- This article is about Koishi's appearance in Touhou: Gensokyo Reloaded. For the character in other contexts, see Koishi Komeiji.
Koishi Komeiji
| |
---|---|
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 | |||
Hit Damage | 25 | Guard Damage | 0 |
Guard Type | Proration | 0.95 | |
P1 Power Gain | 40 | P2 Power Gain | 20 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
3 | 2 | 7 | 12 | +5 | +2 |
Standing | |||
Hit Damage | 45 | Guard Damage | 0 |
Guard Type | Proration | 0.9 | |
P1 Power Gain | 60 | P2 Power Gain | 30 |
Startup | Active | Recovery | Total | Advantage | ||
4 | 4 | 16 | 24 | +6 | -4 |
Standing | |||
Hit Damage | 65 | Guard Damage | 0 |
Guard Type | Proration | 0.85 | |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Startup | Active | Recovery | Total | Advantage | ||
9 | 6 | 17 | 32 | +1 | -3 |
Crouching | |||
Hit Damage | 25 | Guard Damage | 0 |
Guard Type | Proration | 0.92 | |
P1 Power Gain | 40 | P2 Power Gain | 20 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
3 | 2 | 8 | 13 | +4 | +1 |
Crouching | |||
Hit Damage | 50 | Guard Damage | 0 |
Guard Type | Proration | 0.85 | |
P1 Power Gain | 60 | P2 Power Gain | 30 |
Startup | Active | Recovery | Total | Advantage | ||
7 | 3 | 12 | 22 | +2 | -1 |
Crouching | |||
Hit Damage | 80 | Guard Damage | 0 |
Guard Type | Proration | 0.75 | |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Properties | (Trip) |
Startup | Active | Recovery | Total | Advantage | ||
8 | 2 | 25 | 35 | D | -12 |
Aerial | |||
Hit Damage | 40 | Guard Damage | 0 |
Guard Type | Proration | 0.9 | |
P1 Power Gain | 40 | P2 Power Gain | 20 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
4 | 5 | -- | -- | -- | -- |
Aerial | |||
Hit Damage | 55 | Guard Damage | 0 |
Guard Type | Proration | 0.85 | |
P1 Power Gain | 60 | P2 Power Gain | 30 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
6 | 2 | -- | -- | -- | -- |
Aerial | |||
Hit Damage | 70 | Guard Damage | 0 |
Guard Type | Proration | 0.8 | |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
10 | 6 | -- | -- | -- | -- |
Command Moves[]
Throw | |||
+ or ++ | |||
Hit Damage | 80 | Guard Damage | N/A |
Guard Type | Proration | 0.5 | |
P1 Power Gain | 80 | P2 Power Gain | 40 |
Properties | 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 | Proration | 0.8 | |
P1 Power Gain | 80 | P2 Power Gain | 40 |
Properties |
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: Aerial version: |
Proration | 0.8 |
P1 Power Gain | 80 | P2 Power Gain | 40 |
Properties |
Version | Startup | Active | Recovery | Total | Advantage | |
Ground | 3 | 3 | 17 | 23 | +2 | -1 |
Aerial | 3 | 3 | 8L | --- | -- | -- |
Eye Whip Slam | |||
+ | |||
Hit Damage | 70 | Guard Damage | 0 |
Guard Type | Proration | 0.8 | |
P1 Power Gain | 80 | P2 Power Gain | 40 |
Startup | Active | Recovery | Total | Advantage | ||
15 | 4 | 16 | 35 | -3 | -6 |
Heart Helix | |||
+ | |||
Hit Damage | 32x2 | Guard Damage | 6x2 |
Guard Type | Proration | 0.92x2 | |
P1 Power Gain | 30x2 | P2 Power Gain | 15x2 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
11 | 2+ | 36 | 49 | -4 | -9 |
Third Eye Whip | |||
+ | |||
Hit Damage | Ground version: 70 Aerial version: 80 |
Guard Damage | 0 |
Guard Type | Ground version: Aerial version: |
Proration | 0.8 |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Properties |
Version | Startup | Active | Recovery | Total | Advantage | |
Ground | 12 | 3 | 13 | 28 | +7 | +3 |
Aerial | 12 | 3 | -- | -- | -- | -- |
Bright Idea | |||
+ | |||
Hit Damage | 65 | Guard Damage | 0 |
Guard Type | Proration | 0.8 | |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
7 | 4 | 18 | 29 | D | -6 |
Angled Third Eye Whip | |||
+ | |||
Hit Damage | 80 | Guard Damage | 0 |
Guard Type | Proration | 0.8 | |
P1 Power Gain | 90 | P2 Power Gain | 45 |
Properties |
Startup | Active | Recovery | Total | Advantage | ||
10 | 5 | -- | -- | -- | -- |
Specials[]
Guard Cancel | |||
during blockstun | |||
Hit Damage | 80 | Guard Damage | 16 |
Guard Type | Proration | 0.1 | |
P1 Power Gain | -1000 | P2 Power Gain | 40 |
Properties | 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 | |||
Hit Damage | 40xN | Guard Damage | 8xN |
Guard Type | Proration | 0.95xN | |
P1 Power Gain | 15 / 30xN | P2 Power Gain | 15xN |
Properties | Spawns four projectiles. Projectiles disappear if Koishi is hit. |
Version | Startup | Active | Recovery | Total | Advantage | |
Ground | -- | -- | -- | 40 | -- | -- |
Aerial | -- | -- | 12L | -- | -- | -- |
Fidgety Snatcher | |||
Hit Damage | version: 25x4 version: 28x4 version: 31x4 |
Guard Damage | 5x4 |
Guard Type | Proration | 0.92x4 | |
P1 Power Gain | 45 / 20x4 | P2 Power Gain | 10x4 |
Properties |
Version | Startup | Active | Recovery | Total | Advantage | |
9 | 2 | 31 | 42 | D | D | |
18 | 2 | 30 | 50 | D | -11 | |
28 | 2 | 28 | 58 | D | -9 |
Spell Cards[]
Supression "Super-Ego" | |||
Hit Damage | 13x29 + 24 | Guard Damage | 1x29 + 20 |
Guard Type | Proration | 0.96x30 | |
P1 Power Gain | -1000 | P2 Power Gain | 10x30 |
Properties | 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" | |||
Hit Damage | 27x10 | Guard Damage | 4x10 |
Guard Type | Proration | 0.95x10 | |
P1 Power Gain | -1000 | P2 Power Gain | 30x10 |
Properties |
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[]
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 |
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 Margatroid • Byakuren Hijiri • Chen • Cirno • Eirin Yagokoro • Flandre Scarlet • Fujiwara no Mokou • Hong Meiling • Ichirin Kumoi • Kanako Yasaka • Koakuma • Koishi Komeiji • Komachi Onozuka • Lie Meiling • Mamizou Futatsuiwa • Marisa Kirisame • Meimu • Mima • Patchouli Knowledge • Reimu Hakurei • Reisen Udongein Inaba • Remilia Scarlet • Sakuya Izayoi • Sanae Kochiya • Suika Ibuki • Utsuho Reiuji • Youmu Konpaku • Yukari Yakumo • Yuuka Kazami • Yuyuko 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 |