Участник:Ctrekoz/Черновик/Персонажи (Kou)

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All data is based off ver.1.1.2 of the game.

Reimu Hakurei

Reimu gsw def.png

Theme Music

  • Specter Buster (Mystic Oriental Love Consultation)
  • Sealing Charm, Blessed Light (Witching Dream)

Character ability

Shrine Maiden
  • Increases hit and evasion rates by ([Skill Level - 1] x 5%).
  • Increases at level 8, 15, and 19.

Шаблон:Lang("Wife") Ability

Youkai Buster
  • Deals additional damage when skill is used and enemy is a "Youkai".
  • Damage increases with skill level: Lvl 1: +15%, Lvl 2: +30%, Lvl 3: +45.

Character and Unit Stats

Character Stats at Lv.5
 Melee      132
 Range      151
 Skill      172
 Defense     85
 Evasion    185
 Accuracy   188
 SP          47
Character Stats at Lv. 20
 Melee      143
 Range      165
 Skill      183
 Defense     96
 Evasion    212
 Accuracy   218
 SP          71
Default Unit Stats;
 HP         3200
 MP          110
 Mobility    110
 Armour      800
Other Data
 Size         M
 Terrain      A/A/B/B [Air/Ground/Water/Night]
 Personality: Resolute 

Attacks

Name Attack Type Range Default Attack Accuracy/Critical MP/Ammo Properties
Ascension Kick Melee 1-2 1650 +20/+35 N/A P, S
Homing Amulets Ranged 1-6 1800 +35/-20 0/10 S
Persuasion Needles Ranged 1-5 1900 +10/+10 0/15 P, S
Yin-Yang Orbs Ranged 3-5 2250 +20/+15 0/4 S, 105 Power
Evil-sealing Circle Melee 1 2600 +15/35 40/3 P, 110 Power
Fantasy Seal Ranged 1-3 2900 +45/+10 50/2 P, Focused

Analysis

Possibly the best unit in the game, and undeniably the easier-to-use of the two protagonists, Reimu is a solid unit who starts off excellent and only becomes better as her Shrine Maiden skill levels up. Reimu's greatest virtue is how astoundingly low maintenance she is; as a Real-type character, she naturally doesn't require any HP or Armor upgrades, and since most of her attacks are ammo based, neither does she crave MP upgrades like Marisa. Mobility is the only attribute she needs upgraded, and surprisingly she doesn't need much. A measly two upgrades (12,000 points) is enough to get her through the game without incident, with anything beyond being overkill. There's few situations in the game where Reimu would honestly benefit from having a third mobility upgrade, as the Focus spirit command is enough to get her past even the dodgiest of foes. Her only real flaw is her B rank in Night, which is easily addressed with a single Firefly Gem.

Combat-wise, Reimu can practically do anything. Need someone to weaken an enemy so a lower-leveled unit can get a kill? Reimu's accurate, weaker attacks are perfect for this. Need half the screen dead? Reimu's low HP makes her an appealing target to enemies, the ability to hit from as far as 6 spaces away will let her counter almost anything, ridiculous hit/evade rates will let her safely draw fire, ammo based weapons let her counter attack all day without too much trouble, and her Resolute personality will skyrocket her Power the more times she gets into battle. Need a boss dead? Reimu can initiate Support Attacks from almost every angle, has very favorable hit/evade rates on every boss (even before spirit commands are brought into the picture), has a very solid damage output with the proper skill layout, and never has to worry about MP since only her strongest moves need it. Players fine with taking risks can even save up her SP throughout chapters to cast Luck on the final blow and rake in double points. No matter the playstyle, Reimu will always be one of the most useful characters on the team.

Reimu has a very simple skill wishlist. First she wants P-Evade so she can actually start gaining from her evade rates, then she wants Shotgunning since most of her attacks can benefit from it, and finally she wants to stack Unfocused Movement to kingdom come since all but two of her attacks are post-movement. Predict and Instinct Dodge are other usable skills, but they're both somewhat excessive on such an already dodgy unit and are rather pricey at that.

Marisa Kirisame

Marisa gsw default.png

Theme Music

  • Be a Shooting Star (Casket of Stars)
  • The Moment Dreams Reach the Stars (Dim. Dream)

Character ability

Magician
  • Increases weapons' Attack by (Skill Level x 50).
  • Increases weapons' Range by (Skill Level x 0.25).
  • Increases at levels 8 and 16.
Magic Barrier
  • Nullifies Laser damage under (1000 + [Magician Level x 100]).
  • Costs 10 MP per use.

