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Flandre Scarlet (フランドール・スカーレット Furandōru Sukāretto) is a vampire and the younger sister of Remilia Scarlet. She resides alongside her sister at the Scarlet Devil Mansion. Flandre first appeared as the Extra Stage boss in Embodiment of Scarlet Devil. She later became a playable character—and a potential opponent—in Sunken Fossil World.
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Flandre has existed for at least 495 years, yet according to available information, she has never left the grounds surrounding the Scarlet Devil Mansion. She rarely steps outside the building itself, if she ever does at all. Because she never tried venturing outdoors, she appears to have grown up knowing nothing about the world beyond the mansion. Still, following the incidents of Embodiment of Scarlet Devil, she began showing some curiosity about going outside. Her first attempt to leave was stopped by Patchouli Knowledge, who used rain-summoning magic during the Extra Stage to keep her inside. However, she has since been seen outside the mansion—on at least one occasion while destroying a falling meteor. Embodiment of Scarlet Devil
Following the main storyline of Embodiment of Scarlet Devil, Flandre leaves the Scarlet Devil Mansion's basement while Remilia happens to be away at the Hakurei Shrine. Left with no other option, Patchouli conjures a rainstorm around the mansion to keep Flandre contained within the grounds. Not long after, the player character arrives to confront her. When Reimu encounters Flandre, she demands to know why Remilia has been causing trouble for her at the shrine. The two settle the matter with a danmaku battle, which Reimu ultimately wins. Afterward, Flandre seems to become more composed. Marisa, on the other hand, tries introducing herself as Reimu, but Flandre immediately sees through the deception—she seems to already know who the magician really is. Following Marisa's victory, the two exchange quotes adapted from a specific book, reshaping the lines to fit their own circumstances. Shoot the Bullet
In Shoot the Bullet, Aya Shameimaru comes across Flandre during the Extra Stage and photographs her danmaku patterns. Sunken Fossil World After these warm-up battles, Okina takes Flandre to the Sea of Petroleum in Former Hell to face Toutetsu. Before they can find her target, Flandre runs into Reimu, who feels ashamed of her own failure and wonders aloud whether simply leaving Toutetsu alone might be acceptable. Disgusted by Reimu's lack of resolve, Flandre attacks her in hopes of reigniting the shrine maiden's fighting spirit. Flandre wins the match but finds herself pleased with the ferocity Reimu showed during the fight, then leaves satisfied. When Flandre finally meets Toutetsu, the opponent tries to convince her that she poses no real threat. Flandre responds by clarifying that she is no hero of justice—she simply wants to unleash her full power and overcome an enemy that nobody else could beat. She defeats Toutetsu once, but Okina appears and warns her that fighting that way will not be enough to truly destroy Toutetsu. Okina then reveals that the Sea of Petroleum is actually a transformed version of the Abandoned Hell of Blood Pools and uses its power to strengthen Toutetsu further. Flandre defeats her opponent a second time, forcing Toutetsu to inhale massive amounts of blood to recover. Flandre then absorbs blood herself, shaping it into apple-like bullets that can destroy anything, and throws them down Toutetsu's throat, finally defeating her. In the aftermath, Toutetsu strikes a deal with Okina and the surface dwellers, agreeing to share the petroleum instead of hoarding it all for herself. Flandre worries that letting Toutetsu survive means she failed her mission, but Okina reassures her otherwise. According to Okina, the version of Toutetsu that had absorbed the greed of the Abandoned Hell of Blood Pools was destroyed. The remaining Toutetsu has only taken in the greed of the surface dwellers, making her far less dangerous. Bohemian Archive in Japanese Red In a follow-up piece, Aya speaks directly with Flandre about the explosion and Remilia's strange claims. Flandre repeats the same description of how she destroyed the meteorite. When pressed about her sister's involvement, she suggests that Remilia simply acts as though she knows everything without truly understanding the situation. Remilia then interrupts the interview—something Aya admits she is grateful for—and confirms that Flandre's account is accurate. She implies that Aya lacks the capacity to truly comprehend what happened, while offering cryptic information about where the meteorite originally came from. Perfect Memento in Strict Sense The Grimoire of Marisa The Grimoire of Usami Foul Detective Satori Later, Flandre sensed what she described as "powerful malice" coming from inside Hong Meiling and moved to "exterminate" her. The other mansion residents quickly stepped in and explained that the cause was actually Mizuchi Miyadeguchi having possessed Meiling recently. Whispered Oracle of Hakurei Shrine |
As Flandre is Remilia Scarlet's sister, her full name is Flandre Scarlet (フランドール・スカーレット). The first name comes from a modern French term referring to Flanders, the region that covers the northern area of Belgium. Interestingly, the katakana rendering of her name sounds closer to "Flandoor" or "Flandoll" than to "Flander" or "Flandre." The more direct katakana for "Flandre" would have been フランドル, which was not used. Generally speaking, there is no single correct or incorrect way to pronounce these names when speaking languages other than Japanese.
The surname "Scarlet" describes a bright red hue with a faint trace of orange and also functions as a variant of the surname "Scarlett." The middle dot placed between her first and last name follows the standard convention for writing foreign names in Japanese, marking where one part ends and the next begins. In Embodiment of Scarlet Devil, Patchouli Knowledge refers to her as Imouto-sama (妹様), which roughly translates to "your honorable little sister" in reference to her being Remilia's younger sibling.
Scarlet is also likely a reference to her being a vampire.
General Description: Flandre is a figure with short blond hair and red eyes. Her hair is tied into a single ponytail on her left side. She has eight crystalline wings arranged on her back, which are an irregular shape unlike any living creature, youkai, ghost, or vampire's typical bat-like wings.
