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19 members have voted

  1. 1. Best final boss theme?

    • Now Until the Moment You Die
      0
    • Swordsman of a Distant Star
      0
    • Complete Darkness
      0
    • Faint Dream ~ Inanimate Dream
      0
    • Legendary Illusion ~ Infinite Being
      0
    • Septette of the Dead Princess
    • Bloom Nobly, Cherry Blossoms of Sumizome ~ Border of Life
      0
    • Gensokyo Millenium ~ History of the Moon
      0
    • Flight of the Bamboo Cutter ~ Lunatic Princess
    • The Venerable Ancient Battlefield ~ Suwa Foughten Field
    • Solar Sect of Mystic Wisdom ~ Nuclear Fusion
    • Emotional Skyscraper ~ Cosmic Mind
    • Great Fairy Wars ~ Fairy Wars
    • Shoutoku Legend ~ True Administrator
    • Kobito of the Shining Needle ~ Little Princess


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I wonder if Normal Miko is as tough as how Normal Byakuren was.

Not in the slightest. Miko is a wimp no matter the difficulty.

She only has, like, a single challenging spellcard. xP

(Although her nonspells can get you if you don't pay attention.)

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Not in the slightest. Miko is a wimp no matter the difficulty.

She only has, like, a single challenging spellcard. xP

(Although her nonspells can get you if you don't pay attention.)

It might just be me, but I think all Miko's spells, except maybe one, especially the sun and second last one, are killers. but well what do I know

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It might just be me, but I think all Miko's spells, except maybe one, especially the sun and second last one, are killers. but well what do I know

Any spell can kill you if you're not familiar with it, but Miko's are quite simple once you're used to them, trust me! Just practice them in Spell Practice a bit to get the hang of them.

- The first spellcard can be annoying, but isn't too bad if you stay in the bottom center.

- The second is mere timing. Try to move through all rings at once (or in two steps on Lunatic).

- The third is simply misdirection / not getting walled. Note that the two helpers don't have hitboxes, so you can move through them while they're not shooting.

- The fourth is very easy if you position yourself in the largest gap you can find and then just move with it until the bullets disappear. The timer on this spellcard is pretty generous, so don't worry about timing it out.

- The fifth spellcard is fairly easy if you stay unfocused; it's essentially Eternal Meek, but not as fast and less random. Dangerous on Lunatic, but otherwise not too bad if you're quick to react and/or figure out the perfect rhythm.

- Her sixth is hard, no denying that.

- I explained her final before. Probably the easiest final spellcard in the series.

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