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Mefidex's TH07-TH11 + TH13 Shot/Bomb Analysis

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Edible:
This information was compiled by Mefidex on the old boards.  By request, I am archiving that information in this thread.

PERFECT CHERRY BLOSSOM
Character power comparison
Format is m:ss/m:ss/m:ss, values are the times it takes to complete the card, starting from when I start shooting. The 3 cards the times are from are Stage 6 Youmu midboss's card Six Realms Sword "Ageless Obsession", Yuyuko's first card Losing Hometown "Lost Soul's Village", and Yuyuko's second card Deadly Dance "Law of Mortality". The 3 cards were chosen because the bosses do not move in any of them. Youmu in general has a larger hitbox than most, and she is in the middle of the screen for the first card. Yuyuko is at the top of the screen without her fan in the second card, while she is at the top with her fan in the third. The hp values of the cards are 1500, 2100, and 3000 respectively.

All tests were done while invincible and directly under the boss (no horizontal movement from the start of the stage).

UF is not focused, F is focused. Far means at the bottom of the screen, while Close means being close enough that all of the character's shots are hitting (within reason). On Yuyu's second card, Close means all shots are hitting Yuyu herself, not the fan. Use the Far value for both Yuyu and fan hits. If the character does not have a Close value listed, it means their shots are focused enough that the difference between Close and Far is negligible.

Since Youmu is in the middle and has a large hitbox, some character types will have all shots hitting even at Far range, so those will be marked with n:nn, and the time can be taken from the Close version.

0:14/0:18/0:20 ReimuA UF Far
0:11/0:16/0:22 ReimuA UF Close
n:nn/0:23/0:24 ReimuA F Far
0:10/0:14/0:22 ReimuA F Close

0:12/0:19/0:22 ReimuB UF Far
0:06/0:09/0:12 ReimuB UF Close
n:nn/0:13/0:19 ReimuB F Far
0:08/0:10/0:15 ReimuB F Close

0:08/0:11/0:15 MarisaA UF Far
0:07/0:10/0:14 MarisaA UF Close
0:07/0:11/0:14 MarisaA F

0:14/0:19/0:20 MarisaB UF Far
0:11/0:14/0:19 MarisaB UF Close
0:08/0:11/0:12 MarisaB F

0:42/0:55/0:39 SakuyaA UF Far (*1)
0:14/0:20/0:28 SakuyaA UF Close
0:10/0:14/0:20 SakuyaA F

0:10/0:15/0:18 SakuyaB UF Far
0:10/0:14/0:16 SakuyaB UF Close
0:08/0:11/0:14 SakuyaB F


Ordered by Power (not Close)
0:07/0:11/0:14 MarisaA F
0:08/0:11/0:12 MarisaB F
0:08/0:11/0:14 SakuyaB F
0:08/0:11/0:15 MarisaA UF
n:nn/0:13/0:19 ReimuB F Far
0:10/0:15/0:18 SakuyaB UF Far
0:10/0:14/0:20 SakuyaA F
0:12/0:19/0:22 ReimuB UF Far
0:14/0:18/0:20 ReimuA UF Far
0:14/0:19/0:20 MarisaB UF Far
n:nn/0:23/0:24 ReimuA F Far
0:42/0:55/0:39 SakuyaA UF Far (*1)

Ordered by Power (all, roughly)
0:06/0:09/0:12 ReimuB UF Close
0:07/0:10/0:14 MarisaA UF Close
0:07/0:11/0:14 MarisaA F
0:08/0:11/0:12 MarisaB F
0:08/0:11/0:14 SakuyaB F
0:08/0:10/0:15 ReimuB F Close
0:08/0:11/0:15 MarisaA UF
n:nn/0:13/0:19 ReimuB F Far
0:10/0:14/0:16 SakuyaB UF Close
0:10/0:15/0:18 SakuyaB UF Far
0:10/0:14/0:20 SakuyaA F
0:10/0:14/0:22 ReimuA F Close
0:11/0:14/0:19 MarisaB UF Close
0:11/0:16/0:22 ReimuA UF Close
0:12/0:19/0:22 ReimuB UF Far
0:14/0:18/0:20 ReimuA UF Far
0:14/0:19/0:20 MarisaB UF Far
0:14/0:20/0:28 SakuyaA UF Close
n:nn/0:23/0:24 ReimuA F Far
0:42/0:55/0:39 SakuyaA UF Far (*1)


Notes
(*1) SakuyaA UF Far doesn't deal enough damage to finish this card in time (37 secs for the card, 5 secs of which have armor), so the value is extrapolated from taking 21secs to get her to half health.

