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* '''''Oomukade "Dragon Eater"''''', used by the Extra stage boss, Momoyo Himemushi, is a very fast pattern that covers most of the screen in bullets. The recommended way to handle it is to misdirect the pattern and rush all the way across the screen -- but by the time you get there, she is already releasing the next wave and you have to rush back, ''through'' the remnants of the previous wave. And with having to go back and forth so much, good luck dealing any damage to Momoyo (especially if playing as the forward-focused Marisa). It gets so dense towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can time it out without bombing or taking a hit]].

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* '''''Oomukade "Dragon Eater"''''', used by the Extra stage boss, Momoyo Himemushi, is a very fast pattern that covers most of the screen in bullets. The recommended way to handle it is to misdirect the pattern and rush all the way across the screen -- but by the time you get there, she is already releasing the next wave and you have to rush back, ''through'' the remnants of the previous wave. And with having to go back and forth so much, good luck dealing any damage to Momoyo (especially if playing as the forward-focused Marisa). It gets even worse when the timer reaches the 25 second mark, where each wave ends by releasing clouds of bullet vomit so dense towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can time it out without bombing or taking a hit]].
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** Ran's ''Soaring En no Ozunu'' has her simply charge at you and leave butterflies behind at increasingly faster speeds. The spell itself is simple and the way to do it is consequently is as well, but the angle at which Ran approaches you from is completely random, which means the few last photos are less about skill and more about hoping you don't get walled because she decided to come from wrong angle.


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** Eiki's ''Trial of the Ten Kings'' is a 10 scene photo, except unlike every other such scene, the pattern changes with every photo. While some are basically just modified/upgraded versions of the previous pattern, the card still requires to memorize 4-5 unique patterns involving moving in specific ways and hoping that you don't get DamnYouMuscleMemory.
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Fixed the link


* Mima's attack where she fires a pattern of stars at your location, forcing you to move sideways to swerve between them. This requires exceptional timing to pull off, especially when it's time to change direction, and it's even harder for the Offensive Type due to its low movement speed. It says a lot when the common strategy on Lunatic is to abuse a quirk in how the pattern is coded and [[https://www.youtube.com/watch?v=OrUcP7kOAPI&17m27s misdirect it to the side]], rather than actually bother micrododging the stars.

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* Mima's attack where she fires a pattern of stars at your location, forcing you to move sideways to swerve between them. This requires exceptional timing to pull off, especially when it's time to change direction, and it's even harder for the Offensive Type due to its low movement speed. It says a lot when the common strategy on Lunatic is to abuse a quirk in how the pattern is coded and [[https://www.youtube.com/watch?v=OrUcP7kOAPI&17m27s [[https://youtu.be/OrUcP7kOAPI?feature=shared&t=1047 misdirect it to the side]], rather than actually bother micrododging the stars.
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* Kikuri, the penultimate boss of the Hell route, is infamous for her opener consisting of dense, fast-paced danmaku. The pattern itself is rather simple, but the speed and precision it demands mean you're almost certain to get hit at least once, especially on Lunatic. There has only ever been one successful NoDamageRun of this game without bombs, and ''this attack alone'' is the main reason [[https://www.twitch.tv/videos/1584770211 that run was done in the otherwise harder Makai route]].

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* Kikuri, the penultimate boss of the Hell route, is infamous for her opener consisting of dense, fast-paced danmaku. The pattern itself is rather simple, but the speed and precision it demands mean you're almost certain to get hit at least once, especially on Lunatic. There has only ever been one successful NoDamageRun of this game without bombs, and ''this attack alone'' is the main reason [[https://www.twitch.tv/videos/1584770211 that run was instead done in the otherwise harder Makai route]].
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Added link to the alluded feat


* Kikuri, the penultimate boss of the Hell route, is infamous for her opener consisting of dense, fast-paced danmaku. The pattern itself is rather simple, but the speed and precision it demands mean you're almost certain to get hit at least once, especially on Lunatic. There has only ever been one successful NoDamageRun of this game without bombs, and ''this attack alone'' is the main reason that run was done in the overall harder Makai route.

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* Kikuri, the penultimate boss of the Hell route, is infamous for her opener consisting of dense, fast-paced danmaku. The pattern itself is rather simple, but the speed and precision it demands mean you're almost certain to get hit at least once, especially on Lunatic. There has only ever been one successful NoDamageRun of this game without bombs, and ''this attack alone'' is the main reason [[https://www.twitch.tv/videos/1584770211 that run was done in the overall otherwise harder Makai route.route]].
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Outdated information, updating it now, also adding an observation that the PC-98 games don't have practice mode


Some attacks can be made easier to practice efficiently through the use of Spell Practice mode, which lets you jump straight to practicing specific spellcards instead of having to run through the entire stage just to practice that particular attack. However, it doesn't let you practice non-spell attacks, and only a subset of games[[note]]''Imperishable Night'', ''Ten Desires'', ''Double Dealing Character'', and ''Hidden Star in Four Seasons''[[/note]] offer Spell Practice. For the rest of the games, you'll have to use good old fashioned Practice Start, which starts you at the beginning of the stage.

