Touhou lost word sanae

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Deified Human of the Wind

Stats

Health

Agility

Yang ATK

Yang DEF

Yin ATK

Yin DEF

Races

Element Type Chart

Nagi

Expand

Nagi refers to a lull in the wind. The temperament befits the wind priestess Sanae, who can calm the wind. Sanae is endowed with Wood Phase, from her carefree nature that deviates from common sense, and Star Essence, from how she is not restrained by anything.

The strong and kind Wood Phase resists Water Phase, because water nourishes wood, but it is weak to Metal Phase, because metal carves wood.

The diverse and uncooperative Star Essence resists the cooperative and indecisive Moon Essence, but it is weak to the charming and arrogant Sun Essence.

sun_strong

Sun

moon_weak

Moon

fire_neutral

Fire

water_weak

Water

wood_neutral

Wood

metal_strong

Metal

earth_neutral

Earth

star_neutral

Star

Character Shots

Sanae Kochiya’s Spread Shot. She shoots out frog-shaped bullets―the frogs sacrifice themselves to defeat Sanae’s enemies. It is believed that Sanae borrows Suwako’s power to perform this attack.

All

Frog Bullet

x9 Yang
All

Yin Light Bullet

x2 Yin 1
All

Frog Bullet

x2 Yang 2
All

Cobalt Bullet

x2 Yin 3
All

Frog Bullet

x2 Yang 3
All

Cobalt Bullet

x2 Yin 3

Sanae Kochiya’s Focus Shot. She shoots out snake-shaped bullets―the snakes snap their jaws down on evil. It is believed that Sanae borrows Kanako’s power to perform this attack.

Solo

Snake Bullet

x2 Yin
Solo

Serpent Bullet

x2 Yang 1
Solo

Snake Bullet

x2 Yin 2
Solo

Sky Serpent Bullet

x2 Yang 3
Solo

Snake Bullet

x3 Yin 3
Solo

Sky Serpent Bullet

x3 Yang 3

Character Spell Cards

Available

Available

Limit Break 1

Limit Break 2

Limit Break 3

Sanae Kochiya’s Spell Card. This attack launches a barrage of star bullets at the target. Apparently, the name refers to a sacrificial art which would normally have already been lost by Sanae’s generation. There are rumors that this Spell Card is actually a miraculous ritual that will eventually invoke a divine wind.

*Pre- and Post- effects assume max level. Effects per level can be viewed here.

Pre-Attack Spell Card Effects

None

Post-Attack Spell Card Effects

None

Solo

Ritual of Sacrifice

x14 Yang
Solo

Esoterica

x2 Yin 1
Solo

Youkai Exorcism Circle

x2 Yang 2
Solo

Esoterica

x2 Yin 3
Solo

Youkai Exorcism Circle

x2 Yang 3
Solo

Ancient Art

x2 Yin 3

Sanae Kochiya’s Spell Card. It recreates the crossing of a parted sea and is likely a reference to omiwatari, or the cracks that form across the frozen surface of Lake Suwa. While many believe omiwatari to be the work of fairies, Moriya Shrine claims that it is actually a miracle.

*Pre- and Post- effects assume max level. Effects per level can be viewed here.

Pre-Attack Spell Card Effects

None

Post-Attack Spell Card Effects

None

All

Miracle of the Parted Sea

x6 Yin
All

Path Atop the Lake

x2 Yang 1
All

Omiwatari

x2 Yin 2
All

Path Atop the Lake

x2 Yang 3
All

Omiwatari

x2 Yin 3
All

Miracle of Omiwatari

x2 Yang 3

Sanae Kochiya’s Last Word (a Touhou LW original). Sanae wanted to create her own Last Word, but she was unsure how, even after Kanako and Suwako readily agreed to help. In the end, Sanae completed her Last Word as a cooperative attack that combines hearts as one and unleashes chains of miracles.

*Pre- and Post- effects assume max level. Effects per level can be viewed here.

Pre-Attack Spell Card Effects

None

Post-Attack Spell Card Effects

None

Solo

Miracle of Sanae

x20 Yang
Solo

Power of the God of Warfare

x3 Yin 1
Solo

Art of the Native God

x3 Yang 2
Solo

Miracle of Sanae

x3 Yang 3
Solo

Power of the God of Warfare

x3 Yin 3
Solo

Art of the Native God

x3 Yang 3

Rebirth Upgrades

Character Ability

Capable of causing miracles

Expand

A miracle is a rare event that can only occur in the most incredible of circumstances. The bigger the miracle, the longer Sanae has to chant. A quick chant would only grant her a little miracle, whereas chanting for days might cause a miracle at the level of a natural disaster… Normally, Sanae only creates miracles as a way to show her ability, mostly when she is doing missionary work in the village. This ability originally required her to borrow power from Kanako and Suwako, but the wind priestess has become an object of faith herself―a living god―and it is unclear what god is making these miracles happen now.

DMG from resisted elements 20% DOWN.

Character Skills

Recovers 35% of party’s HP. [Additional effect +0 with success rate 0%.]

Info

A divine miracle revealing a god’s grace and mystery. If you were to experience this, you would think that Sanae had saved your life.

Skill Level 1 2 3 4 5 6 7 8 9 10
Recovers HP
Value 25 26 27 28 30 31 32 33 34 35
Rate 0 0 0 0 0 0 0 0 0 0
Add 0 0 0 0 0 0 0 0 0 0
CD 4 4 4 4 4 4 4 4 4 4

Adds 1 layer(s) to party’s Barrier. [Additional effect +1 with success rate 50%.]