Facial Features: She has short blond hair tied into a ponytail on her left side. Her eyes are red. She wears a pink mob cap with a red ribbon attached.
Clothing/Outfit:
Items:
Physical Traits: Eight crystals extend from her back to the tips of her wings. The wing colors in Embodiment of Scarlet Devil are presented in seven colors: light blue, blue, purple, pink, orange, yellow, light green, and light blue again.
In Sunken Fossil World, the arrangement shifts to: blue, purple, pink, light pink, yellow, green, light blue, and blue again, with more variation in hue within the crystals.
According to Whispered Oracle of Hakurei Shrine, Flandre's wings originally were bat-like like her sister Remilia's, but due to being countlessly destroyed and regenerated, they ended up in their current crystalline form, which was easier to regenerate.
In an interview, Reimu states, "I doubt she can fly with those wings." Hieda no Akyuu notes that there are plenty of beings in Gensokyo who can fly without wings.
Alternate Forms/Disguises: This character does not have other widely recognized alternate forms.
Flandre is Remilia's younger sister. She is stated to respect and idolize her sister, and Remilia cares for Flandre, as shown when she considers getting her a good tutor in Imperishable Night, though it is unknown how often the two actually interact.
Perfect Memento in Strict Sense states that it is rare, but not nonexistent, to see the sisters together. Despite this, they have been depicted together on many occasions, including:
The interview in Bohemian Archive in Japanese Red reveals that while Flandre may respect her older sister, it is to the extent one would expect from a snarky child. She is willing to outright state when she believes Remilia is spouting nonsense, at which point Remilia interjects with a comment that Flandre should not talk about her older sister that way.
As part of her duties serving Remilia, Sakuya also tends to her younger sister Flandre, who remains in the mansion due to her lack of control over her strength. Although never directly stated, Sakuya is implied to be the one who prepares Flandre's meals—humans shaped into pastries and other pleasant things.
Flandre is Remilia's younger sister and thus Meiling also serves Flandre. The full nature of Meiling and Flandre's relationship, remains unknown.
Though the shrine maiden promises to come play with Flandre every so often during their dialogue in Embodiment of Scarlet Devil, the two have been seen together only a few times since then.
In Sunken Fossil World, Flandre is at first annoyed at the idea that Reimu has gotten weaker but then after fighting her realizes she's still the same destroyer she fought back in Embodiment of Scarlet Devil.
Flandre's conversation with Marisa in Embodiment of Scarlet Devil leaves the impression that the two are quite friendly. However, Marisa later commented: "Sometimes when I sneak into the Scarlet Devil Mansion, I run into the little sister. I had to slip by without drawin' her attention, but after goin' through all that to get into the place, I was hopin' I wouldn't run into her."
Which implies she normally tries to avoid her, though this is likely due to not wanting to be caught more then anything.
During the events of Sunken Fossil World, Okina convinced Flandre to become an assassin tasked with taking out Yuuma Toutetsu and thwarting her plans.
Name: Flandre Scarlet[1]
Other Names: Frandle Scarlet[2]
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou 06: Embodiment of the Scarlet Devil
Latest Appearance: Foul Detective Satori
Company: Team Shanghai Alice
Creator: ZUN
Actor: The following voice acted roles are all from fan-made series not apart of any canonical Touhou works.
Gender: Female
Sexuality: Unknown
Pronouns: She/Her
Handedness: Right-Handed
Age: About 495 (She is listed as 495 years old in the Embodiment of Scarlet Devil おまけ.txt[4], and has noted to Reimu and Marisa she has lived for 495 years[5])
Birthday: Unknown
Time Period: The world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld: Gensokyo
Residence: Scarlet Devil Mansion
Story Role
Legacy: Global Legacy (The Scarlet Devil Mansion is well known across Gensokyo)
Influence: Event Influence (Has aided in solving incidents within the events of Sunken Fossil World)
Language: Japanese
Ethnicity: Western European (Uses European esque naming)
Religion: N/A (Youkais lack faith, not caring about religious related values[6])
Classification: Sister of the Mistress of Scarlet Devil Mansion
Species: Vampire
State of Being: Regular
Physiology: Vampire Physiology
In-Universe Creator: Unknown
Occupation: N/A
Combat Style: Magical Fighting
Affiliations: Remilia Scarlet, Sakuya Izayoi, Patchouli Knowledge, Reimu Hakurei, Marisa Kirisame
Enemies: Reimu Hakurei (Formerly), Marisa Kirisame (Formerly)
Height: Short (It's noted by ZUN that he does not have an official height listed for characters, though generally speaking they are about as tall as height of a human in her late teens or older)[7]
Weight: Unknown
Status: Alive
Threat Level: Street Threat (Flandre likes to destroy and play with whoever she sees, everything that is made for Flandre to play with ends up broken[2])
Archetype: Wildcard / Secret Boss
Grade: S
