Immaterial and Missing Power/Gameplay

Controls

Immaterial and Missing Power may be played using either a keyboard or a gamepad.

The default keyboard controls for Player 1 are as follows:

  • The Arrow Keys move the character.
  • The Z key corresponds to the A button.
  • The X key corresponds to the B button.
  • The C key corresponds to the C button.
  • The V or Shift key corresponds to the D button.

Character movement will be represented using the button placement found on the numpad of a typical PC keyboard.

7 8 9
4 5 6
1 2 3

The number 6 will denote the forward button, and the number 4 the backwards button. Note that this means that 6 means moving right for the character on the left, but moving left for the character on the right of the screen. To avoid confusion, we'll always assume that your character is on the left side of the screen. The number 2 is the down button, and the number 8 is the up button.

The numbers 7, 9, 1, and 3 indicate the diagonal directions, which can be simulated on a keyboard by pressing the two appropriate direction keys. For example, pressing 8 and 6 simultaneously would be the same as pressing the number 9.

Fighting games today usually require you to quickly press a bunch of buttons in sequential order to make your character perform a unique action, and Immaterial and Missing Power is no different. For example, 66 would indicate pressing the forward button twice, sending the character into a forward dash. 236B would indicate pressing down, down-forward, forward, and then B (by default the X key for player 1).

Note that the number 5 in this system is not necessary, but is sometimes used to specifically indicate that no direction is pressed at all.

(Confirmation needed)

For keyboards without the traditional number pad, the Direction Key Pad are used. As there are no keys for diagonal directions, players can only press two keys to produce a diagonal movement. Pressing Up and Right will give the same movement of 9 on a number keypad, and Down and Left, 1 etc.

In most of the game documentation, the A, B, C, D notation is used for button presses. However, confusingly, in readme.txt, P, K, and S are sometimes used instead, with presumably P meaning A and K meaning B. Even more confusing, S is used to denote both C and D.

Basic Gameplay

Immaterial and Missing Power plays like a fighting game in most respects. Two characters fight each other on screen with a variety of moves until one player runs out of health.

Besides a health bar, each player has a spirit bar, a spellcard counter, and a bomb counter. Each player also has a score.

Movement

Moving around is generally similar for all characters, though each character may have some differences in movement and speed.

  • 6 and 4 move the character forwards and backwards respectively.
  • 2 causes a character to crouch.
  • 7, 8, and 9 cause a character to jump, either backwards, straight up, or forwards, respectively.
  • 66 causes the player to dash forward and to graze (explained later). If the player holds 6 down, some characters will dash farther.
  • 44 causes the player to dash backward and to graze (explained later). If the player holds 4 down, some characters will dash farther.
  • 27, 28, and 29 will cause a character to perform a super jump. This jump will cause a character to jump higher and farther than usual, and grazes as well.

Note that the details of dashing vary from character to character. In addition, all characters may perform airdashes by pressing 66 or 44 while in the air. Characters can only perform a limited number of airdashes before landing; most characters can only perform 2, though Remilia can perform 3.

Also, note that dashing and super jumping can be performed with an alternate method.

  • D + 6 is effectively the same as 66.
  • D + 4 is effectively the same as 44.
  • D + 7, D + 8, and D + 9 are effectively the same as 27, 28, and 29 respectively.

Standard Moves

All characters have a set of standard moves. Note that A and B both have two different effects, depending on the distance to the opponent; that is, pressing A while close to the opponent will produce one move, but pressing A while farther away (the exact distance depends on the selected character) will produce another. The first move will simply be referred to as A, the second will be referred to as sA; similarly for B and sB.

  • A is generally a weak melee attack, but can be performed rapidly to create a combo.
  • B is generally a stronger melee attack, but slower.
  • 6A and 6B are generally slower and stronger attacks than A and B.
  • 2A and 2B are generally lower-hitting attacks than A and B.
  • 8A and 8B are generally aerial melee attacks.
  • sA and sB are 2 different projectile types, with different characteristics respectively.
  • 6sA and 6sB are generally the same as sA and sB, or a version that is aimed higher.
  • 2sA and 2sB are generally projectiles hitting lower than usual, or projectiles aimed higher while crouching.
  • 8sA and 8sB are generally aerial projectiles.
  • 82sA and 82sB are generally air-to-ground projectiles.
  • C is another projectile type different from sA and sB. There is no distinction between close and far C attacks.
  • 6C is generally a version of C aimed higher.
  • 2C is generally a projectile usually hitting lower than usual.
  • 8C is generally an aerial projectile.
  • 82C is generally an aerial projectile aiming at the ground.
  • 66+A and 66+B, or A and B while dashing forward, are generally melee attacks that move the character forward more than usual. These moves sometimes graze as well, depending on the character.
  • 66+2A and 66+2B, or 2A and 2B while dashing forward, are generally low melee attacks that move the character forward more than usual. These moves sometimes graze as well, depending on the character.

