Suika Ibuki by Seravy (http://seravy.x10.mx/Wordpress)
Suika is the only oni currently living above ground in Gensokyo, with the remainder of the oni race living underground. Just as the folktales say, she has two horns on her head that symbolize her oni heritage, and enough physical strength to throw large boulders single-handedly. Her personality is jolly and quite childish as you would expect from her appearance. She also likes to drink and loves to party with all her heart. Her ability is to gather or disperse things, including her own body. She also has the supreme physical strength Oni usually have giving her a considerable advantage in physical combat. Her attacks are very damaging, but not too well planned out, as she doesn't take the fight seriously most of the time. She wants to have fun even while fighting.
Command Name Type Cost Condition Effect
a Punch S,NA - Standing (Three versions in a combo, thrid makes opponent fall) F+a Long attack S,NA - Standing - F+b Jump attack A,SA - Standing Unguardable while crouching, but misses in air. The shockwave caused on ground when the attack misses is unguardable standing. D,D,a Body Slam A,SA - Standing Unguardable while crouching. D,D,b Slide C,SA - Standing Unguardable while standing. b Fire Breath S,NP - Standing - D,F,a Grab S,NT - Standing - D,F,b Flame Punch S,SP - Standing Slow, but has a long rage. D,B,b Flame Punch(upper) S,SP - Standing Faster version, but directed at the air. D+a Crouching long attack C,NA - Crouching Unguardable while standing D+b Crouching kick C,NA - Crouching Unguardable while standing a Air attack A,NA - Air Unguardable while crouching b Flying Kick A,NA - Air Move forward quickly
x Quick Bomb A,NP 200 Any A fast projectile that moves forward in a straight line. D,F,x Oni Spirit Bomb A,SP 200 Any Collect heat energy into a huge ball of flame. Hold x to increase size and damage. As the energy is absorbed from the ground, this move is unusable if you are too high up in the air. D,B,x Fireworks A,NP 200 Any An exploding projectile that does a lot of damage on a direct hit. D+x Fire Oni A,NP 200 Any Hit the ground to make a ball of magma erupt. The magma ball splits into multiple, smaller balls on contact. This attack does low damage, adds a lot of burden, but stuns for a good amount of time. y Spirit Ball A,NP 100 Any Throw a spirit ball that bounces on the ground. The damage is quite low, but it's cheap and spammable. D,B,y Pleasant Mist - 200 Any Turn into mist and fly around freely. Only HP and HT type attacks can hit you while in mist form. D,F,y Minor White Hole A,NP 400 Any Throw a lesser white hole, that remains stable for 2 seconds and fires projectiles in all directions for the duration. While the attack is expensive, and the damage is low, it covers a large area for a considerable duration. D+y Magma Spray A,NP 200 Any Spray balls of burning magma into the air. Damage is the highest above ground level, as more wind creates greater heat and flames. Damage to jumping opponents is great, but damage to anyone standing on the ground is much less. D,F,c Chibi Suika - Flying A,NP 200 Any Transform your hair into mini-Suikas, that float toward the opponent. D,B,c Chibi Suika - Running A,NP 200 Any Transform your hair into mini-Suikas, that run toward the opponent. Unguardable while standing. c Drunken Tech S,ST 200 Standing Walk forward, while keeping an eye on your opponent. Reverse any incoming non-air physical attacks into a grab. D+c Kidnapping Oni A,ST 200 Standing Create a black hole that pulls the opponent close, then perform a throw. D,D,x Minor Black Hole - Far - 400 Any Throw out a smaller black hole that pulls the opponent to itself. This one is useful for keeping the opponent away. D,D,y Minor Black Hole - Near - 400 Any Throw out a smaller black hole that pulls the opponent to itself. This one is useful for pulling the opponent closer.
