Koishi Komeiji - Touhou Shinkirou (2024)

Contents

  • 1 Introduction
  • 2 Unique Mechanics
  • 3 Normal Moves
    • 3.1 Physical
    • 3.2 Bullets
  • 4 Special Moves
    • 4.1 Specials
    • 4.2 Spell Cards
    • 4.3 Last Word
  • 5 Combos
    • 5.1 Midscreen
    • 5.2 Corner
  • 6 Blockstrings
  • 7 Strategies, Tricks, and Gimmicks

Introduction

Koishi Komeiji suddenly became involved with the incidents of Hopeless Masquerade after retrieving the lost Mask of Hope from the underground as it was dropped through the fissures of the earth by accident.

Koishi is a complete counter character. She heavily relies on reading the opponent's movements themselves and finding the best openings to get in with her really strong normals. As most of her moveset is almost entirely position-based, it is that much more important to predict the opponent's movements and use it to counter them. With one of the silliest and most gimmicky movesets, she used to be one of the worst characters in the game into a pretty decent fighter in the end. But don't underestimate her. Beneath that ubiquitous smile and unwieldy design lies a heart-throbbing monster who can lightbulb her foes into oblivion.

Koishi has a very limited moveset, but has a few extremely good moves to make up for it. She prefers to fight at close range where her almighty lightbulb, condescending sneeze, terrifying 6B, and far-reaching 5A can get the best of her foes.

Pros:

  • High damage potential.
  • Very fast B moves.
  • Extremely good 8B makes the region directly above Koishi a deadly place for any foe to be.
  • Decent bullets across all religions.
  • Has an invincible forward dash that can go through people and a great back-dash.
  • Can sneeze.

Cons:

  • Said forward dash is also very slow, forcing her to rely on jumps for movement, making it difficult to get in.
  • Limited moveset, which can make it easy to be predictable.
  • Getting out of pressure can be difficult.
  • Has trouble applying pressure.
  • Can have a hard time dealing with zoners.
  • Her mechanic often leads to attacks coming out when you don't want them to.

Unique Mechanics

Super Responsive Reflexes

Koishi has special orbs next to her spirit bar: a blue melee orb, a red wave orb, and a large green special orb (names subject to change), which will light up when Koishi is subconsciously thinking about using a given move. The blue orb corresponds to B moves, the red orb corresponds to Y moves, and the green orb corresponds special moves. Each B and special move (with a few exceptions) will not be performed when input, but instead saved and performed when move-specific conditions are met. For example, if Koish has 8B ready, it will not activate until an enemy is above Koishi, or Koishi gets bored of it seven seconds later, at which time it will automatically disappear. When most moves are input, the corresponding orb will flash for around two seconds, during which the move is not yet ready. After this time, the orb will be continuously lit until the move is triggered. If a new move is input, the move previously stored in that orb is forgotten.

Inputting a move has a recovery of a little over half a second for some moves, but most of her movesets that has little to no recovery and can instantly block the frame after the declaration.

Koishi's Y moves, on the other hand, is unique as of 1.30. Her Y move does come out on command now, but has a bit of start-up. The move will still be stored however, as it will come out again when the opponent is in range, but with a much faster start-up.

Many attacks will trigger as soon as the opponent is barely outside their actual range. Because of this, these attacks won't hit unless the enemy is moving forward and continues into them. Also, declared moves will not come out while Koishi is pushguarding.

The represented move commands might contain minor falsehoods.

