Touhou 14: Double Dealing character-Extra Stage: Clear

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Technically this is my last Extra Stage boss that i have to beat in order to have beaten all of them i do not recall as to if i posted my Touhou 16 extra yet if not i will post that as soon as i finish my Lunatic 1CC of LoLK.

The stage itself is really not too bad in my opinion it seems like something that can be learned after a few errors in certain places and i have heard that quite a few lives can be received from the stage itself. The midboss is another story. throughout the midboss there are two different things to be aware of at once ( Benben and yatsuhashi's attacks) and if i recall correctly not dying on the final spell grants a life.

Raiko if i can summerize the fight into one word is "Hectic" regardless as to what is going on there is always something that is dangerous in both her spells and her non-spells which to be honest i sort of like. Although Raiko returns the threat of curvy lasers at some parts of the fight which i am not to fond of they seem kind of bearable compared to another "Certain Boss" but anyway

First Drum: "Raging Temple Taiko" If this spell is done the way it is meant to just shoot the drum with the skull. However for shot types like Reimu A i want to recommend just passing through the gaps of the drums and dodge the resulting bullets from the drum with the skull. If any other drums are destroyed they will release bullets.

Second Drum: "Aya-no-Sazume"- This spell is fun in my opinion but the real threat of this spelll is the red bullets (At least for me) i would say just find a spot in which is safe from the arrows and either cross your fingers or quickly read the red bullets and dodge.

Third Drum: "Three Strikes at Midnight"- This spell is completely static just find a way to avoid the bullets that jet out from the drums.

Death Drum: "Land Percuss" - The main threat of this spell is the screen shake which at times throws me off from dodging the pattern or lands me into a wall i would just attempt to read and micro dodge.

Fifth Drum: "Den-Den Daiko" - I do not know whether or not to say it is really hard but the real threat of this card is the curvy lasers despite them being readable there are times in which i misread the lasers and die as shown but i think this card is not really that bad. read the lasers and dodge the orbs.

Sixth Drum "Alternate Sticking" - this is one of those cards which i capture in spell practice quite often but fail it in a real run i do not find this card to be too bad but it can be if if luck is not good. i would follow the bullets that come off the sides and enter the gaps as they open and dodge before Raiko spawns more.

Seventh Drum "High Speed Taiko Rocket" - Another fun card. Raiko will spawn drums that will accelerate downwards then spawn a few more that will hit the bottom of the screen and then the tail of the drums will convert into bullets i would recommend using vertical movement until you are sure that the lasers hit box is gone and then read from there.

Eighth Drum "Thunder Gods Anger" - This card is really tricky between dodging the glowing bullets and the incoming curving lasers that spiral just read the lasers positions and try to avoid the glowing bullets.

"Blue Lady Show" - there are gaps in between the waves of notes in every wave find them and dodge this card is really confusing and the rest bullets do not really help with that.

"Pristine Beat" - first 2 or so phases are easy the last 2 are crazy hard i am not entirely sure if there is too much of a strat for this other than dodging it (reading and microing).







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