AxelRyman

Labyrinth of Touhou 2 Speedrun Notes - Skill possibilities

May 11th, 2014
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  1. Reimu:
  2. Subclass: Unsure
  3. Hakurei Guardian <-- Useful for any grinding I need to do
  4. Final Prayer <-- Helpful if she gets targeted and my allies need some health.
  5. Youkai Buster <-- Since a number of bosses are Youkai, this can help quite a bit, but requires her to be on the frontline.
  6. Main Character - Reimu <-- Could be useful if I made her deal some damage, but not sure entirely. Putting here cause the buffs are still nice, and works while she's in the reserves
  7.  
  8.  
  9. Marisa:
  10. Subclass: Sorcerer (Magician possibly?)
  11. Magic training <-- Will increase her damage output, and allies if she's on the field.
  12. Arm-Twisting <-- Useful to pierce Mystic resistant enemies' defenses.
  13. Main Character - Marisa <-- Don't know if this works while she's in Reserve. If not, most likely not worth using unless if she's not targeted
  14.  
  15.  
  16. Rinnosuke:
  17. Subclass: Unsure
  18. Gensokyo's Item Shop Owner/Eagle-eyed Shop Owner's Saga <-- Do work while he's in the backline but at a reduced late. Useful for floor grinding.
  19. Stat Boosts <-- Make him more durable, or even offensive with a subclass. Might stick with Defensive ones though.
  20. Effective Formation Change <-- Since at max level characters coming in will be at 9100 ATB, it's very useful for them to get quick turns.
  21. Attack/Magic Debuff when moving <-- Free debuff whenever he gets a turn.
  22.  
  23.  
  24. Keine:
  25. Subclass: Unsure
  26. Historian's Teaching Whip <-- Free exp boost, easy choice.
  27. -Not sure on anything else-
  28.  
  29.  
  30. Kasen:
  31. Subclass: Warrior (Gambler/Transcendant later?)
  32. Ability to Guide Animals <-- Has a few uses here and there for Beasts. Mainly FOEs.
  33. Guts <-- May not even need, but a good backup.
  34. To Increase One's Fighting Spirit <-- Reason to keep her in
  35.  
  36.  
  37.  
  38. Momiji
  39. Subclass: Guardian
  40. Ability to Sense a Thousand Miles Away <-- Helps with the Accuracy reducing moves.
  41. Tengu's Watchful Eye <-- Will only be useful on Mobs since only 1 boss is considered a Flyer(Iku)
  42. Accelerate <-- Free Speed buff when she gets a turn. Can combine with Aya's for more speed.
  43. Instant Attack <-- Useful if I use her for offense
  44. Eyes that Perceive Reality <-- Good to negate any offensive buffs the opponent may have.
  45.  
  46.  
  47. Youmu:
  48. Subclass: Unsure
  49. Those Who Live in the Underworld <-- Useful since there are a few Ghost bosses (Komachi, Yuyuko, and Memorized Knowledge)
  50. Regeneration Ability <-- Good if she's doing a bit of tanking, or even Off-tanking.
  51.  
  52.  
  53. Cirno:
  54. Subclass: Unsure
  55. Tomboyish Ice Daughter <-- Free speed debuff
  56.  
  57.  
  58.  
  59. Minoriko:
  60. Subclass: Healer?
  61. Symbol of Harvest <-- Only one Plant boss, but I can make use of this against Floor Mobs.
  62. Desire to Rest <-- Can make use of with quick switches to keep her MP up and make her deal damage against Nature weak enemies/bosses.
  63. Ability to Control Abundant Harvest <-- Free Magic buff
  64.  
  65.  
  66.  
  67. Komachi:
  68. Subclass: Guardian
  69. Ferry Wages of Sanzu River <-- Good on Floor mobs to get more money.
  70. Flexibility <-- Keeps her already low defenses up high
  71. Regeneration Ability <-- Must have for bosses due to her HP stat and items to increase the effect.
  72.  
  73.  
  74. Nitori:
  75. Subclass: Warrior (Gambler/Transcendant Later?)
  76. Kappa's Ecology Observation <-- For Floor 4-6's enemies/Till Maintenance can be obtained
  77. Overheating/Cooling Down <-- Near endgame after Diva Aya is obtained (Use Aya to instantly give Nitori a turn after Super Scope 3D, Concentrate, use ATB Manipulation spell cards and Concentrate till Nitori can use Super Scope 3D again, repeat).
  78. Super Scope 3D <-- Increase Damage Output
  79. Portable Versatile Machine <-- Increase Buff %
  80.  
  81.  
  82. Wriggle
  83. Sublcass: Toxicologist
  84. Kodoku Queen <-- Increased Damage Output
  85. Toxic Strengthening (Toxicologist) <-- Stronger Poisons
  86. Comet on Earth <-- Increase Damage (Not sure if it Amplifies poison. Probably not)
  87.  
  88.  
  89. Aya
  90. Subclass: Diva (Maybe Monk early on for the Speed/Evasion increase?)
  91. Teaching's of Gensokyo's Fastest <-- Quick Escapes + Speed boosts/ATB manipulation
  92. Wild Tengu <-- Boost Allies speed. Useful with Diva
  93. Dance of the Cochlea <-- No explanation needed
  94. Song of Delight <-- Increased EXP gain is always nice.
  95. Silent Melody <-- Since I won't really need to grind anymore, I can explore more freely with less interruptions.
  96.  
