Contents
- 1 Introduction
- 2 Moves
- 2.1 Melee
- 2.2 Bullets
- 2.3 Specials
- 3 Occult power
- 4 Spell cards
- 4.1 Last word
- 5 Combos
- 5.1 Anywhere
- 5.2 Midscreen
- 5.3 Corner/Near corner
- 6 Blockstrings
- 7 Strategies, tricks, gimmicks
- 7.1 Dishwasher cross-up
- 7.2 Flamethrower+windport guard crushes
- 7.3 Oki after flamethrower
Introduction
- More Info: Touhou Wiki
The raddest Taoist and best dishwasher around, Futo is back for more plate destruction. Futo's familiar arsenal will have you conjuring up many things, from simple fireballs to dragon boats, while moving gracefully through the air at futofast speeds.
Futo is a very mobile character, a quality that you will need to use to out maneuver the opponent while covering yourself with plates, fireballs, arrows and fast normals. Other moves like boat or pillar act as a decent surprise or punish attack. Laying plates is of the utmost importance however, as these are the key to gaining stage control with your fireballs, and to helping her approach. Knowing when to play passively or to play aggressively is important while playing Futo, as she can capitalize off of stray projectiles rather well, but is rather vulnerable without proper coverage.
Pros:
- Very agile character with good gravity, can get in rather easily and jump fast to where she needs to be.
- Relatively fast startup on most of her normal moves.
- Decent stage control with her fireball, tornado and arrows.
- Cheap spell cards.
- Good pressure with good bullets on block and constant triangle jumps.
- She can do cool poses.
Cons:
- Damage is a bit on the low side.
- Most of her projectile moves have slow startup and/or recovery.
- The projectiles that do come out fast, have no hitstun.
- Coverage from her normal moves, although not terrible, leaves a little to desire for.
- She's quite old-fashioned.
Moves
Note:
- c.5a indicates close 5a while f.5a indicates far 5a.
- j.5a indicates jumping 5a, as in, a 5a while you are not at mid-level. (down)j.2c or (up)j.2c indicates a specific jumping direction from mid (either downward or upward).
- Xa in the dial a section means whichever of the following directions: 6a/8a/2a
- Unless listed otherwise, the moves will be the same while at mid-level, and while jumping.
- The "state" listed after a move indicated if the opponent is able to tech after using said move, either after a dropped combo, or after limiting the opponent. Standing state doesn't give them the option to tech, whilst the techable state does. An air techable state indicates a move that is techable in the air, but not at mid. *** Needs a bit of confirmation
Melee
4a/c.5a: Quick jab. Standing state.
- aa: See 4a/c.5a.
- aaa: See f.5a. Hits up to 5 times. Air techable state.
- aaaa: Futo uses her 6a/j.6a that also wall-slams. Hits up to two times. Standing state if wall bounces, Techable state otherwise. 20% limit per hit.
- aaa2a: Futo uses her 2a that also gives her forward momentum. Techable state, 40%limit.
- aaa8a: Futo uses her 8a. Hits up to two times. Sends the opponent significantly lower than her 8b. Techable state, 20% limit per hit.
- aaaXaa: Futo casts a fireball (see 5c). Techable state, 40% limit.
- aaaXa8a: Futo uses the stone pillar (see (down)j.2c). Techable state, 40% limit.
- aaaXa2a: Futo hops on her dragon boat (see 6c). Techable state, 40% limit.
f.5a: Futo spawns two tornades, one for each hand, and spreads her arms diagonally. Air techable state.
6a: Futo creates a whirlwind around her and spins while moving forward. The whirlwind is then thrown in front of her. Hits up to two times. Techable state, 20% limit per hit.
8a: Futo creates a flame sword from her sleeves, and proceeds to jump up, then down. Hits up to two times. Ground-bounces after the second hit. Techable state, 20% limit per hit.
2a: Futo creates fire from her sleeves and sweeps downwards, pushing her back a bit. Techable state, 40% limit.
66a: Futo creates a plate in front of her which hits once. If it hits, or is blocked, the plate is set. Air techable state.
