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Sakuya Izayoi (十六夜 咲夜 Izayoi Sakuya) serves as the head maid and sole human resident of the Scarlet Devil Mansion. She possesses the ability to stop time and specializes in throwing knives. First introduced as the Stage 5 boss in Embodiment of Scarlet Devil, Sakuya has since become a frequent protagonist and incident resolver alongside Reimu Hakurei and Marisa Kirisame in multiple games beginning with Perfect Cherry Blossom.
| Sakuya Izayoi | |
|---|---|
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| Articles About Sakuya Izayoi | |
| Canon - Save Me, Sakuya-san! | |
| Origin | |
| Origin | Touhou |
| Creator | ZUN |
| First Appearance | Touhou 06: Embodiment of the Scarlet Devil |
| Voiced by | Fan-made Series: Rie Tanka, Yui Ishikawa, Shizuka Itō, Umeka Shoji, Aimi Tanaka, Seiko Yoshida, Arisa Kiyoto, Rika Tachibana, Hina Suguta, Madoka Asahina, Saki Fujita, Sayumi Watabe, Hana Takeda, Sumire Uesaka, Mai Fuchigami, Yumiri Hanamori, Satomi Arai, Kaori Nazuka, Juri Kimura, Seria Fukagawa, Sayaka Kinoshita, Riho Sugiyama, Kana Yuki, Teru Ikuta, Asaki Yukiawa, Eri Yukimura, Sakura Kasuga, Miyuki Sawashrio, Ai Kakuma, Yuuki Kuwahara |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Unknown |
| Age | Unknown |
| Birthday | Unknown |
| Height | Tall |
| Weight | Unknown |
| Ethnicity | Western |
| Status | Alive |
| Alignment | Lawful Neutral |
| Archetype | Reluctant Hero, Underling |
| Occupation | Maid |
| Time Period | Non-linear |
| Language | Japanese |
| Combat Style | Temporal Combat / Throwing Knife Combatant |
| Homeworld | Unknown |
| Relationships | |
| Affiliations | Scarlet Devil Mansion: (Remilia Scarlet, Flandre Scarlet, Patchouli Knowledge, Koakuma, Hong Meiling, Fairy Maids), Reimu Hakurei, Marisa Kirisame, Alice Margatroid, Eirin Yagokoro, Kaguya Houraisan, The Three Fairies of Light, Cirno, Youmu Konpaku, Yuyuko Saigyouji, Shinmyoumaru Sukuna, Chimata Tenkyuu, Aya Shameimaru |
| Enemies | Reimu Hakurei (Formerly), Marisa Kirisame (Formerly), Alice Margatroid (Formerly), Youmu Konpaku (Formerly), Yuyuko Saigyouji (Formerly), Eirin Yagokoro (Formerly), Kaguya Houraisan (Formerly), Seiga Kijin, Shinmyoumaru Sukuna (Formerly), Chimata Tenkyuu (Formerly) |
Her full name is Sakuya Izayoi (十六夜 咲夜), a name given to her by Remilia Scarlet[1]. The characters for Izayoi (十六夜) translate literally to "sixteenth night"—the night immediately following the full moon. Sakuya (咲夜) literally means "flowering night".
The Japanese word for "last night" (昨夜) can also be read as sakuya, which would point toward the night of the full moon. Similarly, the word for "night of the new moon" (朔夜) can also be read as sakuya, potentially connecting to her ability to manipulate time.
The term Izayoi (十六夜) came to mean "sixteenth night" from the expression izayou tsuki (いざよう月), where izayou conveys the sense of "not progressing or proceeding forward at all"—another possible connection to her time-stopping ability.
General Description: Sakuya is a figure with silver hair whose appearance varies across the series, with changes to her eye color, sleeve length, and accessories depending on the game.
Appearance:
Special Features: Sakuya's eye color changes frequently between appearances, ranging from red to grey to blue. Her sleeve length alternates between short and long depending on the game. She is consistently depicted with knives and occasionally with time-related items like a stopwatch.
Alternate Forms/Disguises: Sakuya Izayoi's has an alternate costumes in Phantasmagoria of Flower View, Immaterial and Missing Power, and Scarlet Weather Rhapsody.
Sakuya is utterly loyal to Remilia, serving her as Head Maid without question—a bond whose mutual trust remains unexplained. She follows Remilia's requests even when she knows they are futile, such as attempting to catch Lily White to restore spring in Strange and Bright Nature Deity on her mistress's whims. When Remilia playfully criticizes her failure, Sakuya takes it in good stride without disagreement.
She also acts on Remilia's behalf unprompted, accompanying her in Imperishable Night and attempting to do so in Immaterial and Missing Power, or putting on an impromptu sleight-of-hand magic show for her in Curiosities of Lotus Asia. Remilia has praised Sakuya as an excellent cleaner, though not before contradictorily stating that humans are useless. Their closeness permits Sakuya to lightly chide her mistress at times, such as chastising Remilia in Scarlet Weather Rhapsody and Immaterial and Missing Power victory quotes for sneaking food or playing around too much.
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.
Sakuya serves Patchouli due to the magician rarely leaving her library. While Patchouli's rank within the mansion is noticeably higher than Sakuya'. Sakuya attends to her both out of duty and personal care. In Silent Sinner in Blue, she takes a private moment to watch and smile at Patchouli, who remains blissfully unaware while researching a magical breakthrough.