Carefree dashes and dash attacks
Koishi's dashes work in strange ways:

  • 66: Koishi strolls casually forward. At the second step she will become intangible. In this state she has no hitbox nor collision box, making her invincible for the duration of the dash. At the fourth step she will jump forward, with an attack that wallbounces and can counterhit, but is punishable on block. The attack will also have graze frames, but it still unsafe at the end.
  • 44: Koishi does a very fast backdash, then goes a little bit forward to catch her hat that fell off. This movement is actually an attack, and it can be cancelled into pretty much anything.
  • 66A: Koishi stops her stroll to sneeze, just like in her 5AAA autocombo. However, if she has already sneezed recently (either with 66A or with 5AAA, about 2 seconds) she will instead catch her nose to prevent sneezing. After this, she will be able to sneeze the next time again (unless you do another 5AAA before your next 66A).
  • 6[6]A: Koishi spins around with a small heart that follows where the hitbox is. This is a good move for cross-ups and to use for oki on an opponents wake-up from a regular standing stun (where they cannot tech out of) as it only acts while she's invisible and she can cross up the opponent into this move.
  • 6[6]B: Koishi will jump forward similarly to the attack at the end of the dash. However, this version has no graze frames, so it's unwise to throw out randomly.

Normal Moves

Physical

All of Koishi's B moves activate her red orb and will automatically be used by Koishi under certain conditions. These moves have a minimum delay of 1.5 seconds before Koishi can use them, and the move will disappear after 7 seconds. The timer can be reset using another B move, including the same one buffered previously. Only one B move can be buffered at a time.

5A - Koishi attacks her opponent by kicking outwards with her leg. Like all other 5As, this move has a very small hitbox and cannot counterhit. Combos into itself and sets up for Koishi's Dial-A. Has 8 frames of startup.

5AA - Koishi kicks her opponent again.

5AAA - Koishi sneezes. Shares cooldown with 66A.

  • 5AAAA - Koishi finishes her combo using 5B.
  • 5AAA6A - Koishi finishes her combo using 6B.
  • 5AAA8A - Koishi finishes her combo using 8B. Turns Koishi into a hitbox and moves her forward a little, enabling combos at even heights.
  • 5AAA2A - Koishi finishes her combo using 2B.

5B - Koishi spins into her opponent for 1-4 hits. Works like her Y bullets in that you'll do the move first and store a 5B at the same time. Last hit deals most of the damage and 20% limit. The stored version has 7 frames of startup, and the unstored version has 15 frames of startup.

Condition: Activates when opponent is 0-3 character lengths in front of Koishi.

6B - Koishi strikes her opponent with the cords of her 3rd eye, causing a wallslam. 40% limit. Has 11 frames of startup.

Condition: Activates when opponent is 1-6 character lengths in front of Koishi.

8B - Koishi hops and emits a lightbulb upwards, attacking any opponents above her. 40% limit. Has 9 frames of startup.

Condition: Activates when opponent is directly above Koishi.

2B - Koishi flips downwards, striking any opponents below her. 40% limit.

Condition: Activates when opponent is below Koishi and within three character lengths horizontally.

66A - Koishi stops to sneeze. Has an internal cooldown of approximately 2 seconds, so this move cannot be used in rapid succession. Cancellable into X bullets, B and Y moves, and specials. 12 frames of startup.

66A (invisible) - Koishi spins around and knocks into her opponent. Can potentially be used to cross-up an opponent. Cancellable into X, B and Y moves, and specials. 8 frames of startup.

66B (invisible) - Koishi jumps forward and knees her opponent, causing a wallslam. This move is automatically executed if the player continues to dash for approximately 1 second after Koishi turns invisible. Unlike end-dash version, it does not contain graze frames for the duration of the attack. Can be cancelled into spell cards.

Bullets

Koishi's Y move activates her blue orb and will automatically be used by Koishi under certain conditions, as well as come out on command. This move has a minimum delay of approximately 1.5 seconds before Koishi uses it. The timer can be reset using Y again.

X - Koishi fires two heart-shaped bullets forward. Costs a little less than 1/3rd of Koishi's spirit. One of Koishi's more important normal moves, as it comes out quick and can't potentially set Koishi up to be punished later on. 15 frames of startup.

  • Shintoism: Koishi fires four bullets as opposed to two. Has a wider sweep, but moves slower than Neutral.
  • Taoism: The two bullets arc widely before converging and continuing forward at a much higher speed. At the converge, it hits the opponent 3 times.
  • Buddhism: The two bullets are short-length and merge together to form a small heart-shaped explosion, allowing it to juggle for easier combos. Can't be angled.

