Mononobe no Futo - Touhou Shinkirou (2024)

Contents

  • 1 Introduction
  • 2 Unique Mechanics
    • 2.1 Changes by Level
  • 3 Changes in 1.30 and 1.32
    • 3.1 Buffs
    • 3.2 Nerfs
  • 4 Normal Moves
    • 4.1 Physical
    • 4.2 Projectile
  • 5 Special Moves
  • 6 Combos
    • 6.1 5a
    • 6.2 66a
    • 6.3 6[6]a
    • 6.4 5b
    • 6.5 6b
    • 6.6 8b
    • 6.7 2b
    • 6.8 Fireball
    • 6.9 WindWarp
    • 6.10 Misc. Spellcard confirms
  • 7 Blockstrings
    • 7.1 Corner String
    • 7.2 Corner reset options
    • 7.3 Midscreen options
  • 8 Strategies, Tricks, and Gimmicks

Introduction

Futo is a momentum-based character who relies heavily on her plates to create dangerous situations for her opponents. Once she gets her plates set up, she can mix-up her opponent with her bouncing fireballs and quick movement, and if she reaches higher levels of plates, her pressure becomes even more impressive with her splitting arrows, longer lasting overflows, and improved normals. She also has good tools for pushing opponents to the edge of the screen, where her pressure becomes very difficult to escape and where she can reliably limit opponents off of almost any hit-confirm. Once she gets a popularity lead, she can use her quickness to zone out the opponent and run out the clock, assuming you use her speed to minimize the popularity loss from moving away from you opponent.

Unfortunately, Futo is also very meter-dependent, and will often have to resort to weaker combos in favor of stage control with her various skill cards. Playing Futo requires a great degree of patience as well as the ability to recognize when momentum is in your favor and when you need to play defensively.

Unique Mechanics

Futo's main mechanic involves her projectiles: plates that will set themselves through various methods (generally if they hit the opponent) and cause hitstun on hit or blockstun on block. Futo can then use her skill cards to interact with the set plates. There may be up to 5 plates or stacks of two plates on the screen at once. Any other plates that would be set will make the earliest plate, or stack, set on the field disappear, setting a new stack of two. All moves that would set a plate will set a stack of two if they hit the opponent, except for 5y, which only sets one per hit.

Whenever a previously set plate is broken, you gain a counter [枚]. At every 20 plate-interval, the plates change color and properties. This grants Futo additional buffs to her normal and special moves based on the level.

Changes by Level

0-19 Plates (Light Blue)

  • 6[6]a will hit up to 2 times
  • 6y will hit once before setting itself
  • WindWarp - Creates a whirlwind at her feet once warped that is about 5 character lengths wide. Up to 4 hits.
  • Arrow - Big arrow bounces off of a plate without any additional bullets.
  • Overflow - Up to 3 hits.
  • Boat - Summons a level 1 boat. Each consecutive cancel creates a higher level boat than the last (up to level 3).
  • Fireball - Consumes plates normally and explodes on contact with the opponent once no plates are left.
  • Pillar - Pillar is just a bit wider than Futo's standing animation. Goes a bit higher than mid height. Throws 5 shards when plate is broken.
  • Tornado - A level 1 sized tornado will be spawned if one plate is absorbed into the vortex. Each plate absorbed increases the size by one level, up to level 5.

20-39 Plates (Black)

  • Overall Damage increased
  • 5b is now bigger (About 1.80(?) times larger in area).
  • 8b upward jump hitbox seems slightly bigger (need confirmation on this one).
  • 66a and the last move of 5aaa is significantly larger (about 4 times larger in area).
  • 6[6]a will hit up to three times.
  • 6y will hit the opponent up to 2 times before setting.
  • Arrow - Will now spawn 3 small arrows after breaking a plate.
  • Overflow - Up to 4 hits.
  • Tornado - A level 2 tornado will now be spawned with one plate absorbed into the vortex.

40-59 Plates (Red)

  • Overall damage increased.
  • 5aaa2a will hit even without initial forward momentum.
  • 2b flame is larger.
  • 6y will hit the opponent up to 3 times before setting.
  • WindWarp - The whirlwind created at her feet is now about 1.2 times wider.
  • Boat - A level 2 boat will spawn on the first use rather than a level 1 boat. Each consecutive cancel will spawn a level 3 dragon boat.
  • Fireball - Plates will now explode when consumed by the fireball (extra 20% stun per explosion).
  • Pillar - About 1.2 times wider.
  • Tornado - A level 3 tornado will now be spawned with one plate absorbed into the vortex.

60-79 Plates (White China plates)

  • Overall damage increased
  • 5aaa8a ground-slams
  • 6b and 5aaa6a creates a larger whirlwind around Futo, and the whirlwind shot in front of her is also bigger.
  • 6[6]a will hit up to 4 times.
  • 6y will hit the opponent up to 4 times before setting.
  • Arrow - Will now spawn 6 small arrows after breaking a plate.
  • Overflow - Will hit up to 5 times.
  • Tornado - A level 4 tornado will now spawned with only one plate absorbed into the vortex.

80+ Plates (Gold)

  • Overall damage increased.
  • 5b tornado is about 1.40-1.50(?) times larger in area.
  • 8b second hit is about 2.25(?) times larger in area. The initial hit also seems a bit bigger.
  • 2b launches a grazeable fire ring downwards.
  • Taoist 5y will now do 10% stun per plate instead of 5%.
  • 6[6]a will hit up to 5 times
  • 6y will now hit up to 5 times before setting.
  • WindWarp - Now has a hit on the initial drop for no stun. Also now has actual hitstun, for a non spell card follow up!
  • Overflow - hits up to 6 times
  • Boat - I hope your opponent likes dragon boats.
  • Fireball - Does not disappear after getting hit anymore.
  • Pillar - Extra wide pillar, about 1.15(?) times wider.
  • Tornado - A maxed level tornado will now be spawned with one plate absorbed into the vortex.

Note: if a move isn't listed in certain levels, it's because it is (nearly) identical to the last level, barring damage.

This info is all based on my personal playtesting, if anything is wrong here (like the size increases), feel free to change it.

Changes in 1.30 and 1.32

Although mostly buffs, these patches did hurt a couple of her special moves quite hard. She however hasn't changed much playstyle wise, aside from having a couple more uses out of her normal moves, mainly 8b, and a swap between which one of the Buddhist skill cards is better.

Buffs

  • 5aaa2a - Futo moves forward on the 2b now, making it less common to drop at lower plate levels without momentum (although it still does on certain characters). (Need confirmation on this change)
  • 8b - Changed hitbox of the first hit into a rising strike, making it possible to hit opponents in front of you at the beginning of the attack, and above you at the end of the first strike. Also has less rate. The Charged version also has more hitstun, making it easy to follow up with any melee attack. The attack hitbox of the charged version also lasts longer.
  • 6b - Second hit comes out faster, and the Spinning part has more hitstun and less rate. Makes dropping less common, although still an issue. Charged version moves faster, and now induces "wallslam down" state.
  • 2b - More hitstun and knockback on the charged version. Makes melee follow ups very easy.
  • X - You can now direct the move by doing 8x and 2y on all religions except for Buddism.
  • Y - You can now direct the move by doing 8y or 2y. Useful especially for Taoism. Also, has more hitstun.
  • 6y - Increased Hitstun
  • Windwarp - Quicker start up and less spirit cost, catches people off guard, but the nerfs really damage it's usefulness.
  • Firball - More damage and hitstun caused by exploding plates when at 40+ plates. (Need confirmation on this)
  • Boat
- Biggest change of them all is the fact that each time you cancel this move into itself to ride another plate, a higher level boat will be spawned. This makes using boat at 0 plates not so bad anymore, since you can immediately spawn a better boat if you have other plates on the field. The time you get to change boats is also increased.
- Additionally, you are no longer limited to plates behind you, Futo will jump to any plate on the field after cancelling this move into itself, spawning a higher level boat on said plate, which now always faces towards the opponent.
- There are also larger hitboxes on the level 1 and 2 boats, making them overall more useful.
- You can now jump off the boat by holding 7 or 9, making follow ups and escapes easier, although be wary, this makes the boat disappear! Also note that the initial jump back distance before spawning the first boat is increased, making fake outs easier to pull off.
- Finally, note that the 4 version makes you start on any plate on the field, instead of jumping back on a boat before hand, making it possible to jump out of certain situations (although be careful, you can easily be hit out of that jump).
  • Pillar - is now melee and has less recovery time, making it a bit safer on whiff. Additionally, 6 and 4 versions now spawn a diagonally inclined pillar facing forward, and any broken plate shards will be flown forward. This covers quite a bit of horizontal distance, that might catch your opponent off guard.
  • Tornado (these are all 1.32 changes, since tornado was added in 1.30)
- The vortex now pulls plates in a lot sooner and faster. Additionally, the actual tornado takes less time to come out, and starts pulling in the opponent now. Plates will only be absorbed at it's center now, but that's hardly an issue now.
- 8 and 2 version now are diagonally inclined, either forward or backward. Makes for quite far reaching diagonal tornadoes. Setting it up is a bit slower however.
- Proration is reduced, the position the vortex is laid down in is modified as well (can be seen as a nerf in certain situations as well), and the tornado won't disappear after doing certain actions anymore.