Sakuya frequently pesters the gatekeeper about her work productivity, as shown in Immaterial and Missing Power and Touhou Hisoutensoku victory quotes. Meiling appears easily frightened when Sakuya shows even slight anger, as seen in Strange and Bright Nature Deity. However, in Meiling's Touhou Hisoutensoku ending, when Meiling is found passed out asleep, Sakuya carries her inside out of worry that she might get heatstroke.
As head maid, Sakuya has precedence over all the fairy maids of the mansion. She is familiar with each one and immediately notices abnormalities, such as the Three Fairies of Light dressing up as maids. Due to the fairies' poor work productivity, Sakuya presumably does most of the work herself. An advertisement in Alternative Facts in Eastern Utopia states that Sakuya conducts interviews for recruiting, suggesting she may have hired most, if not all, of the fairy maids personally.
Koakuma is simply a fellow employee of the Scarlet Devil Mansion, with no indicated relationship beyond that.
Despite Marisa's tendency to "borrow" books from Patchouli's library, Sakuya has shown on several occasions (primarily in endings) to be quite friendly with her, going so far as to serve her snacks and tea while hiding her from an irate Patchouli. This may explain Patchouli's low "catness" rating in Immaterial and Missing Power.
As a result of the events in Imperishable Night, Sakuya is one of the few individuals aware that Eirin Yagokoro and Kaguya Houraisan originate from the moon, and she presumably keeps this knowledge secret. Eirin's profile notes that she is surprised to see Sakuya, but only Eirin knows why. ZUN's only hint regarding this connection relates to Konohana-Sakuyahime.
Sakuya first encountered the fairies in an omake of Eastern and Little Nature Deity, stopping their prank by throwing knives at them. In Strange and Bright Nature Deity, she saw through their maid disguises at the mansion but said nothing and allowed them to stay. She eventually kicked them out through scaring them away by stating that if they don't work, they don't eat. Later, while the fairies spy on Sakuya and others at the Hakurei Shrine, she notices them—demonstrating she can see through their hiding abilities even when Reimu and Marisa cannot. She cheerfully invites them to join, which only scares them into running away, much to her disappointment.
In Immaterial and Missing Power, Sakuya becomes lost in the Forest of Magic and Alice escorts her out. She also fights Alice as a way to relieve stress during her break. In Scarlet Weather Rhapsody, Patchouli orders Sakuya to kick Alice out of the mansion. In both cases, Alice finds the reasons poor. By comparison, Marisa and Youmu Konpaku do not get into trouble when caught intruding—they typically receive tea instead.
Sakuya struggles to understand why Cirno finds freezing frogs or flowers fun in Phantasmagoria of Flower View, though she comes to understand fairies' recklessness from watching Cirno fight in Touhou Hisoutensoku. For her part, Cirno affirms that she has no desire to become a fairy maid.
Name: Unknown
Other Names: Sakuya Izayoi[1] (Given to her by Remiliar Scarlet)
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou 06: Embodiment of the Scarlet Devil
Latest Appearance: Touhou Project - Fossilized Wonders
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: Ambidextrous
Age: Likely Hundreds of Years (While Sakuya claims she's in her late teens, Hieda no Akyuu notes this is very unlikely and she sometimes seems more like a human that has been living for hundreds of years[13], which is implied to be likely due to her being able to manipulate time[14])
Birthday: Unknown
Time Period: The world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld: Unknown (It's heavily likely that Sakuya is not a human from Gensokyo, though it's unknown what world she is from[15])
Residence: Scarlet Devil Mansion[15]
Story Role
Legacy: Global Legacy (Known around Gensokyo as the head maid of the Scarlet Devil Mansion[15])
Influence: Event Influence (Has helped out in resolving incidents (sometimes accidentally) in Perfect Cherry Blossom, Immaterial and Missing Power, Imperishiable Night, Phantasmagoria of Flower View Scarlet Weather Rhapsody, & Double Dealing Character)
Language: Japanese
Ethnicity: Western
Religion: Atheist (Allegedely claims she's an atheist[16], and told Reimu she does not donate as she does not believe in the gods[17])
Classification: Live-In Maid, Scarlet Devil Mansion Maid
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Combat Style: Temporal Combat / Throwing Knife Combatant
Affiliations: Scarlet Devil Mansion: (Remilia Scarlet, Flandre Scarlet, Patchouli Knowledge, Koakuma, Hong Meiling, Fairy Maids), Reimu Hakurei, Marisa Kirisame, Alice Margatroid, Eirin Yagokoro, Kaguya Houraisan, The Three Fairies of Light, Cirno, Youmu Konpaku, Yuyuko Saigyouji, Shinmyoumaru Sukuna, Chimata Tenkyuu, Aya Shameimaru
Enemies: Reimu Hakurei (Formerly), Marisa Kirisame (Formerly), Alice Margatroid (Formerly), Youmu Konpaku (Formerly), Yuyuko Saigyouji (Formerly), Eirin Yagokoro (Formerly), Kaguya Houraisan (Formerly), Seiga Kijin, Shinmyoumaru Sukuna (Formerly), Chimata Tenkyuu (Formerly)
Height: Tall (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)[19]
Weight: Unknown
Status: Alive
Alignment: Lawful Neutral (Sakuya will follow whatever her mistress Remilia requests, whether it be to bring her humans to simple tasks such as bring the Spring to her)
Protection Level: Global Protector (Has aided in resolving incidents that could result in the barrier being destroyed, where if the barrier were to be destroyed, Gensokyo would likely not fare well[20])
Threat Level: Street Threat
Archetype: Reluctant Hero / Underling
Tabber Information: This tabber covers the entirety of the First Windows era of the Touhou Games, the earlier games of Touhou Project ranging from the Embodiment of Scarlet Devil to Phantasmagoria of Flower View.
