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Youmu Konpaku (魂魄 妖夢 Konpaku Yōmu) is a being who is half human and half phantom. She resides at Hakugyokurou in the Netherworld, where she serves Yuyuko Saigyouji as both a gardener and a sword expert. Youmu made her first appearance as the Stage 5 boss in Perfect Cherry Blossom. Since then, she has appeared as a playable character in several games, starting with Imperishable Night where she teams up with Yuyuko, as well as in Immaterial and Missing Power.
| Youmu Konpaku | |
|---|---|
|
| |
| Origin | |
| Origin | Touhou |
| Creator | ZUN |
| First Appearance | Touhou 07: Perfect Cherry Blossom |
| Voiced by | Fanmade Series: Aoi Yuuki, Azumi Waki, Hibiku Yamamura, Aimi Tanaka, Nao Shiraki, Asuka Shinomiya, Ayaka Fukuhara, Kaori Ishihara, Kiyono Yasuno, Saori Sudo, Rena Maeda, Risa Kubota, Aoi Koga, Rie Takahashi, Sachika Misawa, Yo Taichi, Momoka Terasawa, Yukina Shuto, Sakura Nakamura, Arisa Kiyoto, Rie Hikisaka, Yuko Ono, Satomi Akesaka, Megumi Toda, Minami Tsuda, Mako Konomi, Rika Abe, Noa Honnda, Konomi Inagaki, Momiji Asagiri |
| Characteristics | |
| Species | Half-Human/Half-Phantom |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Unknown |
| Age | Less than 60 |
| Birthday | Unknown |
| Height | Fairly Short |
| Weight | Unknown |
| Ethnicity | Japanese |
| Status | Other |
| Alignment | Neutral Good |
| Archetype | Guardian, Swordsmaster |
| Occupation | Gardener, Sword Instructor |
| Time Period | Non-linear |
| Language | Japanese |
| Combat Style | Swordsmanship |
| Homeworld | Netherworld |
| Relationships | |
| Affiliations | Youki Konpaku, Yuyuko Saigyouji, Yukari Yakumo, Reimu Hakurei, Marisa Kirisame |
| Enemies | Reimu Hakurei (Formerly), Marisa Kirisame (Formerly) |
| This dropdown contains the synopsis of Youmu Konapku’s story. Read at your own risk as you may be spoiled otherwise! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Perfect Cherry Blossom
Yuyuko Saigyouji orders Youmu to collect as much spring essence from across Gensokyo as she can. The goal is to make the entire cherry blossom garden bloom perfectly, including the legendary Saigyou Ayakashi. Youmu's actions unintentionally extend winter throughout Gensokyo, which forces Reimu/Marisa/Sakuya to go after her. Youmu attempts to block Reimu/Marisa/Sakuya from reaching Hakugyokurou, but she loses the fight. She also tries to stop Reimu/Marisa/Sakuya from confronting Yuyuko, only to be beaten once again. Immaterial and Missing Power
Youmu shows up at the shrine, believing Reimu is the most suspicious person behind the strange spiritual aura spreading across Gensokyo. She explains that everyone has been gathering at the shrine for the recent feasts. Reimu points out that the feasts are held at the shrine because other people choose to gather there, not because she plans anything. She also notes that the spiritual aura Youmu is sensing likely comes from the youkai themselves rather than a human. Youmu says she came to slash the suspect. After defeating Reimu, she realizes Reimu was not the culprit. Reimu complains that Youmu attacks people before even knowing if they are guilty, but Youmu insists that slashing tells her who the target should be. Youmu gets lost in the Forest of Magic at night and runs into Marisa. Marisa jokes about seeing a phantom, and Youmu corrects her that phantoms and thunder are different things. Youmu says she came to slash Marisa and that the sword does not lie even if people do. Marisa accepts the challenge out of respect for Youmu traveling through the dark forest. After defeating Marisa, Youmu determines she is not responsible either. Youmu notes that the culprit would need to be someone capable of spreading such a wide spiritual aura. Youmu enters the library for the first time and comments that she does not like dark places. Patchouli mistakes her for a vengeful spirit. Youmu says she holds no grudges and is not dead. She explains that the Scarlet Devil Mansion seemed like the most suspicious place to look for whoever is producing the spiritual mist. Patchouli admits she does not understand Youmu's reasoning but sees the fight as a good chance to test new magic. After defeating Patchouli, Youmu concludes she is not the culprit but notes there are other suspicious people further inside the mansion. Patchouli realizes her magic was still imperfect. Youmu comments on the books in the library, noting that they seem resistant to fire and water, but says she has no interest in books since they only contain very old information. Youmu confronts Sakuya, saying she is getting worn out and suspects Sakuya might be behind the spiritual