東方剛欲異聞 ~ 水没した沈愁地獄

東方剛欲異聞 ~ 水没した沈愁地獄

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How to Play the Game - Characters
By Goofy Slime
A guide meant to explain (hopefully) all or most of the character's movesets and specific actions.

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Welcome!
If you want to learn more specific details about each character, you've come to the right place!

The game's complicated mechanics have a lot of variance when it comes to them, so get ready to learn about a bunch of details that you couldn't have possibly figured out right off the bat.

As expected, there'll be spoilers about other playable characters ahead.

Most moves will make you invulnerable while doing them. If they don't, I will specify as such.
Terminology
In this section, you'll be able to find some of the command inputs that will be listed in the character's moves.

    Commands:
  • Left, Right, Up and Down --> The buttons used to Move.
    Normally bound to either the D-Pad or Stick on Controllers
    Normally bound to the Arrow Keys on Keyboards

  • Z --> The button used to Attack.
    Normally bound to X on Xbox Controllers
    Normally bound to Square on Playstation Controllers
    Normally bound to Y on Nintendo Switch Controllers
    Normally bound to Z on Keyboards

  • A --> The button used to Dash.
    Normally bound to A on Xbox Controllers
    Normally bound to X on Playstation Controllers
    Normally bound to B on Nintendo Switch Controllers
    Normally bound to X on Keyboards

  • R1 --> The button used to Absorb.
    Normally bound to RB on Xbox Controllers
    Normally bound to R1 on Playstation Controllers
    Normally bound to R on Nintendo Switch Controllers
    Normally bound to C on Keyboards


    Terms:
  • Combo Potential --> This can tell you if the character in question has moves that can easily connect to others without having too much trouble.

  • Hold / Holding --> While holding a button down.

  • Release / Releasing --> By holding a button and then letting go of it.

  • Mix / Mixed --> The possibility of combining a move with another, but only optionally so.

  • Invulnerable / Invulnerability --> The ability to not take damage from any source.

  • Redirected --> The ability to guide the projectiles from a move in a different direction, typically by dashing.

  • Passive --> A move that does not require the press of any buttons in order to be used.

  • Normal --> A move that's simply done upon pressing a button, by holding a direction and then pressing a button or by pressing a button in the air.

  • Aerial --> A move that's done while in the air.

  • Side --> An horizontal move that typically requires you to either hold a direction Left or Right or move to one of both sides.

  • Directional --> A move that requires you to hold two keys / hold the stick diagonally or move in a certain direction before pressing a button.

  • Ink Bar --> A bar located at the bottom left of the screen. Holds Ink.

  • Ink --> An element that's necessary for some attacks.

  • Stamina Bar --> A bar located at the bottom of the screen.

  • Stamina --> A method of preventing you from infinitely performing certain inputs.

  • Barriers --> The enemy's form of defense. Their amount of barriers can be located at the top right part of the screen.

  • Heavy Attacks --> A move that can break the enemy's barriers.

  • Special Attacks --> Moves that can vary with each character.

  • Super Attacks --> A move that requires you to fully charge the Ink Bar before it's used.

  • Stronger Attacks --> An enhanced version of an already existing move.

  • --> = Something you need to do after performing a certain input, typically before a move ends.

  • + = This means you need to combine some inputs with others.

  • Shion = Jo'on's sister. Can be used to mix some moves with others.

  • Flight = Flandre's way of "dashing".
Reimu


Reimu's a very fast and powerful starting character that plays better around Aggressive playstyles, as she can be directly in the grasp of danger without getting hurt.

Due to her Melee capabilities, she offers a variety of moves that work around such, but still holds a few Ranged attacks that could sometimes come in handy.

It's unlikely to have trouble while attempting to learn this character.

Difficulty: Very Easy (1)
Super Attack: Homing Orbs (Not the actual name of the move.)
Dash Limit: 3
Combo Potential: High

    Ground Moves:
  • Normal / Z
  • Can be mixed with a dash.
  • Can break barriers.

    Explanation: Reimu will slide to the side, leaving a trail behind her and dealing damage with a frontal kick. Can mix into other moves.