Tier: At least 8-C, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Building level (Potency) (Noted that Flandre's destructive power far exceeds that of Remilia's[4]. Vampires are among the strongest of the youkai, strong enough to take part in the power-balance of Gensokyo[10], making them comparable if not superior to Oni who are able to cause nearby buildings collapse with just a step[11]), Far Higher with Spiritual Power (Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[12], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[13]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[14], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[15]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[16]. Magic is noted by Yumemi to have close ties with religion[17]. The second layer of reality is spirit and magic, while the first layer is where all things within the laws of physics presides, putting attacks with magic outside of the conventional laws of physics[18])
Durability: At least Building level, Far Higher with Spiritual Power. Her existence as a Vampire makes her difficult to kill (Reimu realized that only the Yin-Yang Orb was effective against non-human creatures[19], with it being noted that Reimu using her ofuda, her spirit power, and her martial arts all prove to be useless against her enemies[20], meaning Youkai cannot really be harmed by regular or standard weaponry. It's noted that one cannot defeat spirits or devilish powers without a weapon with an unnatural amount of spiritual power such as the Yin-Yang Orb[21]. Physical attacks such as a whacking a sake bottle over the head are considered violent methods that wouldn't work on youkai[22], with it only being spiritual attacks that cause fatal wounds to youkai[8]. When attempting to exterminate a youkai, one does not use weapons that cause physical damage, instead weapons with an "origin" are more preferable[23]. In the world beyond (Gensokyo), physical form has no meaning for all non-human entities[24])
Striking Strength: At least Building Class (Potency) (Vampires are strong enough to crush boulders[25])
Lifting Strength: At least Class 5 (Vampires have tremendous physical abilities, being able to uproot a thousand-year-old tree single-handedly[10])
Travel Speed: At least Massively Hypersonic+ (Vampires like Remilia are able to fly around the moon[26]. Vampires are able to run through the human village within the blink of an eye[10], reaching these speeds. Vampires are noted to be faster than the eye can follow[25]), likely Speed of Light (Vampires are the only species that are noted to possibly be able to keep up with Tengu[27], this should make them relative to Aya Shameimaru, where her spell card has her move so fast she starts becoming a beam of light[28])
Attack Speed: At least Massively Hypersonic+, likely Speed of Light. Magic Attacks lack a defined speed (Magic exists outside of the Grand Unified Theory[29], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[30]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[31]. Magic is noted by Yumemi to have close ties with religion[32])
Reaction Speed: At least Massively Hypersonic+, likely Speed of Light
Stamina: Superhuman (Fought repeatedly for a long while shooting out a multitude of danmaku attacks without tiring[33])
Range: Standard Melee. At least Tens of Kilometers with Attacks (Easily destroyed a meteor in the sky without moving a muscle[34]), Cross-Dimensional with Battlefield Removal (Ordinary youkai[35], can send themself and their opponent to a different battlefield[36])
Intelligence: Average Intelligence
Knowledge: Novice level (Flandre has only ever seen humans in the form of a drink[37], never going out once in 495 years[38], thus she does not have much knowledge. Despite this, she is for some reason able to tell Marisa was lying about being a shrine maiden[39])
| Name | Translated | Comments | Works | Stage |
|---|---|---|---|---|
| 禁忌「クランベリートラップ」 | Taboo "Cranberry Trap" | EoSD | St. Ex | |
| 禁忌「レーヴァテイン」 | Taboo "Lävatein" | EoSD GoM |
St. Ex — | |
| 禁忌「フォーオブアカインド」 | Taboo "Four of a Kind" | EoSD GoM |
St. Ex — | |
| 禁忌「カゴメカゴメ」 | Taboo "Kagome, Kagome" | EoSD GoM |
St. Ex — | |
| 禁忌「恋の迷路」 | Taboo "Maze of Love" | EoSD GoM |
St. Ex — | |
| 禁弾「スターボウブレイク」 | Forbidden Barrage "Starbow Break" | EoSD | St. Ex | |
| 禁弾「カタディオプトリック」 | Forbidden Barrage "Catadioptric" | EoSD GoM |
St. Ex — | |
| 禁弾「過去を刻む時計」 | Forbidden Barrage "Clock that Ticks Away the Past" | EoSD | St. Ex | |
| 秘弾「そして誰もいなくなるか?」 | Secret Barrage "And Then Will There Be None?" | EoSD GoM |
St. Ex — | |
| QED「495年の波紋」 | Q.E.D. "Ripples of 495 Years" | EoSD | St. Ex | |
| 禁忌「フォービドゥンフルーツ」 | Taboo "Forbidden Fruit" | StB GoM |
St. Ex — | |
| 禁忌「禁じられた遊び」 | Taboo "Forbidden Games" | StB GoM |
St. Ex — | |
| 紅魔符「ブラッディカタストロフ」 | Scarlet Devil Sign "Bloody Catastrophe" | Co-owner with Remilia | VD GoU |
Nightmare Sunday - 1 — |
| 紅神符「十七条のカタストロフ」 | Scarlet Divine Sign "Catastrophe of Seventeen Articles" | Co-owner with Miko | VD | Nightmare Sunday - 4 |
| 紅星符「超人カタストロフ行脚」 | Scarlet Star Sign "Superhuman Catastrophe Pilgrimage" | Co-owner with Byakuren | VD | Nightmare Sunday - 6 |
| 禁忌「レックレスバレット」 | Taboo "Reckless Bullet" | SFW | Story | |
| 禁忌「ケルベロスクリッパー」 | Taboo "Cerberus Clipper" | SFW | Story | |
| 「掌中の破壊者」 | "Destroyer in the Palm of One's Hand" | SFW | Story | |
| スカーレットニヒリティ | Scarlet Nihility | Mentioned in Flandre's Ending A dialogue, usable against Yuuma's final spell card in Flandre's Scenario C | SFW | Use-Story Final |
Flandre can destroy anything she wants, a frightening ability with no real weaknesses. By moving the "eye" of an object, the point where tension is highest, and attacking that eye, she destroys the target. She can move the eye of anything into the middle of her hand, then crush it to unconditionally destroy the target with just a squeeze.