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Some attacks can be made easier to practice efficiently through the use of Spell Practice mode, which lets you jump straight to practicing specific spellcards instead of having to run through the entire stage just to practice that particular attack. However, it doesn't let you practice non-spell attacks, and only a subset of games[[note]]''Imperishable Night'', ''Imperishable Night'' and games from ''Ten Desires'', ''Double Dealing Character'', Desires'' onwards[[note]]With the exceptions of ''Legacy of Lunatic Kingdom'' and ''Hidden Star in Four Seasons''[[/note]] ''Unfinished Dream of All Living Ghost''[[/note]] offer Spell Practice. For the rest of the games, you'll have to use good old fashioned Practice Start, which starts you at the beginning of the stage.stage, and the PC-98 games don't even have ''that''.
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The TAS is specifically timing it out, though. Just noticed this got lost in my previous edit.


* '''''Oomukade "Dragon Eater"''''', used by the Extra stage boss, Momoyo Himemushi, is a very fast pattern that covers most of the screen in bullets. The recommended way to handle it is to misdirect the pattern and rush all the way across the screen -- but by the time you get there, she is already releasing the next wave and you have to rush back, ''through'' the remnants of the previous wave. And with having to go back and forth so much, good luck dealing any damage to Momoyo (especially if playing as the forward-focused Marisa). It gets so dense towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can clear it without bombing or taking a hit]].

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* '''''Oomukade "Dragon Eater"''''', used by the Extra stage boss, Momoyo Himemushi, is a very fast pattern that covers most of the screen in bullets. The recommended way to handle it is to misdirect the pattern and rush all the way across the screen -- but by the time you get there, she is already releasing the next wave and you have to rush back, ''through'' the remnants of the previous wave. And with having to go back and forth so much, good luck dealing any damage to Momoyo (especially if playing as the forward-focused Marisa). It gets so dense towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can clear time it out without bombing or taking a hit]].
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Rewrote this entry. It was too focused on the difficulty of timing out, which isn't really the main point when most players won't be trying to do that.


* '''''Oomukade "Dragon Eater"'''''. This Spell Card of the Extra Stage boss, Momoyo Himemushi, just straight-up stole the crown of the hardest pattern to ever time out in the '''entire series''', even beating out Gengetsu's 36 seconds of "Gengetsu Rape Time", being so hard especially towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can be able to clear it without bombing or taking a hit]]. [[OhCrap And you know that if a TAS can't time this out, you bet your ass you couldn't, either.]] Even without trying to time this Spell out, especially as Marisa, this pattern is fiendishly difficult to get past, making it one of UM's hardest, if not the hardest, Spell Cards in the game.

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* '''''Oomukade "Dragon Eater"'''''. This Spell Card of Eater"''''', used by the Extra Stage stage boss, Momoyo Himemushi, just straight-up stole the crown of the hardest is a very fast pattern that covers most of the screen in bullets. The recommended way to ever handle it is to misdirect the pattern and rush all the way across the screen -- but by the time out in you get there, she is already releasing the '''entire series''', even beating out Gengetsu's 36 seconds next wave and you have to rush back, ''through'' the remnants of "Gengetsu Rape Time", being the previous wave. And with having to go back and forth so hard especially much, good luck dealing any damage to Momoyo (especially if playing as the forward-focused Marisa). It gets so dense towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can be able to clear it without bombing or taking a hit]]. [[OhCrap And you know that if a TAS can't time this out, you bet your ass you couldn't, either.]] Even without trying to time this Spell out, especially as Marisa, this pattern is fiendishly difficult to get past, making it one of UM's hardest, if not the hardest, Spell Cards in the game.hit]].
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** Another attack of Elis's is likely to cause players ''much'' more frustration assuming certain conditions are met. Her opening attack in the battle is a volley of lasers in a 180 degree pattern with small gaps between each laser. When Elis is in high in the air, this attack usually poses no real problems, as the attack happens slow enough that getting parralel to Elis where the attack can be avoided is fairly easy. Where the issue comes up is when Elis teleports near the ground and then launches the attack, as it becomes ''nigh unavoidable'' if Reimu is basically anywhere but directly below Elis.

