Author Topic: Spellcard Help Topic  (Read 145720 times)

Lybydose

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Re: Spellcard Help Topic
« Reply #690 on: October 19, 2009, 04:33:42 AM »
Honest Man's Death:

Everything, EVERYTHING is aimed at you based on your position.  Stand completely still (at the very bottom) until the small bullets reach you, then move slightly right and go back to not moving at all (get as close as you comfortably can to the next line of bullets).  This will create a more visible gap between waves.  Repeat this until you hear the laser sound, then move slightly right.  Then sit completely still and repeat, only going left this time until the laser, then right, etc.
« Last Edit: October 19, 2009, 04:39:17 AM by Lybydose »

ebarrett

Re: Spellcard Help Topic
« Reply #691 on: October 19, 2009, 04:36:05 AM »
Honest Man's Death.

Always dodge the red bullets going in the direction the laser is coming/will come from. The best way to dodge the red bullets themselves is to move about half the length between each row each time; this way you can clearly see the "breaks" in the lines coming at you, which are your cue to move. When the laser comes, one more light tap in its direction just to be sure, and then switch directions again.

edit: I know Lybydose had already answered it but the last time someone asked for help on Honest Man's Death it took five people three days to explain it with replays and all, so yeah.
« Last Edit: October 19, 2009, 04:37:47 AM by ebarrett »

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Re: Spellcard Help Topic
« Reply #692 on: October 19, 2009, 05:09:12 AM »
Oh, my problem was that I was moving too far... the laser looks solid way before it actually is. I still can't beat it, but I made it through 3 consecutive waves, which is a new record. Thanks for the tips.
I should probably experiment more before I ask for help.

Helix ⑨

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Re: Spellcard Help Topic
« Reply #693 on: October 19, 2009, 05:37:15 PM »
SA Utsuho Normal mode

1. The first spellcard, with the red nuke thingies and blue balls, I don't know why but I capture it like 1 in 20 ._.

2. Her second non-card (and somewhat her 4th non-card) where she flies from side to side raining white balls with pink outlines at you real quick and then stops to shoot big red balls. Where is the logic in this attack? instead of the white balls going straight down diagonally some have an odd direction and go to the spot the stream next to it is heading. (now in english people can understand: I'd expect stream 1 to go to spot 1, stream 2 to 2 and stream 3 to 3. instead stream 1 and 2 go to spot 1 and stream 3 to 3) WHY IS THIS, I NO UNDERSTAND!!

3. Card before the last one: This one takes so freaking long for me, with some bomb usage I can stay alive perfectly, but when I'm 'out' the boss is usually at half hp only ._. I tried staying underneath her but that isn't doing anything good to my survivability.

4. Final card: Every single one of my deaths was due to hitting one of those tiny white things which IMO weren't even touching me. I can't spam bombs cause it actually reduces my damage done so I pretty much fail since I can't noob out this one.

And I'm using ReimuA for obvious reasons.


edit: I think I should whine more often, I cleared it now D: *go me* but still want tips if I ever want to 1cc it!
« Last Edit: October 19, 2009, 06:02:44 PM by Kawaii Yokai »

Sapz

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Re: Spellcard Help Topic
« Reply #694 on: October 19, 2009, 06:16:43 PM »
SA Utsuho Normal mode