Шаблон:Lang("Wife") Ability

Danmaku Power!
  • Increases damage of next attack in exchange for consuming more MP.
  • Damage increase: Lvl 1: 15%, Lvl 2: 25%, Lvl 3: 35%
  • MP cost: Lvl 1: 120%, Lvl 2: 140%, Lvl 3: 160%

Character and Unit Stats

Character Stats at Lv.5
 Melee      137
 Range      157
 Skill      167
 Defense     92
 Evasion    180
 Accuracy   186
 SP          50
Character Stats at Lv.20
 Melee      146
 Range      171
 Skill      178
 Defense    103
 Evasion    209
 Accuracy   216
 SP          74
Default Unit Stats
 HP        3800
 MP         120
 Mobility   100
 Armour     900
Other Data
 Size         M
 Terrain      A/A/B/B [Air/Ground/Water/Night]
 Personality: Strong-willed

Attacks/Weapons

Name Attack Type Range Default Attack Accuracy/Critical MP/Ammo Properties
Witch Leyline Melee 1-2 1650 (1800 after Ch. 4M) +25/+30 N/A P, S
Illusion Laser Ranged 2-5 1650 +5/-10 5/- L
Magic Missiles Ranged 1-4 1850 +15/+10 10/- P
Narrow Spark Ranged 4-6 2150 +10/+10 30/- L, Air, 110 Power
Stardust Reverie Melee 1-2 2900 +20/15 40/2 P, Unfocused, 120 Power
Master Spark Ranged 4-8 3600 +45/+10 70/3 L, Focused, 130 Power
Proto Malice Cannon Ranged 3-6 2500 +25/+10 15/- Combination (Alice)
  • Stardust Reverie and Master Spark are learned in Chapter 4M.
  • Illusion Laser, Magic Missle, and Narrow Spark gain 150 Attack in Chapter 5M.
  • Proto Malice Cannon is learned in Chapter 12.

Analysis

In an interesting case of gameplay and story integration, Marisa starts with an assortment of flaws that she'll overcome as the game goes on. She's almost entirely dependent on MP, nowhere near as dodgy or accurate as Reimu, much more high-maintenance, and desperately needs the Focus spirit. And by the end of the game, she'll likely have the Grimoire to boost her MP, Proto Malice Cannon to efficiently spend her MP, a friendship bonus with Alice to increase her hit/evade rates, and a metric ton of skills, levels, and upgrades to address everything else. Marisa also benefits from excelling at mid range (since there she can easily switch between Magic Missile, Proto Malice, and Master Spark), meaning she can stay with the rest of the army and make use of Support Attack/Defend. Marisa may not be a one woman army like Reimu, but really who is?

Well the answer to that is also Marisa, if the player is particularly dedicated. Casting Gain and giving Marisa every single boss kill will quickly increment her level, which blends very nicely with Daiyousei's Heal command. Daiyousei gains more experience the higher the level of her target, so if she heals Marisa she'll also rocket up in level. And when she learns Cheer she can cast that on Marisa too, creating a loop that will probably result in a level 20 Marisa. And at that level, Marisa's flaws may as well be non-existent assuming you're not on Lunatic or something. Of course this also means hurting everyone else in your army, but you can't have your cake and eat it too.

Marisa's skill wishlist is somewhat complex. With an even split of Melee and Ranged attacks, either of the two Movement skills could be used. However, Magic Missile is likely to be Marisa's main attack, so Unfocused Movement is probably the best choice. From there, P-Hit can provide Marisa a steady source of Power and Predict a much-needed boost to her accuracy. The latter skill is rather expensive, however, so unless you've been giving her the lion's share of Graze it's probably better to skip it for more levels of Unfocused Movement.

Kamishirasawa Keine

Keine gsw default.png

Theme Music

  • Brain of Steel~Plain Asia (Plain Asia)

Character ability

Counter cut Lv.1
  • By a certain chance, negate "S" weapons.
  • Chance increases with level.
Support Attack Lv.1
  • Attacks after an adjacent unit finishes its attack.
  • Skill level==number of possible attacks after adjacent unit per turn.