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** Hieda no Akyu, the [[BrutalBonusLevel Terminus stage]] midboss, has ''Heaven's Stream "Demise of the Thought Spirit World"''. Akyu shoots (thankfully harmless) pseudo-lasers to the bottom of the screen, where they hit a white boundary, become harmful, and bounce back ''up'' to hit you. If you think you can deal with lasers coming from the bottom of the screen, imagine dealing with those lasers while Akyu is directly shooting enormous bullet wheels downward. You're all but required to make wide movements to avoid the wheels, and good luck doing that while reading the lasers and not getting randomly walled. To cap it all, the pseudo-lasers Akyu shoots down still look nearly identical to the real ones from the bottom, making it easy to die because you mistook a death trap for a fake amongst all the chaos of this card.

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** Hieda no Akyu, Akyu Hieda, the [[BrutalBonusLevel Terminus stage]] midboss, has ''Heaven's Stream "Demise of the Thought Spirit World"''. Akyu shoots (thankfully harmless) pseudo-lasers to the bottom of the screen, where they hit a white boundary, become harmful, and bounce back ''up'' to hit you. If you think you can deal with lasers coming from the bottom of the screen, imagine dealing with those lasers while Akyu is directly shooting enormous bullet wheels downward. You're all but required to make wide movements to avoid the wheels, and good luck doing that while reading the lasers and not getting randomly walled. To cap it all, the pseudo-lasers Akyu shoots down still look nearly identical to the real ones from the bottom, making it easy to die because you mistook a death trap for a fake amongst all the chaos of this card.



** [[PintSizedPowerhouse Nomi no Hanie]]'s spellcard, ''[[https://youtu.be/bA1Kc2RbYOE?t=1m44s "Jacob Wrestles the Angel"/"Dragon Sumo of Ten Men's Strength"]]'', ''definitely'' places her in the WakeUpCallBoss status; while what she shoots at you isn't dense, the main problem lies in the fact that you are basically being ''[[InterfaceScrew led towards the edges of the screen]]'', where a ring of bullets is placed to limit your play area. Coupled with the speed at which Hanie advances towards you, even on Normal, is equal to a ''huge'' bomb sink if you don't know what you are doing.
** ''"Sword-Captor Sukune"'', the final card used by [[ThatOneBoss Takenouchi no Tarumi]]. Magatama circling the screen constantly leaving bullets in their wake, giant anchors flying at the walls leaving bullets in ''their'' wake, giant fists flying directly at the player, fireballs coming down from the top of the screen, the boss shooting bubbles everywhere, while everything that hits the walls splashes bullets so you can't even dodge it from the bottom for a better read — the sheer number of things going on all at once has been known to trip up even the most experienced players, and this is just on Normal! On Lunatic, well...[[https://www.youtube.com/watch?v=EDQvorN9nPE see for yourself...]]

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** [[PintSizedPowerhouse Nomi no Hanie]]'s Hanie Nomi]]'s spellcard, ''[[https://youtu.be/bA1Kc2RbYOE?t=1m44s "Jacob Wrestles the Angel"/"Dragon Sumo of Ten Men's Strength"]]'', ''definitely'' places her in the WakeUpCallBoss status; while what she shoots at you isn't dense, the main problem lies in the fact that you are basically being ''[[InterfaceScrew led towards the edges of the screen]]'', where a ring of bullets is placed to limit your play area. Coupled with the speed at which Hanie advances towards you, even on Normal, is equal to a ''huge'' bomb sink if you don't know what you are doing.
** ''"Sword-Captor Sukune"'', the final card used by [[ThatOneBoss Takenouchi no Tarumi]].Tarumi Takenouchi]]. Magatama circling the screen constantly leaving bullets in their wake, giant anchors flying at the walls leaving bullets in ''their'' wake, giant fists flying directly at the player, fireballs coming down from the top of the screen, the boss shooting bubbles everywhere, while everything that hits the walls splashes bullets so you can't even dodge it from the bottom for a better read — the sheer number of things going on all at once has been known to trip up even the most experienced players, and this is just on Normal! On Lunatic, well...[[https://www.youtube.com/watch?v=EDQvorN9nPE see for yourself...]]



** An unexpected one comes in the form of the final ''nonspell'' of the [[BrutalBonusLevel Phantasm Stage]] boss, Abe no Kiyohime; while her previous nonspells revolved around getting past familiars that were more of a threat than her, ''this'' nonspell consists of rotating hexagonal rings of amulets that slow down at the end of each wave. Assuming you attempt to follow it as a lane, you also have to keep in mind of the next wave which is fired in the opposite direction. [[https://youtu.be/9rSwdpyKPig?t=10m1s One certain]] ChallengeGamer even states that it's quite the DifficultySpike when compared to Kiyohime's ''whole past repertoire''.