aura and the feasts. Sakuya seems confused about the spiritual aura and compares the current situation to the recent incident where spring did not arrive. Youmu says Sakuya is asking to be slashed again. Sakuya questions Youmu's use of the word "again," saying she does not remember ever being slashed before. After defeating Sakuya, Youmu admits she was wrong again and says she needs to hurry because there is little time left before the feast. Sakuya accuses Youmu of degenerating into a burglary joke, but Youmu says that is a misunderstanding. Youmu tells Remilia that she has slashed nearly everyone and only Remilia remains as a suspect. She believes Remilia is responsible for the disaster. Remilia asks what disaster she is talking about, and Youmu explains it is the spiritual aura filling Gensokyo. Remilia dismisses it as no big deal since nothing is actually happening. Youmu argues that waiting until something happens would be too late. Remilia says that acting on guesses alone becomes an excuse and that people get played by fate unless they act only when consequences are considered. Remilia notes that she has lived much longer than Youmu, then catches herself and asks if Youmu is even alive. Youmu says she will test whether Remilia is the criminal and that her sword, Hakurouken, will show the truth. After defeating Remilia, Youmu is shocked to find she was wrong again. Remilia complains about her clothes getting dirty and says she was telling the truth from the start. Youmu worries that there are no suspicious people left among those attending the feasts. Remilia suggests that Youmu's own boss might be the most suspicious. Youmu returns to the shrine before the feast, frustrated that she still has not found the culprit. Reimu asks if she has been going around slashing people the whole time. Yukari appears, commenting that dangerous times have come. She warns Youmu that slashing too much will cause the Netherworld to become completely full one day. Yukari explains that she decided to come on her own since no one invites her to the feasts anymore. She claims she was called to appear. Youmu points out the contradiction in saying she was not invited but was called. Yukari tells Youmu that her training is insufficient and questions what her eyes are for. Youmu realizes Yukari is the perpetrator behind the spiritual aura. She apologizes to Yuyuko for doubting her, admitting she forgot about such a suspicious person close to her. After defeating Yukari, Youmu is frustrated to find she was wrong yet again. Yukari gives her a hint, saying there is still one more suspicious person. Youmu guesses Yuyuko, but Yukari says that is not it. Suika appears, introducing herself. Youmu is surprised and asks where she came from. Suika claims she has been there since the beginning and has seen all of Youmu's actions. The spiritual aura disappears when Suika appears, and Youmu accuses her of being the criminal. Suika objects to being called a criminal. Youmu asks what Suika's goal was in covering all of Gensokyo with spiritual aura. Suika explains that she was subconsciously making everyone have feasts and claims she was not emitting any spiritual aura. She says that spiritual auras are not limited to those given off by ghosts and warns Youmu not to get caught up in stereotypes. She tells Youmu that truth is not visible to the eyes or audible to the ears unless viewed in a certain way, and that Youmu's training is insufficient. Youmu responds that she was taught by her master that truth is not seen or heard but known by slashing, and that everything begins with the sword leading to the truth. Suika finds this amusing. She points out that Youmu has never slashed an oni before. Youmu admits she does not know what oni are. Suika says that the power of oni, the power to gather, and the power to disperse cannot be cut, and that Youmu needs to be trained. They fight, and Youmu defeats Suika. Imperishable Night
Youmu heads to the world of the living with the goal of resolving the ongoing incident. However, Yuyuko seems more focused on turning the situation into an excuse for a feasting tour, with a "dragon dish" as the main event she wants to enjoy. Phantasmagoria of Flower View