Шаблон:Lang("Wife") Ability

Teacher

  • Increases Exp. of all units in contact to this unit.
  • Exp. gained increases by skill level.

Character and unit Stats

Character Stats at Lv.5
 Melee      144
 Shot       123
 Technique  176
 Defense    111
 Evasion    126
 Accuracy   176
 SP          57
Default Unit Stats
 HP        5000
 MP         120
 Mobility    60
 Armour    1200
 Special   None

Attacks/Weapons

First Pyramid
Attack Type: Shot
Range: 1-5
Default Attack: 1800
Accuracy: +15
Critical Rate: +15
Three Sacred Treasures - Sword
Attack Type: Melee
Range: 1-3
Default Attack: 2100
Accuracy: +10
Critical Rate: +15
Headbutt
Attack Type: Melee
Range: 1
Default Attack: 3200
Accuracy: +15
Critical Rate: +25
Amaterasu
Attack Type: Shot
Range: 4-6
Default Attack: 2700
Accuracy: +30
Critical Rate: +10

Unlocked at Chapter 12

Synopsis

Reimu's first ally. Though the first game does not feature her Were-Hakutaku form she is still a major source of attack power throughout the game. She is also very hard to shoot down stat-wise; her high Defense, massive HP and Parry skill make her one of the definitive "tanks" on your side. Conversely, her low Movement means she can be left behind without Tengu's Shoes and her low MP can hurt her long-term offense.

Her attack pool is somewhat limited; while she can counter at range with First Pyramid, she truly shines in close combat with her strong Sacred Treasure sword and Headbutt finisher. That she starts with Support Attack makes her an asset when trying to shoot down bosses that like to retreat at low HP. She is best compared to Irm and the Grungust from the Original Generation games.

Naturally, there's several ways to go with Keine when spending her Graze. You can boost her Support Attack and Focused Movement (and spend your WP on her Teacher bonus) to get mileage out of her ranged attacks or go melee brawler with Berserk, Belief and Unfocused Movement. P-Damaged will see lots of gains as well.


Kawashiro Nitori

Nitori gsw default.png

Theme Music

  • Water-to-Air Super Youkai Warhead Nitori (Akutagawa Ryuunosuke's Kappa~Candid Friend)

Character ability

Support Attack Lv.1
  • Attacks after an adjacent unit finishes its attack.
  • Skill level==number of possible attacks after adjacent unit.
Support Defence Lv.1
  • Takes damage in defense position in place of an adjacent unit in.
  • Skill level==number of times unit can take place of an adjacent unit per turn.

Шаблон:Lang("Wife") Ability

Exteeeending Aaaaarm
  • Enables Nitori to use items on all allied units within 1 range.
Exteeeending Aaaaarm +
  • Enables Nitori to use items on all allied units within range of 2.

Character and Unit Stats

Character Stats at Lv.5
 Melee      131
 Shot       138
 Technique  166
 Defense    106
 Evasion    125
 Accuracy   171
 SP          66
Default Unit Stats
 HP         4800
 MP          130
 Mobility     75
 Armour     1100
 Special    None

Attacks/Weapons

Cucumber
Attack Type: Melee
Range: 1
Default Attack: 1800
Accuracy: +25
Critical Rate: +35

A.K.A beam flavored cucumber

Exteeeending Aaaaarm
Attack Type: Melee
Range: 2-4
Default Attack: 2100
Accuracy: +10
Critical Rate: +15
Monster Cucumber
Attack Type: Shot
Range: 3-6
Default Attack: 2350
Accuracy: +15
Critical Rate: +20

Synopsis

Appearing in Marisa's first stage, Nitori has almost everything that the witch lacks. Her attacks are relatively weak and her evasion is weaker, but her strength in defense may exceed even Keine's - her Shield ability, Guard spirit and natural Support Attack and Support Defense skills make up for her second-place HP and Defense stats.

The little Kappa plays the part of a helper unit - her protective abilities mean she takes a few hits attack-wise. Cucumber is impractical, Extending Arm is MP-inefficient and Monster Cucumber has limited ammo. Giving her items can bypass some of these downsides... doubly so if you invest WP into her bonus that lets her share with nearby allies.