  • Normal --> Normal / Z --> Z
  • Can be mixed with a dash.
  • Can also be done in the air. (Unreliable)
  • Can break barriers.
    Explanation: Reimu turns into a ball, dealing damage.


  • Down Normal / Down + Z
  • Neutral --> Neutral --> Neutral / Z --> Z --> Z
  • Can be mixed with a dash.
  • Can break barriers.
    Explanation: Reimu will slam on the ground and deal damage, leaving a trail of ink that can also damage the enemy.


  • Up Normal / Up + Z
  • Neutral --> Neutral --> Neutral --> Neutral / Z --> Z --> Z --> Z
  • Neutral --> Up Neutral / Z --> Up + Z
  • Can be mixed with a dash.
  • Can break enemy projectiles.
  • Can break barriers.
    Explanation: Reimu launches herself into the air, landing a kick that leaves a circle of ink around her that can both deal damage and break the enemy's projectiles.


    Aerial Moves:
  • Normal Aerial / While in the air --> Z
  • Can also be done while moving in the air.
    Explanation: Reimu turns into a ball and throws some projectiles that can hurt the enemy.


  • Up Aerial / While in the air --> Up + Z
  • Can be mixed with a dash, but only upon touching the ground.
  • Can break enemy projectiles.
  • Can break barriers.
    Explanation: Same as Up Normal, except Reimu's not sent forward.


  • Up Aerial --> Neutral / While in the air --> Up + Z --> Z or Up + Z --> Up + Z
  • Can be mixed with a dash, but only upon touching the ground.
    Explanation: Can only be done after using Up Aerial, but can also mix into it directly aftwards.


  • Down Aerial / While in the air --> Down + Z
  • Can be mixed with a dash, but only upon touching the ground.
  • Can break barriers.
    Explanation: Reimu will dash directly downwards, dealing damage to the enemy if it's in the way and slamming the ground upon touching it, much like Down Normal.


    Dashing Moves:
  • Dash / A
  • Can be aimed diagonally.
    Explanation: Reimu's seemingly harmless dash.


  • Side Dash / Left or Right --> A
  • Can be mixed with any Ground Move.
    Explanation: Reimu's seemingly harmless dash. Pairs up well with all of her Ground Moves.


    Special Moves:
  • Guard / (While right next to a projectile from the enemy) --> Dash or Side Dash
  • Can also be done by using Up Normal while on the ground or the air.
  • Breaks enemy projectiles.
    Explanation: If Reimu dashes while being right next to an enemy projectile, or if she hits it with an Up Normal or Up Aerial, the projectiles around that one will either dissapear or turn into Ink.



  • Homing Orbs / (Once the Ink Bar's fully charged) --> R1 (Release)
  • This move will be done automatically upon letting go of the R1 button.
  • Can break barriers.
    Explanation: Most of the time, you need to fully charge the Ink Bar and then press the R1 button; in this case, she uses this move upon fully charging the Ink Bar and releasing the R1 button.


  • Absorb / While doing literally anything --> R1 (Hold)
  • Seriously, you're allowed to just hold it, even while the Ink Bar's fully charged.
    Explanation: Doesn't need one.
Marisa


Marisa is a more Defensive approach to the game, being a starting character with great Ranged capabilities with a lesser combo potential.

Her playstyle tends to be Slow, revolving around waiting for the enemy's barrier to turn RED; unlike Reimu, however, Marisa can break the enemy's barrier with any of her actions.

You might have a little bit of trouble whlie attempting to learn this character, but only at the beginning, as her moveset is rather easy to get used to.

Difficulty: Normal (3)
Super Attack: Ink Spark (Not the actual name of the move.)
Dash Limit: 2
Combo Potential: Medium

    Ground Moves:
  • Normal / Z
  • Can be tapped or held to launch a more powerful attack.
  • If held, can be released at any time before the last star is thrown.
  • If held and released, can be mixed with a dash.
  • Can break enemy barriers.
    Explanation: Marisa throws up to four stars before creating a bigger star.




  • Up Normal / Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.


    Explanation: Marisa throws a potion that explodes in the air, creating stars that can damage the enemy.

  • Down Normal / Down + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.

    Explanation: Marisa creates some mushrooms on the ground that launch themselves upwards, dealing damage.