Youmu tries to stay out of trouble, but keeps running into people who show up at Hakugyokurou and accuse her of causing the flower incident. She heads to Gensokyo to look into things herself and starts forming an idea of what is happening. She only puts the pieces together after Aya Shameimaru points out the full picture. Once she realizes that too many spirits possessing the flowers are behind the problem, she cuts down some of those spirits to thin out their numbers. This brings her into a fight with Komachi Onozuka, who tells her she should not be cutting down spirits in the world of the living because they have not received proper judgment yet. Youmu argues that she is always allowed to kill phantoms when she is in the Netherworld. Komachi explains that phantoms in the Netherworld and phantoms above ground are not the same thing. Eiki Shiki, Yamaxanadu hears about the confrontation and comes to meet Youmu herself. She tells Youmu that the spirits in the flowers will go away on their own and that Youmu should leave them alone. She also warns Youmu that her activities in the world of the living are bringing her dangerously close to being classified as a living being, which would make her subject to judgment. Eiki decides to carry out a small judgment on Youmu ahead of time. In the end, Youmu returns to the Netherworld. Eiki had also asked Yuyuko to teach Youmu more about the nature of spirits. Unfortunately, Yuyuko misunderstands and thinks she is supposed to teach Youmu in a general sense, so she ends up showing Youmu how to pour good tea. Later, when Eiki confronts Youmu again in her own story, she has to elaborate and clarify what she meant in her lecture to Youmu. Youmu's sword works on spirits by cutting away hesitation, which essentially helps someone reach Nirvana. Youmu is not qualified to make that kind of judgment. In her winning quote against Eiki, Youmu apologizes for all the trouble she has caused and thanks Eiki, saying she now understands what her sword really does. Shoot the Bullet
Youmu is the one Aya tries to take photos of in target level 6 of Shoot the Bullet. Ten Desires
Youmu returns as a playable character. Confused by the appearance of divine spirits, she heads out to investigate the cemetery near the new temple. After fighting through several youkai in the area, she tricks Mononobe no Futo into believing she is a hermit, which allows her to pass through the mausoleum. She then comes face to face with Toyosatomimi no Miko, who also mistakes Youmu for a hermit. Miko fights her, believing Youmu is the last thing standing in the way of her resurrection. Scarlet Weather Rhapsody
Youmu goes out to look into the situation because she is worried about how and why someone has been killing spirits. After receiving a hint from Yukari Yakumo, she locates Tenshi Hinanawi and defeats her. Hopeless Masquerade Impossible Spell Card Wily Beast and Weakest Creature
Youmu hears that animal spirits have been launching attacks from Hell, thus she teams up with a friendly animal spirit and heads down there to find out what is going on. After fighting through several enemies and making her way into Hell, she reaches the Animal Realm. There she meets Keiki Haniyasushin, who explains that Youmu has been tricked by the spirit she partnered with. Keiki claims she is only trying to make the Animal Realm a better place for human spirits. When the spirit tries to run away, Keiki attacks both of them. 100th Black Market
Youmu appears as one of the bosses in the fourth market. Two ability cards are dedicated to her, both related to her half phantom nature. Curiosities of Lotus Asia Bohemian Archive in Japanese Red Perfect Memento in Strict Sense Strange and Bright Nature Deity Silent Sinner in Blue Youmu meets Reimu, Marisa, and Sakuya at the Hakurei Shrine, where they are discussing the fuel problem. Instead of looking to the sky, Youmu suggests they think about how ships and other methods of travel work to figure out how to make the rocket function. Thanks to this advice, Reimu realizes she needs to call upon Sumiyoshi, the god of voyages. Later, after Yukari manipulates the border between the illusionary moon and the real moon, Yuyuko and Youmu follow her hints and reach the Lunar Capital. They search for a valuable object there and return with a thousand year old sake. The Grimoire of Marisa Oriental Sacred Place Wild and Horned Hermit The Grimoire of Usami Foul Detective Satori Whispered Oracle of Hakurei Shrine |
Youmu's full name is Konpaku Youmu (魂魄 妖夢). The characters for Konpaku (魂魄) translate to "soul." The "n" sound shifts to an "m" because Japanese flows more smoothly that way before a "p" sound. Although both kanji refer to the soul, they represent different aspects. Kon (魂) refers to the spiritual soul, which leaves the body at death and ascends to Heaven. Paku (魄) refers to the physical soul, which stays with the body for several days before returning to the Earth. In Youmu's case, kon represents her phantom half and paku represents her human half. The entire Konpaku family consists of half phantom, half human members.