Key: Embodiment of Scarlet Devil | Perfect Cherry Blossom | Immaterial and Missing Power | Imperishable Night | Phantasmagoria of Flower View
Key Information
Grade: S
At least 10-A physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
At least Peak Human level physically (Sakuya's strength and abilities are recognized enough to where she's believed to be a vampire hunter[13], which should make her at least physically on par with humans like Reimu Hakurei, where Reimu is a force to be reckoned with due to her natural power, having trained herself to attack with ofuda, her spirit power, and martial arts[22]), Far Higher with Spiritual Power (Spiritual Power is the main power source for how characters are able to fight, all of their attacks normally drain spirit and even blocking attacks drains spirit[23], where if they're out of spirit they cannot use bullets, special moves, or spell cards[24], where spiritual power is in the same layer as magic[25]. Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[26], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[27]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[28], 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[29]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[30]. Magic is noted by Yumemi to have close ties with religion[31]. 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[25])
At least Peak Human level physically, Far Higher with Spiritual Power (Spiritual Power is what protects fighters from other spiritual attacks[32], where if they're out of spirit they cannot use bullets, special moves, spell cards or block attacks[33], where spiritual power is in the same layer as magic[25])
At least Peak Human Class
At least Peak Human Class
At least Peak Human Speed on foot, Superhuman flight (Comparable to other flight users like Reimu Hakurei, who flew from her shrine to the Scarlet Mansion in a short timeframe[34]). Faster Than Light in Time Stop (Sakuya is noted while in time stop she is faster than the speed of light[35]. Aya notes while Sakuya stops time she does instataneous movement[36])
Superhuman, Speed of Light with Lightspeed "C. Ricochet" (With Light Speed "C. Ricochet"[37], throws knives at high speed to where they are essentially a beam of light traveling[38]). Faster Than Light in Time Stop. Magic Attacks lack a defined speed ([1][39]), Magic exists outside of the Grand Unified Theory[40], 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[41], Yumemi also explains that in the world of Gensokyo, magic unifies everything[42], Magic is noted by Yumemi to have close ties with religion[43]
Stamina: Superhuman (Sakuya is the only human maid and the head maid that gives orders, though all the other maids are useless so she does all of the work, having to: "clean the labyrinthine interior of the mansion, take care of its selfish master, manage the useless maids, go out to buy supplies in the human village, and make pointlessly extravagant meals", having no time to rest yet doesn't tire[18]. Fought against[44], several opponents[45], over the course of[46], three days[47], without showing[48], any signs of tiring[49] or resting[50]. Traveled around[51] solving the[52] eternal night[53] over the course of[54] several[55] hours[56] without[57]), technically Limitless with Time Manipulation (Doing all of these tasks alone would be impossible without the ability to stop time[18])
Range: Standard Melee, Extended Melee with Knives. At least Tens of Meters through throwing knives (Sakuya's regular throwing range is said to be about 20 ken (42.3372 meters)[21]. Can throw an innumberable amount of knives to the point that they fill up the screen[58]). Universal with Time Manipulation (Noted that Sakuya controls the duration of time, not single moments of time manipulating space along with time[59]), Multiversal with Paradox Manipulation (With Time Paradox, another Sakuya will appear right in front of the actual Sakuya with the two bodies moving independently, which the reason behind this is it's a Sakuya from a different timeline[60])
Tabber Information: This tabber covers the entirety of the Second Windows era of the Touhou Games, this era starts with Mountain of Faith, which introduced a new game engine[61] and started the interconnected plots from Mountain of Faith to Hopeless Masquerade.
Key: Scarlet Weather Rhapsody
Key Information
Grade: S
Tier: At least 10-A physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Peak Human level physically, Far Higher with Spiritual Power. Can ignore covnentional durability with Magic
Durability: At least Peak Human level physically, Far Higher with Spiritual Power
Striking Strength: At least Peak Human Class
Lifting Strength: At least Peak Human Class
Travel Speed: At least Peak Human Speed on foot, Superhuman flight. Faster Than Light in Time Stop
Attack Speed: Superhuman, Speed of Light with Lightspeed "C. Ricochet", Faster Than Light in Time Stop. Magic Attacks lack a defined speed
Reaction Speed: Superhuman, Faster Than Light in Time Stop
Stamina: Superhuman, technically Limitless with Time Manipulation
Range: Standard Melee, Extended Melee with Knives. At least Tens of Meters through throwing knives. Universal with Time Manipulation, Multiversal with Paradox Manipulation
Tabber Information: This tabber covers the entirety of the Third Windows era of the Touhou Games, this era starts with Hopeless Masquerade, which has a unique plot unrelated to Mountain of Faith to Hopeless Masquerade's plots, making it the official start of the third generation.