    Aerial Moves:
  • Normal Aerial / While in the air --> Z
  • Can be tapped or held.
  • If held, can be released at any time.
  • If held and released, can be mixed with a dash.
  • Can break enemy barriers.
    Explanation: Marisa throws stars repeatedly.


  • Up Aerial / While in the air --> Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.
    Explanation: Marisa throws four small potions that explode on the ground.




  • Up Aerial + Up Aerial / While in the air --> Up + Z --> Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.
    Explanation: Marisa throws one more potion, this time it's a big one.


  • Down Aerial / While in the air --> Down + Z
  • Can be tapped, held or tapped twice to launch up to two potions.
  • Can be mixed with a dash.
  • Can break enemy barriers.
    Explanation: Marisa quickly throws two potions to the ground, exploding after a couple of seconds.


    Dashing Moves:
  • Dash / A
  • Can break enemy barriers.
    Explanation: A dash that launches Marisa upwards, also being able to deal damage.


  • Dash + Aerial Dash / A + A or A + A (Hold)
  • Can be held up to 4 seconds.
  • Can break enemy barriers.
    Explanation: Same as her normal dash, except this one can be held to have Marisa fly upwards for a longer period of time.


  • Side Dash / Left or Right + A
  • Can be mixed with a dash.
  • Can break enemy barriers.
  • Can also be used in the air.
    Explanation: Instead of launching herself upwards, Marisa flies sideways, still being able to deal damage.


  • Side Dash Attack / Left or Right + A --> Z
  • Can break enemy barriers.
    Explanation: While dashing sideways, Marisa throws three potions to the ground that explode after a couple of seconds.



  • Side + Down Dash Attack / Side Dash --> Down + A
  • Can be mixed with a dash.
  • Can break enemy barriers.
  • Can be mixed with any other Ground Move.
    Explanation: Marisa slams the ground before ending her dash.



  • Aerial + Down Dash Attack / While in the air --> Down + A
  • Can break enemy barriers.
  • Can be mixed with any other Ground Move.
    Explanation: Marisa launches herself to the ground, slamming it.


    Special Moves:
  • Guard / (While right next to a projectile from the enemy) --> Dash or Side Dash
  • Can also be done by using Up Neutral while on the ground.
  • Breaks enemy projectiles.
    Explanation: If Marisa dashes while being right next to an enemy projectile, the projectiles around that one will either dissapear or turn into Ink.



  • Ink Spark / (Once the Ink Bar's fully charged) --> R1
  • This move will be done automatically upon letting go off the R1 button.
  • Can break barriers.
    Explanation: Marisa throws a lot of ink in the direction she's facing.


  • Absorb / While not attacking --> R1
  • This can also be done in the air.
  • If done in the air, Marisa will temporarily float.
  • Warning: Does not make you invulnerable.
    Explanation: Marisa stops attacking to absorb the ink around her, with seemingly more risk due to her lack of invulnerability frames during it.
Kanako


Kanako's a very slow yet insanely powerful unlockable character that can be either Aggressive or Defensive, as she holds a wide variety of skills that allow for dealing lots of damage at once or escaping from the enemy's projectiles.

While all of her attacks are Ranged, she can easily attack the enemy from whatever direction she pleases, as most of those attacks have a huge range and radius that can easily be abused.

Difficult due to her overall slowness at first, but very easy to understand and play once you've got the hang of her and realize how powerful she is.

She's also the first character to introduce Directional Input Attacks.

Directional Input Attacks are attacks that require you to hold the stick at a certain direction or hold multiple keys at once in order to use them; such as holding the stick Diagonally or holding down the Down and Right keys.

Difficulty: Easy (2)
Super Attack: Pillar Guns (Not the actual name of the move.)
Dash Limit: 2
Combo Potential: Average

    Ground Moves:
  • Normal / Z
  • Can be used consecutively to launch up to 4 Pillars at once.
  • Can be used while moving.
  • Can break barriers.
    Explanation: Kanako will launch a pillar with medium range to the direction she's facing.


  • Up Normal / Up + Z
  • Can be used consecutively to launch up to 4 Pillars at once.
  • Can be used while moving.
  • Can break barriers.
    Explanation: Kanako will launch a pillar upwards. This pillar will then come back down, being able to hit the enemy from above.