Note that sA and sB act as normal while dashing.

Also note that these attacks vary greatly from character to character, and there is an exception to nearly every general description here.

  • 22A and 22B are Guard Crush attacks (explained later)
  • 22C uses a bomb.
  • 22D declares the character's spell card (explained later). The character is mostly invincible when declaring, however there is a small window at the start of the declaring animation where the character will still be vulnerable. This applies to both player-controlled characters and computer bosses.

Using a bomb performs a quick attack that knocks back the opponent if she is nearby. A character can only have 2 bombs at once, and one is consumed each use. Bombs are regained by collecting them, explained later.

Special Moves

In addition to the standard moves, characters have a set of special moves unique to them. The details of these moves are highly dependant on the character. A list of attack names followed by their corresponding key sequential order can be viewed in the character profiles screen in Story Mode and Arcade and when the player pauses in Practice Mode.

For players playing with a keyboard (Direction Key Pad), diagonal movements can be replicated by simultaneously pressing two directional keys. For example, a lower right diagonal arrow (corresponding to 3) seen in an input sequence of a special move can be replicated by simultaneously pressing the right (6) and down (2) arrow keys. This process must be done extremely quickly however, due to the nature of special move input sequences. Below shows some common (Named) move sequences for DKP users respective to the sequences for Number pad users.

 

Again, assuming the player character is on the left, Front = 6 Back = 4 Down = 2 D. Lower Front = 3 D. Lower Back = 1

There are other unnamed moves.

Item Collection

When a character is hit, if she has any projectiles on screen, they are turned into items and automatically collected by the opponent. There are two types of items:

  • Spirit items, small blue squares marked with "霊" (Spirit), add to a player's spirit gauge. Most common item obtained.
  • Bomb items, large green squares marked with a B, add a bomb to a player's stock, though a player cannot have more than two bombs at once.

In addition, when a player is knocked down, the opponent is awarded several spirit items. Every third knockdown or so, the opponent is awarded a bomb item as well.

Health & Life

Normally, a character has two bars of health. (Story Mode computer characters operate differently, explained later). The first health bar is white. As it decreases, it leaves a dark red section. If a player declares a spellcard, the health bar will be healed up to the end of the dark red section. The second health bar operates in a similar fashion, though it is bright red instead of white.

When a character loses a health bar, it ends the round. If the character lost her first health bar, she switches to the second; if she lost her second, she loses a life. If there is a next round, both characters have their health bars refilled to full and their spellcard counters reset to zero. Bombs are not affected by new rounds.

In Story Mode, the player starts with 2 lives, with 1 more added after clearing stage 3. Having 2 lives means that you get 3 tries against the opponent - the last attempt is when your life counter has decreased to 0.

Blocking

When hit, a character can block if the player is holding a back direction (1, 4, or 7). If a character blocks an attack, the character takes far less damage, often none, but may suffer a penalty.

Melee attacks, when blocked "correctly" will incur no penalty. Some melee attacks can only be blocked correctly in some positions, however: either while standing, crouching, or in the air. For example, an attack that can only be blocked correctly standing, if blocked while crouching, will incur a penalty. The block effect will be red instead of blue, to signify that the attack was blocked wrong, and the blocking character will take a health and/or spirit penalty.

Guard crush attacks (22A and 22B) are special cases. If unblocked, they behave like powerful melee attacks. When blocking, though, 22A can only be blocked correctly standing, and 22B crouching. If blocked incorrectly, a character will lose all of her spirit instantly.

All grazable projectiles cannot be blocked correctly; if blocked, the player will suffer a small amount of health loss, sometimes only from the red section of health. The character will also take a spirit penalty.

Throughout Story Mode, endgame bosses will usually employ Spell Cards with unblockable projectiles. The only way to avoid taking damage from these projectiles is to either graze them or dodge them manually. There are even Spell Cards which have unblockable and ungrazeable projectiles, forcing the player to move out of the projectile's trajectory in order to not lose health.