Key: Double Dealing Character | Unconnected Marketeers
Key Information
Grade: S
Tier: At least 10-A physically, Far Higher with Spiritual Power | At least 10-A physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Peak Human level physically, Far Higher with Spiritual Power. Can ignore covnentional durability with Magic | At least Peak Human level physically, Far Higher with Spiritual Power. Can ignore covnentional durability with Magic
Durability: At least Peak Human level physically, Far Higher with Spiritual Power | At least Peak Human level physically, Far Higher with Spiritual Power
Striking Strength: At least Peak Human Class | At least Peak Human Class
Lifting Strength: At least Peak Human Class | At least Peak Human Class
Travel Speed: At least Peak Human Speed on foot, Superhuman flight. Faster Than Light in Time Stop | At least Peak Human Speed on foot, Superhuman flight. Faster Than Light in Time Stop
Attack Speed: Superhuman, Speed of Light with Lightspeed "C. Ricochet", Faster Than Light in Time Stop. Magic Attacks lack a defined speed | Superhuman, Speed of Light with Lightspeed "C. Ricochet", Faster Than Light in Time Stop. Magic Attacks lack a defined speed
Reaction Speed: Superhuman, Faster Than Light in Time Stop | Superhuman, Faster Than Light in Time Stop
Stamina: Superhuman, technically Limitless with Time Manipulation
Range: Standard Melee, Extended Melee with Knives. At least Tens of Meters through throwing knives. Universal with Time Manipulation, Multiversal with Paradox Manipulation
Intelligence: Average Intelligence
Knowledge: At least Master level (Sakuya possesses one of the strongest abilities for a human to possess, not being able to be learned through training[21]. Sakuya is skilled in knife throwing and sleight of hand[21]. Sakuya was said that with one knife throw from a distance of 20 ken (42.3372 meters) far above her, she could hit a fairy maid with an apple on her head right between the eyes[21]. Sakuya is highly theorized due to her immense skill and high ranking within the Scarlet Devil Mansion to have been a vampire hunter at one point in her life[13])
Increases shot power by 1[378].
The higher on the screen it is collected, the more the score will increase.
Increases shot power by 10.
Increases the Dream Gauge.
Grants 1 additional bomb.
Grants 1 additional bomb[379].
Grants 1 additional life.
Grants maximum power.
| Name | Translated | Comments | Works | Stage |
|---|---|---|---|---|
| 奇術「ミスディレクション」 | Conjuring "Misdirection" | EoSD | St. 5: E/N | |
| 奇術「幻惑ミスディレクション」 | Conjuring "Mesmerizing Misdirection" | EoSD | St. 5: H/L | |
| 幻在「クロックコープス」 | Illusion Existence "Clock Corpse" | EoSD | St. 5: E/N | |
| 幻象「ルナクロック」 | Illusion Image "Luna Clock" | EoSD GoM |
St. 5: E/N — | |
| メイド秘技「操りドール」 | Maid Secret Skill "Manipulating Doll" | EoSD | St. 5: E/N | |
| 幻幽「ジャック・ザ・ルドビレ」 | Illusion Phantom "Jack the Ludo Bile" | EoSD | St. 5: H/L | |
| 幻世「ザ・ワールド」 | Illusion World "The World" | EoSD | St. 5: H/L | |
| メイド秘技「殺人ドール」 | Maid Secret Skill "Killing Doll" | EoSD GoM |
St. 5: H/L — | |
| 奇術「エターナルミーク」 | Conjuring "Eternal Meek" | EoSD SWR |
St. 6: N/H/L | |
| 幻符「インディスクリミネイト」 | Illusion Sign "Indiscriminate" | PCB | Use | |
| 幻符「殺人ドール」 | Illusion Sign "Killing Doll" | PCB IaMP IN SWR |
Use Use Use Use | |
| 時符「パーフェクトスクウェア」 | Time Sign "Perfect Square" | PCB | Use | |
| 時符「プライベートスクウェア」 | Time Sign "Private Square" | PCB IaMP SWR |
Use Use Use | |
| 幻葬「夜霧の幻影殺人鬼」 | Buriallusion "Phantomic Killer in Night Mist" | IaMP IN SWR |
Use Use Use | |
| 「咲夜の世界」 | "Sakuya's World" | IaMP SWR |
Use Use | |
| 傷符「インスクライブレッドソウル」 | Wound Sign "Inscribe Red Soul" | IaMP SWR |
Use Use | |
| 傷魂「ソウルスカルプチュア」 | Scarred Soul "Soul Sculpture" | IaMP SWR |
Use Use | |
| 符の壱「連続殺人ドール」 | Sign I "Serial Killing Doll" | IaMP | Story | |
| 符の弐「チェックメイド」 | Sign II "Checkmaid" | IaMP | Story | |