Nerfs

  • 8b - The charged version animation has been changed: The Spark now, instead of being between the two hits of the attack, is now before the two hits. This makes the start up of the move considerably larger, and also makes it a lot easier to react to, so guard crushes using this are a lot less common. On top of that, the normal version does less damage on the second strike.
  • 6b - The charged version, although moves faster, has more recovery to it.
  • Arrow - As of 1.30, arrows will now disappear after Futo is hit. Hurts a lot, considering it used to save Futo from combos quite often. Still a useful projectile, but a lot less powerful.
  • Windwarp - You cannot cancel this move into itself anymore, making mixups a lot slower. Additionally, the attack doesn't last as long, and the horizontal hitbox is reduced a bit. Worst of all, however, is that it causes a lot less hitstun (except when at 80 plates), making any sort of follow up, except for spell cards, impossible.
  • Boat - Initial boat costs more spirit, and you can no longer change boats when out of spirit. Also you can only travel horizontally now. Not horrible nerfs at all, but being spirit heavy is a bit inconvenient. It's a nice trade off for being able to spawn higher level boats at 0 plates however.
  • Pillar - It's height now remains the same regardless of plate level. No more pillars reaching the heavens at 80+ plates. This does make it more consistent to combo with, and is an understandable tradeoff for having it hit melee.
  • Tornado - Initial size of the tornado is reduced (the 1 plate version), and said tornado will now disappear when hit. Hurts the move a lot, since Futo is quite vulnerable after using this move. Also, as mentioned before, 8 and 2 version have slower startups, and only the center absorbs plates.
  • UFO card - The double UFO[1] is not possible anymore, due to changes in how the card works. The card will now only spawn 1 UFO(understandably so).

Normal Moves

Note: There are up to 4 properties that will be listed for each normal and special move.

  • If a move has multiple consecutive hits to it, it will be listed as "multi-hit".
  • Each move induces two kinds of states: Standing state (or Standing stun), and Techable State (or Lying stun). Obviously, the former doesn't give the opponent the option to tech, whilst the latter does. This applies to limited opponents (Blue bubble), as well as non-limited opponents alike (if you drop the combo early).
  • The Spirit consumption rate will be indicated if it applies to the move. Basically showing how much of the spirit bar it takes up.
  • The amount of stun will also be listed if it applies to the move. You need to induce a total of 100% stun in a combo to limit the opponent.

Damage won't be listed here, since it is not consistent between plate levels.

Physical

5a - Futo makes a quick jab in front of her. It's fast, but has poor range. Can follow-up. Standing state.

  • 5aa - Futo makes another quick jab ala 5a. Standing state.
  • 5aaa - Futo generates tornadoes from her hands and holds one hand in the opponent's face. The tornadoes will be larger at 20 plates. Multi-hit. Standing State.
  • 5aaaa - Futo finishes with a tornado like that of 5b. Tornado gets larger at 20 plates, and even larger at 80 plates. Multi-hit. Techable State. 5% stun per hit.
  • 5aaa6a - Futo finishes with her 6b attack. The Whirlwind gets larger at 60 plates. This move likes to drop a lot if you aren't properly aligned with the center/neutral line, so be wary. Multi-hit. Techable state. 5% stun per hit.
  • 5aaa8a - Futo finishes with her 8b slam, albeit with a faster start up and finishing with upward momentum. At 60 plates, the slam will send the opponent all the way to the bottom, causing a ground bounce. Techable state. 40% stun.
  • 5aaa2a - Futo finishes with her 2b attack. Under 40 plates, this will whiff unless you have forward momentum going into the combo. Techable state. 40% stun.
  • 5aaaaa - Futo chases her opponent up and does the latter part of 8b with no delay, causing a wall slam. Standing state. 100% stun.

5b - Futo spawns a tornado in front of her. The tornado gets larger at 20 plates, and even larger at 80 plates. It hits the opponent up to 7 times, sending them upwards. Great for comboing into 5[y]. Multi-hit. Techable State. 5% stun per hit.

2b - Futo pauses to gather fire in her hands, then sweeping near her feet and knocking the opponent downwards. Futo gets slightly knocked back by this attack, pushing her back and up. The flame is larger at 40 plates, and will launch a grazeable projectile 45 degrees downwards at 80 plates. When used at a certain height, Futo will slightly fall back down during the startup instead. When used at maximum height, and at the same time as a neutral or diagonal jump downwards, Futo will keep the jump momentum during the move's startup, covering quite a bit of distance quickly. Note that 2[b] will always ground-slam. Techable State. 40% stun.

6b - Futo spins forward, creating a whirlwind around her hands and feet, and launching said whirlwind a set distance forward on the final hit. The whirlwind becomes bigger at 60 plates. The attack hits up to 6 times, and will wall-bounce if the final hit connects. Note that 6[b] will induce extra hitstun after the initial wall-bounce. Multi-hit. Techable state unless it wall-bounces, in which case, standing state. 5% stun per hit.

8b - Futo gathers fire in her sleeve ribbons, hopping into a small arc before bringing her arms down in a hammer-like motion. This moves has two hits, one on the upward motion, and one on the downward motion. The upward motion can hit almost directly above Futo, and directly in front of her. Good at catching dashes and jump outs from the corner. At 20 plates, the upward jump hitbox gets bigger. At 80 plates, both hits increase in size. Note that 8[b] always ground-slams. Techable state. 20% stun per hit.

66a - Futo generates tornadoes from her hands and spreads them out. The tornadoes will be larger at 20 plates. Can hit opponent behind Futo, which then can only be followed up with a 5x bullet. This is a great approach move as it comes out faster than heavy attacks and gives an easy bnb. Multi-hit. Standing State.

  • 6[6]a - Futo spawns a plate in front of her and spins it around while flying forward. The plate will set if your opponent is hit or blocks the attack. The move is extremely quick, use it to catch the opponent off guard. Best safely comboed to a 5x, however 6y and fireball follow-ups can work as well. Standing State.

66b - See 6b.

  • 6[6]b - Futo performs the last hit of her 6b, hopping up slightly and then hitting the opponent with a low wind kick that causes a wall-bounce. Has a significant startup delay and is, for all intents and purposes, not as good as 6b. Best used at the end of the flamethrower spell card, or on the opponent's wake-up if they are in standing stun. Standing state assuming it wall-bounces. 40% stun.

Projectile

5x - Futo generates a plate in her hands and pushes it at the opponent. The plate can be directed with all religions except for Buddhist by doing 2x or 8x. Uncharged plates will only set in place if they hit the opponent 3 times, and will spawn a stack of two plates once set. Stacks of two plates will act the same as a single plate when it comes to special moves, but will break 2 plates when consumed instead. Note that you can immediately set and break it by cancelling 5x into a special move like fireball or overflow. Multi-hit. Standing State. 30% spirit. 10% stun per hit.

  • Shinto: Plate is aimed at opponent if not directed, or will be thrown at a 45° angle upwards or downwards if directed. The plate's hitbox will get bigger the longer it's spinning on the field, and will home in slightly on the opponent, even if directed.
  • Taoist: Plate is thrown straight ahead if not directed, or at roughly a 30° angle upwards or downward if directed. Very fast, very dense.
  • Buddhist: Plate is aimed at the opponent and will boomerang back towards your initial position before breaking.
  • Neutral: Plate is aimed at opponent at a relatively fast speed, unless directed, in which case, will follow a straight path at a 45° angle upwards or downwards.

5[x] - The plate will spin in place for about 2-3 seconds before Futo pushes it. This generally speeds up the plate, but makes it so that it requires more hits to set. Not usually a problem with Shinto or Buddhist.

  • Buddhist: If held long enough before it's thrown, the plate will set itself at the end of it's trajectory, regardless of whether the opponent was hit or not.

5[x] (flight cancel) - Futo will immediately set the plate where it was spinning and jump in whichever direction that is held.

5y - 3 plates spin around Futo briefly before she throws them towards the opponent. Techable state. 40% spirit. 5% stun per hit. Note that if you are playing tao, at 80 plates they are 10% stun per hit.