Spirit Power

Spirit Power (霊力) is needed to fire projectiles, block, perform special moves, and use Spell Cards. The Spirit Power a character has left is displayed with the Spirit Gauge (霊力ゲージ) at the bottom left side of the screen. The Spirit Power consumed when performing a certain action depends on that action. If the player does not use any spirit for a second or two, the gauge will start refilling by itself. Collecting spirit items will refill the gauge quicker.

If a player runs out of Spirit Power, then the gauge will turn red, and the the player will not be able to use any projectiles or special moves at all until the gauge has completely been refilled. In addition, if the player runs out of spirit due to blocking incorrectly, the character will be stunned for a few seconds as well. While spirit drained, sA and sB will behave simply like A and B. The gauge will refill as normal, and spirit items will still increase the gauge as usual.

Also, while spirit drained, blocking is different too. Melee attacks can only be blocked correctly. If blocked correctly, a different animation is used, and the character suffers a health penalty. If blocked incorrectly, the move simply hits as if it were not blocked at all. Projectiles can only be blocked on the ground; in the air, they will hit a spirit drained character regardless of blocking.

Grazing

While dashing or super jumping, or performing certain other moves, a character is grazing. While grazing, projectiles will pass through that character without causing any damage. Grazing a projectile will also destroy that projectile in some cases.

Throughout Story Mode, endgame bosses will usually employ Spell Cards with unblockable and ungrazeable projectiles. The only way to avoid taking damage from these projectiles is to dodge them manually, by moving out of the projectiles' trajectory.

Spell Cards

As a character fights, she will accumulate spell card uses, known as Sign Power (符力), to a maximum of 9, seen displayed at the bottom left side of the screen near the Spirit Gauge. The curved gauge next to the Sign Power count will add 1 Sign Power when it is full; this gauge can be filled up by damaging the opponent (blocked attacks still count), taking damage, or collecting items. When a character declares (by hitting 22D), in addition to healing health to the red section, she will also be able to use these spell cards. Which spell card the character uses is selected before the fight; each character chooses 2 of 6 spell cards, one to use while on the first, white health bar (known as the First Sign (壱符) spell card), and one to use while on the second, red health bar (known as the Second Sign (弐符) spell card).

When a character declares a spell card, the background darkens, a seal appears under the character, and a spell card timer appears on screen. The length of this timer depends on how many spell cards the player has accumulated. If the timer reaches zero, the declaration ends, and the background and character return to normal. Note that as a character cannot declare more than once per round, at this point, the character will cease to accumulate Sign Power and will no longer have a red section of health.

While a spell card is declared, the character can use that spell card, typically with 236D, though 214D works for some characters as well. A spell card attack is a very powerful attack typically accompanied by great graphical extravagances. Similar to spell card declaration, there is a small window at the start of the spell card usage animation where the character will still be vulnerable; if damaged during this period, the spell card will be canceled, and 1 Sign Power will go to waste. If the spell card has been successfully activated, the player will remain invincible for a brief moment. Using a Spell Card consumes both Sign Power and Spirit Power, though if a player runs out of Sign Power, the declaration still continues until the timer runs out (an exception to this is Marisa's Final Spark, which consumes all Sign Power and Spirit Power, while also ending the declaration time after using the Spell Card just once).

Characters

Reimu Hakurei

Reimu Hakurei
博麗霊夢
Reimu Hakurei
 Special Moves Spell Cards
 
楽園の素敵な巫女

(Wonderous Shrine Maiden of Paradise)

博麗アミュレット(Hakurei Amyuretto)
(Hakurei Amulet)

Usable airborne

昇天蹴(Shoutenshuu)
(Ascension Kick)

Ground only

警醒陣(Keiseijin)
(Cautionary Border)

Usable airborne

幻想空想穴(Gensou Kuusou Ketsu)
(Fantasy Rift)

Usable airborne

霊符「夢想妙珠」(Reifu "Musou Myouju")
(Spirit Sign "Dream Orb")

 
Usable airborne

8個の追尾光弾で攻撃します。 Attacks with 8 homing light bullets.
  • Damage: ★★
  • Ease of usage: ★★

夢符「封魔陣」(Mufu "Fuumajin")
(Dream Sign "Evil-Sealing Circle")
 
Ground only

上空高くまで伸びる結界を生成します。 Creates a barrier reaching high into the sky.
  • Damage: ★★
  • Ease of usage: ★★★

