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This article is about Koishi's appearance in Touhou: Gensokyo Reloaded. For the character in other contexts, see Koishi Komeiji.
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Koishi Komeiji
GRKoishiPort
Character Portrait
Playstyle Bait & Punish
Last Words "Brambly Rose Garden"
Dream Sign "Ancestors are Watching You"

Features[]

  • All of the character's dashes end in a melee attack if seen through to the end of their animations.
  • Both of Koishi's forward dashes make her invincible partway into them.

Pros[]

  • Koishi has the tools to be an effective fighter at any range.
  • Can be played degenerately if so desired, forcing an opponent into making a mistake which the character can easily capitalise off.
  • Has a highly effective disruption tool in Crouching Heavy Attack, which is the longest ranged trip Normal in Gensokyo Reloaded.
  • Third Eye Whip is an excellent poking tool with huge range that can be used in the air and is safe on block, which also makes it an equally effective punish tool and an easy confirm into Catch & Rose at most ranges.
  • It is very easy to start or continue a combo out of Catch & Rose, owing to it slowly bouncing its victim off the wall; the wallbounce property also allows Koishi to combo an opponent from anywhere, negating the need to corner an opponent to access the most effective combos.

Cons[]

  • Koishi's mobility is a bit underwhelming, with her dashes being somewhat sluggish and awkward.

Statistics[]

Life Chain Type Walk Velocities (UPF) Jump Startup Jump Velocities (UPF)
Forward Back Forward Back
1000 I 2.5 -2.2 4 2.6 -2.6
Forward Dash Forward Air Dash
Startup Velocity (UPF) Duration Recovery Startup Velocity (UPF) Recovery
4 3 12~76 8 / Attack 4 3 4L / Attack
Back Dash Back Air Dash
Startup Velocity (UPF) Duration Recovery Startup Velocity (UPF) Recovery
6 -4.8 28 Attack 6 -4.8 Attack


Movelist[]

Normals[]

Standing ButtonA
Hit Damage 25 Guard Damage 0
Guard Type Attack can be blocked while either standing or crouching Proration 0.95
P1 Power Gain 40 P2 Power Gain 20
Properties Move can be chained into itself
Startup Active Recovery Total Advantage
3 2 7 12 +5 +2


Standing ButtonB
Hit Damage 45 Guard Damage 0
Guard Type Attack can be blocked while either standing or crouching Proration 0.9
P1 Power Gain 60 P2 Power Gain 30
Startup Active Recovery Total Advantage
4 4 16 24 +6 -4


Standing ButtonC
Hit Damage 65 Guard Damage 0
Guard Type Attack can be blocked while either standing or crouching Proration 0.85
P1 Power Gain 90 P2 Power Gain 45
Startup Active Recovery Total Advantage
9 6 17 32 +1 -3


Crouching ButtonA
Hit Damage 25 Guard Damage 0
Guard Type Attack can be blocked while crouching Proration 0.92
P1 Power Gain 40 P2 Power Gain 20
Properties Move can be chained into itself
Startup Active Recovery Total Advantage
3 2 8 13 +4 +1


Crouching ButtonB
Hit Damage 50 Guard Damage 0
Guard Type Attack can be blocked while either standing or crouching Proration 0.85
P1 Power Gain 60 P2 Power Gain 30
Startup Active Recovery Total Advantage
7 3 12 22 +2 -1


Crouching ButtonC
Hit Damage 80 Guard Damage 0
Guard Type Attack can be blocked while crouching Proration 0.75
P1 Power Gain 90 P2 Power Gain 45
Properties Knockdown cannot be tech recovered (Trip)
Startup Active Recovery Total Advantage
8 2 25 35 D -12


Aerial ButtonA
Hit Damage 40 Guard Damage 0
Guard Type Attack can be blocked while standingAttack can be blocked while airborne Proration 0.9
P1 Power Gain 40 P2 Power Gain 20
Properties Aironly
Startup Active Recovery Total Advantage
4 5 -- -- -- --


Aerial ButtonB
Hit Damage 55 Guard Damage 0
Guard Type Attack can be blocked while standingAttack can be blocked while airborne Proration 0.85
P1 Power Gain 60 P2 Power Gain 30
Properties Aironly
Startup Active Recovery Total Advantage
6 2 -- -- -- --


Aerial ButtonC
Hit Damage 70 Guard Damage 0
Guard Type Attack can be blocked while standingAttack can be blocked while airborne Proration 0.8
P1 Power Gain 90 P2 Power Gain 45
Properties Aironly
Startup Active Recovery Total Advantage
10 6 -- -- -- --


Command Moves[]

Throw
ButtonB+ButtonC  or  B+ButtonB+ButtonC
Hit Damage 80 Guard Damage N/A
Guard Type Attack cannot be blocked Proration 0.5
P1 Power Gain 80 P2 Power Gain 40
Properties Move is attributed as a throw, works against grounded opponentsKnockdown cannot be tech recovered
Does not make contact with opponents in hitstun or blockstun.
Startup Active Recovery Total Advantage
2 2 20 24 D D


