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Touhou Daiundousai/Characters/Phantasmagoria of Flower View Team

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Key
Base Stats
Leader Bonus
No stats

Eiki Shiki Yamaxanadu

Shikieiki Shikieiki Portrait
Health
(HP)
210
Punch
(拳)
Kick
(蹴)
Weapon
(武器)
Throw
(投擲)
Run
(速度)
Jump
(跳躍)
Defense
(防御)
Recovery
(復帰)

Skills:

  1. Rod of Remorse (悔悟の棒)
    • Input: Jumping Punch
    • Description: A high priority aerial strike. It's a strong attack for jumping in air-to-ground, but it will always knockdown the enemy. The active frames of the attack are surprisingly brief, so some timing is required to successfully hit someone.
  2. Grateful Lecture (有難いお話)
    • Input: Left or Right + Punch toward an enemy in hitstun
    • Description: A small area stun that damages all enemies for the duration. It will automatically stun any standing enemy within its range, making it perfect to capitalize on small groups of brawling enemies. It does constant damage over time during the lecture animation, and then one big burst of damage from the lightning strike at the end, followed by a large ring of secondary lightning strikes to punish fast recoveries and beat out any late punish attempts. During the lecture, you are very vulnerable to projectiles and jumping attacks.

Overview:

  • Eiki is a strong and balanced combatant, but with some unusually conflicting strengths. Her Punch and Kick stats are the only ones that aren't very high, suggesting that armed combat is her best bet; however, her strong skills can only be used while unarmed. Also, among her skills, Rod of Remorse is an amazing way to jump in on the enemy, but the resulting knockdown prevents any possibility of comboing into a Grateful Lecture. This lack of synergy between her skills and stats enforces a method of play that requires strong situational awareness and quick judgement of which option to capitalize with. Thankfully, her options are extensive enough to cover almost anything, making her competent in any situation or mode of play. With high natural stats, she gains very little from Leader Bonus, making her a poor choice for it.

Komachi Onozuka

Komachi Komachi Portrait
Health
(HP)
240
Punch
(拳)
Kick
(蹴)
Weapon
(武器)
Throw
(投擲)
Run
(速度)
Jump
(跳躍)
Defense
(防御)
Recovery
(復帰)

Skills:

  1. Crossing of the Abyssal River (江深淵の渡河)
    • Input: Jumping Punch
    • Description: A speeding forward boat attack. Infinitely moves forward coasting along the ground until it is canceled. It can be canceled by pressing any attack button or jumping, all of which just jump cancel the boat attack. It's important to note that by canceling into a jump, you can simply change direction and press Punch again to re-enter the boat.
  2. Death's Scythe (死神の鎌)
    • Input: Down, Down + Punch
    • Description: A huge, sweeping scythe slash. It hits a massive range but has a large dead zone inside of the visible slash ring where enemies cannot be hit. Enemies can jump over the slash, yet it does not hit enemies in knockdown state.

Overview:

  • With the exception of a few notable weaknesses, Komachi is a very strong and versatile character. First off, her stats are pretty great all around, with the exception of her absolutely terrible Recovery stat, which hurts against some people that can get big bonus OTG damage. Her Run stat is pitiful as well, but that's easily mitigated by using Crossing of the Abyssal River to fly across the stage quickly. Although it's a strong tool for advancing or retreating, be careful when using it to attack, as it is easily beaten out by any regular jump-in attack or projectiles. Death's Scythe is also extremely strong against groups of enemies at mid range (especially enemies fighting amongst each other), but less effective in direct combat as it is easy for enemies to jump into the dead zone. Because of both skills having a weakness against enemy jump-ins, you have to be very conscious of keeping your distance and baiting out jumping attacks. Keep that in mind though, and she can tear down enemies very early in a match. Komachi doesn't get much in terms of total stat increase, but her Leader Bonus is entirely concentrated into raising her biggest weaknesses of Run and Recovery, making her a viable choice.

Yuuka Kazami

Yuuka Yuuka Portrait
Health
(HP)
240
Punch
(拳)
Kick
(蹴)
Weapon
(武器)
Throw
(投擲)
Run
(速度)
Jump
(跳躍)
Defense
(防御)
Recovery
(復帰)

Skills:

  1. Blooming Umbrella (楽花傘)
    • Input: Left or Right + Punch
    • Description: An umbrella slap which spawns a sunflower beneath the enemy and a second a bit further away, causing a high launch on hit. Every sunflower that hits an enemy spawns another sunflower further away, which will repeat until a sunflower whiffs. This can be used as a standalone attack or comboed from any in hitstun for significant damage.
  2. Sunflower Blossom Front (向日葵開花前線)
    • Input: Landing Punch
    • Description: A defensive attack which sprouts a sunflower on her position and on both sides of her. It will completely stuff any non-projectile attack, including aerial attacks (because of the sunflowers' height). Similar to Blooming Umbrella, every sunflower that hits an enemy will spawn another set of sunflowers on each side at a steadily increasing distance until the sunflowers whiff.

Overview:

  • Yuuka is a slow, but incredibly solid melee fighter. Her combat stats are great and her skills give her a perfect balance of offense and defense. Blooming Umbrella can be comboed from just about anything to give free damage and a lengthy knockdown, so be sure to use it to end combos and confirm off of random hits. Sunflower Blossom Front is a fearsome defensive tool that just requires a hop to set up. You can use it to easily prevent enemy advances or throw it out after your own jump-in attacks. To maximize the intimidation factor of Sunflower Blossom Front, hopping around should be one of your primary methods of movement. Although a well played Yuuka can be one of the most frustrating opponents, smart use of ranged attacks and thrown items can allow you to break through her dangerous wall of sunflowers. Note that her weak mobility stats make her a very poor choice in races, even after the Leader Bonus raising them. As such, Yuuka is a terrible choice for the bonus.