Y - Koishi pauses and emits a brain wave that travels quickly across the screen. Costs a little less than 1/3 of Koishi's spirit. The stored version is a lot faster and costs less spirit. The second activation is determined by the direction the player is holding while activating the laser (ie. if the player uses 8Y, the second activation will activate when the opponent is slightly above Koishi). After about 25 frames it is spell/skill cancellable, and after 40 frames it becomes active, and it's then jump cancellable. For the stored version, these numbers are 13 and 26 respectively.

  • Neutral: Sends out a brain wave aligned with the opponent that will travel towards the opponent.
  • Shintoism: Sends out a brain wave aligned with the opponent that will travel slowly towards the opponent and gets bigger as it goes.
  • Taoism: The brain wave has more height and reaches across the entire screen.
  • Buddhism: A surrounding brain wave is emitted in all 360 directions. Range reduced from fullscreen to around two character lengths. Can activate at angles greater than 45 degrees.

Special Moves

Specials

Conditioned Teleport (コンディションドテレポート)

If the opponent is close enough after the move is stored, Koishi will automatically teleport to and attack them. Does 60% limit, and is extremely easy to combo into a stun.

Activates when an enemy enters the circle. If unable to activate at that time (for instance, if Koishi has no spirit), the circle will stay out but the skill will no longer be active. The green orb will turn grey to indicate this.

  • Direction influences Koishi's position when she reappears.

Aligned with Taoism.

Fidgety Snatcher (フィゲッティスナッチャー)

Koishi does a spiral antiair attack with full invincibility as she goes up. Can hit enemies on even ground, but only if they're moving towards Koishi. The attack will activate too early and whiff otherwise.

Activates when an enemy is in front of Koishi (roughly one character length) or above/below Koishi (seems unlimited).

  • 8: Koishi spins above her.
  • 2: Koishi spins below her.

Aligned with Buddhism.

Growing Pain (グローイングペイン)

After queuing it Koishi will periodically shoot out a rose vine that grows larger each time she throws it. On hit a vine will also automatically grow and explode. The homing is rather slow, so it won't track very well at close range, but the skills main purpose is to harrass incoming opponents and prevent them from easily starting pressure. She's still somewhat vulnerable while throwing it out, so be careful! Doing a Growing Pain input again while having one set will cancel it.

Activates after an additional 1.5 seconds (3 seconds total after button press), regardless of enemy position.

  • 4/6: The vine starts growing straight forward.
  • 2: The vine starts growing at a 45° angle downward.
  • 8: The vine starts growing at a 45° angle upward.

Aligned with Shinto.

Catch and Rose (キャッチアンドローズ)

Koishi traps her enemy in eye tentacles, then launches them out of a rose. Wallbounces and deals 40% limit. This move does a lot of damage and is the key to unlocking Koishi's most damaging combos.

Activates when the opponent is solidly in its hitbox. Roughly one character length in front of Koishi.

  • 8/2/4: Koishi will activate the grab in front of her once Koishi confirms a melee attack.
  • 6: Koishi sends out a long ranged grab as soon as the opponent enters hitstun or presses a button.

Aligned with Buddhism.

Reflex Radar (リフレクスレーダー)

Koishi sends out a brain wave which starts behind her at then slowly rotates, sweeping out the entire screen. If the brainwave hits an enemy, Koishi will shock them from range. This move is vital as it is used in 90% of her combos. Wallbounces.

Activates when the wave hits an enemy, or after one full rotation.

  • 4/2: The beam starts from the 7 direction and sweeps under Koishi towards her enemy.
  • 6/8: The beam starts from the 7 direction and sweeps over Koishi towards her enemy.

Aligned with Shinto.