At long range, ReimuA does more damage when she's unfocused than when she's focused. However when she focuses, more of her damage goes into the homing part of her attack. If hitting with only the homing part, focused is about 80% stronger than unfocused.

If you get all 5 of ReimuB UF's streams of shots to hit along with her needles, she does the most damage out of all shot types. It's not the most convenient thing to get working though.

For MarisaA UF's shots, the values given are for when 1 or 2 christmas trees per set miss on the target, which tends to happen both Far and Close, unless the target's hitbox is particularly wide (Letty).

MarisaB's laser will hit both Yuyuko and her fan when it's out, dealing extra damage and lowering the time to take down those non/cards by a fair bit.

Most of SakuyaB UF's shot damage comes from the blue shots in the center and the bit of pink around it. You can see this from the relatively small difference in times between SakuyaB UF Far and Close. SakuyaB F's shot splits into an aimable pink component and a fixed straight firing blue component. The damage split is about 60% Pink/40% Blue.

Edible:
PERFECT CHERRY BLOSSOM
Bomb Data
Format is Duration, Damage. Damage will often be rounded off unless it consistently gives one specific value. Duration of bombs is how long you're invincible in frames, assuming the game is running at 60 frames per second. Frame values should be accurate within 3 frames. In general, you will still have some invincibility left after the bomb finishes its screen clearing. You can see it by the shrinking red circle around you. When it shrinks down to nothing, your invincibility has run out.

These damage values are for enemy spellcards only.

Everyone except MarisaB can fire during their bombs. During unfocused bombs, shots do 50% of their normal damage. During focused bombs, shots do 25% of their normal damage.

ReimuA
191, 130-280 Fantasy Seal -Spread-
347, 330-460 Fantasy Seal -Concentrate-

ReimuB
184, 480-840 Evil Sealing Circle
237, 1323 Duplex Barrier

MarisaA
237, 165-995 Stardust Reverie
296, 325-380 Milky Way

MarisaB
286, 420-3588 Non-Directional Laser
376, 2295 Master Spark

SakuyaA
195, 80-1365 Indiscriminate
279, 790-815 Killer Doll

SakuyaB
246, 32 Perfect Square
406, 0-300 Private Square

Notes
ReimuA's bombs are both fairly weak, despite how -Concentrate- looks.

ReimuB's ESC does maximum damage if the enemy is in the center of the cross when the bomb starts. If they start on one of the arms, it'll tend to do about 570 damage.
When Duplex Barrier is near finishing, there is a static square in place. Enemies only take damage if they are on this square. If they are on it through out its entire duration, they take the full 1323 damage. Even though it rotates a bit in the beginning, that part doesn't do damage, it only clears bullets. The area that the square rotates through does clear bullets until near the end though.

MarisaA's Stardust Reverie only does maximum damage if you're pretty much on top of the target when you fire it. Otherwise, you get drastically less damage.

MarisaB's NDL is the strongest bomb in all the Touhou games, numberwise. The max damage can only be obtained if you start the bomb ontop of the enemy. However, you can get enough to clear most cards by simply bombing then moving ontop of them. Do note that the rate of damage is fastest at the end of the card, near when the invincibility runs out. Make sure to get off of them before invincibility disappears, as it's right about when the lasers disappear too. The bomb does enough damage to one shot pretty much every bombable card in the game except for Yuyuko's last non survival card. Just make sure you're bombing when they don't have armor or invincibility.
Spark will do the same amount of damage no matter which part of the beam you hit them with, as long as you are hitting them the whole time.

SakuyaA's Indiscriminate can reach up to 1365 by being pretty much at bodyslam range when you fire it. Firing it at about a body's height away will get 500-900 damage, and then it drops massively the farther away you get from there.

SakuyaB's Perfect Square just does 32 damage to most or all of the screen, nothing special.
The only part of Private Square that does damage is the square itself. If it starts ontop of them and stays for the entire duration of the bomb, it will do 300 damage. Otherwise, it will be less depending on how long it stays on them.