| 手品「クロースアップ殺人鬼」 | Jugglery "Close-Up Serial Killer" | IaMP | Story | |
| 「デフレーションワールド」 | "Deflation World" | IN GoM |
LW — | |
| 時符「プライベートヴィジョン」 | Time Sign "Private Vision" | PoFV | Use | |
| 時符「ミステリアスジャック」 | Time Sign "Mysterious Jack" | PoFV | Use | |
| 時符「トンネルエフェクト」 | Time Sign "Tunnel Effect" | StB GoM |
St. 7 — | |
| 空虚「インフレーションスクウェア」 | Void "Inflation Square" | StB GoM |
St. 7 — | |
| 銀符「パーフェクトメイド」 | Silver Sign "Perfect Maid" | StB | St. 7 | |
| 銀符「シルバーバウンド」 | Silver Sign "Silver Bound" | SWR SWR |
Use Story | |
| 速符「ルミネスリコシェ」 | Speed Sign "Luminous Ricochet" | SWR SSiB |
Use Ch.14 | |
| 時符「咲夜特製ストップウォッチ」 | Time Sign "Sakuya's Special Stopwatch" | SWR SWR |
Use Story | |
| 幻術「マイナイフリカージョン」 | Illusion "My Knife's Recursions" | SWR | Story | |
| 時符「シルバーアキュート360」 | Time Sign "Silver Acute 360" | SWR | Story | |
| 時符「イマジナリバーチカルタイム」 | Time Sign "Imaginary Vertical Time" | Soku | Use | |
| 時計「ルナダイアル」 | Watch "Lunar Dial" | Soku | Use | |
| 光速「C. リコシェ」 | Light Speed "C. Ricochet" | Soku | Use | |
| 妖器「銀色のアナザーディメンジョン」 | Bewitched Weapon "Silver Another Dimension" | DDC | Use | |
| 時符「デュアルバニッシュ」 | Time Sign "Dual Vanish" | DDC | Use | |
| 時符「タイムストッパー咲夜」 | Time Sign "Time Stopper Sakuya" | ISC | St. 7 | |
| 時符「チェンジリングマジック」 | Time Sign "Changeling Magic" | ISC | St. 7 | |
| 時符「アイウィンクナイフヘル」 | Time Sign "Eye-wink Knife Hell" | 100BM | 4th Market |
|
命のカード |
Life Card | |
|
スペルのカード |
Spell Card | |
|
欠けた命のカード |
Fragmented Life Card | |
|
欠けたスペルのカード |
Fragmented Spell Card | |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own[380] | |
|
鈴瑚印の団子 |
Ringo-Brand Dango | |
|
不死鳥の尾 |
Phoenix's Tail |
|
陰陽玉 |
Yin-Yang Orb | |
|
陰陽玉(針) |
Yin-Yang Orb (Needle) | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
ミニ八卦炉(ミサイル) |
Mini-Hakkero (Missile) ...There was a time when I thought as much, too. | |
|
メイドナイフ |
Maid Knife You are not qualified to be a maid | |
|
メイドナイフ(跳弾) |
Maid Knife (Ricochet) Your shot becomes flashier, which feels great. | |
|
無事かえるお守り |
Safe Return Amulet[386] | |
|
蛇の抜け殻入りお守り |
Shed Snakeskin Amulet | |
|
半霊の半分 |
Half-Half Ghost | |
|
上海人形 |
Shanghai Doll | |
|
アイスフェアリー |
Ice Fairy | |
|
背中の扉 |
Back Door | |
|
鬱陶しいUFO |
Annoying UFO | |
|
太古の勾玉 |
Ancient Magatama |
|
空白のカード |
Blank Card[389] | |
|
守銭奴の教訓 |
Miser's Advice | |
|
神山への供物 |
Offerings to a Sacred Mountain | |
|
死穢回避の薬 |
Death Avoidance Elixir | |
|
幸運うさぎの足 |
Lucky Rabbit's Foot | |
|
弱肉強食の理 |
Law of the Survival of the Fittest | |
|
法力経典 |
Sutra of Dharmatic Power | |
|
小石ころ帽子 |
Pebble Hat[394] | |
|
はじける赤蛙 |
Bursting Red Frog | |
|
疾風の下駄 |
Gale Geta | |
|
偶像防衛隊 |
Idol Defense Corps | |
|
かぐや姫の隠し箱 |
Princess Kaguya's Secret Stash | |
|
頼りになる弟子狸 |
Reliable Tanuki Apprentice | |
|
弾幕の亡霊 |
Danmaku Ghost | |
|
鬼傑組長の脅嚇 |
Kiketsu Matriarch's Threat | |
|
地獄の沙汰も金次第 |
Money Is The Best Lawyer In Hell[397] | |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
転ばぬ先のスペル[398] |
Spell Before The Fall | |
|
商売上手な招き猫 |
Lucky Cat with Good Business Skills | |
|
山童的買い物術 |
Yamawaro Shopping Technique | |
|
ドラゴンキセル |
Dragon Pipe | |
|
暴食のムカデ |
Gluttonous Centipede | |
|
空色の勾玉 |
Sky-Blue Magatama[405] |
|
画面の境界 |
Screen Border | |
|
打ち出の小槌 |
Miracle Mallet | |
|
忍耐の要石 |
Keystone of Endurance | |
|
狂気の月 |
Moon of Madness | |
|
やんごとなき威光 |
Esteemed Authority | |
|
ヴァンパイアファング |
Vampire Fang | |
|
地底の太陽 |
Underground Sun | |
|
アイテムの季節 |
Item Season | |
|
重低音バスドラム |
Heavy Bass Drum | |
|
サイコキネシス |
Psychokinesis | |
|
霊力の標本瓶 |
Spirit Power Sample Bottle | |
|
大天狗の麦飯 |
Great Tengu's Barley Rice |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own | |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own | |
|
命のカード |
Life Card | |
|
クリエイターなら容易な事 |
No Problem for a Creator! | |
|
煤けた団扇 |
Soot-covered Uchiwa | |
|
数えたくなる羊 |
Sheep You Want to Count |
|
陰陽玉 |
Yin-Yang Orb | |
|
陰陽玉(針) |
Yin-Yang Orb (Needle) | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