  • Down Normal / Down + Z or Down + Z (Hold)
  • Can be tapped or held.
  • If tapped, the second part of this move does not occur, but can still be mixed with a dash.
  • If held, this move will use its second part and become much stronger.
  • The pillars from this move can be redirected by dashing.
  • Can be mixed with a dash.
  • Can break barriers.
    Explanation: Kanako will throw four pillars to the ground, directly below her. If the Z button is held, four tornadoes will launch Kanako up in the air and deal massive damage in the area below them. The pillars included with this move can also deal contact damage and be redirected.



  • Directional Normal / Down + Left or Right + Z or Down + Left or Right + Z (Hold)
  • Can be tapped or held.
  • If tapped once, the second part of this move does not occur, but can still be mixed with a dash.
  • If tapped twice, the third part of this move does not occur, but can still be mixed with a dash.
  • If held, this move will use all of its parts and become much stronger.
  • The pillars from this move can be redirected by dashing.
  • Can be mixed with a dash.
  • Can break barriers.
    Explanation: Kanako will throw four pillars to the ground, next to her. If the Z button is held, the pillars will also become tornadoes that can home in on the enemy and deal massive damage and be redirected.




    Aerial Moves:
  • Normal Aerial / While in the air --> Z or Up + Z
  • Can be used consecutively to launch up to 4 Pillars at once.
  • Can be used while moving.
  • Can break barriers.
    Explanation: Kanako will launch a pillar with medium range at the direction she's facing.
    To aim this up left or up right, hold Up while facing left or right and press Z.


  • Down Aerial / While in the air --> Down + Z or Down + Z (Hold)
  • Can be tapped or held.
  • If tapped, the second part of this move does not occur, but can still be mixed with a dash.
  • If held, this move will use its second part and become much stronger.
  • The pillars from this move can be redirected by dashing.
  • Can be mixed with a dash.
  • Can break barriers.
    Explanation: Kanako will throw four pillars to the ground, directly below her. If the Z button is held, four tornadoes will launch Kanako upwards and deal massive damage in the area below them. The pillars included with this move can also deal contact damage and be redirected.



  • Directional Aerial / While in the air --> Down + Left or Right + Z or Down + Left or Right + Z (Hold)
  • Can be tapped or held.
  • If tapped, the second part of this move does not occur, but can still be mixed with a dash.
  • If held, this move will use all of its parts and become much stronger.
  • The pillars from this move can be redirected by dashing.
  • Can be mixed with a dash.
  • Can break barriers.
    Explanation: Kanako will throw four pillars to the ground, next to her. If the Z button is held, there will be tornadoes moving left and right, and the pillars that were previously created can either home in on the enemy and deal massive damage and be redirected.



    Dashing Moves:
  • Normal Dash / A
    Explanation: Kanako will fly straight up.
    Can also fly diagonally in any direction.



  • Side Dash / Left or Right + A
    Explanation: Kanako will get off the ground and fly sideways.
    Can also be used in the air.



  • Directional Dash / While on the ground --> Down + Left or Right + A
  • Can be used consecutively with no penalty.
    Explanation: Instead of flying in the desired direction, Kanako will spin instead.
    If you repeat this same move, Kanako will continue to spin with no penalty.



    Special Moves:
  • Pillar Guns / After fully charging the Ink Bar --> R1 (Hold)
  • This move can be used at any time after fully charging the Ink Bar.
  • This move can be ended at any time by letting go off the R1 button.
  • Can be used while moving.
  • Can break barriers.
    Explanation: Kanako will fire Ink from 4 pillars, constantly firing in one direction until the Ink Bar's depleted or if the move's ended prematurely.



  • Absorb / At any time --> R1 (Hold)
  • This can also be done in the air and while moving.
  • While Absorbing, Kanako gains the ability to fly while invulnerable.
  • Warning: Consumes a lot of Stamina.
    Explanation: Kanako can simply fly around and become invulnerable while absorbing nearby ink. While useful, the Stamina cost from absorbing is very high, so use it carefully.
    [previewicon=25333991;sizeThumb,in
Minamitsu


Minamitsu's a Slow yet Hard-Hitting character, notorious for being incredibly hard to play and learn.