Sneaky Strike
Occurs when the Forward Dash is seen through to its full length
Hit Damage 80 Guard Damage 0
Guard Type Attack can be blocked while standing Proration 0.8
P1 Power Gain 80 P2 Power Gain 40
Properties AirokWall bounce and subsequent knockdown cannot be tech recovered
Version Startup Active Recovery Total Advantage
Ground 4 10 18 + 8L 40 D -21
Aerial 4 10 8L -- -- --


Hat Trick
Occurs automatically at the end of the Back Dash
Hit Damage 70 Guard Damage 0
Guard Type Ground version: Attack can be blocked while either standing or crouching
Aerial version: Attack can be blocked while standingAttack can be blocked while airborne
Proration 0.8
P1 Power Gain 80 P2 Power Gain 40
Properties Airok
Version Startup Active Recovery Total Advantage
Ground 3 3 17 23 +2 -1
Aerial 3 3 8L --- -- --


Eye Whip Slam
F+ButtonB
Hit Damage 70 Guard Damage 0
Guard Type Attack can be blocked while standing Proration 0.8
P1 Power Gain 80 P2 Power Gain 40
Startup Active Recovery Total Advantage
15 4 16 35 -3 -6


Heart Helix
B+ButtonB
Hit Damage 32x2 Guard Damage 6x2
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.92x2
P1 Power Gain 30x2 P2 Power Gain 15x2
Properties Move is attributed as a projectile
Startup Active Recovery Total Advantage
11 2+ 36 49 -4 -9


Third Eye Whip
F+ButtonC
Hit Damage Ground version: 70
Aerial version: 80
Guard Damage 0
Guard Type Ground version: Attack can be blocked while either standing or crouching
Aerial version: Attack can be blocked while standingAttack can be blocked while airborne
Proration 0.8
P1 Power Gain 90 P2 Power Gain 45
Properties Airok
Version Startup Active Recovery Total Advantage
Ground 12 3 13 28 +7 +3
Aerial 12 3 -- -- -- --


Bright Idea
B+ButtonC
Hit Damage 65 Guard Damage 0
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.8
P1 Power Gain 90 P2 Power Gain 45
Properties Knockdown can be tech recovered just before touching the ground by holding A, B, or C
Startup Active Recovery Total Advantage
7 4 18 29 D -6


Angled Third Eye Whip
D+ButtonC
Hit Damage 80 Guard Damage 0
Guard Type Attack can be blocked while standingAttack can be blocked while airborne Proration 0.8
P1 Power Gain 90 P2 Power Gain 45
Properties Aironly
Startup Active Recovery Total Advantage
10 5 -- -- -- --


Specials[]

Guard Cancel
RQCB A, B, or C during blockstun
Hit Damage 80 Guard Damage 16
Guard Type Attack can be blocked while either standing or crouching Proration 0.1
P1 Power Gain -1000 P2 Power Gain 40
Properties Move grants invulnerability during startup and any amount of active framesKnockdown can be tech recovered just before touching the ground by holding A, B, or C
Cannot cause a K.O.
Startup Active Recovery Total Advantage
0+6 2 42 50 D -20
Notes on Frame Data Startup invulnerability 1f~20f.


Growing Pain
QCF A, B, or C
Hit Damage 40xN Guard Damage 8xN
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.95xN
P1 Power Gain 1530xN P2 Power Gain 15xN
Properties AirokMove is attributed as a projectileKnockdown can be tech recovered just before touching the ground by holding A, B, or C
Spawns four projectiles.
Projectiles disappear if Koishi is hit.
Version Startup Active Recovery Total Advantage
Ground -- -- -- 40 -- --
Aerial -- -- 12L -- -- --


Fidgety Snatcher
DP A, B, or C
Hit Damage ButtonA version: 25x4
ButtonB version: 28x4
ButtonC version: 31x4
Guard Damage 5x4
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.92x4
P1 Power Gain 4520x4 P2 Power Gain 10x4
Properties Move grants invulnerability during startup and any amount of active framesKnockdown can be tech recovered just before touching the ground by holding A, B, or C
Startup Active Recovery Total Advantage
4 3 (3) 3 (3) 3 (3) 3 27 + 12L 64 D -21
5 3 (3) 3 (3) 3 (3) 3 32 + 12L 70 D -32
7 3 (3) 3 (3) 3 (3) 3 38 + 12L 78 D -38
Notes on Frame Data ButtonA & ButtonC versions: startup invulnerability 1f~5f.
ButtonB version: startup invulnerability 1f~10f.


Unanswered Love
RDP A, B, or C
Hit Damage ButtonA version: 90
ButtonB version: 100
ButtonC version: 110
Guard Damage ButtonA version: 18
ButtonB version: 20
ButtonC version: 22
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.85
P1 Power Gain 4580 P2 Power Gain 40
Properties Move grants invulnerability to enemy attacks with the projectile attributionKnockdown can be tech recovered just before touching the ground by holding A, B, or C
ButtonB & ButtonC versions: will attack again if the first attack whiffs.
ButtonC version: will attack a third time if the second attack whiffs.
Notes Distance travelled varies with button pressed.
Version Startup Active Recovery Total Advantage
ButtonA 6 2 (4) 2 11 + 12L 37 D -9
ButtonB 6 2 (4) 2 15 + 12L 41 D -13
ButtonC 6 2 (4) 2 19 + 12L 45 D -17
Notes on Frame Data ButtonA version: projectile invulnerability 4f~26f.
ButtonB version: projectile invulnerability 4f~30f.
ButtonC version: projectile invulnerability 4f~34f.