66b: Futo pauses to wind-up a large whirlwind, then hits the opponent with it. Wall-bounces. Standing state. 40% limit.
j.5a: Futo creates a tornado around her arm while stretching it out forward and slightly upward. Hits up to three times. Air techable state.
j.6a: Same as 6a, but Futo doesn't move forward with the move. This version wall-bounces. Standing state. 40% limit.
j.2a: Same as 2a, but Futo isn't pushed back after hitting with it. This version ground-bounces. Techable state, 40% limit.
j.8a: Futo creats a tornado in front of her. Hits up to four times. Techable state, 10% limit per hit.
Bullets
5b/2b/8b: Futo throws plates! She throws three slow moving plates forward and one fast moving gold plate. Only the gold plate will set if it hits or is blocked, the rest will break, and will count towards your broken plate counter only if they hit. You can angle the plates using 8b/2b. Jump cancel this move at any time if you only want to throw 1~3 plates. Standing state, 10% limit per plate hit.
6b: Futo creates a plate single plate, aims and tosses it at the opponent while flaming, rebounding off of the walls. The plate is then set on the field, unless another bullet clears the plate. It is rather dense. Hits up to 4 times. Techable state, 20% limit for the initial hit.
[b]: Futo blows the air to creates a tornado that moves forward relatively slowly. It sucks in plates on the field and plates caught on it's path will be consumed, making the tornado bigger. If fully charged, the tornado will spawn two spirals, one upward one downward, and will spin around in place for a bit, again getting bigger if plates are sucked into it. The plates will count towards your broken plate counter. Hits up to four times, or up to ten if fully charged. Techable state, 10% limit per hit.
Specials
5c: Futo conjures a fireball that aims at every plate on the field and burns them, counting towards your broken plate counter. Once it breaks every plate on the field, it aims at the opponent. If there are no plates on the field, the fireball is shot forward. Techable state, 40% limit.
6c: Futo hops backwards onto a dragon boat and rides it forward. Once it's hit or blocked, Futo majestically jumps backwards off the boat. Techable state, 40% limit.
8c: Futo shoots an arrow upward at an angle. If there are plates on the field, the arrow will be aimed at one, and will proceed to bounce off said plate, creating additional arrows that spread out around the main arrow and destroying the plate in the process, assuming you aren't too far from it. The additional arrows will sometimes not spawn under certain condition(s) (still need confirmation as to what this condition is). The broken plate will count towards your broken plate counter. Techable state, 20% limit.
2c/(up)j.2c: If there are plates on the field, Futo will teleport upward, then downward to the latest plate set, while spinning, thus creating a wide whirlwind around said plate. The broken plate will count towards your broken plate counter. Hits up to 10 times. Techable state, 4% limit per hit.
(down)j.2c: Futo jumps to the ground and spawns a stone pillar under her feet that is angled forward. The pillar will break any plates on it's path, causing them to shatter into tiny fragments that can hit the opponent. The broken plates will count towards your broken plate counter. Standing state, 40% limit for the pillar hit.
4c: Futo causes all plates around her to overflow, causing forward moving pillars of water to be created on the field for a few moments. Hits up to 4 times for each individual water pillar. Techable state, 3% stun per hit.
Occult power
Futo's urban legend is Banchou Sarayashiki, the story of the vengeful plate counting spirit Okiku.
Futo's related gimmick, as you can guess, is a plate destroying gimmick. Futo possesses a broken plate counter than goes up to 10. Each plate destroyed will count towards this broken plate counter.
A+B: Once an occult ball has been obtained, this summons Okiku once you have one plate destroyed on your broken plate counter. Doing so, Futo will set a plate in front of her from which Okiku will jump out, hitting melee.
If you have collected 3 orbs, the initial part of the move where futo places a plate down in front of her, will hit once before Okiku jumps out and hits a second time. This hit is also melee.
The more plates that have been broken, the stronger this move will be, with one notable exception: If you have 9 plates broken (missing one plate to be at full broken plates on the broken plate counter), this move will cause extra damage and hitstun. Techable state, 40% stun on the last hit.