Info

An official charm of protection from Moriya Shrine. It is popular as a souvenir since it is fairly inexpensive.

Skill Level 1 2 3 4 5 6 7 8 9 10
Adds Layer to Barrier
Value 1 1 1 1 1 1 1 1 1 1
Rate 0 0 0 0 10 20 30 40 50 50
Add 0 0 0 0 1 1 1 1 1 1
CD 12 11 10 9 9 9 9 9 9 8

Recovers 80% of party’s HP. [Additional effect +0 with success rate 0%.]

Info

This is one of the most requested rituals by visitors from the village. No need to worry though―another god will do it.

Skill Level 1 2 3 4 5 6 7 8 9 10
Recovers HP
Value 50 53 56 59 63 67 70 73 76 80
Rate 0 0 0 0 0 0 0 0 0 0
Add 0 0 0 0 0 0 0 0 0 0
CD 8 8 8 8 8 8 8 8 8 8

Skill Upgrades From Rebirth

Character Characteristics

Purification Master

When turn starts, heals 1 layer of own Barrier Status. [Success rate 50%.]

Exorcism Master

When turn starts, dispels 1 of own Bind or stat debuff. [Success rate 25%.]

Blessed by Two Gods

When turn starts, adds 1 layer to own Barrier. [Success rate 15%.]

Character Change Effect

Shield Link

When switching places with a rear-guard unit, adds 1 layer to other unit’s Barrier.
When switching places with a front-guard unit, heals front-guard unit’s Barrier Status.

Upgrade Costs

Rank Coins Materials
0 -> 1 1000

x20

x10

x10

x20

x10

x20

1 -> 2 2,000

x10

x10

x10

x10

x20

x10

2 -> 3 5,000

x20

x20

x20

x20

x20

x20

3 -> 4 10,000

x20

x20

x20

x20

x20

x20

4 -> 5 15,000

x30

x30

x30

x30

x30

x30

Character Analysis

Sanae Kochiya was released on May 11th, 2021 as part of the starting roster.

The Shrine Maiden of the Moriya Shrine, Sanae Kochiya came to Gensokyo alongside her goddesses to seek out a new future, after the outside world lost faith in gods. Highly energetic, quick to get carried away, and with a strong sense of duty, Sanae has become one of Gensokyo’s premier incident resolvers. She can even cause miracles to occur! Whilst a healer who can get the job done, and still has a trick or two up her sleeve, she falls ever so slightly into the category of E-Tier Friend.

Sanae unfortunately cannot farm anything on Lunatic, as she lacks ATK UP, Spirit Power UP, Accuracy UP, and has a backloaded Last Word that also has mixed damage types and elements. She may very well be the worst Friend in the game at farming who can still technically farm.

With that said, Sanae fares much better in difficult content. She’s extremely good at raw healing, possessing both a 80% party wide heal every 8 turns and a 35% party wide heal every 4 turns. If that wasn’t enough, she can also recover 1.5 Barriers every 8 turns as well, and Barriers are extremely powerful. She also brings some strong Element access to the table — both of her Spell Cards bring 1 Element breaks at 0 Power, and different elements no less. Her first Spell Card can also provide 3 Star break at 3 Power. If that’s not enough, her Last Word deals a whopping 6 Element breaks, spread out evenly among 3 elements. Truly, showcasing the value of a miracle.

Unfortunately, Sanae is still somewhat held back by two core weaknesses. The prior mentioned low damage can be a real problem, and she brings no offensive utility to the table outside of her Element access, which can sometimes make her a tough sell. Her strengths aren’t quite as good as they seem either — Sanae’s Last Word will often break no more than 2 Barriers and requires 3 Power to do so, and whilst she brings exceptional healing to the table, healers tend to be unnecessary for many fights.

Still, she’s overall a useful Friend who, so long as you keep her weaknesses in mind, won’t let you down if you need healing, or simply the Elements she provides access to.

Story Card Recommendations

(Card recommendations last updated on October 31, 2022)

Spell Card

Due to how Spirit Power hungry Sanae is to access her additional breaks from spell cards, Spirit Power cards such as The Witch of Scarlet Dreams will shorten the time she needs to wait before firing those elemental bullets. It also allows her to get 3.00P Last Word at a much quicker rate than without Spirit Power story cards.

Otherwise, her lack of offensive capabilities means that the only other substantial boost she could receive is in Accuracy UP cards such as Valued Tools of Trade.

Last Word

Sanae’s Last Word is not practical for any form of farming content, so the best that can be done is to make more bullets connect with Accuracy UP. At least she gets a pretty cool phone to pair with her attack.

Character Skill Level Up Recommendations

Healing Miracle and Harvest Ritual should be levelled up equally, as they both gain a lot from additional levels. Afterwards, save leveling up Moriya Charm for when she gets a Fantasy Rebirth, or if you’re willing to deal with the coin flip chance of +1 Barrier.

Character Strengths

Exceptionally powerful and flexible healing, alongside Barrier restoration

Extremely versatile Element access, being able to provide Star, Wood, Earth, Water, and Metal breaks

Character Weaknesses

Power hungry, her best breaks all require 3P and she has no Power boosters herself

Spread of Elements on Last Word is somewhat awkward

Low damage

Unsuited for farming

Rebirth Upgrades

Adds1 layer(s) to party’s Barrier. [Additional effect +1 with success rate 50%.]