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** Yato Yamata's fifth spell, ''"Rondo of Asclepius"'', consists of an ''extremely'' wide aimed laser spread along with a simple static pattern of note bullets. The laser spread requires you to make wide sweeping motions all the way across the screen to avoid it, and it keeps widening as the spell goes on. While the pattern isn't terribly difficult to dodge, the real issue with this card is that while you're dodging the laser spread, you're not actually damaging the boss with your main shot, causing the attack to drag on far longer than it should and thus increasing the odds you'll make a mistake in the sheer monotony of the spell. It's despised by the fanbase not for being challenging, but for being ''tedious''.
** An unexpected one comes in the form of the final ''nonspell'' of the [[BrutalBonusLevel Phantasm Stage]] boss, Abe no Kiyohime; Kiyohime Abe; while her previous nonspells revolved around getting past familiars that were more of a threat than her, ''this'' nonspell consists of rotating hexagonal rings of amulets that slow down at the end of each wave. Assuming you attempt to follow it as a lane, you also have to keep in mind of the next wave which is fired in the opposite direction. [[https://youtu.be/9rSwdpyKPig?t=10m1s One certain]] ChallengeGamer even states that it's quite the DifficultySpike when compared to Kiyohime's ''whole past repertoire''.
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** Remilia has a move where she can lower your maximum power, in a game where power is easily the single hardest stat to raise mid-run. Few things are more demoralizing than struggling over hundreds of turns to get 1 or 2 points of maximum power, only for your max to get lowered by 3 points in a single turn. It's telling that the seal that prevents this one move, and does nothing else at all, is considered one of the most important defensive seals you can get.

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** Remilia has a move where she can lower your maximum power, in a game where power is easily the single hardest stat to raise mid-run.mid-run, and arguably the most important stat. Few things are more demoralizing than struggling over hundreds of turns to get 1 or 2 points of maximum power, only for your max to get lowered by 3 points in a single turn. It's telling that the seal that prevents this one move, and does nothing else at all, is considered one of the most important defensive seals you can get. To the relief of just about everyone, this attack was removed entirely in [[VideoGame/TouhouGensoWandererLotusLabyrinth the sequel]].
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* Mima's attack where she fires a pattern of stars at your location, forcing you to move sideways to swerve between them. This requires exceptional timing to pull off, especially when it's time to change direction, and it's even harder for the Offensive Type due to its low movement speed.

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* Mima's attack where she fires a pattern of stars at your location, forcing you to move sideways to swerve between them. This requires exceptional timing to pull off, especially when it's time to change direction, and it's even harder for the Offensive Type due to its low movement speed. It says a lot when the common strategy on Lunatic is to abuse a quirk in how the pattern is coded and [[https://www.youtube.com/watch?v=OrUcP7kOAPI&17m27s misdirect it to the side]], rather than actually bother micrododging the stars.
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[[folder:''The Story of Eastern Wonderland'']]
* Mima's attack where she fires a pattern of stars at your location, forcing you to move sideways to swerve between them. This requires exceptional timing to pull off, especially when it's time to change direction, and it's even harder for the Offensive Type due to its low movement speed.
[[/folder]]

[[folder:''Phantasmagoria of Dim. Dream'']]
* One of Yumemi's attacks when she's summoned as a boss creates a dense cluster of bullets that's a pain to get through, and the bane of many players even at the highest skill levels. It has more than earned its FanNickname as the "Cloud of Death".
[[/folder]]
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* Kikuri, the penultimate boss of the Hell route, is infamous for her opener consisting of dense, fast-paced danmaku. The pattern itself is rather simple, but the speed and precision it demands mean you're almost certain to get hit at least once, especially on Lunatic. There has only ever been one successful NoDamageRun of this game without bombs, and ''this attack alone'' is the main reason that run was done in the overall harder Makai route.


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* The curving [[FanNickname "Cheeto" lasers]], used by Stage 4's DualBoss, by the FinalBoss and by the Extra Boss. They are large, track the player and move in an unusual way compared to other projectiles, making them harder for many players to dodge. The Extra Boss also combines them with a tight bullet pattern, making things that much more uncomfortable.
* The section of Stage 5 right after the midboss is a cluster of bullets of all shapes and colors, with a few streams aimed at you for good measure, that get lost among the other bullets making them hard to see coming. On Lunatic, it's actually a valid strategy to stall the midboss as much as possible before defeating her to significantly shorten this section.
* Yumeko's fourth phase, which scatters swords around while aiming at you with lasers and streams of triangular bullets. It's very fast-paced and precise, and the swords are very likely to obstruct you as you try to sidestep the aimed shots. In high-level play, it's actually a legitimate strategy to [[SheatheYourSword stop shooting and stall it out]] so it doesn't enter its [[TurnsRed "rage phase"]].
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Trope was cut/disambiguated due to cleanup