  • 5[y] - Futo will create up to 8 plates(12 if you're Shinto), and from there can be held onto for about 3-4 seconds before Futo throws them. If you jump cancel the move, the plates will disappear. Can be directed with 2y or 8y.
    • Shinto: aims plates on the opponent if not directed, or at roughly a 45° angle upwards of downwards if directed, with big spreading.
    • Taoist: throws plates horizontally if not directed, or at roughly a 45° angle upwards of downwards if directed, with no spreading.
    • Buddhism: throws plates in an outwards expanding spiral motion. The spiral will move upwards or downwards if directed.
    • Neutral: aims plates at the opponent with a bit of spreading, unless directed, in which case they will fly in a straight line at a 45° angle upwards or downwards, while spreading.

6y - Futo pauses to make a plate, then throwing it a set distance at the opponent. The plate will always set even if the opponent grazes it or the plate misses, though it can still be destroyed in-flight by projectiles. Techable State. 40% spirit. 10% stun per hit.

Special Moves

Wind's Ominous Hole (風の凶穴) [WindWarp]

Futo disappears and reappears from the sky in a downwards spiral to a plate on the field depending on what direction you have the move mapped to. Once Futo reaches the plate, she spins on it, creating a horizontally lengthy melee whirlwind. Fast startup, but does not have invulnerability on startup, and it can be hit out of on the way down. At 80 plates she can hit you on the way down though. There isn't enough hitstun on this move to follow it up with anything other than another windwarp (assuming you have another plate nearby) or a spell card, unless you're at 80 plates. Relatively gimmicky, not recommended. Multi-hit. Techable State. 20% spirit. 10% stun per hit aside from the additional initial drop hit at 80 plates, which has none. [仏/Buddhism +1]

  • 8/2 version: Futo warps to the last plate set.
  • 6/4 version: Futo warps to the earliest plate set.
Royal Dragon's Arrow (貴竜の矢) [Arrow]

Futo shoots a large arrow upwards that will be targeted at the nearest plate in front of Futo. Once the arrow reaches the plate, it will bounce back above the screen and be targeted at the opponent. If there are no plates near or low enough to hit, the arrow will follow a fixed trajectory depending on the direction it's mapped to. Smaller arrows appear after the bounce when Futo has broken 20 or more plates. It is possible to follow up a random arrow hit with full combos if you are in position to do so. Small arrow hits are much harder to accomplish this with however. Can be used by cancelling 5x into it for quick projectiles if no plates are on the field. The arrows will disappear if you are hit. Good projectile, recommended. Techable State. 30% spirit. Small arrows: 5% stun, Big arrow: 20% stun. [神/Shinto +1]

  • 8 version: When no plates are around, the arrow is shot at roughly a 60° angle upwards, and falls off the screen at a bit past mid from the corner.
  • 2 version: When no plates are around, the arrow is shot at roughly a 30° angle upwards, and travels to about 3/4 of the stage before falling off from the corner.
  • 6 version: When no plates are around, the arrow is shot at roughly a 45° angle upwards, and travels almost the whole screen before falling off from the corner.
  • 4 version: When no plates are around, the arrow is shot at roughly an 80° angle upwards, and falls off the screen a bit before mid from the corner.
Water-Embracing Plates (抱水皿) [Overflow]

Futo launches a blue wave out from her, making all the set plates in its radius overflow. The water from the plates will hit multiple times. This attack can help deal damage with opponents below you, and is essential for most of Futo's combos. Cancelling 5x into this move will create a pillar of water in front of Futo, with the properties related to the direction it's mapped to, which is good for space control and absorbing light bullets. Can't do without the 6 version, and 8 version is highly recommended. Multi-hit. Techable State. 20% spirit. 3% stun per hit. [道/Taoism +1]

  • 8 version: Creates a rising pillar of water. Extremely useful for corner combos, when multiple plates are aligned vertically.
  • 6 version: Creates a forward moving pillar of water. Extremely useful for mid-screen combos.
  • 4 version: Creates a backward moving pillar of water. Alright for catching unwary opponents dashing into you for an attack.
  • 2 version: The blue wave that comes out of Futo is a lot bigger, and therefor reaches plates that are further way than the other 3 versions. The pillars of water created are at the height of the plates.
Ame-no-Iwafune (天の磐舟) [Boat]

She's on a boat! It goes at a somewhat speedy rate and hits melee. This skill is able to cancel into itself if there are plates on the field, creating a higher level boat each time you cancel it. There are 3 levels of boats. The level 2 boat persists after you cancel it, coming out as a melee projectile, allowing you to combo the opponent with solely boats if enough plates are nearby and properly positioned. At 40 plates, you automatically start at boat level 2, and at 80 plates, at boat level 3. Since it has a slow start-up it is easy for an opponent to react with a bullet move and hit you out of the boat. It is however relatively safe on block. This move is best used after a wall bounce from either 6b or 6[6]b, or if you have enough spirit to overwhelm the field with boats. Note that you can also jump off the boat by holding 7 or 9, making it easier to either follow up, or jump away from a risky situation. The boat disappears when you do this however, so you lose the projectile. Kind of gimmicky, recommended if you play Buddhist, or if you like dragon boats. Techable State. 40% spirit for the initial boat, and only 10% spirit for each consecutive boat following the initial one. 40% stun per boat. [仏/Buddhism +1]

  • 4 version: Futo automatically jumps towards the nearest plate set, spawns a boat, and rides towards the opponent.
  • 6/2/8 version: Jumps backwards onto a boat spawned behind her that then moves forward.
Liuren Holy Fire (六壬神火) [Fireball]

Futo conjures a fireball in a trajectory that varies depending on the direction this move is mapped to. If plates are set on the field, the fireball will travel from plate to plate, going towards the closest positioned one, starting with the one closest to Futo. On it's trajectory, the fireball can hit the opponent. When all of the plates are gone from the field, the fireball will aim at the opponent and explode upon impact, for another hit. At 40 plates, each individual plate will explode as well when the fireball passes by it. Cancelling 5x into fireball without any plates on the field will create a fireball instantly aimed at the opponent. Very useful as a dense projectile and to clean up plates. Highly recommended. Techable State. 40% spirit. 20% stun per hit and per explosion. [神/Shinto +1]

  • 8 version: is shot at an upward angle if no plates are on the field.
  • 2 version: is shot at a downward angle if no plates are on the field.
  • 4/6 version: is shot straight ahead if no plates are on the field.
Standing Mountain (立向坐山) [Pillar]

Futo jumps to the ground (depending on the direction pillar is mapped to) and rides a stone pillar upwards or diagonally forward. The pillar acts as a melee hit. The pillar will also cause any plates in its trajectory to shatter into several small falling projectiles. Projectiles created from shattered plates cause zero stun, and may interrupt some combos. Cancelling 5x into 8/2 pillar to create shards without having to move to the nearest plate can be useful. The 6 version can be an interesting option for oki, albeit a bit expensive on the spirit. Start up is very punishable though. Not recommended unless you are Taoist. Techable State. 40% spirit. 40% stun. [道/Taoism +1]

  • 8/2 version: Jumps to the floor under her and summons a pillar upwards. Broken plate shards fly around futo.
  • 6 version: Jumps to the ground in front of her and summons a pillar diagonally inclined forward. Broken plate shards fly mostly in the direction it is facing.
  • 4 version: Jumps to the ground behind her and summons a pillar diagonally inclined forward. Broken plate shards fly mostly in the direction it is facing.
Combination Wind (合局風) [Tornado]

Futo Blows a wind vortex onto the stage that sucks in any set plates in the vicinity. If no plates are sucked in, this move does no damage whatsoever, however, if there happens to be a plate in the nearby area, a tornado will spawn, sucking the opponent in. Tornados have two variables: Duration, and Size. The duration of the tornado is dependent upon the number of plates that are sucked in:

  • 1 plate tornado will only hit up to 3 times
  • 2-3 plate tornado will hit up to 6 times
  • 4 plate tornado will hit up to 7 times
  • 5 plate tornado will hit up to 8 times

However, the tornado size not only depend on the number of plates that are sucked in, but on your current plate level. The size also has (up to) 5 tiers, one for each plate sucked in plus added tier levels depending on your current plate level, (+1 per 20 plates destroyed). Tornado has considerable startup though, so just throwing it out isn't always a good option. Also, it will disappear if you are hit. Not exactly the most useful card, but can be used for comboing purposes for Taoist. Otherwise, not recommended. Multi-hit. Techable State. 30% spirit. 5% stun per hit. [神/Shinto +1]

  • 4 version: spawns vortex roughly 5 character lengths in front of Futo. Tornado is upright.
  • 6 version: spawns vortex roughly 7~8 character lengths in front of Futo. Tornado is upright.
  • 8 version: spawns vortex roughly 6 character lengths in front of Futo, and about a half character height above. Tornado is tilted backwards roughly 30°.
  • 2 version: spawns vortex roughly 6 character lengths in front of Futo, and about a half character height below. Tornado is tilted forwards roughly 30°.
Wind Sign "Three-Wheel Plate Storm" (風符 「三輪の皿嵐」) [Platespin/Dishwasher]

Futo spins 5 plates at a high speed around her body for 15 hits and for 4144 to 5561 damage raw depending on your current plate level. Last hit knocks the opponent away and wall-bounces. After the spell is finished, Futo sets the 5 plates on the field. This spell has respectable invulnerability on startup, making it a good reversal option. If baited though, a projectile will hit you out of the spell card, and you WILL lose all your plates if hit before it ends. If your opponent is in limit, and there are plates nearby, you can overflow and cancel into dishwasher for extra damage. Good mid-declare card for the extra plates(you can even use it off of a random fistpot stun limit for massive damage, if you are quick enough). Recommended. Multi-hit. Standing state, assuming it wall-bounces. 100% stun on final hit.