Her attacks are all Ranged, specifically between the close and medium ranges; her kit being overall much stronger on the ground than on the air due to a lack of variety on the latter.

She's also the first character to introduce Stronger Attacks.

Stronger Attacks are what happens if you enhance a move with some of your stored Ink by consuming a portion or all of it at once. (There are some exceptions to this)

Good luck, she's pretty tough!

Difficulty: Very Hard (5)
Super Attack: Five Anchors (Not the actual name of the move.)
Dash Limit: 3 (2 if bouncing off the water in the fight against Kanako)
Combo Potential: Average

    Ground Moves:
  • Normal / Z or Z (Hold)
  • Can be tapped or held.
  • If held, turns into a Stronger Attack that can mix into other moves.
  • Can be mixed into a dash.
  • Can break barriers.
    Explanation: You can hold this move up to 9.5 seconds, granting you invulnerability as long as you're holding down the button. If held for long enough, this turns into a Stronger Attack, where the anchor's color changes and deals more damage.



  • Normal --> Normal / Z --> Z
  • Normal (Hold) --> Normal / Z (Hold) --> Z
  • Can be aimed diagonally, but only upwards.
  • If aimed diagonally and while holding Ink, turns into a Stronger Attack.
  • Warning: If the above conditions are met, this move will consume all Ink stored.
  • Can be mixed into a dash.
  • Can break barriers.
    Explanation: You can still use this move regardless of how much Ink you have. For whatever reason, aiming this horizontally will not turn it into a Stronger Attack.



  • Normal --> Down Normal / Z --> Down + Z
  • Normal (Hold) --> Down Normal / Z (Hold) --> Down + Z
  • Warning: This move will consume 30 Ink, but can still be used without it.
  • Can be mixed into a dash.
  • Can break barriers.
    Explanation: No idea why it consumes Ink.



  • Down Normal / Down + Z
  • Warning: This move will consume 30 Ink, but can still be used without it.
  • Can be mixed into a dash.
  • Can break barriers.
    Explanation: No idea why it consumes Ink.



  • Up Normal / Up + Z
  • Can be mixed into a dash.
  • Can break enemy projectiles.
    Explanation: Minamitsu launches herself upwards and spins her anchor.


    Aerial Moves:
  • [Normal Aerial / While in the air --> [u]Z
[/u]
  • Can be aimed diagonally, but only downwards.
  • Can be mixed into a dash.
  • Can break barriers.


  • Up Aerial / While in the air --> Up + Z
  • Can mix into Normal Aerial.
  • Can be mixed into a dash.
    Explanation: Same as Up Normal, except Minamitsu doesn't launch herself upwards.


  • Down Aerial / While in the air --> Down + Z
  • Warning: This move will consume 30 Ink, but can still be used without it.
  • Can be mixed into a dash.
  • Can break barriers.
    Explanation: Minamitsu launches herself downwards, damaging the area around her landing. No idea why it consumes Ink.

  • [/list]


      Dashing Moves:
    • Normal Dash / Any direction --> A
    • If the enemy is hit by the anchor, this move turns into a Dash Attack.
    • Can be aimed in any direction.
    • Can break enemy projectiles.
    • Can break barriers.
      Explanation: While dashing, if the anchor hits an enemy, Minamitsu will launch herself towards the enemy and spin her anchor, dealing damage.



    • Aerial Down Dash / While in the air --> Down + A
    • If the enemy is hit by the anchor, this move turns into a Dash Attack.
    • Warning: This move will consume 30 Ink if it hits the enemy, but can still be used without it.
    • Can break enemy projectiles.
    • Can break barriers.
      Explanation: While in the air, if you dash down and hit the enemy, Minamitsu will launch herself downwards, damaging the area around her landing. No idea why it consumes Ink.



    • Normal Dash Attack / While dashing --> Z (Hold)
    • Can be mixed into a dash.
    • Can break barriers.
      Explanation: While dashing, if you hold the Z button down, Minamitsu will ride the anchor while launching herself forward.


      Special Moves:
    • Guard / (While right next to a projectile from the enemy) --> Dash
    • Can also be done by using Up Normal while on the ground.
    • Breaks enemy projectiles.
      Explanation: If Minamitsu dashes while being right next to an enemy projectile, or if she hits it with an Up Normal while on the ground, the projectiles around that one will either dissapear or turn into Ink.


