Difference between revisions of "Immaterial and Missing Power/Remilia Scarlet"

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| width="" style="background:#f0f0f0;"| '''vs [[Immaterial and Missing Power/Sakuya_Izayoi|Sakuya]]:'''
| width="" style="background:#f0f0f0;"| '''vs [[Immaterial and Missing Power/Sakuya_Izayoi|Sakuya]]:'''
Folds pretty hard on defense, but neutral is still suffering. Beware of f.A around declare time, your declare is stupid slow. Don't be above her. Has some genuinely idiotic lowprofile moves, so be aware of those.
Folds pretty hard on defense, but neutral is still suffering. Beware of f.A around declare time, your declare is stupid slow. Don't be above her. Has some genuinely idiotic lowprofile moves, so be aware of those.<br/>
If you get caught backwalking during timestop, she can walk through you freely for some really messy guessies.

Revision as of 16:09, 10 June 2019



Remilia Scarlet, the Scarlet Devil with the ability to manipulate fate. In the game of IaMP she is nowhere as powerful but still ranks among the stronger of the characters due to her aggressive moveset and high speed. With the ability to airdash three times instead of two and a special ground dash that leaves her bereft of graze attacks, Remilia's playstyle may be familiar to those who play other fighting games and is simple yet effective in the context of IaMP.

Remi's bomb is unique in that it "hits" before resetting point items, meaning all bullets converted by a bomb hitting are counted towards your point item stock when you bombed. If you would gain enough point items from this to gain another bomb, you get the bomb item which will then collect after consuming your current bomb. If you convert enough bullets, you can even get two bombs back with one. This puts extra emphasis on keeping count of your point items, as Remi is also highly reliant on bombs for a big part of her gameplan.

Remi might be your character if you enjoy being annoying and hovering just out of range, going (and walking!) really fast, don't mind a bit of an execution threshold and feel like a few extra lessons on bomb economy.


  • High mobility, exceptional walkspeed
  • Can easily spirit crush after cornering opponent.
  • Fast, immediate bullet coverage.
  • Does not give many point items.
  • Bomb converts bullets before resetting point item count.
  • Very strong aerials from above.
  • Is very different to play against, opponent will take a while to adjust to her.


  • Chugs bombs like water.
  • Bullets are fast but have narrow angles.
  • Not spectacular air to air, has some issues gaining altitude.
  • Suboptimal grounded graze options.
  • Movement is fast, but also extremely fixed.
  • Pressure is somewhat weak outside of her loop.




[ Mid | Damage: 180 | Startup: 6 | Active: 3 | Hit: +2 | Block: +1 ]

Remilia extends her hand and quickly guides her wing out to slap her enemy. This is her standard jab check, hitting mid, and generally always followed with itself. It is essential to know when to follow this move with 6A, at a range about half the length of 5A away. 5A will catch any character near the height of her head, making it a decent midrange counter to slower oncoming moves. Due to the speed of this move, it's easy to throw this out when at slightly farther than point blank range to keep an opponent from trying to poke or jump out. Since it cannot be airblocked, if you tag a jumping opponent with this in the corner you can actually do a 5A loop into her standard BnB ender (see combos for details).


[ Stagger Low | Damage: 850 | Startup: 10 | Active: 2 | Hit: +5 | Block: +4 ]

Remilia quickly twirls and sweeps the enemy with the edge of her foot. While not as far reaching as 5A, it does much more damage and depletes spirit when blocked incorrectly, and also leads into 6A or 6B at very close range and 5C or 236C at farther ranges for rushdown. This move staggers and is used to complement 6B in her high low mixup during HJC rushdown and corner staggering.


[ Mid | Damage: 700 | Startup: 10 | Active: 2 | Hit: D | Block: 0 ]

Remilia swings her arm in an upward arc, ripping a bloody streak through the air in front of her. This is Remilia's longest reaching attack that does not cause her to move forward, also with the simplest input, making an easy reflexive defense against other grounded attacks. Though the graphical effect reaches far above her head, the hitbox will only reach about as high as Remilia herself. Despite this, it will still knock an opponent out of the air in certain situations where 6B will not reach horizontally, while keeping her own hitbox lower to the ground. This move is very fast and is typically used to stop incoming graze attacks during their dash startup; its other primary use is as an alternate BnB ender, 2A 6B. On block it's usually best to cancel this move into 5C, 236C, or nothing at all if an opponent is graze attack happy. Hits mid.


[ Clean Low | Damage: 900 | Startup: 15 | Active: 16 | Hit: D | Block: -6 ]

Remilia crosses her arms and legs to fly along the ground, tripping up the enemy and doing her best Bison impression. Slow to start, but quick moving and low, this move is useful even for the movement alone. Remilia has no better method of getting out of the way close to the ground, since dashing can cause her to take melee hits even from unlikely seeming heights. You may also be able to predict where an opponent will land and knock their feet out from under them. When connected properly, 2B can only be cancelled into bombs or supers, but that is useful on its own; use it at maximum range and you'll actually have a bit of frame advantage on it, and if an opponent respects Remilia's CH O-Bomb or 236A traps you'll usually be safe from retaliation. Midscreen, it can often be used to substitute 236A in situations where grazing isn't required, but execution will be somewhat tighter. Blocked, it will cause heavy spirit damage if blocked high and leave her at a disadvantage, but can still be canceled into a bomb or super to trap her enemy. This move is useful for characters who have certain attacks with long recovery such as Alice, as its travel time and distance allows Remilia to hit a whiffed Alice 2A on reaction.