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
Throwing Mt. Togakushi
Use your power to gather things to collect some huge rock, then thow them all at the opponent. This attack does physical damage, and cannot be grazed. It also has gives invincibility while used. Cost : 1000 Type : A,HA Level 1 : 190 damage, 70 damage when guarded Level 2 : 210 damage, 80 damage when guarded Level 3 : 230 damage, 90 damage when guarded Level 4 : 250 damage, 100 damage when guarded Art of Binding
Bind the opponent with a chain, and drain life energy. This is a magical attack, and it cannot hit opponents in air. It is unguardable, but be careful about stray projectiles hitting you! The damage is also completely unaffected by burden. Cost : 1000 Type : S,HT Level 1 : 120 life drained Level 2 : 132 life drained Level 3 : 144 life drained Level 4 : 156 life drained, 360 power drained White Hole
This spell works just like Minor White Hole, but with an increased duration, and a bit more projectiles fired per second. Cost : 1000 Type : A,NP Level 1 : 4 seconds duration. Level 2 : 5 seconds duration. The skill : Minor White Hole does +10% damage. Level 3 : 6 seconds duration. The skill : Minor White Hole does +20% damage. Level 4 : 7 seconds duration. The skill : Minor White Hole does +30% damage. Black Hole
A slightly larger black hole than usual, with a stronger pulling force. At level 2 or higher, it is also capable of pulling smaller stones into itself. Cost : 1000 Type : A,NP Level 1 : 7 seconds duration Level 2 : 8 seconds duration, 1 small stone every 2 seconds. The skill : Minor Black Hole has 10% stronger pulling effect. Level 3 : 9 seconds duration, 1 small stone every 1.666 second. The skill : Minor Black Hole has 20% stronger pulling effect. Level 4 : 10 seconds duration, 1 small stone every 1.5 second. The skill : Minor Black Hole has 30% stronger pulling effect. Secret of Kings
A powerful punching techique that involves growing larger between each hit. Cost : 1000 Type : S,HA Level 1 : 3 hits for 210 damage total Level 2 : 3 hits for 240 damage total Level 3 : 3 hits for 270 damage total Level 4 : 3 hits for 300 damage total Magma Axis
A powered up version of Magma Spray, capable of doing much more damage. Cost : 1000 Type : A,HP Level 1 : 6 balls of magma. Level 2 : 7 balls of magma. Magma spray does +10% damage. Level 3 : 8 balls of magma. Magma spray does +20% damage. Level 4 : 9 balls of magma. Magma spray does +30% damage. Throw of Atlas
Graze forward and grab the opponent. If successful, collect some rocks, and throw them together. The damage is high, but the move can be guarded easily, and it can even be stopped by taking a hit from a physical attack. It's best to use against an opponent about to fire projectiles, or in a combo. Cost : 2000 Type : A,HT Level 1 : 320 damage Level 2 : 350 damage Level 3 : 380 damage Level 4 : 410 damage Missing Power
Grow huge suddenly, damaging anyone standing close. This is a quick attack, with full invincibility, so guarding it is difficult. The area of the effect is quite limited, however. Can be chained into : Major Doomsday Cost : 2000 Type : S,HA Level 1 : 310 damage Level 2 : 340 damage Level 3 : 370 damage Level 4 : 400 damage Giant Oni
Jump high into the air and grow larger. Crush the opponent by falling down on him/her. This attack is unguardable, however, there is plenty of time to get ready and avoid the attack by a quick dash, or even walking. If it does hit, the damage is pretty outstanding, especially cosidering the low cost, so it is worth taking the risk for against a dumber opponent. You are invincible while jumping up, but you can take damage when coming down, so be careful about using this if the opponent has a strong move ready to counter. The damage is completely unaffected by burden, although that is quite irrevelant because it's too slow to be used in any kind of combo. Cost : 2000 Type : A,HA Level 1 : 370 damage Level 2 : 410 damage Level 3 : 450 damage Level 4 : 490 damage Lesser Pandemonium
Generate a large amount of fire projectiles for a prolonged period of time. The projectiles can be grazed, and the damage from them isn't that high, but there are lots of them. You are vulnerable to damage, but the opponent will be too busy with your projectiles to attack anyway. The blazing heat of the flames make guarding less useful than usual, so it is recommended to graze to avoid this attack. Characters not being able to graze or dodge will have a hard time against this spellcard, so if you are using such characters often, it is recommended to remove this card from Suika's deck. Can be chained into : Greater Pandemonium Cost : 2000 Type : A,SP Level 1 : 8 damage per hit, 3 damage per guarded hit Level 2 : 9 damage per hit, 4 damage per guarded hit Level 3 : 10 damage per hit, 5 damage per guarded hit Level 4 : 11 damage per hit, 6 damage per guarded hit Flame Disaster
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 Minimum Density Train
Turn into a fog cloud and fly around leaving projectile tracks behind. You can control your movement with the directional keys. It costs danmaku bar to maintain this state, so the move fails if you are out of bar. The projectiles are unguardable, but they can be grazed. The move is interrupted by HP and HT type attacks, but you cannot be hit by anything else. Cost : 2000 Type : A,SP Level 1 : Very difficult to turn around Level 2 : Somewhat easier to turn around Level 3 : Even esier to turn around Level 4 : Easiest to turn around Will of the Wisp