Youmu (妖夢) likely means "ghostly dream," which fits her character traits. The same kanji appear in the Japanese title for Perfect Cherry Blossom (東方妖々夢 Tōhō Yōyōmu).
In Phantasmagoria of Flower View, Youmu's name appears in romaji with her surname first during pre battle dialogue. This stands out because every other character with a Japanese name in the game follows Western order with their given name first. This inconsistency is one of several typographical errors in the game, alongside the inconsistent spelling of Aya Shameimaru's name.
General Description: Youmu is a figure with short silver hair. Her ghostly half is a white phantom as large as her human self, sometimes referred to as "myon" by the fandom. According to ZUN, her height is "fairly short."
Facial Features: She has short silver hair. A black hairband with a black ribbon tied off-center is worn in her hair. Her eye color varies by appearance: blue in most appearances, red in Perfect Cherry Blossom and her last word portrait in Imperishable Night, and silver in Ten Desires.
Clothing/Outfit:
Items:
Physical Traits: Her ghost half appears alongside her. In Wily Beast and Weakest Creature, the phantom half gains a snake-like head.
Design Alterations by Game:
Alternate Forms/Disguises: Youmu possesses alternate color schemes in Phantasmagoria of Flower View, Immaterial and Missing Power, and Scarlet Weather Rhapsody.
Youmu's mistress, ever since Youmu was born—as stated by Youmu herself in Bohemian Archive in Japanese Red. Youmu is completely loyal to Yuyuko, though she often has trouble understanding her mistress's intentions or thought process.
Youmu was Youki's student and later his successor as the gardener of Hakugyokurou. She believes that his disappearance is intended as some kind of lesson from him.
Yukari is a friend of Youmu's mistress, Yuyuko. Youmu respects Yukari greatly, and Yukari helps her with lessons and advice, though—much like with Yuyuko—Youmu does not truly understand her either.
Youmu also treats Yukari's servant, Ran Yakumo, with professional respect, even though Yuyuko has told her that she does not need to do so.
Given her position as a yama, Eiki ranks among the superiors of Youmu's mistress, Yuyuko. Although Youmu understands the yama's authority and holds Eiki in high regard, she had never personally encountered her until Phantasmagoria of Flower View. During Youmu's ending sequence, Eiki suggests to Yuyuko that she instruct Youmu further on the proper way to handle cutting down spirits. Additionally, Eiki observes that a loss to her in the story mode would mean Youmu would not typically be sent to Eiki for posthumous judgment.
Youmu and Komachi initially crossed paths in Phantasmagoria of Flower View. As a shinigami ferryman serving under the same yama, Komachi could be viewed as something of a colleague to Youmu, though their respective duties rarely overlap. Youmu acknowledges Komachi's role and holds her in considerable esteem, frequently expressing gratitude for her work transporting the deceased whenever they encounter one another. Komachi, in turn, attempts to advise Youmu against cutting down ghosts so frequently, and in Scarlet Weather Rhapsody, she describes Youmu as "an interesting fellow."