She states that everything has an eye and that she holds the eyes of everything in her right hand. She destroyed a meteor with a single hand without touching it, stating that she "went squeeze and it went boom". When Sakuya was locked in the basement with Flandre, Flandre destroyed a lock simply by holding its handle, with no visible explosion.
Everything made for her to play with ends up broken, which may explain why she has few playmates. It is recommended to never meet with her.
Flandre can create clones of herself. In one spell card, she creates three clones that join her in battle. The clones attack independently, suggesting they can think to some degree on their own. The spell card is categorized as "Slave Type", indicating the clones remain under the original Flandre's command.
Immaterial and Missing Power can be played using either a keyboard or a gamepad.
For Player 1 using a keyboard, the default controls are:
Character movement is represented using a numpad layout:
7 8 9
4 5 6
1 2 3
Special inputs are performed by quickly pressing a sequence of directions followed by a button. For example:
The number 5 indicates no directional input.
For keyboards without a numpad, diagonals are produced by pressing two directional keys simultaneously. For example, Down + Right = 3 on the numpad layout.
Button notation in most game documentation uses A/B/C/D, though older sources (like readme.txt) may use P/K/S instead:
Input: 6 The character is able to advance across the battlefield, allowing them to apply pressure, close distance, or reposition during combat.
Input: 4 The character can retreat to create space, disengage from pressure, or reposition defensively.
Input: 2 The character can lower their stance, granting access to low-profile actions and certain techniques while reducing their hit area against high attacks.
Input: 7, 8, & 9 The character can leap into the air in multiple trajectories, enabling aerial attacks, evasive movement, and vertical repositioning.
Input: 6 6 The character performs a rapid burst of forward movement. During this action, they briefly enter a grazing state, allowing them to pass through certain threats while advancing. Some characters will dash farther if 6 is held.
Input: 4 4 The character quickly retreats with a burst of movement while entering a grazing state, providing both evasive mobility and defensive repositioning. Some characters will dash farther if 4 is held.
Input: 2 7, 2 8, & 2 9 The character executes a powerful leap that carries them higher and farther than a standard jump. This movement also applies grazing, making it effective for evasion and aerial control.
Input: 6 6 or 4 4 while in the air While airborne, the character can rapidly change their position midair. The number of air dashes available is limited until landing, with most characters performing 2 and Remilia being able to perform 3.
Input: A / B All characters possess close-range melee attacks that change based on proximity to the opponent.
Input: fA / fB When performed at greater distance, A and B become projectile-based attacks instead of melee strikes.
Input: 6A / 6B Enhanced melee attacks with increased reach and power compared to their neutral counterparts.
Input: 2A / 2B Low-profile melee attacks that hit crouching opponents or strike low.
Input: 8A / 8B Mid-air melee attacks used for aerial combat and pressure.
Input: 86A / 82A / 82B Specialized aerial attacks with directional emphasis.
Input: 22A / 22B Melee attacks designed to break an opponent’s guard and create openings.
Input: 66A / 66B / 6DA / 6DB Attacks performed during a forward dash that extend range and grant grazing properties.
Some characters possess multiple variants of these attacks.
Input: 66 2A / 66 2B / 6D2A / 6D2B Dash attacks that strike low while maintaining grazing properties.
Input: 6fA / 6fB / 2fA / 2fB Modified projectile attacks with altered angles, trajectories, or behaviors. Availability and functionality vary by character.
Input: 8fA / 8fB Mid-air versions of standard projectiles.
Input: 86fA / 82fA / 82fB Directional aerial projectile variants available only to select characters.
Input: C A distinct projectile separate from fA and fB, often possessing unique properties.
Input: 6C / 2C Modified versions of C with altered angles or effects.
Input: 8C An aerial version of the C projectile.
Input: 86C / 82C Specialized aerial C variants available to select characters.
Input: 22C The character deploys a bomb that knocks back nearby opponents. Bombs have limited stock and are replenished through item collection.
Input: 236D The character declares a Spell Card, entering a powerful state. The declaration grants temporary invincibility, with a brief vulnerable window at the start.
In addition to standard attacks, each character possesses a unique set of Special Moves. These techniques are executed through specific directional input sequences combined with attack inputs. While the exact techniques differ by character, the underlying input structures are largely standardized across the roster.
The available Special Moves and their corresponding input sequences are documented within in-game character profiles and practice interfaces.
Most characters utilize the following core directional sequences for their Special Moves:
Each input may produce different results depending on whether A, B, or C is used.
When a character is struck, any active projectiles she has on the screen are converted into collectible items and are immediately claimed by the opposing fighter. These items fall into two categories:
Spirit Items — Small blue squares labeled with “霊” (Spirit). Collecting these increases the fighter’s spirit gauge and they are the most frequently obtained item.
Bomb Items — Large green squares marked with a “B”. Collecting one increases the fighter’s bomb stock, up to a maximum of two bombs at any time.
Additionally, whenever a character is knocked down, the opponent automatically receives multiple spirit items. Roughly every third knockdown also grants the opponent a bomb item.
When an attack connects, a character can defend by holding a backward direction (1, 4, or 7). Successfully blocking greatly reduces incoming damage, often negating it entirely, though certain situations may apply penalties.
Melee attacks that are blocked under the correct conditions incur no penalty. However, some melee attacks require a specific blocking state—standing, crouching, or airborne—to be blocked properly. If such an attack is blocked in the wrong state, the block is considered incorrect. In these cases, the block effect appears red instead of blue, and the defending character suffers a loss to health and/or spirit.
Guard crush attacks (22A and 22B) follow special rules. If they are not blocked, they function as strong melee attacks. When blocking, 22A must be blocked while standing, and 22B must be blocked while crouching. Blocking either attack incorrectly results in the immediate loss of all spirit.