Adds1 layer(s) to party’s Barrier. [Additional effect +1 with success rate 50%.]

Recovers80% of party’s HP. [Additional effect +0 with success rate 0%.]

Recovers80% of party’s HP. [Additional effect +0 with success rate 0%.]

Sanae Kochiya’s Last Word (a Touhou LW original). Sanae wanted to create her own Last Word, but she was unsure how, even after Kanako and Suwako readily agreed to help. In the end, Sanae completed her Last Word as a cooperative attack that combines hearts as one and unleashes chains of miracles.

*Pre- and Post- effects assume max level. Effects per level can be viewed here.

Pre-Attack Spell Card Effects

None

Post-Attack Spell Card Effects

None

Solo

Miracle of Sanae

x20 Yang

Energy Bullet

Element: Wood

PWR

27

ACC

80%

CRI

20%

Solo

Power of the God of Warfare

x3 Yin 1

Body Bullet

Element: Metal

PWR

69.12

ACC

80%

CRI

25%

[God-Killer]

Solo

Art of the Native God

x3 Yang 2

Heavy Bullet

Element: Earth

PWR

77.52

ACC

80%

CRI

30%

[God-Killer]

Solo

Miracle of Sanae

x3 Yang 3

Energy Bullet

Element: Wood

PWR

63.99

ACC

80%

CRI

35%

Solo

Power of the God of Warfare

x3 Yin 3

Body Bullet

Element: Metal

PWR

69.42

ACC

80%

CRI

40%

[God-Killer]

Solo

Art of the Native God

x3 Yang 3

Heavy Bullet

Element: Earth

PWR

74.49

ACC

80%

CRI

45%

[God-Killer]

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Sanae Kochiya

Soku-portrait-sanae.png

Dash Startup: 7F / Commitment: 7F

Backdash Invuln: 1-9F / Graze: 10-28F / Total: 41F

Forwards Walk: Fast (6) / Backwards: Average (5)

Initial Dash Speed: Below Average (10) / Sustained: Average (10)

Movement Options
2 Airdashes/8 Directional Flight, Dash Type: Run, Unique Option: Wind Summon

Sanaepallete.png

Introduction

  • More info: Touhou Wiki

The Wind Priestess of the Moriya Shrine and a distant descendant of Suwako, Sanae Kochiya is a demigod with power to cause miracles to occur. In battle she summons avatars of her goddesses to assist her, and utilizes wind, water, omikuji, and miracles to combat her foes.

In this game, Sanae’s tools are more geared toward baiting opponents. She possesses some large melee attacks, and bullets that cover a good amount of space and stay on screen for a while, making her good at forcing her opponents into disadvantageous situations. Sanae’s flight summons wind, which can be used to move extremely quickly, shorten jumps, and perform other unique maneuvers. Another notable feature is Sanae’s goddess summons. Her «assists», especially the Kanako moves, are effective weapons in her neutral game, allowing her to dominate once used. However, Sanae can’t rely on these assists often, as they have a significant cooldown period. Sanae also suffers from having a poor pressure game and may struggle ensuring spirit damage without spellcards. Playing Sanae requires a deep understanding of her unique features, especially her wind-summoning flight.

Pros:

  • Has dense bullets that can cover a lot of area.
  • Melee attacks have big hitboxes.
  • Diverse range of air-unblockable attacks.
  • Plenty of okizeme tools.
  • Goddess summons allow her to control lots of space, improve combo damage and make unsafe moves 50/50’s instead.
  • She has incredible movement speed.
  • Unique movement style with many possible applications, which allows her to move in ways others cannot.
  • Effective at playing keepaway.

Cons:

  • Terrible pressure game without spellcards, heavily reliant on baiting and staggers.
  • Requires your opponent to respect you to do almost all of her blockstrings.
  • Her wind can mess up combos, both yours and your opponent’s.
  • Can’t snowball into victory from orb crushes since she lacks the ability to crush without meter, even on low orbs.
  • Goddess summons have fairly long cooldown periods even when leveled up.
  • Her counter-intuitive gameplay and unique mechanics makes her very difficult to learn.

Notables:

  • Sanae’s flight summons wind. Sanae cannot change her flight angle at all. The wind’s force will have an effect on Sanae after the flight ends, and she will be pushed or pulled by it slightly. Sanae’s wind can also be used to redirect some of her bullets.
  • She is able to summon her goddesses, Suwako and Kanako, as 4C and 6C bullets, as well as her 214 and 623 skills. Once a goddess is summoned, there is a cooldown period before she can be summoned again. Skills cause a longer cooldown, and differ from each other, but each can be leveled up to decrease its cooldown. Cooldown only begins once the goddess leaves.

Patch changes history.

Replay hex information.

Normal Moves

See Sanae Kochiya/Normal Moves for details.
4A

Sanae-5a.png

Knock

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
200 0% 98% None R Cn B C Sk Sp HL 7F 2F 19F -3

A fast wand knock, hits mid. Sadly will only combo into itself. Has some utility as an air-unblockable poke. Good range for such a fast attack.

5A

Sanae-5a.png

Dial A combo starter

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
200 0% 98% None D Cn B C Sk Sp HL 7F 2F 19F -3

A fast wand knock, hits mid. This is your Dial-A combo starter. Will only connect into the second hit of your Dial-A combo. Good range for such a fast attack.