Name: Youmu Konpaku[1]
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou 07: Perfect Cherry Blossom
Latest Appearance: Lotus Eaters
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: Less than 60 (Noted that she has not been born sixty years ago so she is not very aware of the reasons for the flower incident that occurs once every 60 years[9])
Birthday: Unknown
Time Period: The world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld: Netherworld
Residence: Hakugyokurou in the afterlife[7]
Story Role
Legacy: Local Legacy
Influence: Event Influence (Directly aided with the incident in Perfect Cherry Blossom and was directly involved in solving the incidents of Immaterial and Missing Power, Imperishable Night, Phantasmagoria of Flower View, Scarlet Weather Rhapsody, Ten Desires, & Wily Beast and Weakest Creature)
Language: Japanese
Ethnicity: Japanese
Religion: Spiritual
Classification: Swordsman,
Species: Half-Human/Half-Phantom[7]
State of Being: Regular
Physiology: Hybrid Physiology
In-Universe Creator: Unknown
Occupation: [1][7], Sword Instructor[10]
Combat Style: Swordsmanship
Affiliations: Youki Konpaku, Yuyuko Saigyouji, Yukari Yakumo, Reimu Hakurei, Marisa Kirisame
Enemies: Reimu Hakurei (Formerly), Marisa Kirisame (Formerly)
Height: Fairly 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)[11]
Weight: Unknown
Status: Other (Youmu is a half-human, half-phantom being both a human and a spirit[7])
Alignment: Neutral Good (It's noted in Perfect Memento in Strict Sense that she does not attack humans without a purpose and will even forgive someone if they offer a proper apology if they've done something wrong[12])
Archetype: Guardian / Swordsmaster
Key: Perfect Cherry Blossom | Immaterial and Missing Power | Imperishable Night | Phantasmagoria of Flower View
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 | 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
At least Peak Human level physically (Youmu is noted to possess superior swordsmanship[16], being a master of the two-handed technique[16]), 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[17], where if they're out of spirit they cannot use bullets, special moves, or spell cards[18], where spiritual power is in the same layer as magic[19]. Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[20], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[21]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[22], 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[23]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[24]. Magic is noted by Yumemi to have close ties with religion[25]. 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[19])
At least Peak Human level, Far Higher with Spiritual Powers. Can ignore covnentional durability with Magic
At least Peak Human level, Far Higher with Spiritual Powers. Can ignore covnentional durability with Magic
At least Peak Human level, Far Higher with Spiritual Powers. Can ignore covnentional durability with Magic
At least Peak Human level, Far Higher with Spiritual Powers (Spiritual Power is what protects fighters from other spiritual attacks[26], where if they're out of spirit they cannot use bullets, special moves, spell cards or block attacks[27], where spiritual power is in the same layer as magic[19])
At least Peak Human level, Far Higher with Spiritual Powers
At least Peak Human level, Far Higher with Spiritual Powers
At least Peak Human level, Far Higher with Spiritual Powers
At least Peak Human Class
At least Peak Human Class
At least Peak Human Class
At least Peak Human Class
At least Superhuman Class (The Roukanken is a sword forged by youkai and is too long to be used by normal humans yet Youmu can wield and swing it effortlessly[16])
At least Superhuman Class
At least Superhuman Class
At least Superhuman 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[28]). Relativistic (With Obsessor "Slash of Eternity", moves so fast with her slashes that she leaves behind afterimages[29], which in this state she is able to slash two hundred yojana in one slash within the span of a frame[30], which would be around 2808 x 105 km/h[31]), potentially Speed of Light (Aya notes that Youmu moves too fast for her eyes to follow and that it may be impossible to catch her in that moment[32], only being able to catch her through preparing and realizing she doesn't move far and only straight[33], where Aya's spell card has her move so fast she starts becoming a beam of light[34]. However Aya does note that as long as she isn't limited by a viewfinder that no one can beat her in terms of speed which could be why Youmu is moving too fast for her and her camera[35]) with Slashing Attacks