Spell cards
Wind Sign "Miwa Plate Storm" (風符「三輪の皿嵐」) [Dishwasher/Plate spin]
Cost: 700 spell power
Futo spins 5 plates at high velocities around her, for 15 hits and 3263 raw damage at 1400 spell power. Futo then sets the 5 plates on the field. The spell card is a reversal. Wall-bounces. Standing state if the attack wall-bounces, Techable state other wise. 100% limit on the last hit
Blaze Sign "Taiyi True Fire" (炎符「太乙真火」) [Flamethrower/Flamewave]
Cost: 1000 spell power
Futo creates flames and throws them towards the ground, diagonally, creating a wave of flame pillars that go in both directions. Does about 4618 damage raw at 2000 spell power if you hit with it in the corner. Techable state, 10% limit per pillar.
Fate "Gate Opening for Catastrophe" (運気「破局の開門」) [UFO card/Whatever other name people come up with]
Cost: 500 spell power
Futo creates a purple zone which consumes all plates within it when created. The number of plates tributed to the almighty funk zone determines the misfortune the opponent will be submitted to.
- 0-1 plate: Throws pots, bottles and buckets. Air techable state, 20% limit per projectile.
- 2-3 plates: Throws the former as well as larger projectiles including furniture and gravestones. Techable state, 20% limit on the larger projectiles.
- 4-5 plates: Everything from the previous levels is thrown at the opponent. After a set amount of time spent in the zone, a UFO will drop from the sky. Hits up to 10 times. Techable state, 10% limit per hit.
Last word
*Even in Death, One Plate is Still Missing!* (*死んでも一枚足りない!*)
Futo places what seems to be a portable well on a plate, and said well starts sucking the air around it. If the opponent is sucked in, the spirit pops out of the well sending the opponent flying behind Futo. Futo then strikes a pose. If nothing is sucked in, Futo sends the well flying which can also hurt the opponent on it's way down. Does 8000 damage raw at the 7 occult orbs. Techable state, 100% stun.
Combos
These are just a few of the findings for combos. Probably not optimal at this time, this is still a work in progress. This video has a demonstration of a couple combos in this section, although they aren't all exactly the same.
Note:
- 3/9 will refer to a jump from mid, while j.3/j.9 will refer to a jump from the air (double jump).
- Moves in parentheses will refer to an optional addition to the combo you can do in certain situations. Numbers in parentheses will refer to a number of hits required from the move in the combo.
- A * in the combo refers to a small delay before the next input.
- The different notations are explained on the Controls and Notation pages.
- There are some sequences like the 66a 8c j.9 j5a and the 6b 3 j.9 j5a that can be used after various random hits, commit these to muscle memory and improvise if you don't have a certain combo memorized.
Anywhere
- 5aaa(1) 6b 3 j.9 j.5a(1) j.6b 9 j.5a(1) j.6b 9 j.5a(1) j.8b 2135 damage
- The plate building combo and good UFO setup combo. You might be able to get more hits out of your j.5as, but 1 hit each is the safest.
- (j.5a) 5aaa2a j.3[b] j.9 j.5a 5aaa8a 2236 damage
- Move while charging b to put yourself at the right height and distance from the opponent. Quite a reliable combo.
- (j.5a) 5aaa2a * j.6b j.9 j.5a 5aaa8a(1) j.6b j.8c 2355 damage
- You can omit the 5aaa8a and just do j.8a(1) if you're nowhere near corner just end with j.8b.
- f.5a(1) 6b 3 j.9 j.5a 66a 8c j.9 j.5a 5aaa8a j.6b j.8c 2745 damage
- This combo can work midscreen, but is a lot more tricky and plate position dependant that way, so it's better to use this in the corner. Use just 5aaa8a j.8b to induce a standing state.
- j.5a 66a 8c j.9 j.5a 5aaa2a * 6b j.9 (j.5a) j.8a 8b 2591 damage
- You can follow up a j.5a hit with a 66a if you land cancel the move at the right time, from which you can do this combo. The j.5a near the end of the combo only works on some characters.