5AA

Sanae-5a.png

Knock Knock

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
200 0% 98% None D Cn B C Sk Sp HL 7F 2F 19F -3

Second hit of the Dial-A combo. Same framedata as 5A, and will only connect into the third hit of your Dial-A combo.

5AAA

Sanae-5aaa.png

Drawing a line

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
500 0% 92% None D Cn B C Sk Sp H 10F 2F 28F -3/+1

Third hit of the Dial-A combo. Hits high. It’s not tight on block from 5AA, so be wary of reversals. Connects into «The Day the Sea Split» if you started the combo at pointblank range.

5AAAA

Sanae-5aaaa.PNG

Solar Plexus Strike!

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
800 40% 80% Smash Sp H 17F 6F 45F -7/-1

Dial-A combo ender, useful in near-corner and deep corner combos. Hits high. Moves Sanae forward slightly. Can only be cancelled with spells. This attack will not connect from 5AAA if 5AAA did not hit at pointblank range. It’s also not tight on block from 5AAA, so a reversal will beat it. It drains 2 spirit orbs on wrongblock, but still gives no frame advantage. It’s punishable on rightblock by a 6F or faster move. It is however a reliable way to connect your «Night of the Supernova Storm» and «Moses’ Miracle» spells.

f.5A

Sanae-f5a.png

Let’s dance!

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
500 0% 92% None Cn B C Sk Sp L 11F 2F 30F -4/+0

A twirling wand sweep, hits low. Good range. Useful for combos, blockstrings and for hitting dashing opponents. Cancel into 3A or 6A for a mixup. If you hit, it will connect into both of those anywhere, but only the 3A followup will allow a limiting combo. Connecting into 6A only provides a limiting combo in the corner.

2A

Sanae-2a.png

Sanae’s best move

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
450 0% 92% None Cn B C Sk Sp L 9F 2F 26F -2/+2

The infamous poke. Very fast low attack with a hitbox bigger than the sprite suggests (thanks tasofro). Moves Sanae forward very slightly. A powerful tool for poking through the gaps in your opponent’s blockstrings, forcing her to either do aerial attacks or completely tight ground ones. This move will even trade with Utsuho’s 4A if spaced properly. Useful as a combo starter and a mixup tool because it connects into 3A and 6A. 3A and 6A followups allow for the same combos f.5A does.

6A

Sanae6a.png

Is her wand really made of paper?

Version Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
Uncharged 650 40% 90% Smash B C Sk Sp H 16F 3F 43F -6/0
Charged 800 40% 85% Smash Sp H (Crush) 31F 3F 58F +0/+22

An overhead slam, hits high. Mostly used as a followup/mixup from f.5A and 2A, but is also quite useful as an air-unblockable attack. It is however not very fast, and using it as an anti-air on reaction might result in you getting hit if the opponent is approaching with a j.5A move, so you might have to make a read. It also sadly has a blindspot right above Sanae, which limits its usefulness as an anti-air. Another use for this move is okizeme to stop people from highjumping on wakeup. Uncharged version is minus on rightblock, forcing you to either cancel into a bullet or go back to neutral. Can be followed up with 5C, 5B and 6B for a limiting combo in the corner. Charged version is completely safe on rightblock and crushes on wrongblock. If you manage to hit with a charged 6A, you can followup with 2A, 5C or uncharged 6A in the corner, or «Gray Thaumaturgy» and «The Day the Sea Split» anywhere for a limiting combo. If you crush with it, you can followup with 2A instead.

3A

Sanae3a.png

Watch your step

Version Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
Uncharged 650 40% 90% Rift B C Sk Sp L 17F 12F 56F -18/-12
Charged 800 40% 85% Rift Sp L (Crush) 32F 16F 75F -16/+6

A ground slide, hits low. Moves Sanae forward. Lots of active frames, which is situationally useful for catching jumps or dashes. Can lowprofile some attacks like Marisa’s d.623. Mainly a combo and mixup tool, however a cancel is mandatory because it’s very unsafe on both rightblock and wrongblock. Connects into 4C for a limiting combo anywhere except in deep corner, and 5C, 6B and 2B if it hits pointblank. Charged version doesn’t have enough frame advantage to connect into a meterless followup both on hit and on crush, so it’s only combo-able with spells like «Gray Thaumaturgy» and «The Day the Sea Split».

66A

HBox Sanae-66a.png

Objection!

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
400 92% 0% None Sk Sp H 14F 2F 34F -5/-1

Dashing wand strike, hits high. Has uses as a fast air-unblockable attack. «The Day the Sea Split» is the only valid followup, however it cannot be confirmed on reaction. The attack is minus even on hit, forcing you to block even if you hit with it, which really diminishes its overall usefulness.

66B

Sanae-66b.png

Big bad graze attack

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
750 40% 85% Smash Sp H 15F 3F 51F -15/-9

Dashing sideways slam with her wand, hits high. Grazes from 4th frame to 17th. Unsafe on wrongblock and especially on rightblock — use this with caution and try spacing it so that it only hits at the very tip of the hitbox. On hit, forces a knockdown. On counterhit it wallslams even from the other side of the screen and can be very easily confirmed into «Night of the Supernova Storm» and «Moses’ Miracle» spells. A useful move if you’re fishing for a spell confirm and for punishing opponents throwing bullets close to you, but otherwise too unsafe to use often.