At least Peak Human Speed on foot, Superhuman flight. Relativistic with Slashing Attacks, potentially Speed of Light
At least Peak Human Speed on foot, Superhuman flight. Relativistic with Slashing Attacks, potentially Speed of Light
At least Peak Human Speed on foot, Superhuman flight. Relativistic with Slashing Attacks, potentially Speed of Light
Relativistic (Youmu is able to slash two hundred yojana in one slash within the span of a frame[36], which would be around 2808 x 105 km/h[37]), potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Key: Scarlet Weather Rhapsody | Ten Desires
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
At least Peak Human level, Far Higher with Spiritual Powers. Can ignore covnentional durability with Magic
At least Peak Human level, Far Higher with Spiritual Powers (After fighting against Youmu, Seiga noted how the people of Gensokyo are truly talented with Youmu reaffirming that she is strong after all[38]. Yuyuko was sufficiently impressed by Youmu's match against her[39]. Monobe no Futo notes that Youmu is no ordinary being[40]. Noted by Mamizou that Youmu has so much strength that she doesn't understand why she fears the Saint[41]). Can ignore covnentional durability with Magic
At least Peak Human level, Far Higher with Spiritual Powers
At least Peak Human level, Far Higher with Spiritual Powers
At least Peak Human Class
At least Peak Human Class
At least Superhuman Class
At least Superhuman Class
At least Peak Human Speed on foot, Superhuman flight. Relativistic, potentially Speed of Light with Slashing Attacks
At least Peak Human Speed on foot, Superhuman flight. Relativistic, potentially Speed of Light with Slashing Attacks
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Relativistic, potentially Speed of Light
Key: Wily Beast and Weakest Creature
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, Far Higher with Spiritual Powers (Noted to be strong for who Urumi thought to be an impostor[42]. Noted to possess tremendous skill by Yachie, noting that everything should go just fine with a human like Youmu[43]. Noted to be "so, so strong", completely different from a human spirit of the Animal Realm[44]. Fought Saki Kurokama to a standstill, with Saki admitting if the battle continues one of them would fall, though Youmu does admit she couldn't hold on anymore[45], Saki is noted to be the strongest beast spirit[46], with the Keiga Family being the strongest group in the Animal Realm[47]). Can ignore covnentional durability with Magic
Durability: At least Peak Human level, Far Higher with Spiritual Powers
Striking Strength: At least Peak Human Class
Lifting Strength: At least Superhuman Class
Travel Speed: At least Peak Human Speed on foot, Superhuman flight. Relativistic, potentially Speed of Light with Slashing Attacks
Attack Speed: Relativistic, potentially Speed of Light
Reaction Speed: Relativistic, potentially Speed of Light
Stamina: At least Superhuman (Youmu reguarly sweeps the garden of the Saigyouji family which is said to be about 200 yojanas long[3]. Went around for[48] the span of multiple days[49] trying to find culprits[50] resulting in multiple fights[51] over the course of three days[52] without showing any signs[53] of tiring[54])
Range: Standard Melee, Extended Melee with Sword, Several Meters with Charged Sword Slashes (Her sword slashes can keep traveling outward further from where she slashed[55]). At least Tens of Meters with Bullet Attacks & Special Attacks (Her bullets easily travel out of the screen[56], her bomb allows her to slash all across the screen[57]. Lotus Stance Cut can go across an entire screen[58])
Intelligence: Genius Intelligence (It was noted that it takes 50 years for one to be able to cut air yet Youmu feels like she has not spent that much time and can already do it[13], with her also noting she can cut rain through training for 30 years[14], and notes after 200 years she will be able to cut time itself[15])
Knowledge: Grandmaster level (Noted to possess tremendous skill by Yachie, noting that everything should go just fine with a human like Youmu[59])
Increases shot power by 1[374].
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[375].
Grants 1 additional life.
Grants maximum power.
| Name | Translated | Comments | Works | Stage |
|---|---|---|---|---|
| 幽鬼剣「妖童餓鬼の断食」 | Ghost Sword "Fasting of the Young Preta" | PCB | St. 5: E/N | |
| 餓鬼剣「餓鬼道草紙」 | Preta Sword "Scroll of the Preta Realm" | PCB | St. 5: H | |
| 餓王剣「餓鬼十王の報い」 | Hungry King Sword "Ten Kings' Retribution on the Preta" | PCB | St. 5: L | |
| 獄界剣「二百由旬の一閃」 | Hell Realm Sword "Two Hundred Yojana in One Slash" | PCB GoM |