** And if you can beat that, there's another ThatOneAttack waiting for you, and this one's much worse: Genetics of the Subconscious. Take the circular wave patterns from Rorschach, and add movement throughout the screen making Koishi nigh-impossible to ''hit'', which essentially forces the player to time out all of it — almost ''two minutes'' of it. And the way the bullets spawn is merciless — to be more precise, they can spawn ''inside your hitbox'' if you're too close to Koishi, and some of them spawn off the screen where your bombs won't affect them and where you can't see them — leading to cases like [[https://www.youtube.com/watch?v=pnxTVPTE1PQ#t=6m40s this]]. Combine all of that with the bomb immunity expected of a BonusBoss, and you have yourself one utter nightmare of a spellcard.

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** And if you can beat that, there's another ThatOneAttack waiting for you, and this one's much worse: Genetics of the Subconscious. Take the circular wave patterns from Rorschach, and add movement throughout the screen making Koishi nigh-impossible to ''hit'', which essentially forces the player to time out all of it — almost ''two minutes'' of it. And the way the bullets spawn is merciless — to be more precise, they can spawn ''inside your hitbox'' if you're too close to Koishi, and some of them spawn off the screen where your bombs won't affect them and where you can't see them — leading to cases like [[https://www.youtube.com/watch?v=pnxTVPTE1PQ#t=6m40s this]]. Combine all of that with the bomb immunity expected of a BonusBoss, {{Superboss}}, and you have yourself one utter nightmare of a spellcard.



*** And if you think you're safe after getting through that one, ''immediately after'' beating Eternal Horizon, you face ''"Phantasm of Eternal Recurrence"'', which consists of endless waves of spinning lasers with tiny gaps coming at you from both sides. The gaps are extremely difficult to read because of the spinning, and even if you do manage to read them, you're almost certain to get walled a wave or two later — if not by the lasers, then by the pellets Yukari is throwing at you in the meantime. Oh, and when you gain MercyInvincibility from dying or bombing? '''Yukari does too''', a distinction only shared with the BonusBoss and the FinalBoss' final attack (neither of which Yukari is in this game). And this card has a ''lot'' of health.

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*** And if you think you're safe after getting through that one, ''immediately after'' beating Eternal Horizon, you face ''"Phantasm of Eternal Recurrence"'', which consists of endless waves of spinning lasers with tiny gaps coming at you from both sides. The gaps are extremely difficult to read because of the spinning, and even if you do manage to read them, you're almost certain to get walled a wave or two later — if not by the lasers, then by the pellets Yukari is throwing at you in the meantime. Oh, and when you gain MercyInvincibility from dying or bombing? '''Yukari does too''', a distinction only shared with the BonusBoss {{Superboss}} and the FinalBoss' final attack (neither of which Yukari is in this game). And this card has a ''lot'' of health.
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** Meiling's non and ''Fluttering Petals and Falling Leaves''. '''That's right''', an unnamed attack is so awful it stands out. Both work in a similar way, where Meiling tries to kick; with the former being of shotgun-like spread in front and somewhat random on back, while the later is just random spread all around. This doesn't seem too bad until you realize that since Meiling follows you during both scenes, focus mode is effectively a death wish, forcing you to macrododge (or God forbid, micrododge) the sprays at ''[[SuperSpeed Aya's full speed]]'' long enough to take 5/6 photos of Meiling, with things only getting worse as you succesfully take each photo. These are effectively the first real blockade in the game and it is not unheard for the photo totals to clock into hundreds, while others so far would take at most a bit over one hundred.

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** Meiling's non non-spell and ''Fluttering Petals and Falling Leaves''. '''That's right''', an unnamed attack is so awful it stands out. Both work in a similar way, where Meiling tries to kick; with the former being of shotgun-like spread in front and somewhat random on back, while the later is just random spread all around. This doesn't seem too bad until you realize that since Meiling follows you during both scenes, focus mode is effectively a death wish, forcing you to macrododge (or God forbid, micrododge) the sprays at ''[[SuperSpeed Aya's full speed]]'' long enough to take 5/6 photos of Meiling, with things only getting worse as you succesfully take each photo. These are effectively the first real blockade in the game and it is not unheard for the photo totals to clock into hundreds, while others so far would take at most a bit over one hundred.
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** Meiling's non and ''Fluttering Petals and Falling Leaves''. '''That's right''', an unnamed attack is so awful it stands out. Both work in a similar way, where Meiling tries to kick; with the former being of shotgun-like spread in front and somewhat random on back, while the later is just random spread all around. This doesn't seem too bad until you realize that the density of these and the frequency of attack means that focus mode is effectively a death wish, forcing you to macrododge (or God forbid, micrododge) the sprays of small pellets at ''[[SuperSpeed Aya's full speed]]'' long enough to take 5/6 photos of Meiling, with things only getting worse as you succesfully take each photo. These are effectively the first real blockade in the game and it is not unheard for the photo totals to clock into hundreds, while others so far would take at most a bit over one hundred.