Projectiles that can be grazed cannot be blocked correctly. Blocking these projectiles causes minor health damage—sometimes limited to the red portion of the health bar—and also applies a spirit penalty.
In Story Mode, later bosses frequently use Spell Cards that feature unblockable projectiles. These attacks must be avoided through grazing or manual movement. Some Spell Cards include projectiles that cannot be blocked or grazed at all, requiring the character to fully move out of their path to avoid taking damage.
Spirit Power (霊力) governs a character’s ability to fire projectiles, defend against attacks, execute special moves, and activate Spell Cards. The current amount is shown on the Spirit Gauge (霊力ゲージ) at the lower-left of the screen. Different actions consume different amounts of spirit. If no spirit is spent for a short period, the gauge will begin to recover automatically, with spirit items accelerating this regeneration.
When a character’s Spirit Power is fully depleted, the gauge turns red. While in this state, the character cannot use projectiles or special moves until the gauge has fully refilled. If spirit is exhausted as a result of an incorrect block, the character is also briefly stunned. During spirit depletion, sA and sB lose their enhanced properties and function the same as A and B. Spirit recovery continues normally, and spirit items still restore gauge value.
Blocking behavior also changes while spirit is drained. Melee attacks can only be blocked correctly; even when blocked properly, the character still takes health damage using a distinct block animation. If a melee attack is blocked incorrectly, it will connect as though no block was attempted. Projectiles may only be blocked while grounded; airborne blocking is ineffective, and the projectile will hit regardless.
Grazing occurs when a character is dashing, super jumping, or performing specific actions that allow them to temporarily avoid damage. While grazing, projectiles pass through the character without dealing harm, and in some cases, the projectile is destroyed upon contact.
Certain high-level attacks, especially from endgame Story Mode bosses, feature Spell Cards with unblockable and ungrazeable projectiles. These attacks cannot be avoided by standard grazing, requiring the character to manually move out of the projectile’s path to prevent damage.
Spell Cards are powerful, visually striking attacks that characters can use once they have accumulated enough Sign Power (符力), displayed near the Spirit Gauge. Each character can select two Spell Cards prior to a fight: one for the first (white) health bar, called the First Sign (壱符), and one for the second (red) health bar, called the Second Sign (弐符). Second Signs are typically enhanced versions of the First Sign, though some may be entirely unique.
Accumulating Sign Power is achieved by dealing or receiving damage, as well as collecting items. When a character declares a Spell Card (by pressing 22D), their background darkens, a seal appears beneath them, and a timer starts. If the timer reaches zero, the declaration ends, preventing further Sign Power accumulation for that round.
Activating a Spell Card is usually done with 236D, though some have an alternate 214D input. Certain Spell Cards may require an additional input to deal damage. There is a brief vulnerability window at the start of the animation; if the character is hit, the Spell Card is canceled, wasting one Sign Power. Once successfully activated, the character becomes briefly invincible. Using a Spell Card consumes both Sign Power and Spirit Power, though declarations may continue if Sign Power is depleted, except in specific cases like Marisa's Final Spark, which consumes all resources and ends the declaration after one use.
Spell Card images include corner symbols indicating their function: a circle for ranged, a sword for melee, and a crescent moon for special utility effects. The top right corner indicates whether the card is a First Sign or Second Sign.
Scarlet Weather Rhapsody can be played using either a keyboard or a gamepad.
For Player 1 on keyboard, the default inputs are configured as follows:
Movement notation follows the standard numpad-style directional layout:
7 8 9 4 5 6 1 2 3
Directional notation always assumes the character is positioned on the left side of the screen. As a result, “forward” and “backward” reverse depending on screen position, but the numerical notation remains consistent.
Diagonal directions can be produced on a keyboard by pressing two directional keys simultaneously. For example, pressing Up and Right at the same time corresponds to 9, while Down and Left corresponds to 1.
Special actions are executed by inputting rapid directional sequences followed by a button press. For example:
The number 5 is occasionally used in notation to explicitly indicate a neutral state with no directional input.
For keyboards without a physical numpad, directional inputs are still represented using this system, with diagonals achieved through simultaneous key presses.
Most in-game documentation uses the A/B/C/D notation for button inputs. However, some older references may instead use P, K, and S:
The character can move toward the opponent to close distance or apply pressure. Input: 6
The character can move away from the opponent to create space or reposition defensively. Input: 4
The character can lower their stance, enabling low-profile movement and access to crouching actions. Input: 2
The character can jump backward, vertically, or forward, allowing aerial movement and attacks. Input: 7 (backward jump), 8 (neutral jump), 9 (forward jump)
The character performs a rapid forward movement. During this action, the character enters a grazing state, allowing certain projectiles to pass through. Input: 66 Alternate Input: D + 6 Note: Holding the forward direction may cause some characters to dash farther.
The character performs a rapid backward movement while entering a grazing state, providing evasive mobility. Input: 44 Alternate Input: D + 4 Note: Holding the backward direction may cause some characters to dash farther.
The character executes an enhanced jump that travels higher and farther than a standard jump while applying grazing. Input: 27, 28, or 29 Alternate Input: D + 7, D + 8, or D + 9
While airborne, the character can perform a rapid burst of movement forward or backward. The number of air dashes is limited before landing, with most characters able to perform two by default. Certain conditions, such as Wind weather, may increase this limit. Air dashes do not consume Spirit Power and cover a fixed distance. Air dashes and flight share the same usage limit. Using one reduces the remaining opportunities for the other before landing. For example, performing an air dash reduces the number of available flight actions, and vice versa. This shared limitation also applies under special conditions such as Wind weather. Input (airborne): 66 (forward), 44 (backward)
While airborne, the character can enter a sustained movement state that allows controlled flight. During flight, the character is considered to be grazing but consumes Spirit Power over time. Flight continues as long as the input is held or until Spirit Power is depleted. Input (airborne): D + direction
Common flight directions include:
While flying, the character can change direction mid-flight by switching directional inputs while continuing to hold D.