宝符「陰陽宝玉」(Houfu "Onmyou Hougyoku")
(Treasure Sign "Yin-Yang Treasured Orb")
 
Ground only

手の先に停滞するエネルギー弾で攻撃します。 Attacks with an energy bullet suspended at the hand.
  • Damage: ★★★
  • Ease of usage:

神霊「夢想封印」(Shinrei "Musou Fuuin")
(Divine Spirit "Dream Seal")

 
Usable airborne

威力と攻撃範囲に優れる夢想妙珠の上位版です。 An upgraded version of Dream Orb with enhanced damage and range.
  • Damage: ★★
  • Ease of usage: ★★

神技「八方鬼縛陣」(Shingi "Happou Kibakujin")
(Divine Arts "Omnidirectional Oni-Binding Circle")
 
Ground only

より巨大な結界を生成する封魔陣の上位版です。 An upgraded version of Evil-Sealing Circle that creates an even larger barrier.
  • Damage: ★★
  • Ease of usage: ★★★

宝具「陰陽鬼神玉」(Hougu "Onmyou Kishingyoku")
(Holy Relic "Yin-Yang Kishin Orb")
 
Ground only

ゆっくりと前進する巨大な光の弾を打ち出します。 Unleashes a gigantic light bullet that slowly advances forward.
  • Damage: ★★★
  • Ease of usage: ★★

Basic Attacks

Marisa Kirisame

Marisa Kirisame
霧雨魔理沙
Marisa Kirisame
 Special Moves Spell Cards
 
普通の魔法使い

(Ordinary Magician)

ミアズマスウィープ(Miazuma Suwīpu)
(Miasma Sweep)

Ground only

ウィッチレイライン(Wicchi Reirain)
(Witch Leyline)

Usable airborne

グラウンドスターダスト (Guraundo Sutādasuto)
(Ground Stardust)

Ground only

恋符「マスタースパーク」(Koifu "Masutā Supāku")
(Love Sign "Master Spark")

 
Ground only

霊力ゲージを全て消費し、超強力なビームを放ちます。 Expends the entire Spirit Gauge to unleash an ultra-powerful beam.
  • Damage: ★★★
  • Ease of usage: ★★

魔符「スターダストレヴァリエ」(Mafu "Sutādasuto Revarie")
(Magic Sign "Stardust Reverie")
 
Usable airborne

箒に跨り星屑と共に突進します。 Straddles the broom and charges alongside the stardust.
  • Damage: ★★
  • Ease of usage: ★★

儀符「オーレリーズサン」(Gifu "Ōrerīzu San")
(Astrologic Sign "Orrery's Sun")

Ground only

自分の周囲に四つのビットを装着し、攻撃します。 Equips 4 bits around herself and attacks.
  • Damage:
  • Ease of usage: ★★

魔砲「ファイナルスパーク」(Mahou "Fainaru Supāku")
(Magicannon "Final Spark")[1]

 
Ground only

全符力と全霊力を消費する強力なレーザーを発射します。 Fires a powerful laser that expends all Sign Power and Spirit Power.
  • Damage: ★★★
  • Ease of usage: ★★

彗星「ブレイジングスター」(Suisei "Bureijingu Sutā")
(Comet "Blazing Star")
 
Usable airborne

画面外に一度退避し、巨大な彗星となって突撃します。 Temporarily retreats outside the screen, before becoming a giant comet and charging forward.
  • Damage: ★★
  • Ease of usage: ★★

天儀「オーレリーズソーラーシステム」(Tengi "Ōrerīzu Sōrā Shisutemu)
(Celestial Apparatus "Orrery's Solar System")

Ground only

自分の周囲に六つのビットを装着し、攻撃します。 Equips 6 bits around herself and attacks.
  • Damage:
  • Ease of usage: ★★

Basic Attacks

Sakuya Izayoi

Sakuya Izayoi
十六夜咲夜
Sakuya Izayoi
 Special Moves Spell Cards
 
紅魔館のメイド

(Maid of the Scarlet Devil Mansion)

離剣の見(Riken no Ken)[2]
(Sense of Thrown Edge)

Usable airborne

アンビシャスジャック(Anbishasu Jakku)
(Ambitious Jack)
 
Usable airborne
クロースアップマジック(Kurо̄su Appu Majikku)
(Close-Up Magic)

Usable airborne

バウンスノーバウンス(Baunsu Nо̄ Baunsu)
(Bounce No-Bounce)