ミニ八卦炉(ミサイル) |
Mini-Hakkero (Missile) | |
|
メイドナイフ |
Maid Knife | |
|
メイドナイフ(跳弾) |
Maid Knife (Ricochet) | |
|
無事かえるお守り |
Safe Return Amulet[414] | |
|
蛇の抜け殻入りお守り |
Shed Snakeskin Amulet | |
|
半霊の半分 |
Half-Half Ghost | |
|
半霊のスペア |
Spare Half-Ghost | |
|
上海人形 |
Shanghai Doll | |
|
アイスフェアリー |
Ice Fairy | |
|
静かなる輝き |
Quiet Twinkling | |
|
狂おしい静寂 |
Lunatic Silence | |
|
賑やかな無力 |
Exuberant Powerlessness | |
|
刺激的な鱗粉 |
Stimulating Scales | |
|
山姥の包丁 |
Yamanba's Kitchen Knife | |
|
舞い降りた兎 |
The Rabbit That Landed[421] | |
|
背中の扉 |
Back Door | |
|
鬱陶しいUFO |
Annoying UFO | |
|
太古の勾玉 |
Ancient Magatama | |
|
偶像防衛隊 |
Idol Defense Corps | |
|
攻撃的な宝塔 |
Offensive Jeweled Pagoda | |
|
自由気ままな生首 |
Freewheeling Severed Head | |
|
気ままな無脊椎動物 |
Laid-Back Invertebrate | |
|
ゆのみ霊夢 |
Teacup Reimu
| |
|
ゆのみ魔理沙 |
Teacup Marisa
|
|
空白のカード |
Blank Card | |
|
資本主義のジレンマ |
Capitalist's Dilemma | |
|
鈴瑚印の団子 |
Ringo-Brand Dango | |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
魔法使いの基礎勉強 |
Magician's Basic Study | |
|
法力経典 |
Sutra of Dharmatic Power | |
|
破壊の美学 |
Beauty of Destruction | |
|
龍の通り道 |
Dragon's Passage | |
|
けしかける狛犬 |
Unleash the Guardian Hounds[432] | |
|
疾風の下駄 |
Gale Geta | |
|
生命爆発の薬 |
Life Explosion Elixir | |
|
生命の豊穣 |
Bumper Crop of Life | |
|
不屈の脳筋 |
Indominable Meathead | |
|
不死鳥の尾 |
Phoenix's Tail | |
|
地獄の沙汰も金次第 |
Money Is The Best Lawyer In Hell | |
|
濡れた大蛇 |
Drenched Giant Snake[436] | |
|
守銭奴の教訓 |
Miser's Advice | |
|
神山への供物 |
Offerings to a Sacred Mountain | |
|
鬼傑組長の脅嚇 |
Kiketsu Matriarch's Threat | |
|
かぐや姫の隠し箱 |
Princess Kaguya's Secret Stash | |
|
詐欺うさぎの足 |
Scam Rabbit's Foot | |
|
小石ころ帽子[439] |
Pebble Hat | |
|
弾幕の亡霊 |
Danmaku Ghost | |
|
弱肉強食の理 |
Law of the Survival of the Fittest | |
|
はじける赤蛙 |
Bursting Red Frog | |
|
頼りになる弟子狸 |
Reliable Tanuki Apprentice | |
|
ドラゴンキセル |
Dragon Pipe | |
|
暴食のムカデ |
Gluttonous Centipede | |
|
酔狂の伊吹瓢 |
Drunkenly Whimsical Ibuki Gourd | |
|
商売上手な招き猫 |
Maneki-neko with Good Business Skills | |
|
山童的買い物術 |
Yamawaro Shopping Technique | |
|
命を焚く松明 |
Life-Burning Torch | |
|
抗いがたきジュリ扇 |
Irresistible Julie Fan[445] | |
|
純粋な自己肯定感 |
Pristine Self-Confidence | |
|
百回目のブラックマーケット |
Hundredth Black Market |
|
画面の境界 |
Screen Border | |
|
打ち出の小槌 |
Miracle Mallet | |
|
忍耐の要石 |
Keystone of Endurance | |
|
要石ミサイル |
Keystone Missile | |
|
狂気の月 |
Moon of Madness | |
|
やんごとなき威光 |
Esteemed Authority | |
|
ヴァンパイアファング |
Vampire Fang | |
|
地底の太陽 |
Underground Sun | |
|
アイテムの季節 |
Item Season | |
|
重低音バスドラム |
Heavy Bass Drum | |
|
サイコキネシス |
Psychokinesis | |
|
霊力の標本瓶 |
Spirit Power Sample Bottle | |
|
大天狗の麦飯 |
Great Tengu's Barley Rice | |
|
わかさぎの鱗 |
Smelt's Scales | |
|
正直すぎる道しるべ |
Too-Honest Signpost
| |
|
急がば三途の回り道 |
Hasty Detour of the Three Crossings
| |
|
ひらり布 |
Nimble Fabric[451] |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
陰陽玉 |
Yin-Yang Orb | |
|
ありがたい御札 |
Appreciated Talisman | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
蒐集家の教訓 |
Hoarder's Advice | |
|
けしかける狛犬 |
Unleash the Guardian Hounds[452] | |
|
見守る狛犬 |
Guardian Komainu | |
|
ペンデュラム |
Pendulum | |
|
ナズーリンロッド |
Nazrin Rods | |
|
舞い降りた月の兎 |
The Moon Rabbit That Landed | |
|
舞い降りた都会の兎 |
The City Rabbit That Landed | |
|
八坂神奈子のお守り |
Kanako Yasaka's Amulet | |
|
洩矢諏訪子のお守り |
Suwako Moriya's Amulet | |
|
化猫の式紙(前向き) |
Bakeneko's Shiki Paper (Front-Facing) | |
|
化猫の式紙(横向き) |
Bakeneko's Shiki Paper (Side-Facing) | |
|
幽霊運搬車 |
Phantom Transport Cart | |
|
ネコと和解せよ |
Make Peace With Cats[453] | |
|
狐入りの管(縦) |
Fox-Filled Tube (Vertical) | |
|
狐入りの管(横) |
Fox-Filled Tube (Horizontal) | |
|
移動する葉っぱ |
Mobile Leaf | |
|
ちょっと一服 |
Smoke Break | |
|
カワウソ頑張る |
Otterly Excited | |
|
カワウソびびる |
Otterly Nervous | |
|
勁牙組の威圧 |
Keiga Family's Pressure | |
|
勁牙組の厳しい上下関係 |
Keiga Family's Harsh Hierarchy | |
|
満腹動物霊 |
Full-Bellied Beast Spirits | |
|
捕食者の恐怖 |
Prey Animal's Terror | |
|
付いてくる瓢箪 |
Accompanying Gourd | |
|
常時酔拳 |
24/7 Drunken Fist | |
