http://rapidshare.com/files/296929251/replay002.rep.htmlStage 1 notes:
- 623 isn't very useful against Remilia (she will stuff it on most of her attacks due to faster startup on her part, I think), might work a few times, when she's dashing (since she has a delayed startup from grazing), but I rely more on the B and C projectiles (sometimes the A ones too), and the long-range pokes (and the j3A), since if I can't compete with her faster startup on moves, I'll keep some distance from her and attack beforehand from a distance, where her regular moves can't reach me, in order to attack her if she tries to come closer (yes, I'm taking advantage of the AI

) my aim here is to get at least 3 super gauges to use on her first spellcard, and that's earned by shooting her (simply shooting away from her won't increase your meter), attacking her (preferably when she's blocking) or defending her attacks. Normally I try to get super gauges and bring my life down before making Remilia activate the first spellcard.
- when she activates the first spellcard, there are two situations in which you may use yours (the Charming Quadruple Barrier): when you're cornered and Remilia hasn't initiated her walljump from a jump (because if you try to use your super when she's too high on her wall, your super will whiff, because she'll land behind you, where she becomes vulnerable, and will not be hit), and when you feel she's going to attack you with regular attacks (for example, if you see her sliding or jumping towards you). In this replay, Remilia fell for my f5Bs, so I didn't need the other supers

- when she activates her second spellcard, there are two easy ways to get behind her: by jumping normally (if you're right next to her) or by doing a single highjump forward (you'll want to avoid airdashing, since it halts you in the air for a little). You may even be able to spend a super on her.
Stage 2 notes:
- I must test if Yukari's 66A will always beat Alice right at the beginning of the fight, have forgotten to try on this run
- I must test if Yukari's 66A can be spammed on Alice during her first spellcard :p
Note that the most dangerous part of this spellcard is when she jumps backwards while throwing the explosive dolls. One way to get past the explosions if you're near her is to dash forward, then jump forward before the graze ends, and then airdash forward (you can see I got hit once when doing this, because my graze ended while I was on the air, and then another of the same pattern caught me). If she's on the ground, swinging her arm to throw the dolls upwards, you can hit her twice before the explosion can harm you from behind (your hits will push you backwards, towards that explosion :p)
- though the B projectiles are efficient against her second spellcard, I should've allowed Alice to win the first round, so that I could finish her faster through the supers
Stage 3 notes:
- Youmu has faster startup than you, but lacks the speed of Remilia's projectiles. When she does the 33B move (the one where she jumps forward while hitting the opponent with her knee), you can hit her with your A button (against an human opponent, you would have to be careful to not eat Youmu's 623A, but the AI doesn't use it after that move, so, exploit the AI

). You can also try to use j3A if/when you feel that Youmu will come forward or when you're trying to do a crossup when she's on the ground (and hasn't used 5C or 2C)
- against her first spellcard, be patient, get out of corners as soon as you find an opportunity to, pay attention to the clones (if they're not attacking, wait for them to attack, then after their 3 swordslashes or whatever other attack they'll use, they'll have a delay). If you can, use projectiles from afar (be careful of the clones' jump/dash attacks). It's okay to activate spellcards here in order to gain more health, you'll be able to build super meters after this spellcard
- against her second spellcard (assuming that you've built enough meters, here I used 3), you may want to spend supers here, since her last spellcard is easy enough. Keep distance with projectiles, and Youmu will not use her blue sword. If she manages to corner you or get close, she may want to use it, try to use your super so that the sword goes through it, instead of using your super before (like I did. I was afraid of missing the timing, and be hit before I could use the super). If you have some time advantage, though, there's also the option to jump behind her (think of Remilia's spears, except that this time you shouldn't do regular jumps) to avoid the sword and then use super. But if she uses regular moves instead, she can knock you down and then the situation can get out of control, temporarily.
- the last card is solved much like you did the former (keep away through projectiles, then instead of doing single high jumps, you do high jumps and airdashes to graze the bullets shot by Myon, then you get Youmu from behind)
Stage 4 notes:
- Against Marisa, watch out for her f5A laser
- Against her first spellcard, it's easy. Use high jumps upwards, two airdashes forward to avoid the stars, wait for Yukari to face Marisa, use 5Cs (I used 5Bs because I thought I would have time to high jump cancel them)
- against her second spellcard, B projectiles will easily get you through it.
- against Master Spark, it's only a trouble if Marisa's cornered when she uses it. After watching the replay again, I'm considering letting Marisa win the first round before the first spellcard, and use the supers on the spellcards for more points (I just have to remember to use the supers when Marisa's falling after her broomride, not during it).
To be continued..
edit: I think I need to think for a while in order to improve these runs, even if slightly, and then give a proper advice. From Reimu's stage till the end of the game, there's nothing really special/unobvious that would be worth noting..