An improved version of Fire Oni, that creates a magma ball that splits into multiple smaller balls twice before dissipating. As the number of actually hitting magma balls varies greatly, the damage of this spell has great variance. The advantage, other than the lucky hit, is that the attack spreads out and covers a large area, so at least some damage will be done usually, unless it is guarded. While the opponent is burning from the magma, it is easy to hit for additional combos. Cost : 2000 Type : A,HP Level 1 : Each ball of magma splits into 3 others Level 2 : Each ball of magma splits into 4 others. The Skill, Fire Oni does +10% damage. Level 3 : Each ball of magma splits into 5 others. The Skill, Fire Oni does +20% damage. Level 4 : Each ball of magma splits into 6 others. The Skill, Fire Oni does +30% damage. Massacre at Mt. Ooe
Grab the opponent and smash him/her into the ground multiple times. A very damaging and fearsome attack. It cannot be avoided by jumping and can hit during hit or blockstun. It is unguardable, but very slow to start, so don't use it when the opponent can hit you. Cost : 3000 Type : S,HT Level 1 : One small hit, and one hit using your full power. 400 damage total. Level 2 : Two small hits, and one hit using your full power. 450 damage total. Level 3 : Three small hits, and one hit using your full power. 500 damage total. Level 4 : Four small hits, and one hit using your full power. 550 damage total. Greater Pandemonium
Unleash a variety of powerful attacks at once, doing huge damage to the opponent. Leveling it up will add additional types of attacks into the mix for each level. It is somewhat disorganized, so guarding it will eliminate most of the damage done, but if it goes unguarded, it will do hellish amounts of damage, although the damage output is a bit random sometimes. Needless to say that an attack of this level cannot be avoided by grazing : There are projectiles covering everything that makes movement between them impossibe. Cost : 3000 Type : A,HP Level 1 : Lesser Pandemonium and Will of the Wisp projectiles. Level 2 : As level 1 but also form a Black Hole. Level 3 : As level 2 and also fire some large balls of collected energy. Level 4 : As level 3 plus rocks falling from the sky. They are unguardable while crouching. Life : The Gathering
Collect life energy from the nearby environment. Anything on screen suffers damage as life force is drained away. This damage is unaffected by guarding. Although you are vulnerable to damage except during the startup frames, the opponents will suffer hitstun from the draining, so counterattacks are unlikely. Cost : 3000 Type : A,HT Level 1 : Lasts 4 seconds. Opponents take 80 damage, you gain 320 life, plus the amount drained from all opponents. Level 2 : Lasts 5 seconds. Opponents take 100 damage, you gain 400 life, plus the amount drained from all opponents. Level 3 : Lasts 6 seconds. Opponents take 120 damage, you gain 480 life, plus the amount drained from all opponents. Level 4 : Lasts 7 seconds. Opponents take 140 damage, you gain 560 life, plus the amount drained from all opponents. Magic : The Gathering
Collect Power from the nearby environment. Anything on screen will have its power drained, but the drained amount is reduced by guarding greatly. The damage you take while using this attack will be reduced because the draining weakens your enemies temporarily. You cannot use this attack again after it was used until you use at least two other non-system spellcards first. Can be chained into : Life The Gathering Cost : 3000 power Type : A,HT Level 1 : Lasts 4 seconds. Gain 2000 power, and drain 1000 power from all opponents Level 2 : Lasts 5 seconds. Gain 2500 power, and drain 1250 power from all opponents Level 3 : Lasts 6 seconds. Gain 3000 power, and drain 1500 power from all opponents Level 4 : Lasts 7 seconds. Gain 3500 power, and drain 1750 power from all opponents Major Doomsday
Create a black hole that directly connects to the dimension of Chaos. This hole is permanent, and fires all kinds of projectiles with ever increasing frequency. Although relative harmeless when created, it is a great disturbance, and it will eventually spell doom for your opponent if the match draws out longer. Cost : 4000 Type : A,SP and A,HP Level 1 : Black hole fires normal projectiles and enery balls only Level 2 : Black hole also sucks in nearby smaller rocks Level 3 : Black hole also creates balls of magma Level 4 : Black hole pulls opponent stronger Skill Cards
Alcoholic Boost
By increasing the effect of alcohol, your attacks become stronger at the expense of sometimes failing to guard. This skill has no effect on Oni Spirit Bomb. Cost : 1000 Level 1 : All non-spellcard damage is increased by 25%. 25% chance to fail at guarding attacks. Level 2 : All non-spellcard damage is increased by 50%. 50% chance to fail at guarding attacks. Level 3 : All non-spellcard damage is increased by 75%. 75% chance to fail at guarding attacks. Level 4 : All non-spellcard damage is increased by 100%. 100% chance to fail at guarding attacks. Gathering for Explosion
By compressing energy more efficiently, your explosive attacks will be stronger. Affects : -Oni Spirit Bomb (Faster gathering of energy) -Fireworks (More damage) -Quick Bomb (More damage) Cost : 1000 All Levels : Upgrade the listed attacks. Advanced Multiplication
Improves the ability to create mini-clones from hair. Affects : Chibi Suika - Flying (More Suikas, hits stun longer) Chibi Suika - Running (More Suikas, hits stun longer) Cost : 1000 All Levels : Upgrade the listed attacks. Stage Cards
Wall of Mist
Gather mist with increased density. The mist is capable of blocking projectiles. Cost : 2000 Level 1 : Some projectiles are blocked Level 2 : More projectiles are blocked Level 3 : Even more projectiles are blocked Level 4 : Most projectiles are blocked