Anyone with a 105 Power attack can benefit from Tipsy. P-Damage and Belief will strengthen her quite nicely, as will Berserk and Focused Movement if you frequently make use of her Support Attack.


Alice Margatroid

Alice gsw default.png

Theme Music

  • Dancing Doll (Doll Judgement~The Girl who Played with People's Shapes)

Character ability

Magician
  • Attack+ (Magician levelx50)
  • Range+ (Magician levelx0.5)

Шаблон:Lang("Wife") Ability

Hourai Doll
  • Creates a Hourai doll in a panel next to Alice. Uses 30 MP and 5 Power.
Shanghai Doll
  • Creates a Shanghai doll in a panel next to Alice. Uses 60 MP and 10 Power.

Character and Unit Stats

Character Stats at Lv.5
 Melee      121
 Shot       146
 Technique  194
 Defense     87
 Evasion    179
 Accuracy   192
 SP          50
Default Unit Stats
 HP         4100
 MP          140
 Mobility    100
 Armour      900
 Special     Magic Barrier

Nulls all attack under 1000+(Magician levelx100) by consuming 10 MP

Attacks/Weapons

Kick
Attack Type: Melee
Range: 1
Default Attack: 1800
Accuracy: +30
Critical Rate: +25
Doll Placement
Attack Type: Melee
Range: 2-3
Default Attack: 1950
Accuracy: +10
Critical Rate: +15
Artful Sacrifice
Attack Type: Shot
Range: 3-5
Default Attack: 2200
Accuracy: +5
Critical Rate: +20
Shanghai Doll
Attack Type: Shot (Laser)
Range: 3-7
Default Attack: 2900
Accuracy: +10
Critical Rate: +20

Unlocked at Chapter 9

Proto Marisa&Alice Shot
Attack Type: Combination
Range: 3-6
Default Attack: ---
Accuracy: +25
Critical Rate: +10

This attack is a combination attack only usable when Marisa is in an adjacent panel. Default attack power is thought to be (current attack of Shanghai doll + current attack of Magic missile/2)+50. (Confirmation required) Unlocked at chapter 12

Synopsis

With high accuracy and higher Skill, Alice is your scalpel to knock down enemies with consistent Critical Hits. Supplemented by her Magician skill and Magic Barrier ability (both identical to Marisa's) Alice can put out a surprising amount of damage at middle range. She and Marisa are also the only player characters in the first game with a Combination Attack - the MP-efficient Proto Malice Cannon.

This is counterbalanced by low defenses; with average Mobility and poor Armor she can be quickly taken down a notch or two if ganged up on. She also lacks a long-reaching attack in the early chapters, only coming out with her Shanghai Doll laser weapon in Chapter 9.

Tipsy is a must for getting access to Artful Sacrifice on the first turn. Support Attack also makes great use of her above-average range and low-cost attacks. Round it out with Predict. If you put points into her doll-deploying Wife Bonus, beware: any that get shot down will cost you Points at the end of the chapter!

Youmu Konpaku

Theme Music

  • Lightsword Flash (Mystic Oriental Dream~Ancient Temple)
Youmu gsw default.png

Character Abilities

Counter cut Lv.1
  • By a certain chance, negate "S" weapons.
  • Chance increases with level.

Character and Unit Stats

Default Unit Stats
 HP         3400
 MP          120
 Mobility    105
 Armour     1100

Attacks/Weapons

Roukanken
Attack Type: Melee
Range: 1
Default Attack: 2000
Accuracy: +30
Critical Rate: +35
Half-ghost
Attack Type: Melee
Range: 2-4
Default Attack: 2200
Accuracy: +10
Critical Rate: +15
Meditation Slash
Attack Type: Melee
Range: 1
Default Attack: 3400
Accuracy: +20
Critical Rate: +20

Synopsis

A pure close-combat attacker, Youmu does rather heavy damage to enemies at little cost to herself. Her Armor is rated higher than Reimu's with little loss in HP and Mobility, her Melee is the highest in the party and her Meditation Slash spellcard the second-strongest (only behind Marisa and her Master Spark). Her "Gardener" ability boosts her Parry rate, increasing her resistance to melee Strike attacks.

The swordsgirl-in-training isn't entirely perfect. Two of her attacks require her to be at point-blank range, exacerbated by her expensive Accel, and her third tops out at Range 4 leaving her unable to counter against long-range attacks during the enemy turn.