66C

Sanae-66c1.png

Please

Sanae-66c2.png

Stop

Sanae-66c3.png

Airteching

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
650, 600 20%, 20% 90%, 90% Smash, Rift Sp H 16F, 31F 2F, 4F 61F -9F/-3F

Dashing overhead wand swipe, followed by an uppercut. Hits high 2 times, both hits are air-unblockable. The move is fairly safe even on rightblock if you space it correctly, so there is little risk to using it (unless you whiff). However do not overestimate its reach and especially its speed — most characters approaching with j.5A/j.2A will beat this move even if you were the one who moved first. Misspacing it is also very punishable on rightblock by all characters’ 5A attacks. 66C can be spell-cancelled after the first or the 2nd hit, giving it the ability to connect into virtually any spell Sanae possesses.

j.5A

Sanae-j5a.png

Left or right? *whack*

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
450 0% 92% None Cn B C Sk Sp HA 12F 3F 41F (-10)

A wand swipe with a large hitbox that can hit even behind Sanae. Useful for crossups on grounded and airborne opponents alike. Has very few active frames, so if you use this, make sure you either hit with it or landcancel it. Connects into all other melee aerial attacks, as well as 5A, f.5A and 2A on the ground.

j.6A

Sanaej6a.png

SWOOSH

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
850 40% 85% Smash B C Sk Sp HA 13F 3F 47F (-15)

A far-reaching, powerful wand swipe. Moves Sanae slightly backwards, stopping her dash momentum. Connects into 5B, 5C, 6C and d.623B, among other things. A powerful neutral tool which is used in conjunction with shorthops to throw approaching enemies away. As with j.5A, it doesn’t have many active frames.

j.8A

Sanae-j8a.png

Crescent Uppercut!

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
800 40% 85% Rift B C Sk Sp HA 13F 2F 43F (-11)

An upwards wand swipe. Moves Sanae slightly forward and upwards, stopping her dash momentum. Has a far reaching hitbox above Sanae, and even hits enemies directly in front of her. Connects into j.2C if the opponent is directly above you, or into 5C/5B/j.2B if she’s in front of you for a limiting combo. As with j.5A and j.6A, this move has few active frames.

j.2A

Sanaej2a.png

Froggy stomp, learned from Suwako

Damage Limit Rate Modifier Cancel Guard Startup Active Total Frame Adv.
600 20% 85% None B C Sk Sp HA 11F 40F 61F -10 (-12)/-4
  • Frame advantage listed is for forward bounce. Forward bounce is 31 frames total. Backward bounce is 38 frames total.

A unique attack with a weird hitbox that gives this move the ability to hit not just below, but situationally in front or even behind Sanae, as long as the opponent’s hurtbox collides with her leg. It slows Sanae’s momentum, then causes her to fall down until she reaches the ground. The move is active all the way until landing. On both hit and block, Sanae rejumps either forward or backwards, depending on your decision. You can hold the direction away from your opponent to jump backwards after the stomp, otherwise Sanae will rejump forward. It also connects into itself if you hit the opponent at a certain angle, which makes for repeated stomp combos. If it hits an airborne opponent, it can connect into 5C and 5B anywhere, as well as «Gray Thaumaturgy» in the corner. If it hits a grounded opponent, it will only connect into 5C or «Gray Thaumaturgy» if you used a shorthop to hit your opponent at a lower height, just slightly above the ground. If it counterhits, «Gray Thaumaturgy» followup only becomes valid in the corner, however 5C still works anywhere.

Bullet Moves

See Sanae Kochiya/Bullet Moves for details; see projectiles page for density information.

All of Sanae’s B bullets have pathetically low hitstun which makes it nigh-impossible to convert off stray B bullet hits on reaction. Therefore if you want to combo from them you have to assume they hit before they actually do (or don’t). It is also impossible to meaningfully landcancel any of the aerial B bullet moves — landing before the bullets are set in motion causes all of them to disappear and the move to not come out at all. Keep this in mind.

5B

Sanae5b.png

One of many zoning tools

Sanaecharged5b.png

Slower startup, more coverage

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 100 4% 98% None C Sk Sp M C1x8 1F 17F 23F 51F -3F [+26F] 0.1
Charged 100 4% 98% None C Sk Sp M C1x20 1F 38F 44F 72F 0F [+29F] 0.1

Uncharged version fires 8 bullets. Charged version fires 20.

A wave of charms thrown forward. The bullets appear behind Sanae, which means it takes some time for them to actually hit. They slowly converge in 1 spot if thrown from a big distance. Could be used for a «fake crossup» where you use this with your back to the enemy. Remember that Sanae’s flight wind affects those bullets — you can manipulate their travel speed and direction to make your opponent move where you want them. Charged version is even better at claiming space if you have enough time to use it. 5B’s primary use is zoning.

2B

Sanae2b.png

Slow-ish anti-air

Sanaecharged2b.png

Too slow to be useful

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 100 4% 98% None C Sk Sp M C1x10 1F 17F 25F 56F -24F [+8F] 0.1
Charged 100 4% 98% None C Sk Sp M C1x22 1F 38F 46F 77F -24F [+8F] 0.1

Uncharged version fires 10 bullets. Charged version fires 22.

A wave of charms thrown upwards. The bullets appear at ground level and it takes them some time to actually hit enemies above you. However, this also means they can be used in some combo links like 5AAA>2B where the other versions of B would be too slow. Charged version has virtually no uses though because of the slow startup. Sanae’s flight wind affects those bullets, but unless the opponent is all the way up in the ceiling there’s no point in manipulating them. 2B’s primary use is anti-air to prevent approaches from above. Crouching helps!

