Yukari Yakumo by Seravy (http://seravy.x10.mx/Wordpress)
Yukari is known for being a very youkai-like youkai who sleeps all day and lives for the enjoyment of life. Though she rarely leaves her house, she's well-connected and is acquainted with most of the most powerful youkai as well as anyone having anything to do with the Hakurei Border or the outside world. She's possibly one of the most powerful youkai in Gensokyo and has a tendency to toy with her opponents rather than use her full power from the start. If anyone is suited for the role of "mastermind", it's Yukari, and she often has a great deal of insight and understanding about whatever happens in Gensokyo, and possesses considerable intellectual prowess, as well. She is best suited to fighting at a distance, and as she can move through gaps, she has an easy time staying away from the opponents. Her primary ability is manipulating borders, but she also has a Shikigami, Ran under her control.
Command Name Type Cost Condition Effect
a Light attack S,NA - Standing - F+a Parasol attack S,NA - Standing Also activates by "a" if the opponent is too far for Light attack to hit. b Kick S,NA - Standing - F+b Signpost attack C,NA - Standing Unguardable while standing D+a Crouching Light attack C,NA - Standing Unguardable while standing D+b Crouching Kick C,NA - Standing Unguardable while standing DFa Throw S,NT - Standing Unguardable D+a Spinning attack A,NA - Air Spin diagonally down for a grazing attack D+b Spin Kick A,NA - Air Hits the opponent downward F+b Extending Kick A,NA - Air Kick in a forward direction
DFb Bewitching Bait A,SP 20% Bar Standing A slow, but powerful attack that is unguardable. Unlike the original version, this one hits in a small area in front of you for concentrated damage. c Progressing Beams A,NP 20% Bar Any Fire 5 beams that travel forward together D+c Rising Beams A,NP 20% Bar Standing Beams that travel directly upward from the ground covering a distance in front of you. D+c Sinking Beams A,NP 20% Bar Air Fire beams from the air towards the ground. DFc Illusion Rift (normal) S,SA 20% Bar Any Disappear into a gap and smash into the opponent suddenly. FDc Illusion Rift (high) A,SA 20% Bar Any Same as the normal but appear above. Less damage but this is unguardable while crouching. DBc Wings of Chimera - 10% Bar Any Move to the area furthest away rom the opponent through a gap. y Slash A,NP 20% Bar Any A cut through space. D+y Rising slash A,NP 20% Bar Standing 3 vertical cuts. This attack is unguardable both in air and while standing, but only does additional damage against opponents in air. DFy Open the Box A,NP 20% Bar Any Make a random object fall though a gap on the opponent. Hit properties depend on the object falling. DDy Eye of Changes A,NP 20% Bar Any Summon an Eye. Eyes fire beams automatically on targets when they are being hit. DBy Wormhole A,NP 40% Bar Any Summon a pair of wormholes. Projectiles hitting the primary workhole are sent back converted to beams from the other one. Works against normal projectiles only and the damage returned is 75% of the original and is subject to damage dampening. x Mirror Fan A,HA 20% Bar Any Reflects a standing physical attack. DFx Hiding in Zen Temple S,SA 20% Bar Any Move forward while spinning a blade. Grazing attack. DDx Hiding in Celestial Tem.A,SA 20% Bar Standing Same as above, but rise up to the air during movement. D+x Hiding in Infernal Tem. C,SA 20% Bar Standing Submerge into a gap to attack from below. Full invincibility and unguardable while standing. The only weakness is the long startup time. DBx Illusion Manii Parasol A,SP 20% Bar Standing A large projectile attack that does some damage when guarded.