Blaze Sign "Taiyi True Fire" (炎符 「太乙真火」) [Flamethrower/Flame Pillars/FlameWave]

Futo throws a spark of flame diagonally towards the ground, which erupts into waves of fire. These waves move away from the spot where the opponent hit the ground. The initial spark and each subsequent pillar can hit the opponent. This card is useful for hitting unwary opponents trying to hit you from underneath, as well as to end combos. If spaced correctly, the wave will carry your opponent to the other side of the screen, helping gain popularity and burn time later in the match. Generally you want to end a combo with 8b (or 5aaa8a) for that optimal damage. While they are being carried, you can either push them for a bit more damage, or build up plates, but always be sure to end the spell cards by running up to them and 6[6]a'ing or 6[6]b'ing, to induce standing stun on them. Note that you can often just throw this card out randomly rather safely to prevent popularity loss (as long as you aren't being pressured), since a punish is not only hard, but can even be impossible in certain positions, since the flamewave doesn't stop after getting hit. Highly recommended. Multi-hit. Techable State. 10% stun per pillar, initial shot has no stun value to it.

Fate "Gate Opening for Catastrophe" (運気「破局の開門」) [UFO card/JunkThrow]

Futo creates a purple zone around her that will absorb any nearby plates in the area. Once the zone is on the field, if the opponent is inside it, they will be hit with different projectiles depending on the number of plates the gate has absorbed. The UFO card is useful as a mid-declare if you have the proper set up for it. The projectiles hit melee, so there is no grazing them. O.K. card for pressure, however the start up is quite long, so using it randomly is a sure punish. The UFO itself is also quite the task to set up, let alone land. Not recommended, but fun card nonetheless.

  • 0-1 plate: Small flower pots, buckets and sake bottles will be thrown at a rather frequent rate (up to 6 projectiles). Not much hitstun on the projectiles. Standing state. 20% stun per projectile.
  • 2-4 plates: Large Tombstones and furniture will be thrown at a moderately frequent rate (up to 4 projectiles). Quite a bit of hitstun on the projectiles. Techable state. 20% stun per projectile.
  • 4-5 plates: A UFO will be summoned after about 8 seconds of being in the zone, which will hit for 6849 damage at 0-19 plates, or cause a lot of spirit damage on block. The zone is then ended. Multi-hit. Techable State. 10% stun per hit.
Inferno Reformation(大火の改新) [FireField]

Futo generates a vortex of fire, spinning it around herself vertically in a 2-3 character radius. The typhoon lifts the opponent up for 8 hits, followed by a burst of fire bullets forward for 9 hits in total. Plates that are nearby will explode in a large column of fire and cause extra damage. The whole stage starts burning and will continue to burn for 10 seconds. Any character in the blaze, no matter whether they are grazing or blocking, will take residual damage from the burn, depending on how high they are. Burn damage is very powerful, but know that you can be hit out of the initial vortex by certain moves (like Kokoro's Dragonbreath, or Miko's 5y) which will end your last word there. You can also be punished with a full combo after the burst of fire if you do land it without comboing into it. Use it in a combo, as a whiff punish, or if you know you can't be hit out of the vortex and don't care about being punished afterwards. However, know that the burn damage WILL NOT KILL, but instead, leave the opponent at 1 health. Multi-hit. Techable State. 2.6k raw damage and 10% stun per hit, 20% stun for the burst, 20% stun per plate explosion.

Combos

Since Futo is very meter dependent and won't always be having her full meter to combo with, this section will aim to list combos of varying strength and spirit consumption that induce stun limit on the opponent, allowing Futo to cover most situations. Note that a lot of combos are position based due to how the game handles flight, making everyone prone to rubber-banding towards the middle line. You might need to go for alternative combos in these situations. Note also that combos will most likely be different from one religion to another, due to the changes in how 5x and 5y work. If a combo is religion dependent, it will be listed below.

Regarding notation, Refer to the "Controls" section of the wiki if you don't understand the numberpad notation. For special moves that need an assigned direction for the combo to work, the notation use will be "X-Move" (ex: 6-Overflow means the 6 version of overflow). If you come across "X move" instead, this indicates to "jump in X direction and use the move" (ex: 2 Overflow indicates to jump downwards and then use the Overflow move). Also, since the section mentions this system card a lot, know that when it refers to the "fistpot" card, it's referring to the "Virtueless Dharmacakra" system card. Numbers in parentheses will either indicate the number of hits to do on a move (ex: 5aaa(3 hits)) or an input that isn't always needed (ex: 3(66)).

There is one tool you might want for being able to perform full screen combos, and that is the broom system card. We don't need it for it's effect on use (although it's very useful for corner pressure), but rather it's passive use: When equipped, you enter the second state of your dash faster. The broom is very useful for following up wall-bounces with a solid 6[6]a hit from almost anywhere on the screen, barring the opposite corner(you could probably actually USE the broom in that case, but be wary, it's spirit heavy).

Nearly any stun limiting combo you do can be ended in dishwasher, but positioning yourself might be needed. Off of 2a/b or 8a/b, you're better off ending with the Flamethrower spellcard if your opponent is in the corner.

These combos apply at almost every plate level, so you'll be using pretty much the same combos all game, with slight variations. If a combo is plate-level specific, it will mentioned in bold.

5a

You will want forward momentum going into almost all of your 5a combos, which is not hard to do due to Futo's speed, as it will make connecting hits easier in the long run, and dropping less frequent. Not the best way to start a combo, but you'll probably be hitting with this often.

  • 5aaa(1~3 hits) 5x 6/8-Overflow 3 5x 9 5aaa6a (5x/fistpot) ~2.0k-2.4k damage depending on last move. Can go up to 2.7~2.9k at 80 plates.

Works anywhere and with any religion. Midscreen bnb that consumes a medium amount of spirit. Use 8-Overflow if you are neutral alignment. Breaks 2 plates, sets 4.

  • 5aaa(1~3 hits) 5x 6/8-Overflow 3(66) 5aaa(3hits)6a(wall-bounce)...
  • ...6 5aaa 8a/5x/fistpot ~2.2k-2.4k damage Can go up to 2.7-2.8k at 80 plates.
  • ... 66a(1~2hits) 5x/8b/fistpot ~2.2k-2.4k damage. Can do up to 2.7~2.8k at 80 plates.
  • ... 6[6]a 5x/fistpot ~2.1k-2.4k damage. Can go up to 2.6-2,8k at 80 plates.

Works anywhere and with any religion. Midscreen bnb that consumes a relatively low amount of spirit. You will have to end this combo differently depending on how far you are from the corner when it's done. Dash (66) isn't usually necessary, but if they are knocked back a bit far after overflow, you might need it. Use 8-Oveflow if you are neutral alignment. Breaks 2 plates, sets 2.

  • 5aaa(1~3hits) 5x 6/8-Overflow 3(66) 5aaa(1~3 hits) 5x 6/8-Overflow 3 5aaa(1~2hits)...
  • ... 5x/8a/fistpot ~2.3k-2.6k damage. Can go up to 3.0k-3.2k at 80 plates.
  • ... 6a(wall-bounce) 5x/5[x]/fistpot ~2.4k-2.6k damage. Will preemptively limit at higher plate counts.

Works anywhere above the neutral line with Shinto and Neutral, but is corner only with Tao and Buddhism. Easier the fewer hits on the multi-hit attacks you do. Do 366 if you're shinto. 5x/8a/fistpot ender is rather safe, the 6a ender can drop very easily depending on hitboxes, stun induced and number of hits from 5aaa, but does more damage (or the same amount as fistpot). The 6a ender Works best on Miko, Futo, Reimu, Mamizou and Kokoro. It outright doesn't work on Ichirin and Marisa. Breaks 4 plates, sets 2.

