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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
Moon
Fire
Water
Wood
Metal
Earth
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 |
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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)
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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
Knock |
|
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5A
Dial A combo starter |
|
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5AA
Knock Knock |
|
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5AAA
Drawing a line |
|
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5AAAA
Solar Plexus Strike! |
|
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f.5A
Let’s dance! |
|
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2A
Sanae’s best move |
|
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6A
Is her wand really made of paper? |
|
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3A
Watch your step |
|
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66A
Objection! |
|
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66B
Big bad graze attack |
|
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66C
Please Stop Airteching |
|
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j.5A
Left or right? *whack* |
|
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j.6A
SWOOSH |
|
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j.8A
Crescent Uppercut! |
|
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j.2A
Froggy stomp, learned from Suwako |
|
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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
One of many zoning tools Slower startup, more coverage |
|
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2B
Slow-ish anti-air Too slow to be useful |
|
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6B
More slow anti-airs Useful… never |
|
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j.5B
Even more control over bullets since she’s already mid-air Menacing wall of paper |
|
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j.2B
6B hates it cos j.2B is so much better than them Purple rain |
|
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5C
Bullet eraser Denser than an anime protagonist |
|
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2C
Great for sniping those who like to hover above your head |
|
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4C
A staple of the 2.5k BnB |
|
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6C
If only this was melee |
|
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j.5C
Remove those pesky bullets And extend your combos |
|
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j.2C
The Sanae trademark |
|
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j.4C
Suwako j.8A, poverty edition |
|
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j.6C
Landcancel this for maximum profit |
|
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Special Moves
- Click the name of each skill for details. Also see Sanae Kochiya/Skill Cards for a in-depth skills listing.
|
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. |
|
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. |
|
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. |
|
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
|
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. |
|
Falling Stars — 236B/C
Stars appear above Sanae’s head, and fall towards the enemy. The area covered by this attack is pretty high. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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
|
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. |
|
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. |
|
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.
|
Three Cost Cards
|
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). |
|
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
|
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. |
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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
|
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. |
|
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.