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** Meiling's non and ''Fluttering Petals and Falling Leaves''. '''That's right''', an unnamed attack is so awful it stands out. Both work in a similar way, where Meiling tries to kick; with the former being of shotgun-like spread in front and somewhat random on back, while the later is just random spread all around. This doesn't seem too bad until you realize that the density of these and the frequency of attack means that since Meiling follows you during both scenes, focus mode is effectively a death wish, forcing you to macrododge (or God forbid, micrododge) the sprays of small pellets at ''[[SuperSpeed Aya's full speed]]'' long enough to take 5/6 photos of Meiling, with things only getting worse as you succesfully take each photo. These are effectively the first real blockade in the game and it is not unheard for the photo totals to clock into hundreds, while others so far would take at most a bit over one hundred.

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* When talking about impossible spell cards, nothing comes close to the photography game ''Shoot the Bullet'' (and by extension its sequel ''Double Spoiler''), which is basically a collection of these. The game uses a unique control scheme, which makes beating spell cards as much an exercise in [[PuzzleBoss puzzle solving]], as in bullet dodging. They start fairly easy, then get progressively harder, then reach the usual ''Franchise/TouhouProject'' difficulty level, then pass it and then they keep going until they're completely OffTheScale.
* However, even by this standard, Kaguya's ''Seamless Ceiling of Kinkaku-ji'' manages to stand out, what with its circular spinning bullets, lasting for ''seven'' photographs and getting harder with each one. If you don't know how to properly herd the creation of the bullet streams, the card becomes even more impossible than it already is. It's vastly considered the single hardest card in the game, even though it appears in stage 9 out of 11.

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* When talking about impossible spell cards, nothing comes close to the photography game ''Shoot the Bullet'' (and by extension its sequel ''Double Spoiler''), which is basically a collection of these. The game uses a unique control scheme, which makes beating spell cards as much an exercise in [[PuzzleBoss puzzle solving]], as in bullet dodging. They start fairly easy, then get progressively harder, then reach the usual ''Franchise/TouhouProject'' difficulty level, then pass it and then they keep going until they're completely OffTheScale.
* However,
OffTheScale... [[SchizophrenicDifficulty and not necessarily in a logical order]]. That being said, even by with this standard, some stand out.
** Meiling's non and ''Fluttering Petals and Falling Leaves''. '''That's right''', an unnamed attack is so awful it stands out. Both work in a similar way, where Meiling tries to kick; with the former being of shotgun-like spread in front and somewhat random on back, while the later is just random spread all around. This doesn't seem too bad until you realize that the density of these and the frequency of attack means that focus mode is effectively a death wish, forcing you to macrododge (or God forbid, micrododge) the sprays of small pellets at ''[[SuperSpeed Aya's full speed]]'' long enough to take 5/6 photos of Meiling, with things only getting worse as you succesfully take each photo. These are effectively the first real blockade in the game and it is not unheard for the photo totals to clock into hundreds, while others so far would take at most a bit over one hundred.
** Later down the line is
Kaguya's ''Seamless Ceiling of Kinkaku-ji'' manages to stand out, what with its circular spinning bullets, lasting for ''seven'' photographs and getting harder with each one. If you don't know how to properly herd the creation of the bullet streams, the card becomes even more impossible than it already is. It's vastly considered the single hardest card in the game, even though it appears in stage 9 out of 11.
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* Youmu's Hell Sword series involves Youmu cutting bubbles to release vomit of pellets and mentos that covers the entire screen where you basically have to start moving ''before'' the slowdown starts, with Hard and Lunatic adding two slashes each; the Normal version already isn't exactly a walk in the park while the Lunatic variant is often considered the hardest spell to cap in the game, even moreso than the infamous ''Charming Siege from All Sides''
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* Remilia's fourth spell card, ''Queen of Midnight''. Remilia moves extremely quickly around the screen and rarely is open to your attacks, while attacking you with spreads of bubbles and pellets from various angles. It can easily take a whole life even on Normal; the only saving grace is that unlike the other three spells here, not everyone who faces Remilia has to deal with it.
* Yukari's fourth spell card, ''Infinitely Ultrafast Flying Object''. It's less a spell card and more a stage hazard involving periodically appearing lasers that can't be blocked or grazed, only dodged. That are random. While Yukari is free to do whatever she wants. Even on Normal it is easy to get caught by a laser as you're trying to deplete her health, and it only gets worse on Hard/Lunatic where a ''third'' laser is added, causing them to sometimes line up in such a way that is impossible to dodge barring miraculously timed superjump. Since Yukari always shows up as Stage 6 boss for everyone but Suika, you're pretty much guaranteed to face this monstrosity.