All characters possess a standard set of basic attacks. Certain attacks change properties depending on whether the input is tapped or held. A tapped A input is referred to as "A", while a held A input is referred to as "[A]".
Additionally, some attacks vary based on distance. Pressing A while very close to the opponent results in one version, while pressing A at a farther distance produces a different version (the exact distance varies by character). The close-range version is referred to as "A", while the farther version is referred to as "f.A".
A fast melee attack.
A slightly slower melee attack with increased reach and power compared to A.
A slower but significantly longer-reaching and more powerful melee attack.
A fast, low-hitting melee attack that does not change based on distance.
Functionally similar to 6A, but hits low instead of mid.
An airborne-only melee attack that generally strikes upward.
Guard Crush attacks. These are performed by holding the A button while using the respective directional input.
A light projectile attack.
A variant of B that is aimed higher.
A variant of B that is aimed lower.
A heavier projectile attack with different properties from B.
A heavier projectile attack that is usually aimed straight forward.
A heavier projectile attack that is usually aimed upward.
All of the above attacks also have aerial variants when performed while airborne.
Most projectile attacks can be charged by holding the input button ([B] or [C]). Charged projectiles typically release additional bullets or enhanced effects. An audible sound cue plays when a charged projectile or a Guard Crush attack is successfully executed.
These are attacks performed during a forward dash. They are generally dashing melee attacks that move the character forward farther than standard attacks. Depending on the character, these attacks may also apply grazing.
Attack properties, ranges, speeds, and behaviors can vary significantly between characters, and many general rules have character-specific exceptions.
Input: 66 + A / B / C
The character possesses a set of SpecialMoves distinct from standard attacks. These techniques are executed through specific directional input sequences combined with attack inputs. The exact effects and behavior of each technique depend on the character.
In some cases, the same technique may be executed through more than one input sequence. Likewise, input sequences that produce a technique for one character may not produce the same result for another character.
The following notation is used when listing Special Technique inputs: - “>” indicates sequential inputs. - “Hold” indicates the input is held rather than tapped. - “+” indicates inputs performed simultaneously.
The availability and behavior of these Special Techniques vary by character. This section reflects common input structures rather than guaranteed results.
Hold A Hold B Hold C
Front + A Front + B Front + C
Front + Hold A Front + Hold B Front + Hold C
Back + B
Front > Hold Front until condition is met + A Front > Hold Front until condition is met + B Front > Hold Front until condition is met + C
Front > Down > Front + A Front > Down > Front + B Front > Down > Front + C
Back > Down > Back + A Back > Down > Back + B Back > Down > Back + C
Down + A Down + B Down + C
Down + Front + A Down + Front + Hold A
Down > Front + A Down > Front + B Down > Front + C
Down > Back + B Down > Back + C
Down > Down + B Down > Down + C
Jump > A Jump + A
Jump > B Jump > C
Jump > Hold B Jump > Hold C
Jump > Down + A Jump > Down + B Jump > Down + C
Jump > Down + Hold A Jump > Down + Hold B Jump > Down + Hold C
Jump > Front + A Jump > Front + C Jump > Front + Hold C
Jump > Down > Front + A Jump > Down > Front + B Jump > Down > Front + C
Jump > Down > Back + B Jump > Down > Back + C
Jump > Back > Down > Back + B Jump > Back > Down > Back + C
Jump > Front > Down > Front + B Jump > Front > Down > Front + C
Standard
The character is able to guard against incoming attacks by holding a backward direction. Successful blocking greatly reduces or negates damage, though certain conditions may result in penalties.
Melee attacks can be blocked correctly, preventing penalties entirely. However, some melee attacks require the character to be in a specific state—standing, crouching, or airborne—to be blocked correctly. Blocking such an attack in an incorrect state results in a spirit penalty. Incorrect blocks are visually indicated by a red block effect and accompanied by an audible cue.
Guard Crush
Certain attacks function as Guard Crush techniques. When unblocked, these attacks behave as powerful melee strikes. When blocked, each Guard Crush attack has a required blocking state. Blocking a Guard Crush attack incorrectly results in the temporary loss of a spirit orb and leaves the character briefly vulnerable.
Projectile and Special Attack Interaction
Standard grazable projectiles cannot be blocked correctly. Blocking these attacks results in a spirit penalty. Special attacks and Spell Card techniques additionally inflict chip damage to the character’s health alongside spirit damage when blocked.
The character can perform a Border Escape to disengage while trapped in a guarding state. This action allows the character to reposition by escaping in a chosen direction, creating space or avoiding continued pressure.
Executing a Border Escape consumes one spirit orb as a cost for its use.
Spirit is a resource required to fire projectiles and activate certain special techniques. Rather than a single continuous gauge, spirit is represented by multiple individual orbs that are consumed when these actions are performed.
When spirit is not actively used, depleted orbs gradually regenerate over time. However, if the character suffers a guard crush or performs a Border Escape, one spirit orb becomes temporarily disabled and cannot be used until it naturally recovers.
While spirit orbs are disabled, the character retains access to projectiles, special techniques, and flight, but with reduced capacity. As more orbs are rendered unusable, available offensive and mobility options become increasingly limited. In this weakened state, the character is also more susceptible to further guard crushes, as spirit penalties apply regardless of how many active orbs remain.