A natural Power-boosting spirit makes it easier for her to reach 130 Power, making Predict and Belief more viable. Unfocused Movement is a must for her repertoire of Post-Movmement attacks. Those going for a tankier Youmu should invest in Berserk or Instinct Dodge.

Rumia

Rumia gsw default.png

Theme Music

  • Stalking the Night with a Cross (Apparations Stalk the Night)

Attacks/Weapons

Melee
Attack Type: Melee
Range: 1-2
Default Attack: 1800
Accuracy: +20
Critical Rate: +25
Moonlight Ray
Attack Type: Ranged
Range: 2-5
Default Attack: 2000
Accuracy: +10
Critical Rate: +0
Night Bird
Attack Type: Melee
Range: 1-3
Default Attack: 2300
Accuracy: +10
Critical Rate: +25

Synopsis

The first character encountered as an enemy, Rumia's contributions to your own party lie in her HP and Armor as well as her unique S-Rank during nighttime. Bolstered by her Shade ability to reduce damage from Laser attacks and she becomes a great way to draw aggro from enemies.

Her attack pool is a bit weak, capped off by Night Bird at 2300 strength (before upgrades) and Moonlight Ray at 2-5 range without Post-Movement. She also has the party's lowest Skill, killing her chances at consistent Critical Hits.

Of course, her low Skill also makes her the top candidate for Random Dodge. Night Bird's 105 Power requirement begs for Tipsy as well. Berserk and Instinct Dodge will round out her natural tankiness.

Daiyousei

Daiyousei gsw default.png

Theme Music

  • Best Friends Atop the Silent Lake (Lunate Elf)

Character ability

Support Defence Lv.1
  • Takes damage in defense position in place of an adjacent unit in.
  • Skill level==number of times unit can take place of an adjacent unit per turn.

Шаблон:Lang("Wife") Ability

Purity
  • 'Heal' costs 0 MP

Attacks/Weapons

Tackle
Attack Type: Melee
Range: 1-2
Default Attack: 1500
Accuracy: +30
Critical Rate: +35
Kunai Bullets
Attack Type: Ranged
Range: 2-4
Default Attack: 1850
Accuracy: +25
Critical Rate: -20

Synopsis

Your party's first dedicated healer is the fairy Daiyousei. Her Healing Ability lets her spend MP to restore allies' HP up close while her Trust spirit lets her do it from afar as well. Cheer can help boost underused allies as well.

Too bad the fairy falls quickly under fire. Her middling Evasion and bottom-rung Defense mean you must keep her away from enemies. She can also run out of MP if you fly her around too much to heal allies - land her when you can to conserve MP or give it a boost during Intermission. Her fear of the dark robs her of an A-Rank at night.

Increase her survivability with Random Dodge to make something good out of her low Skill. Bolster her natural Support Defense with Belief or even Berserk.

Cirno

Cirno gsw default.png

Theme Music

  • Flap & Frappe & Flapper (Tomboyish Girl in Love)

Attacks/Weapons

Tackle
Attack Type: Melee
Range: 1-2
Default Attack: 1650
Accuracy: +20
Critical Rate: +35
Ice Beam
Attack Type: Ranged
Range: 2-4
Default Attack: 1950
Accuracy: +15
Critical Rate: -10
Icicle Fall
Attack Type: Ranged
Range: 3-5
Default Attack: 2050
Accuracy: +10
Critical Rate: +20
Perfect Freeze
Attack Type: Ranged
Range: 2-5
Default Attack: 2600
Accuracy: +25
Critical Rate: +35

Synopsis

Excelling at mid-range, Cirno can last surprisingly long in battle. Her Grit spirit lets her shrug off one attack, synergizing well with her above-average Mobility. HP Regen means she can always take a breather before coming back for another go. She can also deal out decent damage with her Perfect Freeze.

Being a fairy, Cirno nonetheless has rock-bottom HP and Defense. Grit does little against swarms of enemies, and even less when her SP is all gone. The party's lowest Skill also reduces the chances of Critical Hits while increasing the enemies'.

Again, Random Dodge gives a point to low Skill. P-Damaged makes Power growth a breeze (or a chill! /rimshot). Pattern Type allows her to more easily finish off damaged enemies during their own turn without putting her Grit at risk.