  • 5aaa(1~3hits)6a(wall-bounce) ...
  • ... 6 5aaa6a 5x/fistpot ~1.8k-2.0k damage. Does 2.1~2.3k at 80 plates.
  • ... 66 5a/66a 6b 5x/fistpot ~1.8k-2.0k damage. Does 2.0k-2.3k at 80 plates.
  • ... boat 9jumpoff 8b(1hit) 5x ~1.9k damage. Does ~2.2k at 80 plates.
  • ... 6[6]a 5x ...
  • ... 9 5aaa 5x/8a/fistpot ~1.8k-2.1k damage. Does about 2.1-2.4k at 80 plates.
  • ... Overflow 3 8b(1hit) 5x/8x/fistpot 2.0k~2.3k damage. Does 2.3k-2.6k at 80 plates.

Works anywhere and with all religions. If your spirit is very low or empty, this is the alternative you want to be doing. You will have to do different enders depending on positioning (how far from the edge, how low/high) and spirit regeneration. Sets 2-4 plates, breaks 0-2.

  • 5aaa(1 hit) 5b(1 hit) 5/8[y](3-4 plates) 9...
  • ...6b(1hit) 2x 6/8-overflow (3/166 8x/5a) Tao can do this midscreen ~2.5-2.8k Damage. Does 3.8k-4k damage at 80 plates.
  • ... 5x 6/8-Overflow (3/166 8x/5a) Neutral can do this midscreen ~2.5k Damage. Does ~3.5k damage at 80 plates.

Corner combo that works will all religions except Buddism. Can work midscreen, but only Tao and Neutral can do them at very specific angles. Quite spirit heavy. You'll either need to jump (3) or jump-dash (166) depending on positioning. Set 2 plates, breaks 5-7.

  • 5aaa2a 5/2[y](4~5 plates) 6/8-overflow (3 5x/5a) ~2.4-2.6k Damage. Can do 3.4~3.5k damage at 80 plates.

Works as a midscreen bnb for Buddhism, but can work with any religion in the corner. You might not always be able to get standing standing off of it however. Do note however that you might need that forward momentum for the 2a to hit at lower plate levels. 5/2[y] depends on positioning. Use 8-overflow in corner. Breaks 4-5 plates, sets 0-2.

66a

This is a good surprise opener that can disrupt people trying to cross you up. It floats towards mid and gets counter-hits often, so you should practice and use these frequently once you hit 20 plates.

Note: All the combos in the 5a section work with 5aaa replaced by 66a except for the Buddhist combo!! Those won't be relisted here, but note that sometimes, damage will be increased by 100~300 damage with a 66a starter instead.

  • 66a(1~3hits) 5x Overflow 3 5b(1hit) 5/8[y](3-4plates) 9 ...
  • ... (66a) 5x 6/8-Overflow ~2.4k-3.2k. Can do up to 4k at 80 plates on Taoism.
  • ... 2b 6(or 8)-Overflow ~2.4k-3.1k. Can do 3.5k~4k at 80 plates.

Works anywhere not too low, and with every religion except Buddhism. Consumes a lot of spirit. Overflow might overshoot with Neutral midscreen. Use first ender midscreen with neutral/tao. Use the second near or in the corner. Damage is heavily dependent on how the plates spread after your 5/8[y]. Breaks 5-8 plates.

6[6]a

This attack keeps you moving in a straight horizontal line for a bit. Combos well, but can be quite predictable since you need a full speed dash. However, note that it is one of Futo's fastest moves, probably only beaten by her 5a. Note that 6[6]a 5x into overflow will not always work for Neutral Futo and will sometimes go past the opponent.

  • 6[6]a (5x) Fireball 9 5aaa...
  • ... 5x 9 5aaa 5x/8a/fistpot ~2.0k-2.4k damage. Does 2.4k-2.7k damage at 80 plates.
  • ... 6a 966a(or 966 5aaa) 5x/8b/fistpot ~2.0k-2.4k damage. Does 2.4k~2.7k damage at 80 plates.

Works anywhere that allows you to jump upwards, and works with every religion. However, this may drop if there are any other plates on the field. Adding an extra 5x will make this combo consistent when over 40 plates, but it will make the combo limit earlier and do less damage. When hitting with 6[6]a, use the first ender if above the middle line, or the second if below. Sets 2-4 plates, breaks 0-2.

  • 6[6]a 5x Overflow 3(66) 5aaa(1~3 hit) 5x 6-Overflow 3 5aaa(1~3hits)...
  • ... 5x/8a/Fistpot ~2.6k-3.0k damage. Does 3.4k-3.6k at 80 plates.
  • ...6a 5x/5[x]/fistpot ~3.0k-3.2k damage. Will preemptively limit at higher plate counts.

Works anywhere for Shinto/Neutral, is corner only for Tao/Buddhism. Standard overflow loop off of 6[6]a that requires high spirit. Might want to use that dash (66) to make sure the combo doesn't drop midscreen as Shinto. Use second ender on Miko, Futo, Reimu, Mamizou and Kokoro at 0 plates. Sets 0-2 plates, breaks 4.

  • 6[6]a 5x 6/8-Overflow 3 5x 9 5aaa6a (5x/fistpot) ~2.4k-2.8k damage. Can go up to 3.1k-3.4k at 80 plates.

Works anywhere and with any religion. Midscreen bnb that consumes a medium amount of spirit. Use 8-Overflow if you are neutral alignment. Breaks 2 plates, sets 4.

  • 6[6]a 5x Overflow 3 5aaa(2~3 hit)6a...
  • ...6 5aaa 5x/8a/fistpot ~2.4k-2.8k damage. Does ~3.1k at 80 plates (Fistpot whiffs very often, so don't use it at this level).
  • ... 66a 5x/8b ~2.3k-2.7k damage. Does 3.0k-3.3k at 80 plates.
  • ... 6[6]a 5x/fistpot ~2.3k-2.7k damage. Does 3.0k-3.3k at 80 plates.

Works anywhere not too low, and with every religion. Relatively low spirit combo. Use different enders depending on how far you are from the corner. Breaks 2 plates, sets 2.

  • 6[6]a 5x overflow 3 5b(1hit) 5/8[y](4-5 plates) 9...
  • ...5x 6/8-Overflow (3/166 5x/5a) ~2.5k-3.0k damage. Does about 4.1k damage at 80 plates.
  • ... 66a 5x 6/8-Overflow (3/166 5x/5a) ~3.5k-3.6k amage. Will limit preemptively at 80 plates, but does about ~4.2k at 60. Note, these are Tao values.
  • ... 2b 6/8-Overflow (3 5x/5a) ~2.7k-3.1k damage. Does about 4.0k at 80 plates.

Works with all religions except Buddhism, and might not always work below the middle line. Use first ender for Neutral or Shinto. Use second for Tao. Use third near corner. You'll either want to jump diagonally (3) or jump-dash (166) depending on positioning before ending with 5a/5x. Has high damage potential for Tao. Breaks 6-9 plates, sets 0-2.

  • 6[6]a 6y 9 5aaa 5x 6-overflow 3 5y 9 5aaa 6a/8a/fistpot. ~2.7k-3.2k damage. Will limit preemptively at 80 plates, but does about 3.4-3.8k damage.

Works with all religions except Buddhism, but is height and momentum dependent. Use with neutral Futo if you think it will connect.

5b

The large hitbox of 5b, along with the fact that it combos very easily into 5y, makes it a great approach, counter, and combo starter. Don't be afraid to throw this one out, but don't be too predictable with it either.

  • 5b(1 hit) 5x 9 5aaa 5x...
  • ...6-Overflow 3 8b(1hit) 5x ~2.2k-2.5k damage.
  • ...9 5aaa 5x 9 5aaa 5x/5[x] ~2.3k-2.4k damage.

Works anywhere and with all religions. Ideal 5b combo for Buddhism. Note: If you are tao, replace all the 5xs by 8xs. Use the different enders depending on vertical position, the first for low and near corner, the second/third for mid or high. Puts quite a few plates on the field.

  • 5b(1 hit) 5x 9 5aaa 6a...
  • ...6 5aaa 5x/8a/fistpot ~2.0k-2.4k damage.
  • ...66a 5x/8b/fistpot ~1.8k-2.2k damage.
  • ...6[6]a 5x/fistpot ~1.8k-2.2k damage.

Works well below the mid line, and works with all religions. Quite spirit light as well. Note: If you are tao, replace all the 5xs by 8xs. Use the different enders depending on how far you are from the corner.

  • 5b(1hit) 5/8[y](4-5 plates) 9...
  • ... 5x 6/8-Overflow (3/166 5x/5a) ~2.4k-2.8k damage. Does 3.8k-4.5k at 80 plates.
  • ... 66a 5x 6/8-Overflow (3/166 5x/5a) ~2.7-3.3k damage. Does 4.3k-4.8k at 80 plates. Notes these are Tao values only.
  • ... 2b 6/8-Overflow (3 5x/5a) ~2.5k-3.3k damage. Does 4.3k-4.5k at 80 plates.