    • Five Anchors / (Once the Ink Bar's fully charged) --> R1
    • This move can be used at any time after fully charging the Ink Bar.
    • Drops a lot of ink.
    • Can be aimed in any direction.
    • Can break barriers.
      Explanation: Minamitsu shoots five anchors in the direction she's facing. For some reason, this specific move drops a lot of ink on the ground.



    • Absorb / At any time --> R1 (Hold)
    • Cannot move or attack while absorbing
    • This can also be done in the air.
    • If done in the air, Minamitsu will have a slower fall.
    • The radius of absorption will grow if the R1 button is held.
    • Warning: This move consumes a lot of stamina.
      Explanation: Minamitsu absorbs the ink around her, with a radius that grows bigger the longer she attempts to absorb, gaining complete invulnerability until the stamina bar's depleted.
    Yorigami Sisters


    The Yorigami Sisters are the only duo character in the game, being able to use Jo'on but also being able to manipulate Shion on command.

    They're a relatively hard character to learn, with gimmicks that aren't on any other character and a wide variety of Melee attacks that may feel pretty awkward at times, their moveset also being far better on the Ground than in the Air.

    It's also worth noting that Jo'on also has two unique features: She cannot absorb ink nor dash at all.

    Instead, she uses the ink that's scattered across the ground to turn some of her moves into Stronger Attacks.

    This also means that Jo'on itself has no Super Attack... unless?

    Difficulty: Hard (4)
    Super Attack: N/A?
    Dash Limit: N/A
    Combo Potential: High

      Ground Moves:
    • Normal / Z
    • Normal --> Normal / Z --> Z
    • Can be mixed into a jump.
    • Can break barriers.


    • Side Normal / Left or Right + Z
    • Normal --> Normal --> Normal / Z --> Z --> Z
    • If Jo'on is next to ink, turns into a Stronger Attack.
    • Can be mixed into a jump.
    • Can break barriers.
      Explanation: If this move is used while standing next to ink, Jo'on will launch a fire blast with short range.



    • Down Normal / Down + Z
    • Normal --> Normal --> Normal --> Normal / Z --> Z --> Z --> Z
    • If Jo'on is next to ink, turns into a Stronger Attack.
    • Can be mixed into a jump.
    • Can break barriers.
      Explanation: If this move is used while standing next to ink, Jo'on will launch a fire wave with short range.



    • Down Normal --> Normal / Down + Z --> Normal
    • Normal --> Normal --> Normal --> Normal --> Normal / Z --> Z --> Z --> Z --> Z
    • If Jo'on is next to ink, turns into a Stronger Attack.
    • Can be mixed into a jump.
    • Can break barriers.
      Explanation: If this move is used while standing next to ink, Jo'on's explosion will also create a short-lasting wave of fire.




    • Directional Normal / Up + Left or Right + Z
    • Normal --> Normal --> Normal --> Normal --> Normal --> Normal / Z --> Z --> Z --> Z --> Z --> Z
    • If Jo'on is next to ink, turns into a Stronger Attack.
    • Can be mixed into Shion.
    • Can break barriers.
      Explanation: If this move is used while standing next to ink, Jo'on's fist will also create three fireballs on the air.



    • Up Normal / Up + Z
    • If Jo'on is next to ink, turns into a Stronger Attack.
    • Can be mixed into Shion.
    • Can break barriers.
      Explanation: If this move is used while standing next to ink, Jo'on's explosion will also create a short-lasting wave of fire.



      Aerial Moves:
    • Normal Aerial / While in the air --> Z
    • If Jo'on lands on ink, turns into a Stronger Attack.
    • Can be mixed into a jump, but only upon touching the ground.
    • Can break barriers.
      Explanation: If this move is used and Jo'on lands on ink, Jo'on's explosion will also create a short-lasting wave of fire.


    • Up Aerial / While in the air --> Up + Z
    • Can't mix into any move.
    • Can break barriers.


      Shion Moves:
    • Hold Me, Shion! / While in the air --> A or A (Hold)
    • Can be mixed into Normal Aerial.
      Explanation: Shion will carry Jo'on, floating temporarily as they're both invulnerable.