- (up)j.5a j.6b j.66 j.8a [b] j.9 j.6c/8b 1689~1951 damage
- A very simple, but effective combo for opponents in the upper half of the screen that limits. 8b is for standing stun. This could be improved on.
- j.2a * 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 2747 damage
- If j.2a sends them too far it might be hard to follow up with 66a 8c.
- 6a(1) 8c j.9 j.5a 66a 8c j.9 j.5a 5aaa8a j.6b j.8c 3070 damage
- If you aren't remotely near the corner, you might have to end the combo with 5aaa8a(1) j.8b. Alternatively, you can simply use said ender to induce a standing state.
- 6a(1) 6b 3 j.9 j.5a 66a 8c j.9 j.5a 5aaa8a j.6b j.8c 3129 damage
- This combo can work midscreen, but is a lot more tricky and plate position dependent that way, so it's better to use this in the corner. Use just 5aaa8a j8b to induce a standing state.
- 66a 8c j.9 j.5a 66a/6a(1) 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 2977~3048 damage
- Very tricky, but can be done ANYWHERE. Can replace second 66a by 6b(1) for a little less damage but easier combo. Can do a 5aaa8a(1) j.6b j.8c ender which works well in corner. 8c might whiff if there are plates nearby.
- (j.5a) 66a 8c 66 j.5a last word 7398 damage at full orbs
- A decent last word confirm that does not requires declare cancels
- 5c (j.5a) 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 2667 damage
- Same as before, but off of a fireball hit. If you aren't near the corner, you might need to do 5aaa8a(1) j8b ender or something similar. The j5a can help with the combo if you're slightly out of position to hit with 66a.
- 2c (j.5a) 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 3047 damage
- Connects if your opponent is above or at mid height, however if they are too high you might need to use a simple 8c ender instead. Use j8b ender instead to induce standing state and/or if you're too far from the corner.
- 2c * j.6b 3 j.9 j.5a 66a 8c j.9 j.5a 5aaa8a(1) 8c 3241 damage
- Trickier combo that works best near corner, but can work anywhere as long as opponent is on or near the mid line. You have to do the 6b late enough so that you land while doing it, but early enough so you don't end up under the middle line.
- 2c (j.2) j.2a 66a/5aaa2a 5c/ 2062~2427 damage
- For when you hit them low or weirdly.
- A+B(9plates) 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 3798 damage
- Same routine, different starter. Okiku is strong. use j8b/j8c ender if you are no where near corner.
Midscreen
- 5aaa(1) 6b 9 j.6b j.9 j.5a * j.8b 9 j.5a(2) j.8a(2) 2230 damage
- Too close to the corner and the j.8b will whiff. It is possible to do j5a(1) j8a(1) j8b to induce a standing state, but it's a bit tricky. The plate building combo.
- 5aaa(1) 6b 3 j.9 j5a(1~3) 6b 9 j.5a(1) j.2a * 4c 3 (j.5a) j.2a/j.2b 2279~2407 damage
- Alternative midscreen bnb.
- (j.5a) 6a/j.6a(1~2) j.6b j.9 6b fireball/boat ~1.5-1.6k damage
- At certain angles, this works wonders for random j.5a hits, but it's a bit dependent on how the plates hit. A midscreen combo that, although doesn't work all the time, is generally the more reliable of combos to do off of random 6a, j.6a, or j.5a hits at low or high heights. Use boat if you're sure it will hit, else, use fireball.
- 66a 8c j.9 j.5a(2~3) j.6b 9 j.5a(1) j.2a * 4c 3 j.5a(1) j.6a/5b 2750~2880 damage
- Needs to be midscreen else the 4c won't hit. Standing limit version of the 66a combo which doesn't sacrifice too much damage. Second j.5a can be tricky to hit and might depend on the number of hits you do with the previous j.5a
- (down)j.5a(1) j.6a(1) j.6b j.9 j.5a 66a 8c j.9 j.5a 5aaa8a(1) j.8c ~2.5k damage
- A bit finnicky, but does quite a bit of damage. Again, very position dependant.
