Antinomy of Common Flowers/Lối chơi/Usami Sumireko

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Introduction

Sumireko Usami, master of the occult, is a psychic that hails from the world outside Gensokyo and served as the final boss of Urban Legend in Limbo. Equipped with powerful telekinesis and and endless supply of junk, she is a textbook zoning character. She is one of the slowest characters in the game, but she makes up for it with her outstanding command melee hitboxes and a diverse set of projectiles. Sumireko has the tools to dominate the neutral game very well, and is able to put pressure on the opponent from anywhere on screen with moves like her 4c. However, she suffers from having very poor close range normals, and she will often be starved for spirit power. Requires a strong sense of spacing and an ability to manipulate the opponent's actions.

Pros:

  • Strong and diverse set of projectiles, especially the pole
  • Huge command normals with disjointed hitboxes
  • Able to apply pressure from long distances
  • Above average damage
  • Very useful Last Word
  • Good at maintaining leads and stalling for time
  • Easily has the best cape in the game.

Cons:

  • Slow movement, especially her backwards flight
  • Very reliant on skills to play neutral and do damage, which can leave her spirit drained if not careful
  • Poor options against opponents up close
  • Does not have many stand stun combos
  • Loose pressure
  • She's a total nerd.

Normals

Input Appearance Startup Total Damage Adv On Block Stun Hit Effect Cancels Description
c.5a, 4a Tập tin:Usamic5a.png - - - - 0% - - A cute 2-hit jab. Quite fast but very poor range, probably one of the worst jabs.
f.5a Tập tin:Usamif5a.png - - - - 0% - - Sumireko attacks with a little hip-check. Barely better than c.5a, probably one of the worst f.5a.
6a Tập tin:Usami6a.png - - - - 40% - - Great range, disjointed hitbox. Has a blindspot directly in front of her that causes it to whiff point-blank.
8a Tập tin:Usami8a.png - - - - 0%, 40% - - 2-hit attack. Hits once when the slabs are summoned next to her and again when they are smashed. Yet another powerful disjointed hitbox, hits on both sides and allows easy crossups. Will only hit once on blocking enemies.
2a Tập tin:Usami2a.png - - - - 40% - - Another amazing hitbox, reaches almost all the way to the floor from mid line. The initial hitbox covers her front without 6a's pesky blindspot. Does not hit directly below her.
j.5a Usamij5a.png - - - - 0% - - Very poor hitbox like f.5a BUT has surprisingly long active frames and preserves all momentum. All her other air melees slow her movement, so this is her primary jump-in attack. Use it to stop grazers both offensively and defensively. At worst, you will trade.
j.6a Tập tin:Usamij6a.png - - - - 0% - - Stops Sumireko from rising as soon as it starts, and slows her horizontal momentum. Used similarly to 6a, but has much less recovery and can be land cancelled.
j.8a Tập tin:Usamij8a.png - - - - 0%, 40% - - Powerful cross-under hitbox. Has less recovery than 8a. Preserves momentum horizontally but slows her vertically.
j.2a Tập tin:Usamij2a.png - - - - 40% - - Very powerful at catching foes below Sumireko, like 2a. Preserves momentum horizontally but slows her vertically.
66a Tập tin:Usami66a.png - - - - 40% - - Panda Express. Reaches halfway across the stage with very long active frames. Has no graze frames but moves very quickly, much faster than her forward dash. The recovery leaves her in air.
66b Tập tin:Usami66b.png - - - - 40% - 6E (only on hit) Has graze frames during long startup. Reaches quite far upwards and in front of Sumireko.

Auto Combos

Holding 4 or 6 is equivalent to 5 (no direction).

  • c.5a or 4a (2 hits)
    • a: f.5a
      • aa: 6a (without blind spot) 4c
      • 8aa: 8a 8cc
      • 2aa: 2a 2c (manhole)
  • f.5aaaa: f.5a 6a 6b 4c
  • j5aaaa: j5a j8a 8cc

Projectiles

B variants (Zener cards)

Sumireko drops 6 cards to her feet and fires them. Each card follows a set path. Useful for cancelling her large but slow normals. 5% stun per hit.

5b: Fires the cards straight ahead of her.

2b: Fires the cards at a downwards angle. A quick way to bother opponents below Sumireko.

8b: The cards fire upwards. They still start at her feet, so it's a bit slower to reach its target.

6B (Explosions)

Sumireko creates a line of explosions that travel forwards across the screen quickly and slightly upwards. If the line hits the opponent, the remaining explosions will be created at the enemies' position for good damage. Good for sniping enemies in Sumireko's line of sight and combos.

