A clear of stage 6 on Lunatic without deaths, bombs, roar breaks or hypers.
Okay now it's time for the actual hard part.
This stage is very tough, and contains most of the game's difficulty.
Marisa shines in this stage again and it looks like Marisa will be better than Reimu in this game for the most part. Which is very rare. Reimu doesn't even have her small hitbox anymore since Touhou 16 I believe, which gives even less reason to use her.
The stage portion is mostly free. The very start is probably the hardest part, you want to destroy the orbs that move down the screen. The other orbs you can circle.
The wisp spam is weird. It's usually free if you start slightly up on the left side and stream right, but the wisps can randomly be really shitty. They can also spawn a bullet an inch away from you.
Midboss: You can spin this one just like the stage 5 midboss, but it's way easier. Always starts clock-wise. It's free, especially with Marisa's speed, and you also skip a portion of the stage by timing it out.
The boss itself is weird. Most of the patterns are either static or aimed and can be made very consistent. There are also a couple of RNG patterns but only one has really bad RNG to it. Most of the difficulty comes from the penultimate spell, which is easily the least consistent thing in the game. If the penultimate didn't exist, then this boss would be fairly tame in terms of final bosses actually.
Non 1: Aimed so just move to the side.
Spell 1: This pattern is actually an exact copy of a Seihou pattern. The stage 5 boss in Shuusou Gyoku to be exact. Seihou confirmed canon etc.
This spell is extremely tight and uncomfortable. Luckily it's aimed static. I misdirect the second wave to the left, this way you only have to do one tight squeeze.
Non 2: You can spin this one.
Spell 2: The way the bullets move is random, so sometimes you can get really tough situations. I find the bottom corners to be the safest. Second wave is just misdirecting. This spell is basically just two dodges.
Non 3: Very random. This non can sometimes kill you if you get bad RNG.
Spell 3: This spell is really awful. It's extremely random and can screw you over easily. The boss moves all over the place randomly and the lasers can block you from staying under the boss.
Non 4: This non can be somewhat scary if the boss decides to stay low on the screen, but overall it's not too bad. It gets faster over time so you do want to prioritize damage.
Spell 4: Spell spawns dolls that move down the screen and are destructible. Dolls are static based on the boss's position I think. You kinda want to stay under the boss but I find that alternating between middle and side works most of the time. Most annoying thing about this spell is getting rammed by the dolls.
Marisa is pretty good for this spell since she can destroy the dolls really fast.
Spell 5: Red waves are static while the blue waves are aimed. Can be fully routed.
Spell 6: HOOOOO BOY this thing. This spell is easily the hardest thing in the game. It's aimed static, but the execution is so ridiculously tight.
You want to start a little on the right of the middle to aim the waves that way, and then get through the red wave with two quick motions. One move to the right and then diagonally up-left.
You can also do this in one movement by lining yourself up with the tiny gap and then only doing the diagonal move.
Spell 7: This final looks extremely chaotic, but it can be made close to 90% static. The individually colored waves are static, but when they overlap is dependent on when the phase transition happens, i.e. when you shoot a phase down. This means the pattern will be different between every shottype, and it will also never be 100% the same because of different micromovements during dodging. However, you can make the red, blue and yellow kunai waves 100% static by timing out the first two phases. The phase transition will always be at the same time that way. I try to time the last phase transition by having the boss at 50% health left and making the same movements during the third phase, but it's never 100% consistent. But if you time it well you get really nice open lanes on the final phase with this strat.
Choked twice on the final, feels bad man.
Third attempt at recording and uploading this.
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