    • Go, Shion! / While being held by Shion --> A or Down + A
    • Can be aimed in the opposite direction they're facing as well.
    • Can break barriers.
      Explanation: Shion will be thrown, dealing damage to the enemy if she hits them.


    • Go over there, Shion! / At any time --> R1
    • Can only be aimed left or right.
      Explanation: Shion will move in a linear pattern. Once she travels a short distance, she'll go back to Jo'on. If you wonder what this move would be good for, see Ink Drops or Shion's Super Attack.


    • Ink Drops / Passive --> Have Shion block some damage.
      Explanation: if Shion takes enough damage, Ink will fall from the sky. This move has a small cooldown before it can be used again.


    • Shion's Super Attack / Passive --> Have Shion block a lot of damage.
    • Can break barriers.
    • Warning: Shion will not come back to Jo'on until a few seconds after she's done.
      Explanation: Shion will throw a lot of ink around her, being able to deal damageWhile powerful, this move can be very risky due to Jo'on's temporary inability to use Shion.


    Flandre


    Flandre is the last unlockable character of the game, with variations in gimmicks that are not present in any other character previously listed.

    For starters, instead of Dashing, she gains the ability to Fly. And instead of having to press R1 in order to absorb ink, she does so passively.

    Her kit is a combination of both Melee and Ranged attacks, being one of the more difficult characters to learn.

    She's also the only character that directly affects the gameplay of the game, being able to choose between three different doors that can lead to three different endings.

    Overall, it's safe to say that she's the most unique character in the game.

    Difficulty: Hard (4)
    Super Attack: N/A?
    Dash Limit: N/A
    Combo Potential: High

      Ground Moves:
    • Normal / Z
    • Can break enemy projectiles.
    • Can be mixed with a jump.
    • Can break barriers.
      Explanation: Flandre swings her weapon.


    • Normal --> Normal / Z --> Z
    • Can break enemy projectiles.
    • Can be mixed with a jump.
    • Can break barriers.
      Explanation: Flandre swings her weapon.


    • Up Normal / Up + Z
    • Normal --> Normal --> Normal / Z --> Z --> Z
    • Can break enemy projectiles.
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Flandre launches herself up in the air, dealing damage in a circular radius.


    • Up Normal --> Normal / Up + Z
    • Up Normal (Hold) / Up + Z (Hold)
    • Normal --> Normal --> Normal --> Normal / Z --> Z --> Z --> Z
    • Normal --> Normal --> Normal (Hold) / Z --> Z --> Z (Hold)
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Flandre shoots many small crystals consecutively.


    • Down Normal / Down + Z
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Flandre shoots a small crystal to the ground, launching herself backwards and causing an explosion that creates five big crystals on the area the small crystal landed on.



      Aerial Moves:
    • Normal Aerial / While in the air --> Z
    • Can break enemy projectiles.
    • Can be mixed with Flight
    • Can break barriers.
      Explanation: Same as its ground variant.


    • Normal Aerial --> Normal / While in the air --> Z --> Z
    • Normal Aerial (Hold) / While in the air --> Z (Hold)
    • Can break enemy projectiles.
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Same as its ground variant, except you can hold the Z button to mix into this move.


    • Up Aerial / While in the air --> Up + Z
    • Normal Aerial --> Normal --> Normal / While in the air --> Z --> Z --> Z
    • Normal Aerial (Hold) --> Normal / While in the air --> Z (Hold) --> Z
    • Can break enemy projectiles.
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Same as Up Normal, with a smaller radius.


    • Up Aerial --> Normal / While in the air --> Up + Z --> Z
    • Normal Aerial --> Normal --> Normal --> Normal / While in the air --> Z --> Z --> Z --> Z
    • Normal Aerial (Hold) --> Normal / While in the air --> Z (Hold) --> Z --> Z
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Flandre shoots five small crystals to the ground.


    • Down Aerial / While in the air --> Down + Z
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Flandre will fly forward, throwing small crystals to the ground.


    • Down Aerial --> Normal / While in the air --> Down + Z --> Z
    • Can be mixed with Flight.
    • Can break barriers.
      Explanation: Same as its ground variant.