The amount of hits it earns is a little inconsistent, but it mostly will land 5 hits. 5% stun per hit.

Specials

[b]: (Spoon) Sumireko uses a spoon to focus her psychic power in a small area. Unlike the other charged attacks in the game, Sumireko cannot move while this move is held. Instead, a purple cursor will appear on screen, which can be moved with the directional pad. When released, the specified area will be hit once with a decent amount of power. The power of this move is enough to blow the top of the spoon right off, which separately deals a monstrous 200 damage (melee, 0% stun) to any poor foe directly in front of her. Can be useful for sniping unsuspecting enemies and baiting enemies to dash toward you. Also functions as an outstanding combo ender. 40% stun.

bbb[b]: Danmaku attack. Trash starts appearing from below in waves. When the move is released, the trash will be propelled away from Sumireko, based on its position relative to her. Only 3 waves of trash can be summoned at a time. Once a fourth wave is summoned by holding the move too long, the first one will disappear.

5c: Urban Psychokinesis

Sumireko summons 10 random pieces of trash to swirl around her while the button is held. Each piece can only hit once while it is rotating, so it cannot be held for a continous combo. Releasing the C button will throw the trash straight ahead. Very quick startup, practically instant if the enemy is directly below you. Great defensive move, useful for 'panic' situations, or when the enemy breaches your defenses. Can also be used to add a substantial amount of damage to combos. 0% stun while spinning, 5% stun per hit after launch.

6c: Teleportation

Sumireko warps a set distance straight forward. Sumireko can't act too quickly from this, but holding the C button down allows the warp to be cancelled into as many other warps as desired, as long as she still has spirit. Good for getting out of a sticky situation while being cornered. Also good for wasting the last few moments on the match timer. Unfortunately, the first warp can only move forwards, meaning it takes 3 warps to move backwards.

4c: Telekinesis - Telephone Pole

Using her psychic powers, Sumireko pulls a telephone pole down from behind the side of the screen she is facing. Up to 4 hits. Extremely powerful zoning tool, and Sumireko's go-to attack. Used in many situations, such as neutral, combos, pressure, punishing, blockstrings... the list goes on. Expect experienced enemies to be looking for this move. Sumireko is left open to enemy fire while performing this move since the pole doesn't block bullets. Pushes enemies toward her on block. Watch how enemies graze this move, and be prepared with the appropriate melee attack. 10% stun per hit (max 4 hits).

2c, (low) j2c: Hydrokinesis - Manhole

Sumireko pops the lid off of a manhole somewhere in Gensokyo's vast sewer system, firing water upwards. Apparently only one manhole exists, since she cannot fire another while one is active. Both the manhole and the waterspout cause damage. Hits a set distance in front of her, and extends a bit above the center line. The waterspout blocks most bullets. Decent zoning tool, great at surprising enemies, but fairly long recovery. 5% stun per hit (max 5 hits).

(high) j2c: Chain Mail

AKA Special Delivery. Sumireko fires 7 pieces of mail downwards in a wide arc. Not useful in combos, but quick to fire and cancel, making it useful in screen control, and the backwards movement makes it good for keepaway. 10% stun per hit.

8c: Telekinesis - Steel Beam

Sumireko summons a girder and throws it downwards from above her head. While it is on screen, pressing 8c again will flip the girder upwards, adding an extra hit to the attack. It takes a surprisingly long time to graze through this move, so it can offer some cover. The flip can also catch some enemies off guard when the girder has already passed by them. Most useful in converting awkward stray hits into a 100% stun combo. 40% stun per hit.

Occult Power

Summon Doppelganger

A+B: Sumireko's occult attack summons a doppelganger that attacks differently depending on her position:

On the middle axis: 66b forward after a delay. Melee.
Her only melee special. Use it to force people to block after a stun or when they are blocking 2c, 4c, etc. Whiffs in corner.
Above the middle axis high j2c (mail) twice.
Fills the screen with spam mails. Great back-up bullet cover. If you can get this out in neutral, you will have the advantage.
Below the middle axis A+B will summon an illusion that does 2c (manhole) twice.
Obscenely long blockstun if blocked in corner. The water spouts are great bullet barriers as well, so might come handy vs characters like Reimu.

The doppelgangers have their own hurtboxes, meaning they can block bullets and even attract homing ones like Reimu's B. However, they disappear immediately if when Sumireko is hit. All variations have fairly long recovery, so use this when you are sure you won't get countered immediately.