Works on all religions except Buddhism, and works anywhere not too high. High spirit and high damaging combo. All the enders work in the corner, however, when midscreen, use the first for Neutral and Shinto, and use the second for Tao. Use 8-overflow in the corner for maximum damage.

  • 5b(1hit) 5[y](4-5plates) 4-Tornado 76[6]a 5x overflow/fireball 2.7~2.9k damage, around 3.8k~4.3k at 80 plates.

Works with every religion except Buddhism and might not always work above the middle line. This combo uses tornado instead of overflows! Can drop with Shinto. You probably only want to use this for an alternate neutral or tao combo anyways. Depending on position, 5x may very well limit the opponent before ending.

6b

A bit of a risky starter, but can be quite devastating when followed up with 5[y] on the first few hits, especially for a Taoist Futo. The ending hit also comes out fairly fast and has a bit of range forward, which can catch off guard if you let it finish, allowing you to follow up with a 6[6]a.

  • 6b(1 - 3 hits) 5x 6/8-overflow 3 5aaa(1 - 3 hits)...
  • ...5x 6/8-Overflow 3 5aaa(2hits)(6a) 5x
  • ...6a ...
  • ...6 5aaa 5x/8a/fistpot
  • ...66a 5x/8b/fistpot
  • ...6[6]a 5x/fistpot

Works with all religions, but might not work below the middle line. 6a is much more consistent in the first ender than it was with other combos, but still works best at 0 plates. Use the other enders when low on spirit, and depending on how far you are from the corner.

  • 6b(1 - 3 hits) 5[y](3-5 plates)...
  • ...6/8-Overflow 166 5aaa 5x (Fireball/Overflow)
  • ...966a 2/5x 6/8-Overflow 166 5aaa 5x OR 6[6]a 5x

Works with all religions except Buddhism. This works anywhere with small adjustments. You preferably want to use 1 hit on 6b for more damage. The first ender works with any religion in the corner, but works with Neutral and Shinto midscreen. The second one is the midscreen variant for Tao. Use 8-Overflow if you hit with 5[y] below the middle line.

  • 6b(1 hit) 5x fireball 9 5aaa 5x

Works anywhere not too high, and works with every religion. An overflow-less combo.

  • 6b/6[b]/66b(wall-bounce) 66a/6[6]a 5x Overflow 3 5aaa/8b(1hit) 5x

Works anywhere and with every religion. Depending on verticle position, you will most likely want to 8b(1hit) instead of 5aaa.

8b

The first hit of 8b is somewhat quick and has quite a weird hitbox and animation that will catch opponents off-guard. A very good move started when the opponent is in the corner, catches jump outs rather well due to it's fantastic hitbox. Don't rely on it too much however, it is somewhat punishable, even when cancelled into bullets.

  • 8b(1hit) 5x fireball 9 66a 5x

Position dependent, works with every religion. Probably your only hope to confirming 8b as Buddhist midscreen. Low damage, but works pretty much anywhere if you get the right hit angle. If you're Tao, you must aim the plate manually.

  • 8b(1-2hits) 5y/5[y] ...
  • ...1/36[6]a 5x 6/8-Overflow 3 5aaa 5x/8a/fistpot'
  • ...966a 5x 6/8-Overflow 5aaa 5x/8a/fistpot
  • ...9 5x 6/8-Overflow (3 5a/5x)

Should work anywhere and with any religion except for Buddhism. High spirit, relatively low damage. Use a different ender depending on how far knocked back they are. If in the corner, use the third ender. Might be a little finicky with Neutral due to the presence of 6[6]a 5x overflow

  • 8b(1hit) 5x 6/8-Overflow 3(66) 5aaa...
  • ...5x 6/8-Overflow (3 5aaa 5x)
  • ...6a ...
  • ...6 5aaa 5x/8a/fistpot
  • ...66a 5x/8b/fistpot
  • ...6[6]a 5x/fistpot

Works if knocked back relatively close to you, and with all religions. An overflow loop combo off of 8b. At 20+ plates, the combo will end at the second overflow or at the first 6a. Use the first ender if full on spirit, use the other ones if low on spirit.

  • 8[b](Ground-slam) 66a 5x 6/8-Overflow 3 5aaa 5x/8a/fistpot

Works anywhere and with every religion. If you only hit with the second part of 8[b], you might have to extend the combo into another overflow loop if you want to induce a standing state. At 20+ plates you can just end with 8a instead of looping again, but it won't induce said state.

2b

You can induce some weird momentum with this move (see normal moves section), which can make for some interesting surprise attacks. Unfortunately this move isn't very quick, so doing so in a non-predictable matter is rather unlikely. Does cover Futo quite well however if well positioned. 2[b] is also Futo's really good guard crush move, as it comes out rather fast after the spark.

  • 2b 5x 366a 5x/6b

Very position based, but works with every religion. Probably your only hope to ever confirm this move midscreen as Buddhist. It can work pretty much anywhere for shinto. Use 6b for more damage, 5x for extra plates.

  • 2b 5/2y 166 5aaa 5x 6/8-Overflow 2.6k~3.2k damage.

Corner combo. Works with every religion, works very well with Buddhism. Use 2y for Tao and Buddhism. Might not work if too high up.

  • 2b 5/2y 3 66a/6[6]a 5x 6/8-Overflow 3 5aaa 5x/8a/fistpot

Verticle position dependant, works on all religions except Buddhism. Midscreen variant of the last combo.

  • 2[b](Ground-slam) 66 5aaa 5x 6/8-Overflow 3 5aaa 5x/8a/fistpot.

Works almost anywhere and with every religion. Midscreen Ground-slam confirm.

Fireball

You will be hitting with this a lot if you have it on your deck. It's very dense, goes from plate to plate, and then aims at the opponent. If it hits the opponent and explodes, you have enough time to follow up the move with a solid normal move. Also eats pretty much every bullet on it's path that isn't a (true) laser or Byaku's spears.

  • Fireball(explosion) 6[6]a 5x 6/8-Overflow 3 8b(1hit) 5/8x

Works anywhere close enough, and on every religion. Basic bnb for a fireball hit, quick and easy, albeit a bit weak.

  • Fireball(explosion) 66 5b 5/8y 9...
  • ... 5x 6/8-Overflow (3 5a/5x)
  • ... 66a 5x 6/8-Overflow
  • ... 2b 6/8-Overflow (3 5a)

Works anywhere that isn't too high, and works with every religion except Buddhism. All enders work when in the corner, however, midscreen, use the first ender with Neutral and Shinto, and use the second with Tao.

WindWarp

You won't be able to confirm this into a combo before 80 plates outside of spell cards, but here is a simple one.

  • WindWarp 66 5aaa(1 hit) 5x 6/8-Overflow 3 5aaa 5x/8a/fistpot

80 plates only. Works anywhere and with every religion.

Misc. Spellcard confirms

  • ...5x Dishwasher/FireField

If you aren't too far, you can confirm off of 5x without the need to limit.

  • ...Wall-bounce (6[6]a) Dishwasher/FireField

Spellcard confirm for when the opponent is launched into the corner and you can't limit after the wall-bounce (you should be able to though).

  • ...5aaa8a/2a/8b/2b Flamethrower

Solid Spellcard confirm without the need to limit. However, this might drop sometimes if the opponent is close to limit by them jumping out before the flame shot hits them.

  • 5aaa2a/8a/6a/8b(1)/6b(1 or wallbounce)/5b(1)/fireball UFO card

If you didn't set this up properly, you can relatively safely set the card on the field off of these hits, although you might want to finish your combo. Use it this way only if the timer will run out.

  • Fistpot 9jumpcancel Dishwasher(Declare) Dishwasher(Use)

This, if you are quick enough, will confirm and will do 4.2k at 0 plates, which is very powerful for a mid-declared spellcard.

Blockstrings

Because of the game's pushblock system, it's often difficult to maintain a blockstring outside of a corner with any character. However, Futo's speed and multi-hit normals give her a lot of options to be a menace in the corner, allowing her to easily build up her plate counter while being able to catch jumps from an impatient opponent. Futo can keep a blocking going for as long as her spirit bar lets her, so use this wisely to set up as many plates as you can, or to try and catch jumps when you can. You can also try making them block for a while, and build up your popularity while making them lose a lot of it. It's worth noting that Futo's pressure game becomes significantly better once she hits 20 plates, as the extra range to her 66a is extremely beneficial for catching these kinds of jumps.

Corner String

For Blockstrings, be sure to ALWAYS have forward momentum when starting them. That means, dash before attacking them. This is important especially for the dial-a string, since it is the only way to get the second hit to connect on a pushblocking opponent.

