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Double Dealing Character/Gameplay/Strategy/Stage 2

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< Stage 1   Double Dealing Character strategy   Stage 3 >

Items

Source Items count
Sunflower fairy 9
Yin-yang orb 5
Spirit 2
Midboss spirit 1
Fairy maid 8
Spell card 1 26
Spell card 2 (head familiar) 9
Spell card 2 33
Spell card 3 31

Road 1

The sunflower fairies drop a lot of items. A good idea is to go above point of collection every so often to generate fragments. You need to kill at least 3 of them to have enough items for a fragment. Green yin-yang orbs shoot lasers (4-way on Easy/Normal, 6-way on Hard, 8-way on Lunatic) while closing in on you. Lasers are fairly slow, and it's important to make sure they've actually passed before crossing their path. Lasers are much rarer on Easy than they are on Normal.

Midboss (Sekibanki): Normal Attack

This attack consists of a block-type (movement restraining) attack and familiars that shoot aimed bullets at you. You can kill those familiars. In fact, not killing may get you cornered easily (especially on higher difficulties).

Flight Sign: Flying Head

Her head emits omnidirectional bullets and a stream of blocking bullets. Head trajectory is very hard to predict, so you should just stay away from it (but dodging fin bullets takes priority). There's a flashy animation when the blocking bullets disappear, which can easily obscure other bullets.

It is possible to destroy the head, but Sekibanki will just spawn a new one.

Road 2

Blue fairies shoot splitting bullets. After the split, bullet speed is greatly increased, which is dangerous. On Lunatic, lining yourself up against the enemy may become so hard, that not shooting the enemies might be a better strategy. There's a round of optional fairies available for those who defeat the midboss early. You can get up to 4 additional waves: from the right, left, left again and finally, left and right (5 fairies per wave, 10 for the last one). You can use those fairies to get additional fragments, since fairies drop 8 items each. Killing 3 fairies will leave you with 24 items which is enough for a x0.5 bonus. You need to be very swift, however, as these waves are coming very quickly. With a bit of training you'll be able to easily gain fragments even on Lunatic difficulty. During the last (left and right) wave, focus on the left fairies. Another issue with these waves is that it's hard to estimate how many waves you get for killing the boss, and fairies tend to spawn immediately after you finish the midboss encounter. Bombing is advised during yin-yang orbs assault. This section is also a good spot for earning extra fragments.

Boss (Sekibanki): Normal Attack 1

Blockade + aimed medium-sized bullets. Plan cutbacks in advance, maximize your time in front of the enemy, and you'll be fine.

Neck Sign: Close-Eye Shot (Easy/Normal) / Neck Sign: Rokurokubi Flight (Hard/Lunatic)

The head will follow you, while the body will shoot omnidirectional lasers. Head leaves a dangerous zone behind it. Keep moving carefully so you don't hit the lasers and kite the head around. Shooting the head deals no damage to the boss.

High-power character types (such as Marisa B and Sakuya A) can stay at the screen bottom the whole time - they have enough firepower to defeat the spell card before the head reaches the bottom. Sakuya B cannot pull it exactly the same way, but it is possible to start the spell card close to the enemy and slowly descend to the bottom, slowing the head down. With that trick, you should be able to defeat the card without the head catching up with you. Other character types will have to move the head around. Still, horizontal movements aren't recommended. Wait at the bottom for the head to reach you, then pass it vertically. You should have enough time to defeat the enemy before it catches up with you again.

Boss: Normal Attack 2

Same as previous normal attack, but with more aimed bullets. Dodge the same way you did before. This attack starts immediately as the previous spell card ends, be sure not to get cornered if you try to collect your items above the POC.

Flying Head: Multiplicative Head (Easy/Normal) / Flying Head: Seventh Head (Hard) / Flying Head: Ninth Head (Lunatic)

Several heads spawn (3 on Easy, 5 on Normal, 7 on Hard and 9 on Lunatic), and each shoots 2 parallel lasers and scatter bullets. Since the lasers are techincally even-way, they can't hit you if you don't move. However, bullets are random, and you need to move to dodge them, so the lasers are still dangerous. On the other hand, you don't have to dodge the bullets all the time, which means you can stay in one spot when the bullets aren't an immediate danger to you. Avoid the lasers by moving quickly around the bottom of the screen. This card has a defensive system, that is, the body will shoot more bullets if you come too close to it (this is important for Marisa A players, they should avoid getting too close to the boss). You can destroy the heads to make dodging a lot easier. With Marisa B, you can almost always defeat this card if you just stay at the bottom and fire away at your opponent. This applies to all difficulties.

Flying Head: Dullahan Night

Blockade + aimed lasers fired by familiar (that is, the head). On Easy and Normal, lasers are exactly the same as in Multiplicative Head, but on Hard and Lunatic they're 3-way instead. Just keep avoiding the lasers in a way that doesn't kill you with blocks. Vertical micrododging seems to be the most effective way of dodging here (you can't rely on it entirely, though). Shooting the head is useless.

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