Spellcards

銃符「3Dプリンターガン」: Gun Sign "3D Printer Gun" Cost: 1400 (Gun)

Sumireko pulls out a gun that was apparently created from a 3D printer. Fires instantly across the screen after the startup. Since it's a physical bullet, it can't be grazed. Wall slams.

Can be used to punish moves from fullscreen for a good amount of damage or confirm various moves like 4c, 66b, 6a, 6b, etc. It also instantly guard crushes slaves.

念力「サイコキネシスアプリ」: Psychokinesis "Psychokinesis App" Cost: 1000 (Vortex)

Sumireko pulls out her tablet, and uses some app on it to create a vortex of swirling junk. The junk will cause damage to foes that hit it, but it can be grazed. The vortex can be moved with the directional pad. At the end of the spell, the vortex will explode, causing damage and wall slam. You cannot tag spell until the vortex explodes.

Can be used to add damage to funky hitconfirms. Overall, the most versatile of Sumireko's spells.

Psychokinesis? There's an app for that.

念力「テレキネシス 電波塔」: Psychokinesis "Telekinesis: Radio Tower" Cost: 1200 (Tower)

4c deluxe. Sumireko pulls two radio towers down from behind each side of the screen. There is a long delay before the towers appear, so you need a tag spell to combo into them. Huge damage if it hits. Huge chip damage if it's blocked.

Even if Sumireko is hit on the first available frame after using the spellcard, the towers will continue to fall. This means you could use it almost anywhere and force the opponent to back off or take a tower to the back of the head. Ideally though, you would use it after a stun and force the opponent to eat damage or chip damage.

Last Word

*幻視せよ!異世界の狂気を*: *See Visions of the Other World's Lunacy!*

After the flash, Sumireko snaps her fingers, causing a white flash to engulf the screen. Hits everywhere except for a small area in the center of the screen. Is a bullet and can be grazed.

Invincible from the start of the move. It is extremely quick, and can be used to punish from fullscreen or as a reversal. Can be confirmed from any 4c. Very easy to confirm, and likely one of the best last words in the game.

Team Options and Synergy

Sumireko pairs well with characters with strong melee specials and reversals, such as Reimu, Ichirin, and Yukari.

  • Cancel 4c into Yukari or Reimu 8E to make it completely safe. The recovery of their 8c special is covered by the pole.
  • Cancel 4c into Yukari 6E, Ichirin 5/6E, or Reimu 2E to catch grazers by surprise. Similar tactics also work during the Towers spellcard.
  • Reimu and Ichirin also provides Sumireko with reliable wall slams that she sorely lacks.

Tag Attacks

Melee:

A move similar to 6A, but the opponent will be launched upward.

Air Melee:

j5a hip-check. The same pitiful hitbox.

Bullet:

Summon 14 homing cards that pursuit the enemy.

Spell:

Psychokinesis "Psychokinesis App" Cost: 1000

Combos

Last updated for 1.04

Midscreen

From c.5a

  • 5aa2a 2c ...
  • 3 j2a
Damage: 2660
Cost: 1 orb
  • 9 6b [b]
Damage: 3235
Cost: 3 orbs
Impossible (or very hard) in corner.
  • 5aa 6b 9 6b 4c 5c
Damage: 3218~3315
Cost: 4 orbs
Stun: untechable
Advanced, near corner. 6b 9 6b has to be as fast as possible.

From 6a/j6a

  • 6a 6b 4c ...
Your most practical BnB, since 6a will hit a lot more often than 5a.
  • [b]
Damage: 3145
Cost: 3 orbs
  • 9 66 j5a j8a
Damage: 3426
Cost: 2 orbs
Not possible from max range 6a start. End with j6a in that case.
  • 6a 2c 9 4c ...
From close range or near corner 6a.
  • 66 [b]
Damage: 3187
Cost: 3 orbs
  • 9 (66) j5a j8a
Damage: 3497
Cost: 2 orbs
Need 2 jump cancels, so not possible from j6a.

From 8a/j8a

  • (no cross-up) 8a 4c 8/9 j5a 6b 9/66 (j5a) j8a
Damage: ~3542
Cost: 2 orbs
Skip the second j5a to stun more reliably.
4c whiffs if you are too near your side's corner. Do the cross-up version in that case.
  • (cross-up) j8a 8b 9 j5a 6b 66 j5a j8a
Damage: ~3263
Cost: 2 orbs
Skip the second j5a to stun more reliably or if you are too far.
Damage highly variable depending on how many times 8a and 8b hit.
  • j8a 8b 4c [b]/j8a
Damage: ~2621
Cost: 3 orbs
For when you are out of jumps.
Also works after those awkward one-hit side 8a's.