|
棒は投げられるもの |
Poles Are For Throwing | |
|
鬼傑組の肩書き |
Kiketsu Family Title | |
|
便利で危険なトラバサミ |
Useful & Dangerous Bear Trap | |
|
勁牙の仲間 |
Keiga Family Member | |
|
呪い尽された血 |
Curse-Soaked Blood | |
|
チュパカブラの人気 |
Chupacabra Popularity | |
|
屈辱の山葡萄 |
Amur Grapes of Disgrace | |
|
忌々しい黄泉の道 |
Loathsome Road to Yomi | |
|
無情の地 |
Heartless Land | |
|
攻撃こそ地獄の華 |
Aggression Is the Spice of Hell |
Sakuya possesses the ability to manipulate time. She can speed time up, slow it down, erase it, and stop it altogether. She can also compress the flow of time to make both past and future exist simultaneously, allowing the same object from different timelines to occupy multiple places at once.
Her control extends beyond just the space she occupies. She can influence the time of specific people, individual objects, or small zones. This includes stopping an object's time to make it stand still in midair, creating time suspension fields, and accelerating objects from slowed speeds up to the speed of light.
Reversing events that have already occurred is difficult. She cannot return broken things to their original state even if she reverses time, though she can move things back to where they were. She has also demonstrated erasing an object's time from a timeline entirely, making bullets from the present and future non-existent.
In the games, Sakuya uses this ability to scatter an infinite quantity of knives. She stops time, assiduously collects the knives, and then resumes time, creating the illusion of simultaneous throws.
Sakuya can also manipulate space, narrowing or lengthening it. She made the already spacious Scarlet Devil Mansion even more abundantly spacious, allowing her to clean alone. According to ZUN, manipulation of time is synonymous with manipulation of space.
By manipulating space-time, she can create another version of herself that appears in front of her and executes different actions from the original. This is related to "another time," though not fully explained.
| Name | Translated | Comments | Games | Usage |
|---|---|---|---|---|
| 「ジャック・ザ・ルドビレ」 | "Jack the Ludo Bile" | PCB | Type A unfocused | |
| 「ジャック・ザ・リッパー」 | "Jack the Ripper" | PCB PoFV |
Type A focused Charge attack | |
| 「ミスディレクション」 ミスディレクション |
"Misdirection" | Related: Sakuya's Conjuring "Misdirection" (EoSD) | PCB Soku |
Type B unfocused Alternate 214B/C |
| 「パワーディレクション」 | "Power Direction" | PCB | Type B focused | |
| 離剣の見 | Sense of Thrown Edge | IaMP | 236A/B | |
| アンビシャスジャック | Ambitious Jack | IaMP | 236C | |
| バウンスノーバウンス | Bounce No-Bounce | IaMP SWR |
214A/B Default 214B/C | |
| クロースアップマジック | Close-up Magic | IaMP SWR |
623A/B Default 623B/C | |
| バニシングエブリシング | Vanishing Everything | IaMP SWR |
421A/B/C Default 22B/C | |
| 「ミステリアスジャック」 | "Mysterious Jack" | IN | ||
| 「アナザーマーダー」 | "Another Murder" | PoFV | EX attack | |
| マジックスターソード | Magic Star Sword | SWR | Default 236B/C | |
| プロペリングシルバー | Propelling Silver | SWR | Alternate 623B/C | |
| スクウェアリコシェ | Square Ricochet | SWR | Alternate 214B/C | |
| 離剣の見 | Sight of Distant Blade | SWR | Alternate 236B/C | |
| パーフェクトメイド | Perfect Maid | Related: Sakuya's Silver Sign "Perfect Maid" (StB) | SWR | Alternate 22B/C |
| パラレルブレーン | Parallel Brane | Soku | Alternate 236B/C | |
| ダンシングスターソード | Dancing Star Sword | Soku | Alternate 623B/C | |
| タイムパラドックス | Time Paradox | Soku | Alternate 22B/C | |
| スローイングナイフ | Throwing Knives | DDC | Unfocused | |
| 妖剣シルバーブレード | Bewitched Sword 'Silver Blade' | DDC | Type A focused | |
| スマートロバー | Smart Robber | DDC | Type B focused |
Moving while holding down the shift key will result in a decrease of the Alice movement speed to about half of what it is. There will be moments when there are too many enemy fire on the screen to the point where moving through them is impossible. In such cases, Alice uses this focused movement to make danmaku dodging easier.