Stinging Mind (スティンギングマインド)

Koishi radiates a minefield of invisible roses. They detonate after a certain amount of time, or when grazed. Koishi can graze her own mines to detonate them. Unlike her other skills, there is no prep time. The rose mines appear immediately when the button is pressed.

Activates after a set wait time. If another green skill is prepped before the time is up, the roses will stay onscreen, and can still be manually popped by grazing.

  • 2/8: Activates after ~2.5 seconds.
  • 6: Activates after ~4 seconds.
  • 4: Activates after ~1 second.

Aligned with Taoism.

Unanswered Love

Koishi leaps forward and makes a pair of slashes in a heart-shape around her. It grazes on some of frames of startup, and the slashes themselves can be grazed. It comes out on command and is very fast, making it slightly useful for getting out of pressure, however it is not invincible on start-up, so it can be counter-hit before it comes out. Unfortunately, it can't combo.

While it does come out immediately, unless Koishi is hit, the attack lands (not including being grazed, including being blocked), or Koishi stores a different special, the attack will repeat itself up to 8 times before Koishi finally gets tired of it.

Aligned with Buddhism.

Spell Cards

Suppression "Super-ego"(抑制「スーパーエゴ」)

Koishi draws in her opponent and damages them when they are close. It has invincibility on active frames and some of the startup (starting at around frame 24). The vacuum effect Koishi has during this spell card only affects horizontal distance, not vertical. Combined with its relatively small vertical hitbox, it is not very useful at higher or lower heights. This is also one of the most damaging spellcards in the game. However, it has a lot of startup (40 frames) and ending lag, so please don't throw it out randomly.

Instinct "Release of the Id" (本能「イドの解放」)

Koishi shoots off heart projectiles in all directions and pushes away her opponent. Despite dealing less damage than Super-ego, it can be comboed into after a midscreen combo, has significantly less startup, and has high graze resistance (making it difficult to approach during the spell), making it situationally more useful. Has 22 frames of startup.

Dream Sign "Ancestors are Watching You" (夢符「ご先祖様が見ているぞ」)

Koishi does a very cute pose, summoning two lasers. The lasers come out even if Koishi is hit out of the move (but it has to go on for at least 18 frames first; when makes the spellcard effect). This spellcard can be used three times per declare and Koishi gets the spellcard unused popularity penalty if she doesn't use all three. All three uses combined does more damage than Id, and less damage than Super-ego. It is also possible to connect all three uses in one combo.

Last Word

"Brambly Rose Garden" (「ブランブリーローズガーデン」)

Koishi summons a horde of roses that knock the opponent towards Koishi. If they're close enough after being knocked around for a while, the second part of the spell activates, dealing heavy damage. The roses are unblockable, but grazable, and there is an unbelievably high amount of startup. Because of this, it is guaranteed to fail on any experienced player if not comboed into, but even if you limit the opponent, without a wallbounce there probably isn't enough stun for it to connect. Additionally, it does less damage in a combo than Super-ego.

Combos

Since Koishi doesn't have many attacks that work when you input them, her bnbs tend to look like this:

(possible leading hit or CH) > 5AAA2A* > some preparation move > 3 > 5AAA(A/2A/6A/8A) > preparation move triggers > (possible 5X) > (possible SC)

*in general, you need to wait a few frames until Koishi gains up-forward momentum after the 2A before continuing the combo

In the corner you tend not to need the short wait, and have more options as to what works, and what spellcards can be declared and activated at the end of the combo. Also, you can stick the sneeze right before the first dial-a in most combos for free 400ish damage, or leave it out if it's still in its cooldown, as it doesn't affect limit at all.