Grazing is a defensive state that occurs during certain movement actions, such as rapid movement or aerial maneuvers. While grazing, incoming projectiles pass through the character without dealing damage.
In some cases, successfully grazing a projectile will also cause the projectile to be neutralized. Grazing is primarily used to bypass projectile pressure while maintaining mobility.
Spell Cards are powerful, one-time-use abilities that can be activated during combat. Characters assemble a "deck" of 20 Cards, which gradually become available as the character deals or takes damage. Deck composition is customizable in the Player Profile, but must always contain exactly 20 Cards.
Activation is performed by pressing B and C simultaneously. Characters can switch between available Cards by pressing A and B simultaneously.
Cards are divided into three types:
Some Spell Cards require multiple Cards in hand to activate, while others can be used with fewer. Availability is indicated by a glowing border around the Card's image.
Standard Tactics
Weaknesses
The Touhou Project franchise canoncity mainly falls under any media worked on by ZUN are official and canon to the overall lineup.
There are various aspects constantly debated about within the canon:
Media like PC-98, has been noted by ZUN to be ignored as one can ignore derivative works[295]. He has also said that anything prior to Embodiment of Scarlet Devil can for the most part be ignored and one can think of Embodiment of Scarlet Devil as the starting from a clean slate and starting a new series[296], he's also referred to Highly Responsive to Prayers as a study product[297]. With this in mind, one would assume that PC-98 is thus non-canon to the Windows continuity of games.
However, ZUN has also directly stated PC-98 games are the same world as the Windows Games, stating that any contradictions that exist from PC-98 can be ignored from the retcon in Windows Era[298]. While one argues ZUN noting the works are derivative works to be ignored and Embodiment of the Scarlet Devil should be seen as the starting point, these statements are moreso telling a fan to not worry about having to play PC-98 games or learn more about their stories.
It's also been noted in Embodiment of Scarlet Devil's おまけ.txt that the game chronologically is not too far from the previous title, which would be Mystic Square, the PC-98 title[299]. ZUN has also directly brought back characters from PC-98 games, noting he wanted to bring back characters from before Embodiment of Scarlet Devil and notes any of the other older characters that don't appear have probably retired by now and are warmly watching over things from various places nowadays[300]. When asked where Mima from PC-98 has gone, ZUN notes that he doesn't bring them back due to making things complicated and having potentially angry fans ask where she has been the entire time, he has also noted that there's not much use for characters like Genji as Reimu can fly now and also notes he is not dead[301]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[302]. In Touhou Sangetsusei ~ Strange and Bright Nature Deity, Reimu and Marisa were talking about glowing moss with Reimu saying it would be nice to transfer it to the pond in the back of the Hakurei Shrine and Marisa saying that she could make it grow there on the turtles' back, referencing Genji[303].
In Touhou 07 Perfect Cherry Blossom, when Alice meets Reimu, she tells her long time no see, noting that they've met before calling her "old friend"[304]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[305]. If Yuuka defeats Marisa in the same game, she will note that Marisa has grown up quite a bit, when the last time she's seen her has been in PC-98[306].
Seeing as ZUN himself has directly said both PC-98 and Windows are in the same world and that characters directly acknowledged PC-98 events and reference characters from it, PC-98 is completely canon and any contradictions PC-98 have can be ignored.
Touhou 7.5 - Immaterial and Missing Power takes place between Perfect Cherry Blossom and Imperishable Night[307].
In the series, there are multiple playable character routes, including some where the characters fight Reimu herself and defeat her, calling question into what route is canon. ZUN has elaborated that canonically, anytime Reimu and the gang are defeated, they challenge again however many times they want, but on the youkai side, they do not challenge again after being defeated and are not attached to the results of winning or losing[308].
In terms of how playable routes have went, some examples of canonically noted routes:
With some of these examples, it is normally assumed that in some way Reimu has some part in resolving every incident and other routes are dubiously canon depending on what transpired.
There are many cases of weaker humans beating stronger Yokai or vice versa within the Touhou series, this has been elaborated on in Reimu's profile on Perfect Memento in Strict Sense. Reimu introduced the spell card rules as the youkai had no way to defeat the Hakurei shrine maiden, making many youkai feel that their meaning to exist have dissapeared[229]. The rules incoporate the following:
The original draft held these rules[312]:
These rules allows for duels that feel almost like sport rather then a match, and have allowed for weaker fighters to challenge stronger ones, due to this though, it also has become possible for youkai to freely defeat Reimu without worrying about the consequences.
Due to them being written into cards and essentially affecting the ability and power of an attack, the spell cards are likely the thing binding attacks to specific properties.
Parallel Worlds is a topic brought up at some points in the Touhou Project franchise, they are worlds called "Probability Worlds" by Yumemi, stating that those and parallel worlds are one and the same[313]. This essentially means that parallel worlds in Touhou are based on the concept of probability. Yumemi and Chiyuri use a "Probability Space Hypervessel" in order to travel to alternate worlds and time periods[314], further showcasing that probabiliy serves an importance.
There[315] are[316] multiple[317] occasions[318] of[319]characters[320] commenting[321] on[322] humans like[323] Reimu[324] being strong[325]. Despite this Reimu showcases physical strength that isn't superhuman, such as the fact that she cannot cut a bamboo stick while Fujiwara direclty does in front of her.
This is due to the difference between magical and physical strength.
In works like Symposium of Post-mysticism, Yuugi Hoshiguma's profile has Suika directly state that Yuugi is weaker then her in magical powers, but stronger than her physically[326], lining a clear difference between magical and physical strength.