Ground only

バニシングエブリシング(Banishingu Eburishingu)
(Vanishing Everything)

Ground only

幻符「殺人ドール」(Genfu "Satsujin Dо̄ru")
(Illusion Sign "Killing Doll")

 
Ground only

周囲にばら撒かれたナイフが敵へと殺到します。 Knives scattered to the surrounding area rush towards the opponent.
  • Damage: ★★
  • Ease of usage: ★★

時符「プライベートスクウェア」(Jifu "Puraibēto Sukuwea")
(Time Sign "Private Square")

Ground only

周囲の時間の流れを遅く、または停止します。 Slows, or stops time in the surrounding area.
  • Damage:
  • Ease of usage:

傷符「インスクライブレッドソウル」(Shoufu "Insukuraibu Reddo Souru")
(Wound Sign "Inscribe Red Soul")
 
Ground only

両手のナイフで眼前を何重にも切り裂きます。 Repeatedly slashes whatever's in front with knives on both hands.
  • Damage: ★★★
  • Ease of usage: ★★

幻葬「夜霧の幻影殺人鬼」(Gensou "Yogiri no Genei Satsujinki")
(Buriallusion "Phantomic Killer in Night Mist")[3]

 
Ground only

画面外まで拡散したナイフが一瞬の後に敵に向かって収束します。 Knives that have scattered beyond the screen concentrate on the opponent in an instant.
  • Damage: ★★
  • Ease of usage: ★★

「咲夜の世界」("Sakuya no Sekai")
("Sakuya's World")

Ground only

周囲の時間の流れを遅く、または停止します。 Slows, or stops time in the surrounding area for a longer period.
  • Damage:
  • Ease of usage:

傷魂「ソウルスカルプチュア」(Shoukon "Souru Sukarupuchua")
(Scarred Soul "Soul Sculpture")
 
Ground only

魂をも切り裂く赤い嵐。 A red storm slicing apart even souls.
  • Damage: ★★
  • Ease of usage: ★★

Basic Attacks


Alice Margatroid

Alice Margatroid

Patchouli Knowledge

Patchouli Knowledge

Youmu Konpaku

Youmu Konpaku

Remilia Scarlet

Remilia Scarlet

Yuyuko Saigyouji

Yuyuko Saigyouji

Yukari Yakumo

Yukari Yakumo

Suika Ibuki

Suika Ibuki

Hong Meiling

Hong Meiling

Arcade Mode

In arcade mode, the player selects a character and accompaniment spellcards and fights members of the cast in semi-random order. The last four opponents are always Remilia, Yuyuko, Yukari, and Suika, in that order. Both the player and the opponent will have one life each. No continues are given, and no scores are recorded. The difficulty setting will affect the difficulty of the AI here.

Duel Human

Duel Human simply allows two human players to fight each other in a single battle with one life each.

There are additional options available by pressing the Pause button. The first row, with the checkbox is the option to turn autoblocking on or off. The second row is to change the character's attacking damage. (One star means the weakest, and five means the strongest)

You may also select the character's "Player 2" recolor by pressing D to select the character instead of A.

Pressing Pause when the choice of spellcards appear shows the power of the spellcard attack and the recovery time needed after performing the attack.

Duel CPU

Duel CPU is the same as Duel Human, except the player fights a computer. Again, the difficulty setting is taken into account.

Story Mode

Story Mode is the main mode for single player in Immaterial and Missing Power. In this mode, the player starts with three lives and fights 7 opponents. The opponents fought depend on the selected character, and there is a fair bit of dialogue between the fights.

The computer character follows quite different rules while in Story Mode. In particular, the computer's health bar is different. There are two different health bars the computer may have: a health bar that is mostly white with a bit of red at the end, and a completely red health bar. The computer will not have a dark red section of health. In general, while in a white portion of health, a computer player uses normal attacks, while red sections correspond to a spellcard.

For the red/white health bar, while in the white section, the computer will fight using all of the character's moves except declaration and, consequently, spellcards. While in the white section, the difficulty setting will affect the AI of the computer. Once the computer reaches the red section of health, the computer will declare a spellcard (it is impossible to interrupt this declaration). The actions of the computer will depend on the particular spellcard declared. Note that even though this section of health is very short onscreen, it actually takes quite a bit of damage to go through the red section of health.