Midscreen

  • 5AAA2A > 2/4 Radar (input) > 3 > 5AAA2A > 2/4 Radar (trigger)
Damage: 2343
Limit: 100%
Religion: Any
Notes: The basic midscreen BnB for confirming off of Koishi's 5A that works for all religion. In the corner, some more moves can be thrown at the end for extra damage like Pagoda. 5X can be added on all religions for added damage (though not recommended for buddhism). This is the first combo anyone learning Koishi should learn.
  • 8B > 66A > 5AAA2A > 2/4 Radar (input) > 3 > 5AAA2A > 2/4 Radar (trigger)
Damage: 3237 - 3317
Limit: 100%
Religion: Any
Notes: Most damaging miscreen combo, and extremely easy to land. It's essentially an extended version of the above. Does 2757 with sneeze and without 8B. A charged 8B adds another 80 damage. 5X can also be added at the end, and if you end in the corner, you can end with 5Y in Taoism if radar connects properly.
  • 5AAA2A > 5X > 3 > 5AAA8A > 5X > 9 > 5AAA6A
Damage: 2560
Limit: 100%
Religion: Taoism
Notes: Most damaging midscreen combo off a 5A confirm. If the player has Pagoda in their deck they can use it after the dial-6a into pagoda to deal an extra 100 damage while keeping the regular white stun state. Please note that the second 5X should be slightly delayed for the last 5AAA6A to work, especially on thin characters like Futo. Easier to do at the wall.
  • 2B > 6 > 5AAA8A > 5X > 9 > 5AAA6A
Damage: 2914 - 2984
Limit: 100%
Religion: Taoism
Notes: A workable combo for 2B confirms in Taoism. Adding pagoda adds a lot of extra to it while preserving the regular white stun state. You could also add 5Y instead if you started off with your back close the wall. The 6 is required so you can connect the 8A in the dial-a combo correctly, though it may be confusing where the opponent might end up. Practice it a few times to get used to which side the opponent ends up so you know which way to move forward for the dial-8A follow-up.
  • (some move) > 5AAA6A > 8X > 8 > 5Y
Damage: 2172 ~ 2618
Limit: 100%
Religion: Taoism
Notes: A midscreen combo that Taoist can use to limit in positions where a limit normally isn't achievable. It's weak, so only use it in these situations. Does not work if you're too close to the corner, but there's a more damaging corner combo off of 5Y anyways.
  • 5Y > 8X > 8 > 5Y
Damage: 2288
Limit: 100%
Religion: Taoism
Notes: A Taoist-only combo off a 5Y confirm based on the above combo that can be used at long ranges. Useful for things such as punishing Reimu going through the sides of the screen, or if you manage to snag the opponent with a rouge 5Y. The directional inputs tend to change depending on distance; for example, if you're at opposing sides of the screen, use 5x.
  • 2B > 5X > 8 > 66A > 5X > 9 > 5AAA8A > Pagoda
Damage: 2643 - 3157
Limit: 100%
Religion: Buddhism
Notes: Workable 2B confirm for Buddism. Pagoda recommended for optimal damage.
  • 2B > 6 > 5AAA8A > 4/2 Radar (store) > 6 > 5AAA2A > Radar (activate) > 5X
Damage: 3185 - 3255
Limit: 100%
Religion: Any
Notes: Most damaging combo off of 2B, but a bit strict in timing. The first time you use 6 is so you're close enough to hit the 8A part of the dial-a combo. Practice it a few times to get used to which side the opponent ends up so you know which way to move forward for the dial-8A follow-up. The second time is very short but necessary to connect the dial-2a.
  • 66A > 5X > 9 > 5AAA2A > 5X > 3 > 5AAA6A
Damage: 2539 - 2827
Limit 100%
Religion: Buddhism
Notes: Easy confirm from 66A regardless of where 66A hits. If you are close enough to the wall, instead of doing dial-6A at the end, you can do 5AAA > 5X > 9 >5AAA6A for about 300 more damage.
  • (8/2/4 C&R already stored) 66A > C&R (activate) > 5X > 9 > 5Y
Damage: 2878
Limit: 100%
Religion: Taoism
Notes: Midscreen confirm off of C&R activation. 66A is the most common move to start with when it activates, but works off of regular 5A confirm as well.