  • Dial-a(5aaa...)/66a starter
  • You're going to be hitting a lot with the first 2~3 hits of this string, as it's your fastest and most unpredictable tool of the moves you have, allowing you to cancel into normal a/b moves to catch jumps, or bullet moves to build up plates at any time in the string, depending if an opponent prefers to normal block, Pushblock or jump.
  • The further into the dial-a string you go, the further you will be pushed back by a pushblocking opponent generally. Keep that in mind when wanting to choose an opportunity to cancel into bullet moves to dash back in.
  • 5aa is tight, 5aaa(1st hit) will catch opponents holding the jump button. 5aaa(2nd~5th hit) is tight.
  • If your opponent is in love with their pushblocking ways, you can, at any time in the string, cancel into a 2[b] (by far your best option for guard crushes) and follow up with a dash in dial-a or 66a bnb. You will be hit if they happen to mash A though.
  • To be as unpredictable as possible, you will want to mix up your string a little with the following follow ups off of random blocked hits from the dial-a sequence:
  • 6a/6b follow-up
  • The melee move of choice you want to be using. Due to the delayed nature of the move, it won't always catch jumps, but will force a block (and catch an opponent trying to jump-dash out). You'll only want to be using the first hits of this move however, as the other hits will most likely push you far back if the opponent just decides to pushblock you.
  • 5aaa(1 hit)6a/6b is tight on a normal blocking opponent, but will catch jumps on a pushblocking opponent. 5aaa(2~5hits)6a/6b will only force a jump-block.
  • This will catch normal mashing as well.
  • One neat little trick you can do with this move is, instead of hitting with it's the first hit, cancel it immediately into 5x/5[x] or 5y/5[y]. The first hit will whiff, but you will start using your bullet move while having forward momentum, allowing you to not be pushed as far back by a pushblocking opponent. Useful if your opponent is scared of jumping and just pushblocks.
  • If the opponent pushblocks the first hit of this move, it is generally easy for them to react with a jump, making all bullet follow ups fairly useless.
  • If you end with full 6a/6b hits and no more spirit to spare, your pressure is pretty much over, you can always try dashing in and doing 66a or 8b to tag dashing, but your opponent will most likely have a response to that now. Back to the neutral game.
  • 5x follow-up
  • For plate building, but can be grazed if the opponent holds jump. Average on the spirit consumption.
  • Depending on religion, can cause quite a bit of hitstun, allowing for an easy jump-cancel follow up, and can be rather quick compared to the alternate bullet moves, so reacting with a jump is a bit difficult.
  • Because of religion differences, you won't always be able to cover those sharp angles during pressure if you're playing Tao or Neutral, so be careful with these religions.
  • You are pushed back quite a bit, but you can minimize this by holding 5[x] a little bit longer if you have forward momentum, allowing you to move forward with the plate. Naturally this move us a bit easier to react to with a jump.
  • Right after using a plate, you will naturally want to jump cancel by holding a jump direction and reset your pressure, with a dash-in 66a or 8b, preventing the opponent from dashing out.
  • Alternatively, instead of jump cancelling you may want to use one of your many plate clearing special moves like overflow or fireballs to build up the plate counter while having a consistent projectile. This will drain your spirit however.
  • If you don't want to be pushed back, you could do a 5[x] cancel into any special move like overflow or arrows to create walls or projectiles, allowing a reset assisted by bullet cover. This will benefit the opponent more if they jump out immediately however.
  • Note that for Taoist, the string 5aaa(1hit) 5x is tight.
  • Also note that uncharged 5x will catch mashing players
  • 5y/5[y] follow-up
  • The more predictable and spirit heavy of the bullet moves, however, will net more plates and will be pushed back way less on pushblock.
  • Due to the unique properties of Buddhist's 5y, the amount of blockstun and pushback caused by this move is dependent on how many hits you get with this 5y. The other religions have similar blockstun and pushback properties.
  • It is quite useful to always charge to at least 4 plates with this move if you have forward momentum, since the pushback is very low.
  • Follow this up with a jump cancel 66a, 8b or a special move like Overflow or fireball
  • Depending on the blockstun and plate positioning, you may be able to make a 5y 6-overflow follow-up tight, but know that this will push you quite far back. This will generally only happen with Buddhist Futo.
  • Can be mashed out of, so don't do this move if you want to catch a mashy player.
  • Overflow follow-up
  • Aka, the plate consuming follow-up, use if you have plates around. 6-Overflow blockstun is quite a bit bigger than 5y, allowing for easy resets on block, however it's about as quick as that move as well, so it is possible to react to this with a jump out. Forward momentum helps a lot with this move. Light on the spirit.
  • You can use 8-overflow to create a wall of water right in front of the opponent without causing any hitstun or blockstun unless their hurtbox moves forward a bit. This will allow them to jump around, but it's easy to prevent them from dashing out with your normal moves. It's useful to use this when you're low on spirit, since the wall stays active for quite a while, allowing you to just dash into the opponent and regain spirit if they just stay there. Note that certain characters have moves that will hit you without advancing their hurtbox enough to get hit by the overflow wall (like Marisa's 5x), so don't be careless get hit by those.
  • If your opponent tends to pushblock your overflows instead of jump out, use 4-Overflow or even 8-Overflow to juke them if you have the moves, as this will allow you to reset your string without the hassle of being pushed back.
  • As mentioned before, use 6-Overflow for the added blockstun on a blocking or pushblocking opponent.
  • Will generally trade with a mashing opponent, but to your advantage, since the hitstun on this move will allow you to follow up with a combo quite easily.
  • Other move follow ups
  • Using the Arrow, although doesn't hit your opponent right away, stops your momentum and can be jump cancelled fairly quickly, allowing for an easy reset if the opponent doesn't react immediately.
  • Fireball, although heavy on the spirit, causes quite a bit of spirit damage to the opponent, when an explosion is blocked, especially useful for spirit damage past 40 plates, but will push you back quite a bit.
  • Instead of cancelling into a move, you could always randomly stop your dial-a string and reset immediately with a 66a or dash-in 5a (like 5aa 66a or 5a 6 5a) to save spirit and at least force a jump block. However, this can be predictable and is vulnerable to mashing. If you want to prevent being hit by mashing, consider jumping backwards before doing 66a, however the opponent might have time to jump out if they didn't mash.
  • Alternatively, stagger your dial-a or do a delayed 6a to catch people thinking they can mash you out of your previous reset shenanigans. Can be vulnerable to jump outs if you delay this too much though, as it will whiff.
  • Instead of using 5aaa(1hit) to catch a jump out, if you know your opponent always loves to hold jump, you could do 5aa 5b or 5aa 8b for stronger combos.
  • As mentioned earlier, use 2[b] any time in your string to force a crush on an over pusblocking opponent. However if the opponent can react to this and normal blocks (or brave guards), you have basically just lost your pressure.

Corner reset options

You will obviously want to reset after using a bullet move like 5x or 5y, or a special move like Overflow, by jump cancelling and dashing back in. Your opponents will most likely want to try and jump out at this point, but there are a couple options Futo has to pin them back into the corner if all goes correctly.

  • jump-dash(366 or 966) 66a
  • Your most reliable approach once you reach 20 plates, as it leaves other options open when trying to get back in. Generally you want to jump cancel a move downward before going into this move, as it covers rather well an opponent that decides to jump down, as well as one that tried to jump up.
  • Will generally not let the opponent jump out and escape, even if the opponent pushblocks your last move, and might even catch jumps from time to time if they don't pushblock. Otherwise it will only force a block.
  • At this point you are back to a corner string with a 66a starter rather than a 5a starter. 66a acts a lot like 5aaa, without the option to cancel into another A move. Only options you have at this point is melee B moves or Bullet moves.
  • Going for melee move after 66a like 6b(1) or 8b(1) will often catch jump outs or at least force blocks. If you think they will stay put, you can go for bullet moves instead, as you would with the 5aaa strings.
  • Will most definitely catch mashing.
  • jump-dash(366 or 966) 5a
  • Of course, dashing in and doing 5a will give you a couple more options for pressure, however it has a couple faults.
  • For one, after a pushblock, dashing in and using 5a will very likely lose to someone who decides it's a good idea to mash, although that should be unlikely.
  • It is also hard to use this on someone who jumps before your reset, especially downwards. The further back you are pushed back before doing this, the more difficult it is to use this without it dropping.
  • If you aren't pushed back far at all, or if the opponent outright does not pushblock before your reset, this generally works very well.
  • Continue into a normal string after this.
  • jump 8b
  • Doesn't give too many options afterwards, but covers angles quite well(even at 0 plates) and and can potentially lead into damaging combos afterwards if you catch a dash or jump out.
  • You generally don't want to do the second hit on this move unless they happen to be below you, as pushblocking the second hit will send you quite far back.
  • if they don't pushblock the first hit, cancelling into 5x will be tight, netting you a free plate.
  • Generally useful if you need to catch dashing out from weird angles without the need to dash, especially if they happen to jump out of the bullet move used before cancelling into this.
  • Will generally catch mashing but can be vulnerable to 2b moves like Kokoro's or Byakuren's.
  • Broom
  • The ultimate trap for unsuspecting players. You can cancel any move into this (including melee), even when empty on spirit. You will start dashing immediately, giving you access to your extremely fast 6[6]a.
  • Will very likely catch jumps if timed right.
  • Generally useful after you make your opponent believe that you are done with your string (when you are out of spirit). A full 6b or 8b hit, cancelled into broom and then into 6[6]a will more than likely catch jump outs or mashers.
  • Other options after a jump-dash
  • Just dashing into them briefly to regain a bit of spirit is often a viable strategy for stationary players (or after a 8-overflow wall), as long as they don't mash right off the bat. Players might try to react to this by mashing, try hitting them before they have a chance to do so in that case, or dash under them to then follow up with an 8b).
  • 6b is an alright option to catch people who jump downwards, but you can't do much afterwards other than 5x or 5y, which can sometimes be jumped out of if 6b was pushblocked. 2b is an ok option for opponents below as well, but has a lot more pushback comparatively (if you don't do full 6b that is).
  • Windwarp can be an ok tool for reset after being pushed back quite far and might catch people offguard. Can't do much afterwards however but will net you hits on unsuspecting players.
  • Dash up 2[b] on a perma-pushblocking opponent is always useful. Just be careful not to be mashed out.