Edible:
PERFECT CHERRY BLOSSOM
Random stuff
About 2/3s of the damage dealt to Yuyuko's fan is also dealt to her. MarisaB can use this with her lasers to get extra damage if she's already hitting Yuyuko.

Bombs do not affect the fan, so bomb damage is the same whether she has it out or not.

The Prismrivers each take damage from bombs, so if the bomb's projectiles don't disappear immediately on hit, they can do up to 3x damage during the non/cards when all 3 Prismrivers are out. The obvious bombs to use this with are Spark and Duplex Barrier, though all of ReimuB's and MarisaA's bombs work as well.

Spellcard hp ranges from 1200-3000, with Yuyu's last nonsurvival card having 6000.

Noncards have notably larger hp than cards, from 10000-30000. Your shots do about 8-10x the damage you'd do cards, while your bombs only do 2-4x, so bombs aren't particularly good at taking out noncards.

The death fairy of stage 4 has 3600 hp and takes damage like a noncard, but is invincible until the ovalish white shots have rotated about 90 degrees.

The HP values of spellcards are as follows (midboss:boss boss boss etc):

Stage 1
1200:1700 2000

Stage 2
2100:1500 1500 1400

Stage 3
1200:2000 2000 2400 2000

Stage 4
none: 2450 (2100 2100 2100) 2800 2400

Stage 5
1500:2000 2000 2400 2000

Stage 6
1500:2100 3000 3000 2200 6000 [1]

Extra
2000 1580:
2600 2400 2000 2800 1400 2700 2700 3000 [3000] 8000

Phantasm
2000 1000:
2600 1700 2400 2800 1400 2700 2700 2000 [3000] 8000

[] means survival card

Each Prismriver sister has the same hp for their individual cards.

Extra's final card is an 8000hp card that adds another wave of shots at 7000, 5500, 3000, 2000, and 1000 hp. If the timer ever reaches 30s, it will immediately jump to the final form (all the waves of shots), in addition to having a faster spin and shot speed.

Phantasm's final card is an 8000hp card that adds another wave of shots at 7000, 6000, 4000, 3000, and 1500 hp. If the timer ever reaches 30s, it will immediately jump to a special final form (all the waves of shots + a wave of aimed butterflies), in addition to having a faster spin and shot speed.

Edible:
IMPERISHABLE NIGHT
Character power comparison
Format is m:ss/m:ss. The first value is the time to take out card No 204, Hourai Doll. The second time is for card No 101, Wave Sign "Mind Shaker (Red Eyes Hypnosis)". They are measured from when I start shooting, to when the card dies. Shooting starts after the boss's invincibility and armor wear off. Both cards were chosen due to the boss sitting still and for the minimal familiars. Reisen's card has no familiars, but Mokou's has 2 spiraling inwards. Thus there is a bit of splash damage from Marisa, Malice, and Sakuya in the time, but not enough to make any appreciable difference (except for Sakuya Far).

Tests were done while invincible and sitting directly under the boss when applicable (I didn't move horizontally after the card started in spell practice).

Hourai Doll has 6000 hp, Mind Shaker has 2200 hp.

Far means at the bottom of the screen, while Close means being close enough that all of the character's shots are hitting (within reason). If the character does not have a Close/Far, it means their shots are focused enough that the difference between Close and Far is negligible.

0:35/0:13 Reimu - Close
N/A /0:22 Reimu - Far (*1)
N/A /0:42 Reimu - Homing only (*2)
0:31/0:11 Yukari
N/A /0:31 Yukari - Ran only

0:30/0:11 Marisa - Close
0:36/0:13 Marisa - Far (*3)
0:37/0:14 Alice
0:20/0:08 Malice - Close
0:24/0:09 Malice - Far (*3)

0:38/0:14 Sakuya - Sweet Spot
0:50/0:19 Sakuya - Close
0:50/0:19 Sakuya - Med
1:23/0:31 Sakuya - Far (*4)
0:27/0:10 Remilia (*5)
0:48/0:18 Remilia - Servant Fliers only (*5)
0:48/0:18 Remilia - Remilia only

0:24/0:10 Youmu - Both hitting
0:41/0:15 Youmu - Youmu only
0:50/0:19 Youmu - Myon only
0:25/0:10 Yuyuko - Point Blank (*5)
0:37/0:14 Yuyuko - 3 streams hitting
0:48/0:18 Yuyuko - 2 streams hitting
1:11/0:27 Yuyuko - 1 stream hitting