St. 5: E/N — | |
| 獄炎剣「業風閃影陣」 | Hell Fire Sword "Sudden Phantom Formation Slash of Karmic Wind" | PCB | St. 5: H | |
| 獄神剣「業風神閃斬」 符の参「業風神閃斬」 |
Hell God Sword "Sudden Divine Severing of Karmic Wind" Sign III "Sudden Divine Severing of Karmic Wind" |
PCB IaMP |
St. 5: L Story | |
| 畜趣剣「無為無策の冥罰」 | Animal Realm Sword "Karmic Punishment of the Idle and Unfocused" | PCB | St. 5: E/N | |
| 修羅剣「現世妄執」 | Asura Sword "Worldly Delusion" | PCB | St. 5: H/L | |
| 人界剣「悟入幻想」 | Human Realm Sword "Fantasy of Entering Enlightenment" | PCB GoM |
St. 5: E/N — | |
| 人世剣「大悟顕晦」 | Human Society Sword "Great Enlightenment Appearing and Disappearing" | PCB | St. 5: H | |
| 人神剣「俗諦常住」 | Human God Sword "Constancy of the Conventional Truth" | PCB | St. 5: L | |
| 天上剣「天人の五衰」 | Heaven Sword "Five Signs of the Dying Deva" | PCB GoM |
St. 5: E/N — | |
| 天界剣「七魄忌諱」 | Deva Realm Sword "Displeasure of the Seven Po" | PCB | St. 5: H | |
| 天神剣「三魂七魄」 | Heavenly God Sword "Three Hun, Seven Po" | PCB | St. 5: L | |
| 六道剣「一念無量劫」 | Six Realms Sword "A Single Thought and Infinite Kalpas" | PCB GoM |
St. 6: E/N/H/L — | |
| 人符「現世斬」 | Human Sign "Slash of Present World" | IaMP IN SWR |
Use Use Use | |
| 人鬼「未来永劫斬」 | Human Oni "Slash of the Eternal Future" | IaMP IN SWR |
Use Use Use | |
| 断命剣「冥想斬」 | Life-Cutting Sword "Slash of Meditation" | IaMP SWR |
Use Use | |
| 断迷剣「迷津慈航斬」 | Hesitation-Cutting Sword "Slash of Departure from Hesitation" | IaMP SWR GoM |
Use Use — | |
| 魂符「幽明の苦輪」 | Soul Sign "Wheel of Pain of the Living and Dead" | IaMP SWR |
Use Use | |
| 魂魄「幽明求聞持聡明の法」 | Konpaku "Dharma of Gumonji Wisdom of the Living and Dead" | IaMP SWR |
Use Use | |
| 符の壱「二重の苦輪」 | Sign I "Double Wheel of Pain" | IaMP | Story | |
| 符の弐「心眼迷想斬」 | Sign II "Slash of Delusional Inner Eye" | IaMP | Story | |
| 奥義「西行春風斬」 | Arcanum "Slash of Saigyou Spring Wind" | IaMP | Story | |
| 「待宵反射衛星斬」 | "Matsuyoi-Reflecting Satellite Slash" | IN GoM |
LW — | |
| 迷符「纏縛剣」 | Hesitation Sign "Sword of Binding Desires" | PoFV | Use | |
| 迷符「半身大悟」 | Hesitation Sign "Half-Body Disillusion" | PoFV | Use | |
| 人智剣「天女返し」 | Human Knowledge Sword "Turning Angel Cut" | StB SWR |
St. 6 Story | |
| 妄執剣「修羅の血」 | Obsession Sword "Blood of Asura" | StB | St. 6 | |
| 天星剣「涅槃寂静の如し」 | Celestial Star Sword "As the Silent Nirvana" | StB GoM |
St. 6 — | |
| 四生剣「衆生無情の響き」 | Four Births Sword "Echoes of the Inclemency of All Beings" | StB | St. 6 | |
| 剣伎「桜花閃々」 | Sword Skill "Cherry Blossom Flashing" | SWR | Use | |
| 断霊剣「成仏得脱斬」 | Spirit-Cutting Sword "Slash of Ascension to Buddhahood" | SWR | Use | |
| 桜花剣「閃々散華」 | Cherry Blossom Sword "Flashing Scattered Flowers" | SWR | Story | |
| 断想剣「草木成仏斬」 | Thought-Cutting Sword "Slash of the Buddhahood of Flora" | SWR | Story | |
| 瞑斬「楼観から弾をも断つ心の眼」 | Closed-Eye Slash "The Bullet-Cutting Spirit Eye from Roukan" | SWR | Story | |
| 転生剣「円心流転斬」 | Reincarnation Sword "Slash of Circular Vicissitude" | Soku | Use | |
| 空観剣「六根清浄斬」 | Voidness Sword "Slash Clearing the Six Senses" | Soku TD WBaWC |
Use Use Use | |
| 光符「冥府光芒一閃」 | Light Sign "Light Flash of the Netherworld" | ISC | St. 7 | |
| 彼岸剣「地獄極楽滅多斬り」 | Higan Sword "Hacking Slashes of Hell and Paradise" | ISC | St. 7 | |
| 剣技「血振るいの魍魎」 | Swordmanship "Mōryō Wiping Blood Off of their Blades" | 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[376] | |
|
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[382] | |
|
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[385] | |
|
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[390] | |
|
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[393] | |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
転ばぬ先のスペル[394] |
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[401] |
|
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[410] | |
|
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[417] | |
|
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[428] | |
|
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[432] | |
|
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[435] |
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[441] | |
|
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[447] |
|
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[448] | |
|
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[449] | |
|
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 |
Youmu is a swordswoman who dual-wields two special swords: Roukanken and Hakurouken. Due to Youki's disappearance, her sword training is incomplete, yet she is already extraordinarily skilled in swordsmanship. She consistently wins spell card duels, which are usually long ranged combat, using only her swordsmanship.