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
Quadruple Barrier
A close range attack spell that provides full invincibility. Can be chained into : Charming Quadruple Barrier Cost : 1000 Type : S,HA Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Folding Fan Crush
An unguardable attack that does no damage, but stuns for a long time. Cost : 1000 Type= S,HA Level 1 : No damage Level 2 : 15 damage Level 3 : 30 damage Level 4 : 30 damage, and invincible while attacking Space Warping
A space distorting attack around the opponent. Can be chained into : Space Splitting Cost : 1000 Type = A,HP Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Nest of Fireflies
A barrage of fast projectiles. This attack is uninterruptable. Cost : 2000 Type = A,HP Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Magic Eye of Laplace
Summon a large number of "Eye of Changes" at once at random locations. Leveling up this card inmproves damage of the "Eye of Changes" skill. Cost : 2000 Level 1 : "Eye of Changes" damage is normal Level 2 : "Eye of Changes" damage is increased Level 3 : "Eye of Changes" damage is increased more Level 4 : "Eye of Changes" damage is maximum Abandoned Line
Open a gap and make a train run over the opponent. The attack takes a while to prepare, so it's very risky but powerful. Cost : 3000 Level 1 : High damage Level 2 : Higher damage Level 3 : Higher damage Level 4 : Highest damage Charming Quadruple Barrier
A close range attack spell that provides full invincibility. Improved version of Quadruple Barrier. Pull opponent into the attack by manipulating space. Cost : 3000 Type : S,HA Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Dimensional Tear
Yukari creates a gap that sucks the opponent in. Cost : 3000 Type : A,HT Level 1 : Opponent loses 50% life and power. Level 2 : Opponent loses 67% life and power. Level 3 : Opponent loses 84% life and power. Level 4 : Opponent disappears in the gap and loses. Space Splitting
An unguardable attack. It's somewhat risky because it can be interrupted for the whole duration. Cost : 3000 Type : A,HP Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Spacequake
A powerful space distortion attack that manipulates the borders of space itself. Cost : 4000 Level 1 : 600 damage. Guarded damage around 160. Level 2 : 700 damage. Guarded damage around 160. Level 3 : 800 damage. Guarded damage around 160. Level 4 : 900 damage. Guarded damage around 160. Flesh Dismantler
Submerge underground, then come up spinning. Unguardable while standing, and full invincibility for the whole duration. Cost : 2000 Type : C,HA Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Boundary Between Mind and Foot
A quick slash attack. Cost : 2000 Type : A,HA Level 1 : 270 damage, 25 guarded damage Level 2 : 300 damage, 25 guarded damage Level 3 : 330 damage, 25 guarded damage Level 4 : 360 damage, 25 guarded damage Shikigami Ran
Summon your shikigami to help you in battle Cost : 2000 Type : A,NP Can be chained into : Shikigami Chen Level 1 : Ran leaves after taking 400 damage. Level 2 : Ran leaves after taking 500 damage. Ran attacks a bit more often. Level 3 : Ran leaves after taking 600 damage. Ran attacks more often. Level 4 : Ran leaves after taking 700 damage. Ran attacks most often. Shikigami Chen
Summon Ran's Shikigami, Chen to help you in battle. Chen cannot be hit by normal projectiles, but disappears when hit by anything else. Cost : 1000 Type: A,HP Can be chained into : Yakumo Clan Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Yakumo Clan
A combination attack that requires both Ran and Chen to be summoned. The attack is unguardable and the damage is high. Cost : 2000 Type : A,HT Level 1 : Lowest damage Level 2 : More damage Level 3 : Even more damage Level 4 : Most damage Skill Cards
Beam Mastery
Cost : 1000 Improves the following attacks : -Progressing Beams (additional beam for each level, +10% damage) -Rising Beams (additional beam for each level, +10% damage) -Sinking Beams (additional beam for each level, +10% damage) -Eye of Changes (Eyes last longer) Border Fortrification
Cost : 1000 Improves the following attacks : -Slash (more damage) -Rising Slash (more damage) -Bewitching Bait (more damage) -Mirror Fan (Works against air (lv1), and crouching (lv2) attacks, reflected damage is higher (lv3-4)) Border Melting
Cost : 1000 Increases guarded damage done by all danmaku attacks. Projectiles :20% of the base damage bypasses guarding. Non-projectiles : 5% of the base damage bypasses guarding. Gap Mastery
Cost : 1000 Improves the following attacks : -Illusional Rift (more damage, invincibility starts earlier) -Wings of Chimera (invincibility starts earlier) -Open the Box (more damage) -Wormhole (lv1/Lv3 - Increased duration, lv2 - works against special projectiles, lv4 - works against hyper projectiles) Rotation Technique
Improves the following attacks : -Hiding in Zen Temple (more damage, lv1 immune to NA, lv2 immune to NA and SA, lv3 immune to NA,SA and HP, lv4 immune to all attacks and projectiles in addition to normal grazing property) -Hiding in Celestial Temple (more damage, lv1 immune to NA, lv2 immune to NA and SA, lv3 immune to NA,SA and HP, lv4 immune to all attacks and projectiles in addition to normal grazing property) -Hiding in Infernal Temple (more damage, faster startup) -Illusion Manii Parasol (more damage, more guarded damage)