  97.  
  98.  
  99. Hina:
  100. Subclass: Hexer (If I need to explain, you've never tried it)
  101. Misfortune Reversal <-- No explanation needed.
  102. Role of Nagashi-bina <-- Again, No explanation needed
  103. Hexer's Conversion <-- You see where this is going
  104.  
  105.  
  106. Rin:
  107. Subclass: Unsure
  108. Extra Attack <-- Really good no matter what
  109. Accelerated Rank Switch <-- Might be useful?
  110.  
  111.  
  112. Utsuho:
  113. Subclass: Unsure
  114. Arm-Twisting
  115. Note: Might not even get used
  116.  
  117.  
  118. Satori:
  119. Uhhh....I've never actually used her proficiently. Considering it takes a while to get her going, and her stats might not be as proficient as the others, I might not use her at all, but I won't throw her completely under the bus just yet.
  120.  
  121.  
  122. Yuugi:
  123. Subclass: Warrior (Gambler/Transcendent later on?)
  124. Catastrophic Guardian God <-- Increases her damage output on KOiTS, and other PHY attacks as well, like Nitori's Super Scope 3D
  125. Hoshiguma Dish <-- Not sure on how strong the Increased Attack is on a single enemy, however this helps her damage output in boss fights.
  126. KOiTS <-- Increased Damage
  127.  
  128.  
  129. Reisen:
  130. Subclass: Hexer
  131. People of the Moon <-- Ignore a portion of defense? Yes please
  132. Intense Vertigo <-- Helps lowering Debuff Resistance, which is Reisen's Forte. Could also open up the possibility of abusing other ailments as well
  133. Curse Strengthening (Hexer) <-- Stronger Debuffs
  134. Discarder <-- Stronger Debuff %s maybe? (Doesn't list on the Wiki so it might just be damage increase)
  135.  
  136.  
  137. Iku:
  138. Subclass: Unsure (Enhancer maybe? Or Even Monk)
  139. Supple Hagoromo <-- Useful for buffing with Thundercloud Stickleback
  140. Heavenly Maiden's Blow <-- Useful if I use Iku for attacking.
  141. Flexibility <-- Could make Whiskers of the Dragon God be a full force buff on herself.
  142. Heaven's Hagoromo <-- Could use with Monk's Making Normal Attacks Whole on Floor enemies
  143.  
  144.  
  145.  
  146. Suika: [This is debatable since I don't know if it might be worth grabbing her, however due to how powerful she can be, it might be worth a shot if I can get the money for the items]
  147. Subclass: Warrior (Gambler/Transcendant later?)
  148. Ibuki Gourd <-- Healing and a buff when she takes a turn? Yes please.
  149. Free-Spirited and Uninhibited On <-- Lower HP on enemy = more damage? YES PLEASE!
  150. Encounter with a Formidable Foe <-- 7% Stat buff of she doesn't kill the enemy? Once more, YES PLEASE!!
  151.  
  152.  
  153. Remilia:
  154. Unless someone can convince me otherwise, I don't think I'll be using her.
  155.  
  156.  
  157. Sakuya:
  158. Subclass: Unsure
  159. Extra Attack <-- Definite first skill to get
  160. Elaborate Sacrifice <-- Turn the debuffs into buffs, should she be unfortunate enough to be out there when they come
  161. Piercing Attack <-- Might be useful?
  162.  
  163.  
  164. Kanako: [I can't think of her being too useful, maybe if her Cold Nuke is still worth using, but only against Cold weak bosses.
  165. Subclass: Unsure
  166. Majesty <-- Should need no explanation
  167. Ability to Create Heaven <-- Not sure if the bug has been fixed yet, but this could be useful if it has. Otherwise worthless.
  168.  
  169.  
  170. Suwako: [Similar to Kanako, I can't think of her having much use]
  171. Subclass: Unsure
  172. Ability to Create Earth <-- Useful but only if she's on the far right in an active party of 4.
  173. Kero Kero Power! <-- Could be useful if her Nature attack is worth using. Otherwise, she might just be good for Moriya's Iron Ring
  174. Agility <-- If unlucky enough to be hit by a Speed Debuff. And survive
  175.  
  176.  
  177.  
  178. Tenshi: [Considering how late she joins, she might not get the most use]
  179. Subclass: Guardian
  180. Always Rising after Falling <-- Useful for grinding/staying on floors due to puzzles/exploration
  181. Keystone of Ranks <-- Depending on how much use Tenshi gets, this might be worth using if I make her be a Change Bot, but only on the Far Left slot.
  182. Owner of the Sword of Scarlet Perception <-- Will help if I need to remove Buffs from the enemy
  183. Freedom from Worldly Thoughts <-- Useful against Glowing Azure Giant and his damn Rasetsu Fist!
  184.  
  185.  
  186. Yuyuko:
  187. Subclass: Unsure
  188. Majesty <-- Needs no explanation
  189. Those who Live in the Underworld <-- I believe 16-18 is filled with Ghosts, so useful if I need to kill any. Otherwise, useless
  190.  
  191.  
  192. Yukari:
  193. Subclass: Unsure
  194. Manipulation of Boundaries <-- Free Defense Debuff
  195. Phenomenal Force of Will <-- Free MP recovery (Only 1 but still)
  196. Majesty <-- No explanation
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