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* Remilia's fourth spell card, ''Queen of Midnight''. Remilia moves extremely quickly around the screen and rarely is open to your attacks, while attacking you with spreads of bubbles and pellets from various angles.angles; it's effectively a pattern from main series put it into a fighting game without being balanced around that fact. It can easily take a whole life even on Normal; the only saving grace is that unlike the other three spells here, not everyone who faces Remilia has to deal with it.
* Yukari's fourth spell card, ''Infinitely Ultrafast Flying Object''. It's less a spell card and more a stage hazard involving periodically appearing lasers that can't be blocked or grazed, only dodged. That are random. While Yukari is free to do whatever she wants.dodge your attacks. Even on Normal it is easy to get caught by a laser as you're trying to deplete her health, and it only gets worse on Hard/Lunatic where a ''third'' laser is added, causing them to sometimes line up in such a way that is impossible to dodge barring miraculously timed superjump. Since Yukari always shows up as Stage 6 boss for everyone but Suika, you're pretty much guaranteed to face this monstrosity.
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[[folder:''Immaterial and Missing Power'']]
* Youmu's first spell card, ''Double Wheel of Pain''. Youmu herself doesn't really do much, she can catch you in a combo of slashing where each hit deals non-trivial damage. But where it goes from strong to just plain unfair is that this spellcard summons an intangible clone that can do the same, and it becomes ''two'' on Lunatic. Since this is the first spellcard she uses, everyone who faces her at any point in their story mode has to deal with this... which is everyone else in the game except for Marisa.
* Remilia's fourth spell card, ''Queen of Midnight''. Remilia moves extremely quickly around the screen and rarely is open to your attacks, while attacking you with spreads of bubbles and pellets from various angles. It can easily take a whole life even on Normal; the only saving grace is that unlike the other three spells here, not everyone who faces Remilia has to deal with it.
* Yukari's fourth spell card, ''Infinitely Ultrafast Flying Object''. It's less a spell card and more a stage hazard involving periodically appearing lasers that can't be blocked or grazed, only dodged. That are random. While Yukari is free to do whatever she wants. Even on Normal it is easy to get caught by a laser as you're trying to deplete her health, and it only gets worse on Hard/Lunatic where a ''third'' laser is added, causing them to sometimes line up in such a way that is impossible to dodge barring miraculously timed superjump. Since Yukari always shows up as Stage 6 boss for everyone but Suika, you're pretty much guaranteed to face this monstrosity.
* Suika's final, ''Night Parade of a Million Demons'' (or ''Pandemonium'' in older translations). It's a layered spellcard akin to Yukari's ''Border of Life and Death'' or Kaguya's fifth Last Spell... except in a fighting game. It starts out relatively simple, but by the end you're assaulted by waves of bubbles and pellets, a massive orb ''and'' being drawn towards the center of it all, and it only gets worse on higher difficulties. Oh, and also InterfaceScrew happens, where the user interface gets removed as it progresses; by the end you have no idea how much health you or Suika have left or how much your super bar is filled.
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* '''''Oomukade “Dragon Eater”'''''. This Spell Card of the Extra Stage boss, Momoyo Himemushi, just straight-up stole the crown of the hardest pattern to ever time out in the '''entire series''', even beating out Gengetsu’s 36 seconds of “Gengetsu Rape Time”. being so hard especially towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can be able to clear it without bombing or taking a hit]]. [[OhCrap And you know that if a TAS can’t time this out, you bet your ass you couldn’t, either.]] Even without trying to time this Spell out, especially as Marisa, this pattern is fiendishly difficult to get past, making it one of UM’s hardest, if not the hardest, Spell Cards in the game.

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* '''''Oomukade “Dragon Eater”'''''. "Dragon Eater"'''''. This Spell Card of the Extra Stage boss, Momoyo Himemushi, just straight-up stole the crown of the hardest pattern to ever time out in the '''entire series''', even beating out Gengetsu’s Gengetsu's 36 seconds of “Gengetsu "Gengetsu Rape Time”. Time", being so hard especially towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can be able to clear it without bombing or taking a hit]]. [[OhCrap And you know that if a TAS can’t can't time this out, you bet your ass you couldn’t, couldn't, either.]] Even without trying to time this Spell out, especially as Marisa, this pattern is fiendishly difficult to get past, making it one of UM’s UM's hardest, if not the hardest, Spell Cards in the game.

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Kinkakuji was on both That One Attack and That One Boss. Since it belongs better here, consolidating the two entries.