Corner

  • 5AAA6A > 5X > 9 > 5AAA6A
Damage: 2205 - 2364
Limit: 100%
Religion: Any
Notes: Day 1 Koishi corner combo. A bit harder to hit on smaller sized characters such as Futo or Byakuren. Taoism requires another 5X to be added after the second dial-6A due to the 5X doing less stun before the converge.
  • 5AAA6A > 5Y > 9 > 5AAA > 5X > 9 > 5AAA6A
Damage: 2832
Limit: 100%
Religion: Any
Notes: Koishi's optimal and most damaging corner combo off of 5A confirms with the use of pagoda. You could also use 5AAA8A to start off with if the opponent is a bit higher than Koishi.
  • 5Y > 5Y > 9 > 5AAA8A > Fistpot
Damage: 3278 - 3434
Limit: 100%
Religion: Taoism/Any
Notes: Before you start jumping on the fact that Koishi has a 3.4k corner combo off of a bullet that's quite flexible, you should probably remember that Koishi's 5y is extremely slow. If an auto5y comes out in the corner and lands, you should go for this combo, as it is very damaging and not difficult to perform. This combo actually works for all religions, although execution may differ slightly (for example, Buddhist will use 6a instead of 8a), but only Taoism gets this much damage out of it. The closest is Neutral, reaching 3.2k at maximum. Fistpot is not necessary for the combo to limit, it just adds extra damage; you can use Pagoda or X instead.
  • (8/2/4 C&R stored in advance) 8B > 66a > C&R (activate) > C&R (store) > 66a > 5aaa8a > C&R (activate)
Damage: 4077 - 4157
Limit: 100%
Religion: Any
Notes: Will not work if the opponent isn't completely against the wall. One of Koishi's most powerful combos, but very hard to set up to use. Does NOT work with 6 version of C&R.
  • 66A > 5AAA2A > 8/2/4 C&R (store) > 5AAA6A > 8x > C&R (activate)
Damage: 2579 - 3126
Limit: 100%
Religion: Any
Notes: Declare C&R immediately after 2A hits, so that the opponent doesn't go down too much. If the opponent doesn't end up right in front of Koishi, C&R will whiff, dropping about 550 damage, but it still limits without it. If you're running Taoist, you can do 5y instead of 8x for an 200 damage. Even though this is technically a corner combo, it can work at almost halfway across the screen; the important part is that you end up at the wall by the time 6A finishes.
  • (Dream Sign "Ancestors are Watching You" already declared) 5AAA2A > 4/2 Radar (store) > 5AAA2A > Radar (activate) > 3 > 5X > 4/2 Radar (store) > SC > 4 > Radar (activate) > SC > SC
Damage: 6755
Limit: 100%
Religion: Any
Notes: Corner only combo utilizing all parts of Dream Sign "Ancestors are Watching You". Hold 4 after the first part of the SC connects as it is important to make the radar connect properly and the opponent be low enough for the ground bounce to occur for the last SC to connect.

Blockstrings

When you stun your opponent, always store a B move (if you have Catch and Rose, you may or may not want to store that too). An uncharged B move is great for catching an escaping opponent. Although a charged B move can do the same thing, it's not safe due to being uncancellable and having more total frames. But, it can scare your opponent from pushblocking, or even guard crush them if they're not paying enough attention. Although, as soon as Koishi forgets it her pressure pretty much disappears. Refrain from using sneeze as much as possible; since it is very good for catching opponents trying to jump out of pressure, keeping it available is important. Remember that a charged B move is ready to come out instantly, which can be very helpful sometimes. Also, a charged 6B doesn't come out at point blank (unlike uncharged 6B).