For the completely red bar, the computer will simply declare a spellcard right away. It is basically the same as the red section of the red/white bar, though this time the red bar simply fills the whole gauge, though the amount of damage taken is probably about the same.

While declared in Story Mode, the computer can, and will, use spellcard attacks without regard to the spellcard counter; in fact, in story mode, the computer doesn't even have a spellcard counter. It also seems that many story mode spellcards can be used regardless of spirit, even if the computer is spirit drained.

Separate versions of the story mode spellcards exist for each difficulty level as well, with the more difficult spellcards typically involving more bullets and more damage.

A story mode spellcard does not have a timer. Instead, when the computer declares, a bonus timer will appear and begin counting down. If the player finishes the spellcard before the bonus timer runs out, the player is awarded a spellcard bonus of the amount left on the timer. In addition, if the player finishes the spellcard without using her own spellcards and without losing a health bar, a star is awarded next to the spellcard in the Result screen. Note that even if the bonus timer runs out, the spellcard will not end; the spellcard will continue to run until the computer is out of health.

The number and type of health bars the computer has depends on the stage. They are, in the order that the player faces them:

  • Stage 1 and Stage 2
    • Red/white
    • Red
  • Stage 3 and Stage 4
    • Red/white
    • Red/white
    • Red
    • Note that after finishing stage 3, the player is awarded an extra life automatically.
  • Stage 5
    • Red/white
    • Red
    • Red/white
    • Red
  • Stage 6
    • Red/white
    • Red
    • Red/white
    • Red
    • Red
  • Stage 7
    • Red/white
    • Red
    • Red/white
    • Red
    • Red
    • Red

The rules for player declaration in story mode are slightly different. Instead of rounds, fights in story mode are simply separated by the health bars of the computer, with each color in the red/white bar counting as a separate section. A player can only declare once per section. A player can carry spellcards from one section to the next if the player did not declare; however, if the player declares, any unused spellcards are discarded when the player moves to the next section. Spellcards are also carried if the player loses a section. Declaring restores life as normal for the player.

Practice Mode

In Practice Mode, you may try out the various cards and strategies in the game. In addition to auto healing the health bar, there are various commands in the ESC menu during battle.

Commands are as follows:

Spellcard [F1] Top, Middle, Bottom, 2nd Top, 2nd Middle, 2nd Bottom. This refers to the cards usually chosen at the start of a battle; the last three set you to have "died" once (have a red health bar) so you can use the second form of the spell.

Spellcard Level [F2/F3] 0, 1, 2, 3, 4, 5, 6, 7, 8, 9

CPU Auto-Guard [F4] None, High, Low, Auto (she blocks where you attack)

Spirit Bar Recharge Speed [F5] 2x as fast, Normal

AI Mode [F6] Null, Walk towards, Jump, Normal AI. This changes what the Comp does during the practice Session.

CPU Movement [F7] Stationary, Move towards middle

Turn Off Spellcard [F8] Essentially sets the Spellcard's timer to 1 so it will run out.

Resume

Exit

Scoring

Attention: This section is a stub and it needs expanding with more information related to the section's topic. If you can add to it in any way, please do so.

Unlockables

Arcade, Practice Mode etc.

  • Remilia, Yuyuko, Yukari, and Suika
    • To unlock any of these 4 for all the modes, simply encounter and defeat them in Story Mode.
  • Hong Meiling
    • To unlock Hong Meiling for all non-Story Modes, you must download the "Ver.1.11" patch for Hong Meiling located here. Also, you need to have completed Story Mode at least once with any character.

Note that Meiling cannot be unlocked for Story Mode as she does not have a Story Mode Scenario.

Story Modes

  • Remilia and Yuyuko
    • You need to complete story mode for Reimu, Marisa, Sakuya, Alice, Patchouli and Youmu in order to unlock Remilia and Yuyuko for Story Mode.
  • Yukari
    • You need to complete story mode for Remilia and Yuyuko in order to unlock Yukari for Story Mode.
  • Suika
    • You need to complete story mode for Yukari in order to unlock Suika for Story Mode.
  1. Pun on 'magic' (魔法 | mahou), with the 法 kanji replaced with the identically-pronounced 砲 ('cannon').
  2. Pun on the phrase 「離見の見」(roughly "Sense of Separated Eyes") of similar spelling, referring to the ability of a Noh actor to perform while being mindful of the audience's perspective.
  3. Pun on 'illusionary' (幻想 | gensou), with the 想 kanji replaced with the identically-pronounced 葬 ('burial').