Cirno

Cirno Cirno Portrait
Health
(HP)
209
Punch
(拳)
Kick
(蹴)
Weapon
(武器)
Throw
(投擲)
Run
(速度)
Jump
(跳躍)
Defense
(防御)
Recovery
(復帰)

Skills:

  1. Rising Freeze (ライジングフリーズ)
    • Input: Down, Down + Punch
    • Description: A large ice projectile that spawns about quarterscreen in front of her. Sends the enemy into a high launch and freezes them temporarily.
  2. Ice Drop (アイスドロップ)
    • Input: Punch (throw) on an enemy in knockdown state
    • Description: Freeze the enemy in a ball of ice and dropkick them across the stage. The frozen enemy will slide for an extended time, dealing damage to any enemies along the way. The enemy will not be able to recover from the throw until the ice encasement breaks, allowing you to easily throw enemies into the wall or off the edge of the stage for immense bonus damage. The frozen enemy counts as a projectile, but cannot be reflected by Youmu's counter. Note that the attack is inescapable once initiated, but other enemies may knock her out of the dropkick animation, resulting in the frozen enemy just falling to the ground and remaining in place for the freeze duration.
  3. Carp Ball Application (カープボール応用編)
    • Input: Passive
    • Description: Every item picked up by Cirno will be frozen in a large ball of ice, preventing other players from using them properly. The ice will only disappear once it is attacked enough times to break.

Overview:

  • Cirno is an extremely effective character in denying items and capitalizing on enemy in-fighting. Her only poor stats are her Weapon and Throw stats, which are rendered useless as a result of the Carp Ball Application preventing item use. Using this passive to its fullest, she can very easily shut down heavily item dependent characters such as Alice, Sakuya, Youmu, or Yukari. Rising Freeze is a very strong tool for zoning out enemies and for catching groups of enemies fighting each other. Utilize this along with her quick Run speed to kite enemies in solo combat. Ice Drop is arguably her strongest skill. She can easily dash in and use it to capitalize on any knockdown. This includes situations such as one enemy knocking down another, where you can throw the downed enemy into the standing one for great effect. Also, because of its inescapable nature and lengthy freeze duration, you can effortlessly throw enemies off the stage and into walls to destroy their Health and their point count. If you can utilize her skills properly, Cirno's capability of denial is undoubtedly the strongest. Her high Run and Recovery stats make an acceptable choice in races, but having mediocre Jump stat can hurt in some segments. Leader Bonus gives her a slight bonus to important stats, but overall it isn't a very remarkable bonus.

Mystia Lorelei

Mystia Mystia Portrait
Health
(HP)
190
Punch
(拳)
Kick
(蹴)
Weapon
(武器)
Throw
(投擲)
Run
(速度)
Jump
(跳躍)
Defense
(防御)
Recovery
(復帰)

Skills:

  1. Blind Status (暗闇効果)
    • Input: Passive
    • Description: Every hit on a blinded enemy counts as a couterhit for increased damage and a +5 points item (normally point items are only gained on knockdown). Blindness also prevents anyone from picking up items for the duration.
  2. Blind to All but the Song (もう歌しか聞こえない)
    • Input: Hold Punch (usable in the air)
    • Description: A song of blindness that can be charged two levels. The first level releases a music note which deals minuscule damage, blinds an enemy, and knocks them down. She can run into the note to push it around the stage and into enemies. The second level is just a fullscreen version of the attack, hitting everyone for blindness and a knockdown. You can walk around while charging this skill. This cannot be reflected by Youmu's counter.
  3. Night Sparrow Dive (ナイトスパローダイブ)
    • Input: Kick while Holding Punch
    • Description: Cancels the charge animation into a flying dash attack. It hops back before flying forward in a surprisingly strong dash attack that also blinds opponents, making it very useful as a quick dodge and counter maneuver. Note that you can't use this while a music note is out on the screen already, as you can't begin charging again until the note has disappeared.

Overview:

  • Mystia is very unusual in that she is an exceptionally poor combatant, yet she has very high scoring potential. Her biggest advantages are in her mobility, which also makes her a strong choice in races, and the secondary effects of Blind to All but the Song. The level 1 can be used as both an early deterrent, throwing the notes around you to prevent enemy attacks, or as a sudden trap, throwing it out to interrupt an enemy's oncoming attack and give you the advantage. The level 2, when you can avoid attention long enough to get it off, is a sly way to get free points from everyone's knockdown and get a moment to set up more level 1 notes. Be careful of drawing mass aggro from the enemies as a result of using the level 2 too much though. Anytime you can score a combo against blinded enemies results in around triple point gain compared to a normal combo, but be very wary of going out of your way to try to play on the offensive, or you can easily be punished hard. Thankfully, you're able to use Night Sparrow Dive as a great countermeasure to any attackers for pretty solid damage. Similarly to Medicine, playing safe is the key to victory. Also similar to Medicine, Mystia gets a crazy good Leader Bonus of 2 points to Punch, Kick, and Recovery while gaining 1 point to almost everything else. This 11 point difference makes her both a great candidate for the bonus and a much more reliable combatant.