From 2a/j2a

  • (f.5a) 2a 2c 3/66 (j5a) 6b [b]
Damage: 3430
Cost: 3 orbs
66 j5a works from low j2a
  • (high) j2a 4c (land) 3 j5a 2c
Damage: 3117
Cost: 3 orbs
4c whiffs if you are too high near your side's corner. Do 2b 4c instead.
  • j2a 2b 4c
Damage: ~2320
Cost: 2 orbs

From j5a

j5a j2a ...
See 2a/j2a section
(low) j5a 6b 66 j5a 6b 2c 66 j8/6a
Damage: ~3800
Cost: 3 orbs
(high) j5a 6b 66 j5a 6b 66 j8a [b]
Damage: 3593
Cost: 3 orbs

From 66a

  • 66a 2c 9 4c 9 j5a j8a
Damage: ~3472
Cost: 2 orbs
2c does not connect in corner.

From 66b

  • 66b . 6E ...
Only works at close range or corner. Delay the tag until after the ground bounce.

From tag melee

  • ... 6E (4c) 9 j5a j8a [b]

From far 4c

  • 4c 4c (6/8/2a or 6b) [b]
Damage: ~2100
Cost: 3 orbs
The infamous pole spam. This combo works nearly fullscreen at a wide range of heights.

From A+B (66b)

  • A+B 3 4c 66 j5a 2c
Damage: 3117
Cost: 3 orbs

Corner

Unless otherwise noted, all midscreen combos work in corner with some changes to jump directions and timings.

At some distances, 6b does not hit all 5 times, reducing the total damage slightly.

From c.5a

  • 5aa6a . 2c 2 j5a j8a
Damage: 3004
Cost: 1 orb
Delay 2c so that all of it hits.
  • 5aa 6b 9 6b 66 j5a 6b 5c
Damage: 3345
Cost: 4 orbs
Stun: untechable
Advanced. 6b 9 6b has to be as fast as possible.

From 6a

  • (f.5a) 6a . 2c 9 j5a 6b 66 j5a j8a
Damage: 3920
Cost: 2 orbs
Delay 2c so that all of it hits.

From 66a

  • 66a 2c 9 j5a 6b 9 j5a 6b [b]
Damage: ~4045
Cost: 4 orbs
Only possible if 2c hits twice. May stun before [b]

From 66b

  • 66b 5aa/f.5a 8a [b]
Damage: 2948
Cost: 1 orb

From A+B (66b)

  • A+B 9 . j5a 6b 66 j5a 6b [b]
Damage: 3722
Cost: 4 orbs
Set up 66b doppelganger after stun to fish for this combo

Spellcard

Gun

End combos with 6a then shoot. Examples:

  • 6a gun
Damage: 4023
Cost: 0 orb
Stun: untechable
  • 6a 6b 4c 9 j6a gun
Damage: 4922
Cost: 2 orbs
Stun: untechable
  • 8a 4c 9 j5a j6a gun
Damage: 4420
Cost: 1 orb
Stun: untechable
  • 2a 4c 3 j5a j6a gun
Damage: 4804
Cost: 1 orb
Stun: untechable

Vortex

End combos with 2a. Examples:

  • 6a 6b 4c 9 j2a vortex
Damage: 4350
Cost: 2 orbs
Stun: untechable
Delay the j2a slightly.
  • 8a 4c 9 j5a j2a vortex
Damage: 3932
Cost: 1 orb
Stun: untechable
  • 2a 4c 3 j5a j2a vortex
Damage: 4217
Cost: 1 orb
Stun: untechable

Towers

Early 2c cancel in corner. Examples:

  • 6a/2a 2c towers
Damage: ~5000
Cost: 1 orb

Blockstrings

Sumireko does not have long, tight blockstrings due to her slow normals and B bullets. However, she can still easily punish people who don't block with her large melees. Some tips:

  • You don't have any fast melee specials. Use tag attacks keep your strings unpredictable.
  • 4c pushes people forward. On shield block, Sumireko also gets pushed forward. This usually puts you in range for your short range normals.
  • 5c and 2c deals quite a lot of chip damage and blockstun, but can easily be punished with a graze attack if read.
  • Always remember that your blockstrings are not tight. Be ready to catch jump/dash/mash attempts with 6/8/2a or j5a.

Example strings

  • 2a 2c 9 4c 66 j5a ...
  • 6a 4c 9 5c 66 j5a ...