Strategies, Tricks, and Gimmicks

Koishi's play could revolve around her invincible long dash.Her optimum ready/idle range would about about 1/4th of the stage in distance; far enough for the invincible dash to activate, not too far that it ends too early with the knee attack.Koishi would set up any of her moves from this range. The best all-around move would be 8b; this is the one Koishi will be storing most often. Although 8b is superior to all of her other B moves, it's a good idea to occasionally store other B moves in order to be less predictable.When storing any B move, you have to be extremely careful about Koishi's position on the screen. They love to come out at inopportune moments, causing Koishi to be counterhit out of them instead, or if she's lucky, it only whiffs. Their ridiculous speed and range (especially 6b) makes connecting with them easy with just a bit of timing and spacing.It's also a good idea to use system cards such as the pagoda or fist pot to give Koishi more attacking options, as most of her moves do not come out on command.

  • 5b is not very useful. It has a short range, is much slower than her other B moves (except for the stored version), puts Koishi in danger, and is a little bit hard to combo out of (but that can easily be fixed with Catch and Rose). It's only use is the fact that it can come out on command.
  • 8b is riskier, but the long range it has outreaches most heavy attacks. However, it would sometimes activate beyond its effective range, whiffing.
  • 6b comes out practically instantly and has insane range. However, as it throws the opponent all the way across the screen and even wallbounces, comboing out of it midscreen is impossible unless Koishi is a Taoist. At the corner, it can combo regardless of religion as long as she's close enough.
  • 2b isn't really that good. Its best use is for tricking Koishi's opponent into thinking that she stored 8b, but then catching them with 2b instead. Be warned that if you have 2b stored and you're in the middle of a dial-a combo, Koishi will, for some ungodly reason, do 2B in the middle of it and drop the combo.
  • 2b/8b are great that they may be activated afterwards during a combo, they can easily combo into 5a because of their long hitstun as the first hit, and give her the option to approach from the top/bottom. However, as wall-bounces usually send the opponent upwards, 8b is more useful.
  • 66a, (the sneeze), is a very good move to enter with. It has ridiculous range, moderately fast startup, and usually links to 5a for a full combo. But due to its cooldown it can't be used very often, so make sure you don't waste it.

When not dashing in yet, Koishi would have to rely on up/down movement to move forward faster. Her forward dash is very slow (even slower than her "walk"). Her back dash however is very fast and it lets her get into her optimum range easier.You then send some X bullets on your way, dampening your opponent's danmaku. When your opponent is starting to defend, or the momentum is on your side, you can start dashing in.During Koishi's invincible state, she has a number of options to choose from:

  • Lunging knee attack (6[6]b) - it has quite a long recovery, so this is best used when you're sure that it is going to hit; if you had 8b set up and you're near the corner, your opponent will end up on top of you and 8b will activate, and you can follow up with a 5a combo. Sometimes you can use the version at the end of the dash if your opponent uses a danmaku attack, but only very rarely.
  • Spinning attack (6[6]a) - best used when Koishi has just passed through her opponent; this will cross up as it would hit your opponent behind. On hit from the cross up, this would send your opponent towards you, and it easily comboes into 5a. If it doesn't crossup, it is all but guaranteed to not combo. In that case, with enough vertical distance between Koishi and her opponent, a combo can be done by cancelling into X, jump cancelling, then 5a... or just having Catch and Rose stored in advance.
  • 2b/8b/5a - perhaps the safest to use; 5a can lead into a blockstring. When dashing, 8b becomes a forward rather than upwards leap, which often causes combos to not happen.
  • Many times, you would rather back off and find another opportunity to dash in

For a choice of religion, Taoist or Buddhist is generally recommended. Taoist Koishi has additional long-range comboes that don't exist in other religions, mainly due to her much more useful 5Y, and extended comboability due to her X bullets limiting slower, but suffers from the decreased width of her X bullets. Buddhist Koishi makes comboing a lot easier with her juggling X bullets, but obviously suffers from the lack of range that comes with being a Buddhist. Shinto Koishi doesn't have anything to boast. Sometimes her 5Y can catch people off guard with its expanding range, and her X bullets certainly do have the wider range. Neutral, being neutral, has none of the perks or flaws of the other religions.

Koishi Komeiji - Touhou Shinkirou (2024)

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