Midscreen options

The fact that an opponent can simply jump back after a pushblocked attack limits your options drastically. However, on an opponent who doesn't like to pushblock, you will often be able to do cross-ups with your 66a or 8b resets, just keep in mind that you will only be able to do bullet moves after this, since using any b move after cross-up 66a will have you doing it the wrong way.

  • Not much varies for the start of a string, but you won't really have reliable option to reset if they have the option to jump back.
  • If you end a string with a pushblocked normal move or 5x, and they decide to jump back afterwards, there isn't much you can do other than try to predict which way they'll jump and try catching them with a blocked 6[6]a (or 8b if they are not too high above you). Even then, you can potentially be tagged by a move if they anticipate it. You can either try keeping up pressure of just go back to the neutral game at this point.
  • Fireball can be quite a bit more useful in this situation, especially after a blocked 5y, as it will often force a block or graze. In the case that they jump back, you can more safely dash back into pressure if the fireball is still persisting around them, but beware, the fireball won't always reliably cover you. Depending on plate spreading though, a blocked fireball might just be as short lived as a blocked melee or 5x (especially for shinto).
  • Speaking of 5y, don't go using Buddhist 5y as part of your string follow-ups after being pushed back too far, as that will obviously whiff.
  • If your opponent doesn't pushblock, you will often be able to reset your pressure as if they were in the corner, and as mentioned before, even go for cross-ups as long as you don't allow jumps to go too far back. Just keep in mind that if you don't want to go for that cross-up, that you probably want to jump back then dash (166 or 766) , instead of jump forward then dash (366 or 966). It isn't always necessary, but doesn't hurt you to do it.
  • Alternatively, if you aren't pushed back too far (say you do the 6b(1) whiff into 5y "trick"), you will be able to reset into a 66a without letting them jump back far enough. Again, jump back before using 66a if you don't want to go for the cross-up.

Strategies, Tricks, and Gimmicks

Tips for gaining plate counters faster

  • 5b/6b/2b can quite easily lead into 5[y]/8[y]/2[y] and can be used to gain quite a few plates, as well as lead into some quite damaging combos.
  • 6y is another decent way to lay a plate as it'll throw the plate a set distance and set the plate there whether it hits or not, the plate can still be destroyed by oncoming bullets though, and it is a bit spirit heavy.
  • 5[x] 2/8 lets you hold the plate, then cancel with either upwards or downwards movement while setting a plate in your previous position. Easy on the spirit, but a bit slow.
  • 5[x] and immediately cancel with a special move will set the plate in place and immediately use said move. 5x then Fireball without any set plates shoots a tracking fireball right off the bat, or 5x then Overflow creates a (moving) water pillar right in front of her. Very spirit heavy however.
  • Set up one or two plates by jump cancelling 5[x] while your opponent is in standing stun limit. You should be able to jump back into them with a 5a or 66a as they wake-up to keep up pressure.
  • Use 5x plates on a hit or block from mid-range - hits would give you 2 plates each, blocks would let you put some pressure while laying 1 plate each and enabling you to dash 66a back in with ease.
  • In corner pressure, it isn't always bad to throw in a 5y to lay down a few plates if the opponent is blocking a lot. Stuff like 5aa 5y or 6b 5y can sometimes be tricky to react to with a jump out(since jumping out isn't always safe), so use that to your advantage to gain plates on block. Takes up a bit of spirit however.
  • Alternatively, if your opponent is scared of chicken blocking in the corner, use 3 8b(1hit) 5x 3 8b(1hit) ... to lay quite a few plates in a short amount of time. Drains your spirit fast however.
  • During Futo's Last word, every plate set will explode and count as a destroyed plate. Set as many as you can by jump cancelling repeatedly or hitting the opponent whenever it is safe to do so. Of course, the opponent can graze these explosions, so don't get caught off guard by an opponent dashing into you.
  • During the Flamethrower Spellcard, you can choose, instead of pushing the opponent to cause a bit more damage, to set plates up. If you hit them with the spellcard in the corner, you have time to set two or three plates before dashing up to them and hitting them with a 6[6]a at the end of the spellcard, after which you can set one or two more plates. Don't 5x cancel the 6[6]a or you will miss out on an extra plate.
  • Alternatively, before using dishwasher on a limited opponent, you can use a fireball or overflow to clear any plates on the field before cancelling into said spellcard, adding a bit of extra damage to it and sometimes netting you more plates if there were many plates on the field, as the dishwasher spell card nets a maximum of 10 plates. Just be sure not to be too slow on your cancel, or your opponent will wake-up pushblock and very easily punish your spellcard.

General Strategies

  • Some of the better places to set plates are near, or at the corners of the stage, making a single fireball last much longer on the field, and sometimes catching your opponent off guard if they don't notice there are more plates behind them. Also can be useful for boat if you need to cover quite a bit of distance quickly and fake out the opponent. Also great for corner overflow combos, since the overflow pillars will stack, causing quite a bit of damage the more plates you have in the corner.
  • Knowing when to play more passive, and when to dash in and rushdown the opponent is key to Futo's gameplay. Due to Futo's speed and acceleration, it's sometimes possible to punish, or at least put pressure on an opponent who whiffs their normal moves and tries to get away by cancelling that into bullets, if they are close enough. Of course, be careful not to stop your graze early and get hit by said bullets. Also, beware if they try to cancel their bullets into a melee special move instead of jump cancelling them, as that very well may get you hit.
  • For more passive play, It's always nice to throw out a fireball, arrows or overflows on the field when you can to control space, while trying to get your opponent to crash into these. If your opponent gets hit, you can then follow up with a combo or pressure string, giving you an advantage for at least a brief moment, and hopefully netting you a couple more plates. You can also just use these moves to cover for an approach with Futo's quick to come out 6[6]a, or with her fantastic 66a hitbox.
  • Albeit a bit gimmicky, you can use the weird momentum physics on Futo's 2b/2[b] for a surprise approach. 2b can also easily cross up a normal blocking opponent when the move hits above them, leading into a potential 2k~3k combo.
  • However, you rarely want to be above the opponent, as your options for hitting an opponent below you are more limited than hitting one above you. Your 66a especially has a fantastic hitbox in front and above Futo (past 20 plates) and also behind and below you, and is quite fast, but has a blind spot below and in front of her. You can however easily punish certain normal moves like byakuren's/Kokoro's/Marisa's 2b with this and lead into a rather damaging counter hit combo. 5b and 8b also does the job for a surprise attack from below, however a bit slow, but both have fantastic hitboxes. You won't have any quick options for an opponent below and in front of you (aside from a normal plate that is grazeable, or the actual plate system card). Your 6b doesn't reach very far downward and your 2b is quite slow.
  • Dash or jump-dash a lot when you're not laying plates or using special moves, even if it's only for a very short distance. Not only is it good for you popularity when dashing towards them, but the mobility of said dash/jump-dash helps Futo position herself very easily and more efficiently compared to other characters, and gives her easy access to her 66a. Be sure just not to dash into an opponent's normal move, as you may not be able to block it in time. It's however possible to bait said normal move by jumping back, and dashing quickly back in with a 66a.
Mononobe no Futo - Touhou Shinkirou (2024)
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