Catch & Rose
HCB A, B, or C
Hit Damage 101 Guard Damage ButtonA version: N/A
ButtonB & ButtonC versions: 20
Guard Type ButtonA version: Attack cannot be blocked
ButtonB & ButtonC versions: Attack can be blocked while standing, crouching, or airborne
Proration ButtonA version: 0.5
ButtonB & ButtonC versions: 0.7
P1 Power Gain 45120 P2 Power Gain 60
Properties Wall bounce and subsequent knockdown cannot be tech recovered
ButtonA version: Move is attributed as a throw, works against grounded opponents, does not make contact with opponents in hitstun or blockstun.
Version Startup Active Recovery Total Advantage
ButtonA 9 2 31 42 D D
ButtonB 18 2 30 50 D -11
ButtonC 28 2 28 58 D -9


Spell Cards[]

Supression "Super-Ego"
QCB QCB A, B, or C
Hit Damage 13x29 + 24 Guard Damage 1x29 + 20
Guard Type Attack can be blocked while either standing or crouching Proration 0.96x30
P1 Power Gain -1000 P2 Power Gain 10x30
Properties Move grants invulnerability during startup and any amount of active framesKnockdown cannot be tech recovered
Pulls opponent towards Koishi.
Startup Active Recovery Total Advantage
0+8 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 46 172 D -29
Notes on Frame Data Startup invulnerability 1f~21f.


Instinct "Release of the Id"
QCF QCF A, B, or C
Hit Damage 27x10 Guard Damage 4x10
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.95x10
P1 Power Gain -1000 P2 Power Gain 30x10
Properties AirokMove is attributed as a projectileKnockdown cannot be tech recovered
Version Startup Active Recovery Total Advantage
Ground 0+12 145~160 35~50 207 D -19
Aerial 0+12 145~160 12L -- D --


Last Words[]

"Brambly Rose Garden"
QCB QCB A, B, and C
Hit Damage 1x29 + 5 + 416 Guard Damage N/A
Guard Type Attack cannot be blocked Proration 0.44
P1 Power Gain -3000 P2 Power Gain 30x10 + 304
Properties "Brambly Rose Garden" must be selected at the beginning of the match.
Knockdown cannot be tech recovered
Attack's damage is not affected by proration.
Startup Active Recovery Total Advantage
0+27 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 22 167 D D


Dream Sign "Ancestors are Watching You"
QCF QCF A, B, and C
Hit Damage 27x6 Guard Damage 5x6
Guard Type Attack can be blocked while standing, crouching, or airborne Proration 0.95x6
P1 Power Gain -3000
0
P2 Power Gain 34x6
Properties Dream Sign "Ancestors are Watching You" must be selected at the beginning of the match.
AirokMove is attributed as a projectileMove tracks the opponent's position during startup, but will not follow them once it becomes activeKnockdown cannot be tech recovered
Attack's damage is not affected by proration.
Move can be activated up to three times.
Version Startup Active Recovery Total Advantage
Ground first activation 0+29 1+ 46 76 D --
Ground second & third activations 0+21 1+ 54 76 D --
Aerial first activation 0+29 1+ 12L -- D --
Aerial second & third activations 0+21 1+ 12L -- D --


Touhou: Gensokyo Reloaded
Playable Characters Alice MargatroidByakuren HijiriChenCirnoEirin YagokoroFlandre ScarletFujiwara no MokouHong MeilingIchirin KumoiKanako YasakaKoakumaKoishi KomeijiKomachi OnozukaLie MeilingMamizou FutatsuiwaMarisa KirisameMeimuMimaPatchouli KnowledgeReimu HakureiReisen Udongein InabaRemilia ScarletSakuya IzayoiSanae KochiyaSuika IbukiUtsuho ReiujiYoumu KonpakuYukari YakumoYuuka KazamiYuyuko Saigyouji
Non-playable Characters Meimu
Stages Bamboo Forest of the Lost (Day/Night) • Catwalk in Geyser • Cemetary of Onbashira • Collapsed Boundary • Creek of Genbu • Eientei • Field of Tanuki • Forest of Dolls • Forest of Magic • Garden of the Sun • Gensokyo • Hakugyokurou • Hakurei Shrine (Day/Night/Boundary/Border) • Hakurei Shrine Ruins • Mare Tranquilitatis • Misty Lake • Moriya Shrine • Netherworld • Palace of Earth Spirits • Palanquin Ship (Exterior/Interior) • Scarlet Devil Mansion Basement • Scarlet Devil Mansion Clock Tower (Day/Night) • Scarlet Devil Mansion Foyer • Scarlet Devil Mansion Library (Day/Night) • The Outside World • Untrodden Valley
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