Ordered by power (long range only)
0:24/0:09 Malice - Far (*3)
0:24/0:10 Youmu - Both hitting
0:27/0:10 Remilia (*3)
0:31/0:11 Yukari
0:36/0:13 Marisa - Far (*3)
0:37/0:14 Alice
0:41/0:15 Youmu - Youmu only
0:48/0:18 Yuyuko - 2 streams hitting
0:48/0:18 Remilia - Servant Fliers only (*3)
0:48/0:18 Remilia - Remilia only
0:50/0:19 Sakuya - Med
0:50/0:19 Youmu - Myon only
N/A /0:22 Reimu - Far (*1)
1:11/0:27 Yuyuko - 1 stream hitting
N/A /0:31 Yukari - Ran only
1:23/0:31 Sakuya - Far (*2)
N/A /0:42 Reimu - Homing only (*1)


Ordered by power (all)
0:20/0:08 Malice - Close
0:24/0:09 Malice - Far (*3)
0:24/0:10 Youmu - Both hitting
0:25/0:10 Yuyuko - Point Blank (*5)
0:27/0:10 Remilia (*3)
0:30/0:11 Marisa - Close
0:31/0:11 Yukari
0:35/0:13 Reimu - Close
0:36/0:13 Marisa - Far (*3)
0:37/0:14 Alice
0:37/0:14 Yuyuko - 3 streams hitting
0:38/0:14 Sakuya - Sweet Spot
0:41/0:15 Youmu - Youmu only
0:48/0:18 Yuyuko - 2 streams hitting
0:48/0:18 Remilia - Servant Fliers only (*3)
0:48/0:18 Remilia - Remilia only
0:50/0:19 Sakuya - Close
0:50/0:19 Sakuya - Med
0:50/0:19 Youmu - Myon only
N/A /0:22 Reimu - Far (*1)
1:11/0:27 Yuyuko - 1 stream hitting
N/A /0:31 Yukari - Ran only
1:23/0:31 Sakuya - Far (*2)
N/A /0:42 Reimu - Homing only (*1)


Notes
(*1) Reimu Far only has her middle amulet stream hitting along with the homing shots
(*2) Reimu's homing amulets are too weak to finish off Reisen's card in time (that card has 40 seconds after armor wears off), so the 0:42 is extrapolated from it taking 0:21 to take 1100 hp off the card (half).
(*3) The outer streams of Marisa's shots will only hit at about half screen or less. The rest of her shots will hit even at fullscreen.
(*4) On card 204, Sakuya Far did about 2400 damage to the familiars, equating to 1200 to the boss. The actual time was 1:10, the 1:23 is calculated as if the familiars weren't there.
(*5) Due to the rotation of Remilia's Servant Fliers and Yuyuko's Deadly Butterfly familiars, some of the outer shots will miss every rotation.

Reimu Far, homing only, and Yukari Ran only do not have times for card 204 because they time out.

For the Malice cannon (tapping shift repeatedly with Magic team) test, I tried to maximize Malice cannon damage by focusing just enough to always keep the laser out, getting as many Marisa shots in as possible.

Sakuya has an annoyingly inconsistent shot damage. She fires 7 streams of knives at max power. Close is with all 7 hitting, Med is with 5/7 hitting, and Far is with 3/7 hitting. Point blanking with all 7 streams of knives does the same damage as hitting with 5/7 streams farther back.
She seems to have a certain distance where her shot does 30% more damage than usual. The distance has 5/7 streams hitting, and it's a little before all 7 streams will hit. Getting this close is usually not viable on most cards, it's difficult to keep it with the boss's movement, and it's hard to tell if you're even in the sweet spot or not.

For Yuyuko's data, 3 streams is with the center and the 2 next to it, 2 streams is the center and one of the ones next to it, and 1 stream is the center stream. 3 streams requires about halfscreen, while 2 and 1 can be done at fullscreen.

Conclusions
With the Border team, if you're not able to fire directly on the boss, getting a lock on with Ran is stronger than just having Reimu's homing amulets hit.

It's probably not worth trying to get Sakuya's sweet spot damage.