1. The first spellcard, with the red nuke thingies and blue balls, I don't know why but I capture it like 1 in 20 ._.
Start with misdirecting the nukes, then immediately look for a route through the blue bullets in advance. If you try to do it on the fly, chances are you'll get walled. There's almost always an easy way through if you look around, though.
Quote
2. Her second non-card (and somewhat her 4th non-card) where she flies from side to side raining white balls with pink outlines at you real quick and then stops to shoot big red balls. Where is the logic in this attack? instead of the white balls going straight down diagonally some have an odd direction and go to the spot the stream next to it is heading. (now in english people can understand: I'd expect stream 1 to go to spot 1, stream 2 to 2 and stream 3 to 3. instead stream 1 and 2 go to spot 1 and stream 3 to 3) WHY IS THIS, I NO UNDERSTAND!!
There's not much of a way of predicting exactly where anything's going to end up; just read the lines of bullets on the fly, and remember that all the bullets fired in this phase have very lenient hitboxes, you can afford to be close to a wall.
Quote
3. Card before the last one: This one takes so freaking long for me, with some bomb usage I can stay alive perfectly, but when I'm 'out' the boss is usually at half hp only ._. I tried staying underneath her but that isn't doing anything good to my survivability.
H&H Meltdown is essentially a matter of keeping your focus and not messing up; the pattern of dodging is very simple and just repeats over and over, so you essentially just dodge the same way repeatedly. This card sort of becomes easier if you move to the right hand side; don't worry about Utusho, she'll follow you.
Quote
4. Final card: Every single one of my deaths was due to hitting one of those tiny white things which IMO weren't even touching me. I can't spam bombs cause it actually reduces my damage done so I pretty much fail since I can't noob out this one.
When trying to go through the bullets coming from the centre, remember that the gravity moves you and the larger bullets at the exact same speed. As such you can just find a gap in the small bullets, head over there and get sucked through without having to worry about any other bullets, although you might need to re-adjust slightly every so often. Other than that, don't get nervous and don't crumble under the pressure; this card becomes ten times as hard if you're nervous.

Hope this helps. :V
Let's fight.

Helix ⑨

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Re: Spellcard Help Topic
« Reply #695 on: October 19, 2009, 07:31:01 PM »
Start with misdirecting the nukes, then immediately look for a route through the blue bullets in advance. If you try to do it on the fly, chances are you'll get walled. There's almost always an easy way through if you look around, though.
The nukes are aimed ??? that explains a lot...

Quote
H&H Meltdown is essentially a matter of keeping your focus and not messing up; the pattern of dodging is very simple and just repeats over and over, so you essentially just dodge the same way repeatedly. This card sort of becomes easier if you move to the right hand side; don't worry about Utusho, she'll follow you.
Why is it easier on the right? I usually go to the left, or do you mean any side, as long as your not in the middle?

Quote
When trying to go through the bullets coming from the centre, remember that the gravity moves you and the larger bullets at the exact same speed. As such you can just find a gap in the small bullets, head over there and get sucked through without having to worry about any other bullets, although you might need to re-adjust slightly every so often. Other than that, don't get nervous and don't crumble under the pressure; this card becomes ten times as hard if you're nervous.
Ye when I finally cleared it this one went quite well, I simply moved arround red ones looking for gap in the white bullets, and when I didn't feel sure about the size of the gap I just bombed since 1 life and some power is plenty to make it at this point

Sapz

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Re: Spellcard Help Topic
« Reply #696 on: October 19, 2009, 07:57:19 PM »
Why is it easier on the right? I usually go to the left, or do you mean any side, as long as your not in the middle?
Well, it doesn't really matter which side, just stick with whatever's comfortable. I said right because I almost always find myself getting pushed to the right, especially on Hard/Lunatic, but I don't think it really makes any difference. :V
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LHCling

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Re: Spellcard Help Topic
« Reply #697 on: October 19, 2009, 08:11:23 PM »
Uh, it should be like this for the second non-spell.

As soon as it starts, move to the left side. Work your way to the middle. After the bubble bullets are fired, move to the right side. Work your way to the middle. After the bubble bullets are fired again, move to the left side. Repeat.

Alternatively, you could learn to dodge from the top of the screen, but you'll probably deal less damage from there.
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CK Crash

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Re: Spellcard Help Topic
« Reply #698 on: October 19, 2009, 10:15:23 PM »
Both of Utsuho's "flying" nonspells have abnormally low health, so be sure to shoot her as long as possible and try to bomb only during her break to shoot bubble bullets. Her boss fight is less about technique and more about pure dodging unfortunately, so it's just practice, practice, practice.

Drake

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Re: Spellcard Help Topic
« Reply #699 on: October 19, 2009, 10:48:25 PM »
Well, it doesn't really matter which side, just stick with whatever's comfortable. I said right because I almost always find myself getting pushed to the right, especially on Hard/Lunatic, but I don't think it really makes any difference. :V
YAY SCIENCE

It's because right-handed people can spin in clockwise circles easier than counter-clockwise, and it's easier to dodge the bullets moving towards the right with clockwise movements (bullets traveling right and you left means better dodge). The fingers used go ring-middle-index-middle-ring, and because the ring and middle fingers are connected with ligaments, you can press the buttons more fluently, or rather it's more difficult to go the opposite direction.

Try tapping right-down-left in rapid succession, then switch to left-down-right. I guarantee the former is easier. It's the same way with your other hand; it's easier to move shift-z-x.

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8lue Wizard

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Re: Spellcard Help Topic
« Reply #700 on: October 20, 2009, 06:08:03 AM »
Instinct "Release of the Id"
Suppression "Super-Ego"

The trick here is to think about each "line" of bullet separately. Think only about getting in between a stream of bullets before worrying about the other direction.

Y'know, there's a very specific reason I included a replay with this request; it's becaue I didn't think
Quote
I get the basic strategy, but they're still kicking my ass.
was quite enough, and I didn't want to waste everybody's time with generic advice like this when it very clearly wouldn't help me.

As for the spell card practice suggestion from Lyby, thank you, but there's two very important differences between the two:
Kaguya's version, the bullets are smaller and faster. (This is the standard pattern recognition vs. reflexes tradeoff, and for Koishi, I come out on the better end of the deal)
Koishi's cards, each individual bullet exibits random variation.

They both kick my ass, but for different reasons. Basically, I'd be working at a right angle to the problem.
« Last Edit: October 20, 2009, 06:15:19 PM by Blue Wolf »

ebarrett

Re: Spellcard Help Topic
« Reply #701 on: October 20, 2009, 06:49:34 AM »
Y'know, there's a very specific reason I included a replay with this request; it's becaue I didn't think "I get the basic strategy, but they're still kicking my ass" was quite enough, and I didn't want to waste everybody's time with worthless piece o' shit generic advice like this when it very clearly wouldn't help me.

I've watched the replay and I will respond to both your request AND your awful manners by honestly pointing out that you already know how to do both cards and shouldn't ask for advice since the problem is in the execution. You twice lost control and rammed a heart for no apparent reason after going through many waves perfectly, and three times bombed while COMPLETELY IN THE CLEAR. That's 40% going cross-eyed and 60% nerves.

Release of the ID and Superego are eye-raping cards. Add that to both your behavior towards zky and your bombing during Danmaku Paranoia, I'd say yeah, "40% going cross-eyed and 60% nerves" is pretty accurate.

Helix ⑨

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Re: Spellcard Help Topic
« Reply #702 on: October 20, 2009, 09:37:09 AM »
YAY SCIENCE

It's because right-handed people can spin in clockwise circles easier than counter-clockwise, and it's easier to dodge the bullets moving towards the right with clockwise movements (bullets traveling right and you left means better dodge). The fingers used go ring-middle-index-middle-ring, and because the ring and middle fingers are connected with ligaments, you can press the buttons more fluently, or rather it's more difficult to go the opposite direction.

Try tapping right-down-left in rapid succession, then switch to left-down-right. I guarantee the former is easier. It's the same way with your other hand; it's easier to move shift-z-x.
Amazing, I was doing it in the complete opposite way -> Being right handed on the left side going counterclockwise...

Drake

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Re: Spellcard Help Topic
« Reply #703 on: October 20, 2009, 01:14:43 PM »
Left side and counter-clockwise is better than left side and clockwise, at least.

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Bananamatic

Re: Spellcard Help Topic
« Reply #704 on: October 20, 2009, 03:42:50 PM »
Nazrin Pendulum hard - what's the pattern on that one?

Ichirin's first boss noncard - pure sightread?
Stage 3 blue orb rapewalls
Sinkable Vortex - autobomb y/n

Drake

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Re: Spellcard Help Topic
« Reply #705 on: October 20, 2009, 04:13:12 PM »
Ichirin's first boss noncard - pure sightread?
yes
Stage 3 blue orb rapewalls
UFO strategy is forced upon you
Sinkable Vortex - autobomb y/n
n it's super easy unless Murasa randomly flies to the other end of the screen

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Heartbeam

Re: Spellcard Help Topic
« Reply #706 on: October 20, 2009, 04:35:03 PM »
Nazrin Pendulum hard - what's the pattern on that one?