6B

Sanae6b.png

More slow anti-airs

Sanaecharged6b.png

Useful… never

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 100 4% 98% None C Sk Sp M C1x8 1F 17F 23F 51F -3F [+26F] 0.1
Charged 100 4% 98% None C Sk Sp M C1x20 1F 38F 44F 72F 0F [+29F] 0.1

Uncharged version fires 8 bullets. Charged version fires 20.

A wave of charms thrown downwards at an angle. The bullets appear above Sanae and aren’t active until launched. 6B can be useful in some combo links like corner 2A>6A>6B as well as in midscreen «blockstrings». Sanae’s flight wind affects those bullets, but at the angle they’re thrown there’s no point in doing so since most of them will be offscreen by the time you can influence them. 6B is also a worse anti-air than 2B because of the extended standing hurtbox. Charged version only makes it worse by being un-combo-able and slower, which means there’s no point in using it from a distance and suicide to do it up close.

j.5B

Sanaej5b.png

Even more control over bullets since she’s already mid-air

Sanaechargedj5b.png

Menacing wall of paper

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 100 4% 98% None C Sk Sp M C1x8 1F 17F 27F 51F 0.1
Charged 100 4% 98% None C Sk Sp M C1x20 1F 38F 44F 72F 0.1

Uncharged version fires 8 bullets. Charged version fires 20.

A wave of charms thrown forward in mid-air. Just like with 5B, the bullets appear behind Sanae and will converge in 1 spot if thrown from a big distance. The move’s primary uses are zoning, bullet cover and aerial combo links like j.5A>j.6A>j.5B and reverse j.5A>j.5B. Charged version provides more coverage and is better if you have enough time to throw it. Sanae’s flight wind affects those bullets as well, and if used mid-flight, the residual wind might slightly influence their trajectory and/or speed.

j.2B

Sanaej2b.png

6B hates it cos j.2B is so much better than them

Sanaechargedj2b.png

Purple rain

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 100 4% 98% None C Sk Sp M C1x8 1F 21F 23F 55F 0.1
Charged 100 4% 98% None C Sk Sp M C1x20 1F 42F 48F 76F 0.1

Uncharged version fires 8 bullets. Charged version fires 20.

A wave of charms thrown downwards at an angle. Aerial version of 6B. This move is very slightly slower than 6B both uncharged and charged, which is the only thing 6B is better at. j.2B has better combo applications, like j.8A>j.2B, actually usable for zoning since you have a lot more time to use Sanae’s flight wind to influence the bullets, and you can even use it as bullet cover to approach both aerial and grounded opponents. Charged version isn’t as useful, but could still be used for bullet cover and zoning, though j.5B does it better. If used mid-flight, the residual wind might slightly influence the bullets’ speed and/or trajectory.

5C

Sanae5c.png

Bullet eraser

Sanaecharged5c.png

Denser than an anime protagonist

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 200, 200*4 10%, 10%*4 94%, 94% Rift Sk Sp M B1x1, B4x1 1F, ∞ 21F, 51F 37F 64F -22F [+6F], +11F [+39F] 0.25, 0.25*4
Charged 250, 200*5 10%, 7%*5 94% Rift Sk Sp M B1x1, B5x1 1F, ∞ 37F, 67F 53F 80F -22F [+6F], +12F [+40F] 0.25, 0.25*5

Uncharged version hits 5 times total. Charged version hits 6 times total.

A star-shaped bullet thrown forward. The move is split into 2 phases. The first is the «launch» phase and only hits once. During the 2nd phase, the bullet accelerates forward, expands, and gains increased density. 5C will always transition into phase 2 even if it’s grazed or collides with another bullet. Quite dense and great for trading with or removing the bullets of most characters in the cast. However the startup is not the fastest, and you may often be too late to use it to erase approaching bullets. Nevertheless, it’s a very powerful move for neutral game and is useful in combos as well. On block, if the first phase of the bullet hits, the opponent has a tiny window to highjump/dash out before the 2nd phase becomes active, so the move is not tight by itself. Watch your opponent’s behaviour and try to predict where they will try to escape. Charged version deals a total of 45% limit as opposed to uncharged version dealing 50%, so it can act as a combo extender in some combos where the uncharged version would limit by itself.

2C

Sanae2c.png

Great for sniping those who like to hover above your head

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
400 10% 94% None Sk Sp M B1x5 5F 24F 38F 57F 0.5

5 star-shaped bullets appear above Sanae. She then throws them down and they spread in an arc formation, growing bigger in size. While the move is not bad by itself, it has limited use compared to its aerial version. Its only real use is anti-air to snipe opponents caught right in the «sweetspot» above Sanae.

4C

Sanae4c.png

A staple of the 2.5k BnB

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
200 5% Rift Sk Sp M 1HP 25F 47F 80F -30F [+3F] ~0.15

Suwako summon. The goddess jumps from the ground in front of Sanae and ascends diagonally while swinging her iron ring over her head. Sanae also jumps during the move, and is considered airborne until landing. Suwako cannot be destroyed by grazing, but any melee or bullet attack coming in contact with the bullet hitbox makes her disappear immediately. For this reason 4C is not very useful for neutral game, serving much better in combos. Hits up to 5 times. This move places a 4 second cooldown on Suwako.

