Best Stage 5 so far (2 deaths, normally it's 3+): http://replays.gensokyou.org/download.php?id=17330
Need help:
Zombie Fairies - bomb land... 4 power = 1-2 bombs, 2-3 power = 1-3 bombs, 1 power or less = death.
Spleen Eater - I'm timing it out NDNB all the time now... how to capture?
3rd non-card - I've seriously lost the ability to do this for some reason.
Ghost Wheels - I still don't get the way they are aimed.
Last card - I know I'm supposed to lead the fairies to the top, but have trouble circling back down.
Some help with Parsee's first nonspell and last card would be good as well... I dislike having to bomb it.
Funny how I've perfected stage 1 and stage 3 (just now!), but not stage 2, which is considered the easiest of them.
I'll critique the whole replay instead of just the things you listed.
I suppose not shooing during the stage opener (and closer) comes down to preference, so I won't comment on that.
You had me worried a bit when you started to drift toward the bottom during the midboss opener. Generally you'll want to stay about halfway between Orin and the bottom when following the lanes, only moving down slightly if you need more room to transition between lanes when heading right (basically when the attacks switches between the slower set of lanes to the faster set).
Perhaps hard to tell if you were reading the second nonspell ahead of time - you did head toward the more open space to the right, though you're arguably better off trying to stay under Orin as much as possible. That way you won't have to face too much of the future waves where you can't exactly "read ahead" and must react to everything.
You're supposed to follow Orin around during the Catwalk. It requires full unfocused movement, but the sooner you can end this card the better. I don't blame you for bombing where you did though. You would have survived, but a dodge like that can be difficult to see coming even with extensive experience on that card.
You got kinda lucky that there weren't many pellets on the other side of the screen when you gapped that first time. Considering how dense the pellet hell gets, you'll want to avoid gapping at all costs. It's also better to stream this one from right to left since it will set you up for the next section.
Here's where I noticed something present in the rest of the replay: you seemed to be a bit too unwilling to leave the bottom of the screen. That bomb after the second gap in the post-pellet hell section was unnecessary - you could have gone up and around those shots with a light tap. Sure it looks tight, but Reimu is tailor-made to fit through those kinds of small spaces. You can also get a head-start at reading where the green bullets are spreading while Reimu is still in her gapping animation, since you can't really control her during that time anyway.
Sure that safespot is there on boss-Orin's opener, though I'll argue that it's not necessary outside of scoreruns. The attack is supposed to make you face bullets of two speeds, but generally you won't face a whole lot of blue pellets for that design to come into play much. It's more a matter of not psyching yourself into ramming them stupidly while fitting through the lanes.
ReimuA is one of those few characters who can, with some finagling, sit directly under Orin for a good deal of her first card and simply plow through the zombie fairies. However, she can really only do this when at 3.xx Power or above, so conserving your Power beforehand (i.e. not bombing too much) is crucial. What you'll want to do is sit under Orin at the start, before the fairies appear, and then just before they do, dash to the very top of the screen so that the fairies follow you higher up. Once Orin starts shooting, circle back around to her right and back to the bottom, then dodge any bullets you face. A visual demonstration might help, so take a look at
this video if you're still confused.
Just like with Orin's opener, the lanes in the second nonspell don't spawn within a certain radius around your character. You can actually take advantage of that to make this attack really easy. Sit really close below Orin, as in "looking up her skirt" close, and when the lanes spawn you'll see no bullets above you whatsoever (well, no bullets that will move down toward you). From there it's a matter of tapping down lightly to avoid the aimed shots from the wisps. Just remember to move back up close to Orin before the next wave starts.
For one, entering the second spell with a lot of Power helps to avoid a time-out. Granted, it's still possible to capture this at no Power if you're good enough at following Orin (example, pondeS does this frequently in his scoreruns), but that's beside the point. As long as you have enough Power, you won't have to change anything you're doing. Though I will mention that you seemed to drift left as time went on. It didn't hurt you this time, though you'll definitely want to make sure you don't run into the wall while you do this and run out of room.
The third nonspell is a randomly-oriented static pattern, so you can either practice it a lot or take a look at other people's replays and study how to approach the dangerous spots of each wave. It looked like you understood how to get past the crisscrossing bullets near the end of each wave (you went slightly to the left/right of where they crossed), and judging from your post I'm wiling to bet it's a confidence problem on your part. You're on the right track though, just keep playing it and you'll get more comfortable.
The Ghost Wheels are aimed right at you (though I'm under the impression it's slightly to the right of your hitbox, but close enough). They fire at set intervals, and their trajectories are determined the instant you hear that whirring sound. Their traveling speed also allows for two waves to be aimed at the exact same spot before you even have to move. From a horizontal standpoint, they're also spaced the same way every time. Avoiding the wheels really takes some of the same strategies you'd use for normal streaming - once two waves have been fired, move left or right in between the wheels. The catch is of course dodging the smaller bullets while managing the wheels. You'll want to make sure you know exactly where you are when each wave is spawned, so you know how far you'll need to move every two waves. I'll point again to that video of mine I linked to above for a demonstration. This approach is still easier said than done, but don't let it bring you down - it's by far Orin's hardest attack, and it can give even experienced players trouble.
Like with Orin's first card, it's best to enter Small Demon's Revival with as much Power as possible. You'll want to bring the zombie fairies up a bit more to the left than where you did in your replay, then circle around steadily, ideally going back under Orin by the time the fairies send out their thickest set of bubbles. Try to sit under her for as long as possible, and don't be afraid to circle around a second time if the fairies get close again. Don't go too slowly when you do this by the way, lest the fairies will find some way to wall you. You can see in my video that I almost bite it because I hesitated on the second go-around and was forced to dodge bubbles along the side of the screen. You'd do well to avoid getting trapped like that.
Yeah, like Zil said Parsee's opener takes some precision, even with Reimu. The pattern is randomly oriented and becomes a bit distorted when Parsee moves around, but the attack presents a similar setup each wave. Her last card is best dealt with a repeating process of "misdirect shots to the side, dash back under her". Alternate the sides you misdirect to, and provided you're at near full Power, ReimuA can end this card before you have to do much dodging at all.