Pattern is this.

Helix ⑨

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Re: Spellcard Help Topic
« Reply #707 on: October 20, 2009, 10:22:17 PM »
I was wondering, how do you guys play in PoFV's extra stage? I'm currently still trying with Komachi and because I pretty much have a question about my own spellcards I'd throw this into the spellcard help topic  :P

So anyway, for some reason I think my playstyle differs from what you are supposed to do. My usual tactic is pretty much, charge a 4 power attack in the beginning to destroy the opponents bullets or cancel out his boss attack. Then start my combo of killing fairies, spamming shift regulary and shooting loads of spirits to keep my chain up and attack the enemy. Then usually the enemy sends out a his boss attack which pretty much gets cancelled immediately by myself reaching 100k chainpoints. However sometimes I get points so fast that Im above the 100k already, that's when I am doing my best to reach 300k quick, ususally unleashing a 2power bomb to secure my area and kill lots of stuff at once(yes that's BOMB, I dont charge, I never do exept in the beginning). Then the enemy usually dies, if he still has imunity (read: in later stages) I continue towards 500k, after which I get points so insanely fast I can bomb the crap out of her.

So one of my main issues is that I do not charge spells (exept in the beginning), the reason for that is that I'm afraid I'll lose my chain and I also have a bad habit of dying while I'm busy charging :V
And the next issue is that I feel like I'm not scoring enough points, this is usually luck based. I can name a good example of that: If Cirno dies immediately after the timer ends I usualy end up arround 1,5million points (its 5million for your first life right?), however if she doesn't die and I am allowed to continue my combo I can reach up to 4,5 million (sub question: How does the 'highest combo' thing work after you beat the opponent? sometimes it says highest combo 1million something while I haven't seen my combo reach over 800k?). So the main question: How can I earn more points? I think on most of my runs I earned about 3 maybe 4 lives?

CK Crash

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Re: Spellcard Help Topic
« Reply #708 on: October 20, 2009, 10:45:11 PM »
I'm no PoFV expert, but charging saves 1 bar of the gauge as opposed to just bombing. Also, you should use more level 2 attacks, because while they also result you getting tons of crap on your side of the screen, your score will skyrocket, granting you tons of lives. In addition, the more you use a charged attack, the faster the gauge will fill later on, and you'll eventually reach the point where you'll only have to dodge a few seconds before you can clear the bullets with another level 2.

Re: Spellcard Help Topic
« Reply #709 on: October 20, 2009, 10:47:51 PM »
charge a 4 power attack in the beginning
I dont charge, I never do
Two massive problems I'm seeing right here.

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Re: Spellcard Help Topic
« Reply #710 on: October 21, 2009, 12:22:51 AM »
So anyway... Anyone have any good strategy for Miracle of Otensui? It's the ONLY thing stopping me from having captured every Easy mode card in the entire series...

ebarrett

Re: Spellcard Help Topic
« Reply #711 on: October 21, 2009, 12:36:43 AM »
Two massive problems I'm seeing right here.

Exactly what I'd say. Never, EVER use anything higher than a lvl2 in PoFV, and spam lvl1s like crazy.

Also, forget about the combo counter. Ignore it completely. Just keep dodging and spamming lvl1s when there's few bullets and releasing lvl2s when there's too many while shooting down everything you can. When the real big scoring opportunities appear (Reisen at late levels, Aya, Cirno when she decides to stay for longer), extra gets so crazy that it's pretty much automatic to reach max combos - and you'll want to exchange lvl2s with the AI when that happens.

Playing as far up on the screen as you can also helps - screen-clearing effectivity goes up and there's time to dodge moving downwards while charging when you get a faceful of bullets coming at you, so you get about an extra second to see if you'll dodge everything (and then you release the charge still as a lvl1 and keep gauge for later) or if you'll really need to release a lvl2 (which you shouldn't be afraid of).

Also, Komachi is one of the worst scoring characters and WILL struggle in extra more than others, not to mention her weird scope. Shikieiki on the other hand - whose extra you unlock after beating Komachi's - just tramples everything and hoardes lives with minimal effort.