      Special Moves:
    • Float / Passive --> While in the air, Flandre will slowly float towards the ground.
    • Warning: Does not make you invulnerable.
      Explanation: Even if Flandre flies towards the ground, she will continue to have a slow fall until she actually touches it.
      (No picture, as she has no special animation for this.)

    • Absorb / Passive --> Flandre will automatically absorb any ink near her.
    • However, this ink will be drained very quickly.
      Explanation: While this sounds good in paper, in reality, she's just destroying the ink.
      (No picture, as she has no special animation for this.)

    • Flight / While in the air --> A or A (Hold)
    • You can use this move in any direction.
    • Warning: This move consumes a lot of stamina, and cannot be used without it.
    • Can break enemy projectiles.
      Explanation: Flandre will turn into a bat, being able to fly around for a little while before her stamina's fully depleted.


    • Guard / (While right next to a projectile from the enemy) --> Jump, Fly or Attack
    • Cannot be done with ranged attacks, such as Down Aerial or Down Normal.
    • Breaks enemy projectiles.
      Explanation: If Flandre jumps, flies or attacks while being right next to an enemy projectile, the projectiles around that one will either dissapear or turn into Ink.
      This is the most powerful variant of Guard.



    • Seeking Crystals / At any time --> R1
    • Can be cancelled at any time by Jumping or Flying.
    • Warning: This move consumes a lot of stamina, and cannot be used without it.
    • Warning: Does not make you invulnerable.
      Explanation: Flandre will seek the enemy, the radius of her seeking rapidly increasing until she finds them. If she does find the enemy, five crystals will be created on them, dealing massive damage.




      Strong spoilers for the final boss of the game!

    • Absorb / During the fourth phase of Toutetsu --> R1 (Hold)
      Explanation: Flandre replaces her previous Absorb ability with a new one, no longer destroying ink but absorbing it in a big radius instead.
      (No picture, for obvious reasons.)


    • Big Apple / During the fourth phase of Toutetsu, after fully charging the ink bar --> R1 (Hold)
      Explanation: Flandre throws a giant apple to Toutetsu. Time to eat!
      (No picture, for obvious reasons.)
    11 Comments
    Goofy Slime  [author] 3 Apr, 2022 @ 6:02am 
    Oh didn't know that, I'll list it when I can
    Clubs Deuce 3 Apr, 2022 @ 12:15am 
    Bit late to inform so late after completion but when Flandre's ink bar fills she takes damage, being vulnerable to running water as a vampire. Just figured I'd let you know in case you wanted to throw that factoid in there for full knowledge.
    Goofy Slime  [author] 3 Nov, 2021 @ 6:25pm 
    Added Flandre... and with that, the guide is fully finished!

    Enjoy.
    Goofy Slime  [author] 2 Nov, 2021 @ 12:27pm 
    Added the Yorigami sisters. With a Shion tab instead of a Special tab, for obvious reasons.

    (You got this, Shion!)

    Also added explanations to Marisa.
    Goofy Slime  [author] 2 Nov, 2021 @ 9:10am 
    Yeah, it feels weird to actually focus on dodging for once rather than do every attack head-on
    Smuggler 2 Nov, 2021 @ 8:46am 
    I just beat Toutetsu using Minamitsu. All I can say is that I did not expect to learn the timing of the 3rd phase moves.
    Goofy Slime  [author] 1 Nov, 2021 @ 2:00pm 
    Added Minamitsu. Hopefully covered all of her moves.

    (What's up with the Ink consumption on moves that aren't Stronger Attacks, anyway?)
    Goofy Slime  [author] 31 Oct, 2021 @ 3:32pm 
    Oh yeah, Marisa has no explanations at the moment either. Please understand. :sgsmile:
    Goofy Slime  [author] 31 Oct, 2021 @ 3:31pm 
    Added a Terminology section, Explanations, as well as Kanako.

    I'll make sure to shorten the explanations for the future, since I actually ran out of space for Kanako's section. (which I didn't think was possible!)

    Tomorrow's Murasa, hopefully!
    Goofy Slime  [author] 31 Oct, 2021 @ 2:28pm 
    Nice! Thank you for the information :bite: