performance of listed attacks. Copy? Right!
Adds an additional ability to all spell cards that originate from a different character. See the details in the spell card descriptions. Cost : 2000 Psychic Cure
Transform mental energy into lifeforce to heal critical wounds. Restores 50 life immediately when activated. Cost : 1000 Level 1 : Restores 0.120 life and consumes 1.200 power every 0.01 seconds. Has no effect when health is higher than 450. Level 2 : Restores 0.130 life and consumes 1.100 power every 0.01 seconds. Has no effect when health is higher than 500. Level 3 : Restores 0.140 life and consumes 1.000 power every 0.01 seconds. Has no effect when health is higher than 550. Level 4 : Restores 0.150 life and consumes 0.900 power every 0.01 seconds. Has no effect when health is higher than 600.