* When talking about impossible spell cards, nothing comes close to the photography game ''Shoot the Bullet'' (and by extension its sequel ''Double Spoiler''), which is basically a collection of these. The game uses a unique control scheme, which makes beating spell cards as much an exercise in [[PuzzleBoss puzzle solving]], as in bullet dodging. They start fairly easy, then get progressively harder, then reach the usual ''Franchise/TouhouProject'' difficulty level, then pass it and then they keep going until they're completely OffTheScale. However, even by this standard, Kaguya's ''Seamless Ceiling of Kinkaku-ji'' manages to stand out, what with its circular spinning bullets, lasting for ''seven'' photographs and getting harder with each one. If you don't know how to properly herd the creation of the bullet streams, the card becomes even more impossible than it already is. It's vastly considered the single hardest card in the game, even though it appears in stage 9 out of 11.

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* When talking about impossible spell cards, nothing comes close to the photography game ''Shoot the Bullet'' (and by extension its sequel ''Double Spoiler''), which is basically a collection of these. The game uses a unique control scheme, which makes beating spell cards as much an exercise in [[PuzzleBoss puzzle solving]], as in bullet dodging. They start fairly easy, then get progressively harder, then reach the usual ''Franchise/TouhouProject'' difficulty level, then pass it and then they keep going until they're completely OffTheScale. OffTheScale.
*
However, even by this standard, Kaguya's ''Seamless Ceiling of Kinkaku-ji'' manages to stand out, what with its circular spinning bullets, lasting for ''seven'' photographs and getting harder with each one. If you don't know how to properly herd the creation of the bullet streams, the card becomes even more impossible than it already is. It's vastly considered the single hardest card in the game, even though it appears in stage 9 out of 11.



* See the ''Seamless Ceiling of Kinkaku-ji'' example from the ''Shoot the Bullet'' section? ZUN, being a TrollingCreator, decided to bring it back for this game. And make it harder, turning it into ''Vague Recollection of Kinkaku-ji''. (Mercifully, however, you only have to take 3 photographs this time.) Fittingly, it's used by Satori Komeiji, whose main gimmick in ''Subterranean Animism'' was copying the most traumatic spell cards from the protagonist's past battles.

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* See the ''Seamless Ceiling of Kinkaku-ji'' example from the ''Shoot the Bullet'' section? ZUN, being a TrollingCreator, decided to bring it back for this game. And make it harder, turning it into ''Vague Recollection of Kinkaku-ji''. (Mercifully, however, This time, you only have to take 3 photographs this time.) pictures... because the spell starts in the hardest mode. And the bullet pattern before the last photo is even harder than the original spellcard's hardest phase. Fittingly, it's used by Satori Komeiji, whose main gimmick in ''Subterranean Animism'' was copying the most traumatic spell cards from the protagonist's past battles.
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* '''''Oomukade “Dragon Eater”'''''. This Spell Card of the Extra Stage boss, Momoyo Himemushi, just straight-up stole the crown of the hardest pattern to ever time out in the '''entire series''', even beating out Gengetsu’s 36 seconds of “Gengetsu Rape Time”. being so hard especially towards the end [[https://youtu.be/IBU67XMK1FA that not even a TAS can be able to clear it without bombing or taking a hit]]. [[OhCrap And you know that if a TAS can’t time this out, you bet your ass you couldn’t, either.]] Even without trying to time this Spell out, especially as Marisa, this pattern is fiendishly difficult to get past, making it one of UM’s hardest, if not the hardest, Spell Cards in the game.
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* When it comes to stupid spells, you can't look further than Misumaru Tamatsukuri, whether it'd be her first ("Rainbow Dragon Yin-Yang Orbs" / "Yin-Yang Divine Orbs", where she creates circular waves of varied-size orbs that bounce off of all edges of the screen but the bottom) or third ("Yin-Yang Suffocation", a [[DamageSponge very high HP one]] where she repeats what she did in her first spell but just for 'small' orbs, while an alternating patter of much larger orbs come down at you). Rarely the yin-yang orbs have been used as projectiles in this series, but Misumaru more than definitely ups the ante when she re-introduces them in her fight.

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* When it comes to stupid spells, you can't look further than Misumaru Tamatsukuri, whether it'd be her first ("Rainbow Dragon Yin-Yang Orbs" / "Yin-Yang Divine Orbs", where she creates circular waves of varied-size orbs that bounce off of all edges of the screen but the bottom) or third ("Yin-Yang Suffocation", a [[DamageSponge very high HP one]] where she repeats what she did in her first spell but just for 'small' orbs, while an alternating patter rain of much larger orbs come down at you). Rarely the yin-yang orbs have been used as projectiles in this series, but Misumaru more than definitely ups the ante when she re-introduces them in her fight.

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