Otherwise called "bomb", a spirit attack that counters projectiles and enemy attacks while also making Alice become invicible.
A time freeze stops everything on the screen from moving (both sides), except for any Sakuyas. This means that the user of the Spell Card has free movement, and can pre-emptively fire ahead of time (you can see the ghost of the knives she shoots while time is frozen). However, if your opponent is Sakuya, she also is not affected by the time freeze. If not, no movement or action is possible.
Higher Spell Card levels increase the speed at which the knives appear, and shorten the duration of the time freeze consequently. It also affect knife movement speed.
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[483]. 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[484], he's also referred to Highly Responsive to Prayers as a study product[485]. 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[486]. 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[487]. 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[488]. 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[489]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[490]. 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[491].
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"[492]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[493]. 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[494].
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[495].
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[187].
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[217]. The rules incoporate the following:
The original draft held these rules[499]:
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[500]. 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[501], further showcasing that probabiliy serves an importance.
There[502] are[503] multiple[504] occasions[505] ofref name="Meiji University talkshow Dawn of Touhou Reimu the Strongest"> Meiji University talkshow "Dawn of Touhou" "Q: Who's the strongest in Gensokyo?
ZUN: "Absolutely, ...isn't it Reimu? Although it seems obvious.""</ref> characters[506] commenting[507] on[508] humans like[509] Reimu[510] being strong[511]. 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[512], 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[513], with her acknolwedging her strength[514], something Yuugi only does to those who are truly strong[512]. 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[515], 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[25]. 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[516].
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[517], 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[518], where much longer ago people did not draw a distinction between dreams and reality[519], with Maribel reiterating that dreams and reality are the same[520].
In Legacy of Lunatic Kingdom it is shown that the Dream World is a separate plane[521], that in games like Antinomy of Common Flower are shown to have influence[522] on reality[523].
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[524] making her innately unable to be interacted with[525].
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Sakuya's job hiring ad from Alternative Facts in Eastern Utopia
Sakuya in Curiosities of Lotus Asia
Sakuya in Curiosities of Lotus Asia
Sakuya on the Strange Creators of Outer World Vol. 2 cover
Sakuya and Remilia cameo in Extra of the Wind
Sakuya in Lotus Eaters
Sakuya mummy costume in Oriental Sacred Place
Illustration of Sakuya in Bohemian Archive in Japanese Red
Illustration of Sakuya in Bohemian Archive in Japanese Red
Miscellaneous Sakuya illustration by ZUN
Omikuji with Sakuya's portrait made by ZUN for Reitaisai 15
Sakuya on the Vol. 5 cover of Wild and Horned Hermit
Sakuya's shot type on an Ability Card from Unconnected Marketeers
Sakuya in Foul Detective Satori
Sakuya's different color palettes from Touhou Hisoutensoku. The middle top corresponds to her second color palette in Scarlet Weather Rhapsody, while the right top corresponds to her Immaterial and Missing Power palette
Sakuya's fortune slip in Whispered Oracle of Hakurei Shrine
People utilize Sakuya stating that her ability to stop time is actually her moving at extremely high speeds with no mass, and she cannot stop the progression of someone else's time[526]. Though in context this was due to her being accussed of people going missing and she merely wanted the Scarlet Devil Mansion to not have any further suspcision of dissapearances[527].
This would also greatly contradict every source proving she controls time and is not merely "moving fast".
Her profiles[2] all[3] state[4] that[5] she[6] can[7] manipulate[8] time[9] along[10] with[148] stopping[11] time[12]. Even for games after Wild and Horned Hermit it is still officially acknowledged that she can stop time.
ZUN has also outright noted that Sakuya controls the duration of time, not single moments of time[59]. Her Last Word Spell Card is directly acknowledged to compress the flow of time allowing the past and future to exist in the present at the same time[149].
In Silent Sinner in Blue Sakuya is directly shown to stop the flow of time, with a literal clock showing up and everything stopping before she even moves[528].
In her article in Perfect Memento in Strict Sense Hieda no Akyuu noted that it would be impossible for Sakuya to do all the work in the mansion without the ability to stop time[18]. Another thing to note is that Sakuya has herself also stated she can stop time, thus she is not consistent to her own wording[529].
It should also be noted that Sakuya is known to randomly lie for no reason, for example it's noted in Perfect Memento in Strict Sense that Sakuya claims she's in her late teens[13], but not only does Hieda no Akyuu claim this is unlikely, but Sakuya is shown drinking in multiple endings, which would break Japan law if she was underaged.
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[530], 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[531].
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[532], 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[533]. 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[534].
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[535]. 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[515].
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