- (down)j.8a(1) j.[b] j.9 j.5a 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 2885 damage
- Very position dependant, but it can work in the right situations! Also it uses tornado, and that's cool. Alternate ender if you're not near corner at the end: 5aaa 8b 5c
Corner/Near corner
- 6a(2) 8c j.9 j.5a(2) 6b j.9 j.5a(3) j.8a(2) 8c 2579 damage
- For when you hit with both hits of the 6a.
- 8a(2) 66a 8c j.9 j.5a 5aaa8a(1) j.6b j.8c 2850 damage
- For the rare grounded 8a hits.
- (down)j.5a(1) j.6a(1) j.6b j.2c j.5a 5aaa8a(1) 8c 2442 damage
- A more reliable (down)j5a confirm that mostly only works in corner, but in certain positions, can work midscreen as well. Most of the time, the pillar will send them flying the other way midscreen though.
- 2c j.2 j.2a 2c 1889 damage
- Also works near corner. For low hits on 2c.
- ... 5aaa8a(1) (declare) Dishwasher
- Most, if not all combos that end in the corner with this sequence will combo into the dishwasher spellcard, whether you have it declared or not. Easily leads into cross-under shenanigans.
- ... 5aaa8a(2) (declare) Flamethrower OR ...5aaa6a(2) (declare) 8a(2) Flamethrower
- An obvious spellcard combo you can do, but it's worth noting that, in most long combos, you will want to declare and use this spell card immediately after the second hit of 8a, else it will whiff. Won't work off the full 66a combo, you'll have to shorten that one.
- Note that these two spell cards combo from a lot of moves, these are just the simplest and most practical ones you can do them off of.
Blockstrings
If applicable
Strategies, tricks, gimmicks
Dishwasher cross-up
As of 1.20, there is cross up protection to prevent this. You can do a few nasty cross-ups using the dishwasher spell card. If you finish your combo in the corner, not only will the opponent end up wall-bouncing, but will also have 5 plates ready to do your bidding, presumably around or above them. From there, activate overflow on the plates (4c) before they wake up, and proceed to jump under and use a pillar (3 2c), which will hit the opponent if they are blocking the "normal" way. You can then follow with j5a j8a j8b to induce a standing state. There are other ways to cross-under, but this one is by far the simplest one, but by all means, be creative if you want to. Alternatively, you can do 2 j8 j5a to those who are anticipating a cross up and preemtively block the other way. From there you can do a couple different combos depending on how the pillars hit. The opponent can also decide to graze which will beat the cross-under, but generally the 2 j8 j5a will catch them if you're fast enough.
Flamethrower+windport guard crushes
As of 1.03, this will only work well at full spell power.If you're lucky enough to catch someone blocking your windport(2c or (up)j2c) in the corner, and there are other plates nearby, you can chain other windports by hitting the button again until you're at your last plate, forcing them to block each one (assuming each plate is nearby the opponent). When you teleport to your last plate, declare cancel with your flamethrower as soon as possible, position yourself correctly, and shoot the flame right on them. The flamewave should carry them quite a of distance, giving you the time to follow up with other guard breaking moves if they already didn't get guard broken. Each windport will do one hex of guard damage, the initial flame will do one hex of guard damage, and each pillar will do about a half a hex of guard damage at full spell power. It is possible to do this kind of setup out of the corner as well, but obviously it depends on how the flame pillars carry the blocking opponent, and how many of them hit. Whether it's worth the spell card cost is for you to decide.
Oki after flamethrower
If you end a combo in the corner with the flamethrower spell card, you have ample time to set up oki for when they land on the other side. One interesting thing you can do is, after using the attack, wait for the opponent to pass you on the wave, jump diagonally away from the opponent and throw out a couple slow moving plates with 5b. Afterwards, start charging [b] while moving forward. The opponent should end up in a standing state at the end of the wave by being hit by one of the plates. Release [b] when fully charged a little before they wake up and you should have a large tornado on them doing quite a bit of hex damage (assuming they block). You can then proceed to do some more hex damage with your remaining spirit using plates and special moves. Remember to hit them with a melee as they wake up so they don't graze.