Remilia and her familiars do about the same damage (her familiars are slightly stronger, but the misses due to rotation make them just about even).

At long range, Yuyuko's shots are fairly weak, but it's not too hard to get 2 streams to hit, as you can just be slightly off center from the boss.

Edible:
IMPERISHABLE NIGHT
Bomb Data
Bomb damage will often be rounded off, due to the random nature of some bombs. When I say deathbomb, I mean you were the other character, then pulled off a deathbomb leading to this char's deathbomb (ie Reimu's deathbomb data is if you were focused as Yukari, got hit, then used Reimu's Fantasy Seal -Blink-)

If it's not mentioned, then the character cannot shoot normally during their Bombs or Deathbombs.  For characters that can, they will do 25% of their normal damage with their shots until the bomb is over (invincibility wears off).

Reimu
800-1530 Bomb - Depending on how the orbs hit
1570-1960 Deathbomb
2500-2700 Deathbomb - Near point blank
Can shoot during Bomb and Deathbomb

Yukari
392-580 Bomb - Enemy is outside the border
720-1300 Bomb - Enemy is on the border
392 Bomb - Enemy is inside the border
1200-1300 Deathbomb - Enemy is outside the border
1700-1800 Deathbomb - Enemy is on the border
392 Deathbomb - Enemy is inside the border
Can shoot during Bomb and Deathbomb

Marisa
1575 Bomb - Main beam
445 Bomb - Fringe
1834 Deathbomb - Main beam
524 Deathbomb - Fringe

Alice
450-504 Bomb
420-504 Deathbomb

Sakuya
768 Bomb
1500 Deathbomb
Can shoot during Bomb and Deathbomb

Remilia
0 Bomb - Not shooting
300-400 Bomb - Shooting, 1 stream hitting
700-900 Bomb - Shooting, ontop of enemy
0 Deathbomb - Not shooting
400-500 Deathbomb - Shooting, 1 stream hitting
1000-1200 Deathbomb - Shooting, ontop of enemy
Different properties depending on whether shooting or not

Youmu
1456 Bomb - Centered
1260 Bomb - Off-center
700 Bomb - Fringe
1260-1288 Deathbomb - Anywhere not fringe
952 Deathbomb - Fringe

Yuyuko
450 Bomb - Ontop of enemy
660-1300 Bomb - Varies depending on distance
600 Bomb - Fullscreen
2190 Deathbomb - Fullscreen
2600-3300 Deathbomb - Varies depending on distance
Can shoot during Bomb and Deathbomb

Notes
When Reimu uses her deathbomb, she spreads a circle of orbs around her (fixed). If these hit the enemy, they add a fair bit to the damage.

Yukari's bomb does maximum damage if the enemy is ontop of the border (the boxes) when it hits. It will do damage if they're inside or outside the border, but it does have a range. If you're far enough away, the bomb will miss and do 0 damage. The effect range is fairly large though, you're only really going to miss if the boss is off center and you're in the corner on the other side.

Marisa's sparks look like a giant beam (though it actually consists of 3 smaller ones) and some lighter beams around it. If the enemy is on the edge of the giant beam (basically, on the line separating the main beam from nonmain beam) or only in the lighter beams outside, they will take fringe damage. If they're inside the giant beam (and not on the edge), they take full damage.

Isn't it sad, Alice?

Remilia's bomb on its own will do no damage (and make a small cross). If you hold down shoot while the bomb is active, you will fire a stream of red in the 4 cardinal directions in the shape of a cross. These deal the actual damage. If you get ontop of an enemy and shoot, that will give you maximum damage for this bomb.
Remi's bomb does the most damage compared to everyone else's against noncards. I'm guessing this is due to the spellcard armor damage scaling working on 4 sources of damage rather than 1.


Youmu's bomb does maximum damage when you're directly under the boss. You have about a 2-3 hitbox width to work with. Anywhere outside of that, and not at the edge of the slashes, it will do off-center damage. If you only hit with one of the slashes at the edges, it will do fringe damage. Her deathbomb does not have a centered damage from what I can tell. It's wider than her normal bomb, so it's harder to get fringe damage. Anywhere not fringe, will be normal damage.

Yuyuko's bomb and deathbomb both have varying damage depending on how far away you are from the enemy when you use it. The maximum damage for both is about 2 character heights below the enemy.

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