6C

Sanae6c.png

If only this was melee

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
700 40% Smash Sk Sp M B1x1 1F 20F 39F 72F -31F [+3F] 1

Kanako summon. The goddess appears behind Sanae with a ring of pillars, then throws it forward. Hits once and drains 1 spirit orb if blocked. Forces knockdown on normal hit and wallbounce on counterhit, much like 66B. Since the ring appears behind Sanae, it can also hit opponents behind her. With only 1 frame of graze resistance it is often grazed and leaves Sanae open, so it’s not advised to use the move as anything other than combo finisher. 6C places a 4 second cooldown on Kanako.

j.5C

Sanaej5c.png

Remove those pesky bullets

Sanaechargedj5c.png

And extend your combos

Version Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
Uncharged 200, 200*4 10%, 10%*4 94%, 94% Rift Sk Sp M B1x1, B4x1 1F, ∞ 21F, 51F 37F 64F -22F [+6F], +11F [+39F] 0.25, 0.25*4
Charged 250, 200*5 10%, 7%*5 94% Rift Sk Sp M B1x1, B5x1 1F, ∞ 37F, 67F 53F 80F -22F [+6F], +12F [+40F] 0.25, 0.25*4
  • 14 frames landing recovery.

Uncharged version hits 5 times total. Charged version hits 6 times total.

A star-shaped bullet thrown forward. Completely identical to its ground version, 5C. One advantage this move has over 5C is landcancel: You can shoot the bullet and then rejump to follow up. It can even serve as bullet cover that way if you do it correctly. It takes practice though, since if you land too early, the bullet will not come out at all.

j.2C

Sanaej2c.png

The Sanae trademark

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
400 10% 94% None Sk Sp M B1x5 (occasionally B1x7) 5F 23F 37F 60F 0.5
  • 14 frames landing recovery.

5 (sometimes 7) star-shaped bullets appear above Sanae. She then throws them down and they spread in an arc formation, growing bigger in size. Unlike 2C, this move is a lot more useful, mostly as a powerful bullet cover in neutral. It’s also used in ground corner crush-strings involving «Gray Thaumaturgy». The weaknesses of this move are its somewhat slow startup and vulnerability to moves hitting from below, since the bullets appear above Sanae and it takes them a bit of time to actually cover her from below. Use this carefully and don’t degrade into spamming, tempting as it might be.

j.4C

Sanaej4c.png

Suwako j.8A, poverty edition

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
200 5% Rift Sk Sp M 1HP 37F 42F 65F -3F [+21F] ~0.15

Suwako summon. The goddess jumps from the ground in front of Sanae and ascends diagonally while swinging her iron ring over her head. The startup for this move is slower than for its ground version, but it’s cancellable earlier. Other than that, there are no differences between this and 4C. This move is mostly useful in aerial combos from j.2A non-counterhit starters. j.4C places a 4-second cooldown on Suwako.

j.6C

Sanaej6c.png

Landcancel this for maximum profit

Damage Limit Rate Modifier Cancel Density Graze Resistance Startup Motion Cancel Total Frame Adv. Spirit Damage
800 40% 80% Smash Sk Sp M B1x1 1F 20F 39F 72F -31F [+3F] 1
  • 15 frames landing recovery.

Kanako summon. The goddess appears behind Sanae with a ring of pillars, then throws it forward. Completely identical to 6C, except it’s possible to landcancel it. Unless you use this to finish your aerial combo, you should always try to landcancel it since followups are available on block and from counterhit. This move is mostly used as combo finisher, but it’s also useful in ground crush-strings involving «Gray Thaumaturgy». It’s also a lot more useful than 6C in neutral, potentially scoring a stray counterhit, confirmable into Sanae’s most damaging spells, while being relatively safe on whiff. This move places a 4-second cooldown on Kanako.

Special Moves

Click the name of each skill for details. Also see Sanae Kochiya/Skill Cards for a in-depth skills listing.

Sa236bc1.png

Wind-Call — 236B/C

Calls down a divine wind to the field, and creates a tornado. Not really harmful, but becomes dangerous when it comes into contact with other winds.

Sa623bc1.png

Sky God Summon: Attack — 623B/C

A skill that uses Kanako’s power. Kanako manifests herself and charges towards the enemy in this standard attack. Pretty easy to use.

Sa214bc1.png

Earth God Summon: Shield — 214B/C

A skill that uses Suwako’s power. Suwako manifests herself and creates a bubble that protects Sanae. The bubble stays stationary until it has absorbed a set amount of damage or a set about of time passes.

Sa22bc1.png

Omikuji Bomb — 22B/C

Sanae throws omikuji bombs at the opponent, which then deal damage depending on the fortune inside. Since Sanae herself doesn’t know what’s inside, only god knows what will happen.

Alternate Skill Cards

Sa236bc2.png

Wave-Call — 236B/C

A ranged skill that creates water waves. The water is weaker the farther it is from Sanae. The wave extends out as far as it can, cancelling enemy bullets along the way.

Sa236bc3.png

Falling Stars — 236B/C

Stars appear above Sanae’s head, and fall towards the enemy. The area covered by this attack is pretty high.

Sa623bc2.png

Sky God Summon: Wind — 623B/C

A skill that uses Kanako’s power. Kanako manifests herself and creates a wind gust on the field. If the wind hits other winds it can move up and down.