While one can be physically stronger then another, such as how Onis are physically the strongest, magic users are still able to keep up with them due to using a different form of attack.
An example can be found with Yuugi herself, when Reimu fights against her in Subterranean Animism[327], with her acknolwedging her strength[328], something Yuugi only does to those who are truly strong[326]. This establishes even with spellcard rules, Yuugi considers Reimu a strong fighter. Reimu herself is very clearly not at an oni's physical strength, as she cannot do the things they can, however, her magical strength allows her to keep up with them.
To defend against magical based properties requires Non-Standard Defenses as it is acknowledged as not being something of standard physicality.
In Chapter 27 of Curiosities of Lotus Asia, Reimu proceeds to explain how reality works to Rinnosuke and Marisa, where she explains in-depth the three layers of reality.
This conversation started from discussing the mechanism of fortune, where Rinnosuke attempted to posit that the future is predetermined and that Reimu's luck was her being able to calculate in an instant the predetermined future, however Reimu had a different explanation requiring her to lecture on the mechanisms of probability[329], in her explanation, the world is made up of three layers: the physical layer that moves in accuracy with the laws of physics, the second layer that moves with the spirit, and the third layer of memory which is the recollection of events that lies within all things[18]. The memory layer rejects the loop of the physical and mental layers, the two layers the youkai conceive of the world which is why they believe history repeats itself and the future is predetermined. Since it's only possible to add to the memory layer, it's possible to completely recreate the past.
While the physical layer follows the laws of physics, the mental layer interprets the outcomes and the memory layer alters the probability, essentially creating the future, since it's impossible for memories to raech the same state as a point in the past, the future is not predetermined, thus when Reimu is able to predict how the dice will fall, she's not predicting the fall of the dice, the dice members the fact that she predicted how the dice would fall, thus due to this, Reimu entering the memory of the die-face greatly skews the results in Reimu's favor, where the results side with Reimu[330].
Thus the memory layer is essentially the most important layer that rejects the notion of loops from the previous two layers.
In the Touhou Project series, it is made very apparent that dream and reality are in truth one and the same.
In Changeability of Strange Dream, Maribel Hearn has a conversation with Renko Usami about how she is bringing objects out of her dreams[331], which Maribel posits that truth exists within subjectivity, if one can see the same sights over and over again then that's the kind of place it is as such dreams are nothing like the antonym of reality[332], where much longer ago people did not draw a distinction between dreams and reality[333], with Maribel reiterating that dreams and reality are the same[334].
In Legacy of Lunatic Kingdom it is shown that the Dream World is a separate plane[335], that in games like Antinomy of Common Flower are shown to have influence[336] on reality[337].
In the Urban Legends in Limbo finale, Sumireko notes that she is able to travel between the human world and Gensokyo whenver she sleeps, where her dream self enters Gensokyo[338] making her innately unable to be interacted with[339].
Flandre's silhouette on the cover of Embodiment of Scarlet Devil
Flandre's room in Foul Detective Satori
Flandre on the cover of Volume 5 of Foul Detective Satori
Flandre introduction in Foul Detective Satori
Flandre's fortune slip in Whispered Oracle of Hakurei Shrine
| Profiles |
| Remilia's little sister. Destructive personality with destructive power. The troublemaker of EoSD. She appeared very few times, but she's mysteriously popular among younger fans. I gave Remilia bat wings to make her look like a vampire, then by contradicting the bat wings logic I gave her sister wings with unknown shapes that don't make her look like a vampire. I felt Touhou from this contrarian design, and I felt even more when I brought Nue-like youkai back to Gensokyo. That made me realize how Flandre's design was connected to Touhou's grand scheme later on. |
レミリアの妹です。性格も能力も破滅的で、紅魔郷の問題児です。登場頻度は低いのですが、特に若いファンに人気があるという不思議なキャラです。 吸血鬼だから蝙蝠の羽を付けた、というレミリアに対し、正体不明の羽を付けた結果、吸血鬼に見えなくなりました。このひねくれ具合が実に東方っぽく、そして鵺的な妖怪が蔓延る幻想郷に戻ってきた気がして、後の東方の世界観に繋がっているのかなーと思っています。 |
Dai Touhouten plaque |
One example of this is believed to be in Touhou 02's Stage 3 Scarlet Dream ~ Scarlet Dream where it displays stars and a space-like effect in the background[341], however this is actually the World of Fantasies, the world that lies between Makai and the human world, with Genji confirming this is definetely not outerspace as Reimu can breathe just fine there[342].
This is an argument that spawns from how small the characters look in different works, though this is moreso due to the "moe" artstyle Touhou tries to capture, in many of the manga characters look far older.
Majority of characters in the series are outright shown to drink alcohol on a daily basis[343], where one needs to be at least 20 years old under Japanese law to drink, where Japanese law requires no underaged characters to be shown drinking. This is even acknowledged in the series itself with a note saying alcohol is only for those over 20 years old[344]. Thus if a character is ever seen drinking alcohol in the series, they are an adult.
The only direct non-adults in the series are Sumireko Usami, Chiyuri Kitashirakawa, and Hieda no Akyuu in her first appearance.
This statement comes from a fan translation that says this in Curiosities of Lotus Asia[345].
While the statement seems clear cut, there is another translation used instead that makes more sense with the sentence.
It instead notes that most youkai concieve of the world through these two layers, which is why they believe the future is pre-determined and history repeats itself[346]. This falls in line with the earlier disucssion of Rinnosuke claiming that he believes the future to be predetermined and Reimu needing to explain to him why that's not the case[329].
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