Youmu can perform a constant barrage of flying slashes as danmaku. She is also extremely fast, allowing her to close in on opponents and deliver flurries of slashes faster than the eye can see.
| Name | Translated | Comments | Games | Usage |
|---|---|---|---|---|
| 反射下界斬 | Lower Realm Reflection Slash | IaMP SWR |
236C Default 236B/C | |
| 弦月斬 | Crescent Moon Slash | IaMP SWR |
623A Default 623B/C | |
| 天界法輪斬 | Heavenly Halo Slash | IaMP | 623B | |
| 生死流転斬 | Transmigration Slash | IaMP SWR |
214A/B Default 214B/C | |
| 折伏無間 | Preaching Avici | IaMP SWR |
41236AB Alternate 623B/C | |
| 「六道怪奇」 | "Bizarreness of Six Realms" | IN | Familiar: 「半幽霊」 "Phantom Half" | |
| 「断迷剣」 | "Hesitation-Cutting Sword" | PoFV | Charge attack | |
| 「未断の魂」 | "Irresolute Soul" | PoFV | EX attack | |
| 憑坐の縛 | Spirit Medium's Bind | SWR | Default 22B/C | |
| 結跏趺斬 | Lotus Posture Slash | SWR TD WBaWC |
Alternate 236B/C Focused (charge + release) Focused (charge + release) | |
| 心抄斬 | Heart Excerpt Slash | SWR | Alternate 214B/C | |
| 悪し魂 | Wicked Soul | SWR | Alternate 22B/C | |
| 炯眼剣 | Insightful Sword | SWR | Alternate 623B/C | |
| 奇び半身 | Strange Half-Body | SWR | Alternate 22B/C | |
| 燐気斬 | Phosphoric Slash | Soku | Alternate 236B/C | |
| 頭上花剪斬 | Slashing a Flower Upon One's Head | Soku | Alternate 214B/C | |
| 剣気 | Sword Aura | TD WBaWC |
Unfocused Unfocused |

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[503]. 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[504], he's also referred to Highly Responsive to Prayers as a study product[505]. 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[506]. 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[507]. 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[508]. 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[509]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[510]. 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[511].
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"[512]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[513]. 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[514].
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[515].
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[200].
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[238]. The rules incoporate the following:
The original draft held these rules[519]:
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[520]. 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[521], further showcasing that probabiliy serves an importance.
There[522] are[523] multiple[524] occasions[525] of[526]characters[527] commenting[528] on[529] humans like[530] Reimu[531] being strong[532]. 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[533], 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[534], with her acknolwedging her strength[535], something Yuugi only does to those who are truly strong[533]. 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[536], 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[19]. 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[537].
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[538], 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[539], where much longer ago people did not draw a distinction between dreams and reality[540], with Maribel reiterating that dreams and reality are the same[541].
In Legacy of Lunatic Kingdom it is shown that the Dream World is a separate plane[542], that in games like Antinomy of Common Flower are shown to have influence[543] on reality[544].
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[545] making her innately unable to be interacted with[546].
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Youmu in Bohemian Archive in Japanese Red
Youmu in Cage in Lunatic Runagate
Youmu in Curiosities of Lotus Asia
Illustration of Youmu in Strange and Bright Nature Deity by Nemu Matsukura
Youmu in Visionary Fairies in Shrine
Omikuji with Youmu's portrait made by ZUN for Reitaisai 15
Youmu's illustration by ZUN
Youmu's several different color palettes available in Touhou Hisoutensoku. Her second palette matches the one she uses as her second color option in Scarlet Weather Rhapsody. Her third palette corresponds to the palette she uses in Immaterial and Missing Power.
Youmu's fortune slip in Whispered Oracle of Hakurei Shrine
Youmu's shot type on an Ability Card from Unconnected Marketeers
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[547], 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[548].
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[549], 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[550]. 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[551].
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[552]. 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[536].
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