In case of tl;dr syndrome: PoFV's extra is about knowing how long you can survive with how much gauge, and playing accordingly. Sending a lvl4 in PoFV is stupid; sending it at the beginning of a stage in extra is suicide.

Re: Spellcard Help Topic
« Reply #712 on: October 21, 2009, 01:03:51 AM »
Exactly what I'd say. Never, EVER use anything higher than a lvl2 in PoFV, and spam lvl1s like crazy.
This I'll disagree with; if your opponent is low on gauge, a well-timed level 3 could be the difference between getting a hit and having a spray of bullets come flying back in your face.

I also see no real reason to use level 1s, except for a few specific occasions.  Namely defeating lv4s/Lily, though some characters (hi Reisen) can shoot one into the top of the screen and watch everything up there die.  A well-placed lv1 with Reisen at max spellpoints can easily net you two entire bars on your gauge, no lie.

ebarrett

Re: Spellcard Help Topic
« Reply #713 on: October 21, 2009, 01:15:14 AM »
This I'll disagree with; if your opponent is low on gauge, a well-timed level 3 could be the difference between getting a hit and having a spray of bullets come flying back in your face.

I also see no real reason to use level 1s, except for a few specific occasions.  Namely defeating lv4s/Lily, though some characters (hi Reisen) can shoot one into the top of the screen and watch everything up there die.  A well-placed lv1 with Reisen at max spellpoints can easily net you two entire bars on your gauge, no lie.

PoFV's AI works on a timer, at least the extra (duh) and lunatic AIs. I don't even bother with the other side of the screen since the AI only gets hit when it wants to, and using a lvl3 reduces your survival chances in the long run. I'd elaborate on the usefulness of lvl1s but it's probably down to playing style and character used - I can't play without spamming lvl1s, even when it's a less useful lvl1.

Re: Spellcard Help Topic
« Reply #714 on: October 21, 2009, 01:19:15 AM »
PoFV's AI works on a timer, at least the extra (duh) and lunatic AIs. I don't even bother with the other side of the screen since the AI only gets hit when it wants to, and using a lvl3 reduces your survival chances in the long run. I'd elaborate on the usefulness of lvl1s but it's probably down to playing style and character used - I can't play without spamming lvl1s, even when it's a less useful lvl1.
Maybe I should've been a bit more clear; lv3s are more useful in a human vs human situation.  However, I can't count how many times I've gotten hits on the lunatic match play AI thanks to using Sakuya's lv3 in a situation where the lv2 could be quickly weaved through.  In Extra though, yeah, lv2s should be all you use, since the AI's none too bright and ends up dying almost immediately after their invincibility wears off.

On the other hand, there aren't any bullets in a lv3 that can get reflected back to you, so maybe for survival in Extra it wouldn't be such a bad idea...

...not that I'm going to try it myself or anything, I'm incapable of doing so right now anyway.

ebarrett

Re: Spellcard Help Topic
« Reply #715 on: October 21, 2009, 01:28:12 AM »
On the other hand, there aren't any bullets in a lv3 that can get reflected back to you, so maybe for survival in Extra it wouldn't be such a bad idea...

I never use a lvl3 in extra (unless I mess up and need to bomb, or the clock has ran out and I bomb for score, but that's another story) and I clear it with spare lives 100% of the time with any character. So, yeah, maybe it's not a bad idea, but I'm not bothering to try it either.  :V

Helix ⑨

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Re: Spellcard Help Topic
« Reply #716 on: October 21, 2009, 10:01:27 AM »
Exactly what I'd say. Never, EVER use anything higher than a lvl2 in PoFV, and spam lvl1s like crazy.
That's why I asked this question. So basically it's about spamming 2's to clear stuff and 1's to attack your opponent? And when a boss appears focus on her (what I usually did was try to kill fairies/spirits to unleash a counter boss through combo, or use a 4power bomb and if I dont have enough power just a 2power bomb to help me in dodging/killing enemies).


edit: Just tried it out a bit, it plays really different from usual but I can really see the use of all those 2power attacks (I dont understand the 1power attacks tough, spamming shot is much better? ???) And I think Im getting the hang of it:


another edit: Ok so how the hell do I beat Reimu, her attacks are so fast I can't charge before the yinyang orbs of doom eat my face.
« Last Edit: October 21, 2009, 10:25:53 AM by Kawaii Yokai »

LHCling

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Re: Spellcard Help Topic
« Reply #717 on: October 21, 2009, 10:33:45 AM »
Spamming L1 has its uses with certain characters.