Sa623bc3.png

Sky God Summon: Onbashira — 623B/C

A skill uses Kanako’s power. Kanako manifests herself and rains down onbashira on the enemy. Sanae’s impervious during this attack. A very difficult counter to deal with.

Sa214bc2.png

Earth God Summon: Iron Ring — 214B/C

A skill that uses Suwako’s power. Suwako manifests herself and attacks the enemy in a crushing combo move. She’s faster than Sanae, so it is possible to move around freely and attack simultaneously.

Sa214bc3.png

Earth God Summon: Trap — 214B/C

A skill that uses Suwako’s power. She manifests herself and tunnels underground. If the enemy apporaches her, she attacks them like a mine. This move can’t be grazed, so it’s good for limiting movement options.

Sa22bc2.png

Sky Serpent — 22B/C

Throws out a charm that becomes a white snake which flies into the sky. However, once the enemy moves, it takes a 90-degree turn and chases the enemy.

Sa22bc3.png

Cobalt Spread — 22B/C

Throws charms which then disappear underground and explode in front of the enemy. Since they’re underground, they can’t be stopped by the enemy, so they’re slower as a result.

Spellcards

See Sanae Kochiya/Spell Cards for details.

Two Cost Cards

Sasc01.png

Prayer «Charm of Good Commerce»

2600 damage, 96% limit. Super version of her 5B. The flight pattern of these cards can be modified by Sanae’s flight, but only very slightly because most of the cards are off the screen by the time Sanae can move.

Sasc02.png

Esoterica «Gray Thaumaturgy»

Slow startup. Releases a star pattern with lots of white bullets that spread out. Each hits for 450 damage and 5% limit. Can be used in the air. The first white bullet strike comes on the bottom-right of Sanae, and if it hits the opponent it will connect with all the other bullets for 2000-2900 damage. Example video If by some freak chance your opponent’s hitbox is positioned in a way that this card can do a full 100% limit on its own, it goes all the way up to 4421 damage — absurd for a 2-card super, though it’s near-impossible for this to happen.

Sasc03.png

Omikuji «Random Omikuji Barrage»

Random damage, throws out 4 of her 22B/C Omikuji Bombs at once to random positions varying from C version length to closer than B version. You have some time after to jump and fly to steer them a bit. Risky card, as it can also hurt Sanae, so you may want to graze or block depending on the circumstances, if you have the time. Remember that they detonate on the opponent even if they’re grazing, and they drain no spirit on graze. Unlike the skill, these can’t be erased nor do they erase the skill versions when you cast the spellcard again when they’re still in the air.

  • Good luck seems to be higher level in duration.
  • Great Luck seems to be weaker than lv0.
  • Bad Luck projectiles seem to vary in number, seeming to be 2-3, but perhaps one just goes off screen at times.
  • Very Bad Luck seems to be around mid-level number of hits, perhaps fluctuating, maybe because of the other bombs’ influences (see skill version).

Three Cost Cards

Sasc04.png

Sea Opening «The Day the Sea Split»

Releases a spray of waves to both directions over the entire ground elevation. 1200 damage on first hit, and can go up to 2800 or so. Chip damage deals 25%. Chips out spirit 1 orb (or slightly less, about 0.9).

Sasc05.png

Miracle «Mid-Day Supernova»

Summons a ray over the opponent’s head that gradually floats vertically upwards. Shoots projectiles in a cone arc downwards, hits for 2600 on max 20 hits, but most of them will probably miss since it’s pretty much in one spot.

Four Cost Cards

Sasc06.png

Esoterica «Forgotten Ritual»

Reversal. Sanae quickly draws a laser star that slowly gets bigger before disappearing. Full hit deals 3500 damage, on block does 800 chip and breaks a little less than 2 spirit. Sanae is invincible for the entire duration, and can be used to safely escape Yukari’s train spellcard. The lasers are extremely dense and drain immense amounts of spirit when grazed.

Sasc07.png

Miracle «Night of the Supernova Storm»

Sanae calls the powers of the shining star and releases a white flash over the sky. Hits air targets only. On block deals 15% chip damage and breaks a little over 2 orbs. On full hit deals 4700 damage. Last hit gives 100% limit.

Five Cost Cards

Sasc08.png

Sea Opening «Moses’s Miracle»

Sanae fades away, then slams down on the opponent from above the screen for high damage. The plunge itself is melee and has a fairly small hitbox, but it generates a large shockwave that counts as a projectile and deals roughly 3000 damage. Both hits will instantly limit, so only one will hit the opponent, unless they have superarmor, like during Typhoon weather.

Sasc09.png

Esoterica «Nine Character Pierce»

Sanae draws a grid of lasers that cover the entire screen. Extremely long startup and long delay before lasers become active, but deals high damage if it hits. Sanae has superarmor for the entire casting duration, but if Sanae takes more than 2500 damage during startup, the summoning is canceled.

External Links

Japanese Sanae wiki.

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level 1

I can’t say this is not a masterpiece

level 1

Nicely done wanders away humming armored core music.

level 1

· 1 yr. ago

why yukari is hard to build

Sanae’s dream finally come true

level 2

Don’t let your dreams be memes!

level 1

Did the artist make one for Hifuu Reimu? Cause that’ll be my new wallpaper

level 2

Maybe, were thinking to make all of the hifuu units but I think I’m going to make youmu first since I already have some kind of idea for it. Still I’m going to work on it after I restored my vibRANium.

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