For example, with Komachi, you can press Shift periodically (don't try it while micrododging though; you'll most likely get hit) to activates spirits constantly. This clumps them all at the top of the screen (since that's where they start). Then you can use your L1 attack to hit them (it locks onto the target(s)), which will net you a nice score since they'll chain into each other. It will also clear the oncoming snowballs from the top of the screen; which proves to be quite effective against Shikieiki.

I wouldn't spam it that much though.

Reimu is difficult. Especially with that Rank 16 L2 shot. You'll have to predict whatever comes at you unfortunately. Hence, I would recommend playing defensively against Reimu (counter-summon the Boss Attacks, use the fairies / spirits to cancel out snowballs), as the Boss Attack will constantly try to pressure you into one of the corners, where you'll be hit eventually if Reimu (the player) doesn't die first.

Protip: if you get stuck in the corner, don't stop shooting. Fairies have a chance of coming from there, and if you're not shooting you will get hit.
« Last Edit: October 21, 2009, 10:37:16 AM by Baity »
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ebarrett

Re: Spellcard Help Topic
« Reply #718 on: October 21, 2009, 11:06:52 AM »
Protip: if you get stuck in the corner, don't stop shooting. Fairies have a chance of coming from there, and if you're not shooting you will get hit.

This. Before I turned PoFV inside out this was the #1 reason for RAGE: trying to do anything in the corner and getting rammed by SURPRISE FAIRIES.

Also, if you get stuck in the corner, the way out is up, about midscreen height, where bullet density is usually lower. Especially against Shikieiki when you get to her.

Fairies enter from there too, by the way.

I would recommend playing defensively against Reimu (counter-summon the Boss Attacks, use the fairies / spirits to cancel out snowballs), as the Boss Attack will constantly try to pressure you into one of the corners, where you'll be hit eventually if Reimu (the player) doesn't die first.

I don't know how counter-summoning qualifies as "defensive". I think one is better off continuing the lvl2 spam since if the AI gets an auto-counter to your counter, you're toast, while if you're spamming lvl2s to save your butt you could end up getting an auto boss counter. Not to mention that these lvl2s start to auto-recharge when clearing bullets against Reimu's boss spawn.

...I'm seeing that my Phantasmagoria playing style differs wildly from everyone else's, and that everything that I find logical might look counter-intuitive to others. Oh well.

LHCling

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Re: Spellcard Help Topic
« Reply #719 on: October 21, 2009, 11:22:09 AM »
I don't know how counter-summoning qualifies as "defensive". I think one is better off continuing the lvl2 spam since if the AI gets an auto-counter to your counter, you're toast, while if you're spamming lvl2s to save your butt you could end up getting an auto boss counter. Not to mention that these lvl2s start to auto-recharge when clearing bullets against Reimu's boss spawn.

...I'm seeing that my Phantasmagoria playing style differs wildly from everyone else's, and that everything that I find logical might look counter-intuitive to others. Oh well.
My definition of "Defensive" Play is to be able to take control of as much of the screen as possible. That is, to remove the Bosses since they add extra bullets. Conversely my definition of "Offensive" Play is to pressure your opponents with as many bullets as possible, minimizing the room to move. However it's also been said that "A good offense is the best defense" or something to that effect  :V

I would've said more, but that would've been too much to read.

Well, it's a new play style. If it works, it works. I don't see anything wrong though.

Ah yes, one more interesting tidbit. If you die to Shikieiki enough (4 times?), you'll bring the timer down to just under 10 seconds. However, if you die again, it'll jump back up to about 50 seconds IIRC.

Post-Script (commonly known as P.S.)

I should really get around to publishing my notes on Spell Cards online.
« Last Edit: October 21, 2009, 11:24:17 AM by Baity »
[16:25] <Kuruminut> Shut up MS Word, "fangirlism" is totally a word
<>
[07:59] <Sapz> ベーティさんは馬鹿っぽいだろう、この「っぽい」好き者