[ Mid, | Damage: 400+500 | Startup: 8, 18 | Active: 2, 2 | Hit: 0 | Block: -1 ]

Lurching forward, Remilia claws more bloody streaks through the air in front of her, first hitting mid then hitting high. This is a must use move for the majority of Remilia's combos. It is best used after being confirmed to hit by 5A, or a j.B that leaves the opponent close to the ground but still in the air. After a hit, it can be followed by 623A or 623B. 6A is also the start of forcing your opponent into defensive guessing games after getting them near the wall. To further press spirit damage and pin the enemy, it can be followed by 236C. Even before the second hit of 6A lands, it can be canceled by 22A and 22B, often able to counter attempts to poke in against what would normally be a longer gap in the flow of attacks. More importantly, however, it chains into Remilia's 236A/B, which's her BnB (although it's disadvantageous on block, but still CH O-Bomb trappable).


[ Stagger High | Damage: 750 | Startup: 6 | Active: 3 | Hit: D | Block: -2 ]

Remilia's white streak of a kick knocks opponents high into the air. Hitting closer than 6A, but also much higher vertically, makes this move the standard choice for anti-air as an opponent reaches the area at a forward angle above Remilia's head. It's usually used for guard breaks or hit confirming into her 623B BnB or a super midscreen, as opponents usually have many movement options to counter naked anti-air attempts with this move. On the offensive, a well timed 6B serves as a launcher and is a high hit than can be used during her blockstrings into 5C or 236C. Staggering with 6B works much the same as 5B.

j.5A / 6DA

[ Clean High | Damage: 800 | Startup: 10 | Active: 2 | Hit: | Block: -6 ]

Remilia spins in the air, quickly clawing a trail of energy in front of her. Despite its looks, this move will not hit anywhere above Remilia, much like her 2A but in the air. It will, however, hit much further below her, and is the normal choice for crashing down on her enemies. Most importantly, if you're not in range to use 5A or 5B, 66A is what will get you there and allow Remilia's typical ground combos to begin. j.A and 66A can stop an opponent's attempts to jump out of corners, but again, only if Remilia essentially winds up on top of their heads. Since it hits high, 66A will both close distance and begin stagger attempts, so learn to judge its range as this move is the jump-in of choice versus grounded opponents.

j.5B / 6DB

[ Clean High | Damage: 450+450 | Startup: 8, 16 | Active: 2, 2 | Hit: | Block: +4 ]

Remilia kicks ahead of herself at an angle, and again as she drops her little bootied foot. Though it uses a look similar to her grounded kicks, j.B is essentially Remilia's air version of her ground 6A attack, and is the normal melee choice for meeting someone air to air. Coming up from below is when the real use of 66B is revealed, because the second hit will not take place, allow Remilia to 66B once again and keep the opponent in the air for several repetitions, pushing them further towards the wall. Against the wall, the loop becomes much easier to perform. If her second j.B hit lands, the opponent is knocked to the ground and the loop will end. A blocked 66B that leaves the opponent close to the ground can be followed by either 6A or 6B for the guard break. Furthermore, j.B can even be canceled before the second hit by j.C, causing slightly increased damage and allowing Remilia to air dash afterwards.


[ Clean High | Damage: 950 | Startup: 25 | Active: 2 | Hit: D | Block: -7 ]

Swiping down in a giant arc, Remilia's claws and wings bring their full bloody force down on the enemy. This is another move that won't hit quite where its visual graphics show, stopping between the first and second streaks. Slow, 22A is easily countered if performed too closely, but also pushes the enemy away quite a bit on block. On hit, the opponent will wallslammed allow you to use a j.B for the knockdown. This move is used primarily against people who are a bit too graze attack happy and to keep them honest during your blockstrings. It can also be canceled into any of her supers for decent damage.


[ Clean Low | Damage: 850 | Startup: 25 | Active: | Hit: D | Block: -21 ]

Coiling and transforming her wings, Remilia generates energy and drills through the ground after her opponent. The counterpart to 22A with movement similar to 2B, this is Remilia's most powerful low attack and longest reaching melee attack, knocking the opponent into the air on hit. While it is very unsafe on block, it can be canceled into 22C for CH O-Bomb should an opponent try to poke you during recovery and is also easily hit confirmable into any of her supers. This move should nevertheless be used infrequently as you cannot space it like 2B to give frame advantage on block; without a bomb or super, an opponent has no reason to respect your move and not hit you during recovery.



Spread shot, with randomized trajectories. Due to its speed and the area it covers, very good for allowing Remi to get in. However, it should be treated like Sakuya's 5C; it's slow to come out -- and to HJC -- and it's recovery in general isn't something to be wanted. Use the superior j.C/j.2C.


5C angled upwards, except it makes some decent anti-air, making it somewhat more usable.


Almost identical to 2C but flies at a slightly lower angle. Like Sakuya's 6C, it should only be used as anticipatory anti-air at far distances because of the angle.

j.5C / 6DC

An aerial shotgun; feel free to "apply liberal amounts of dash cancelling." It provides decent cover, and has great speed. It won't destroy many projectiles on its own, but because of its coverage, a few will usually leak through. A good answer to many aerial games, because of Remilia's ability to dash three times (she can just dash cancel and fire another wave, or follow up with an aerial attack).

j.2C / 6D2C

Like j.C, except it's angled downwards. This is Remilia's preferred weapon of choice when approaching from air-to-ground, because you can just follow up with a j.A, which combos if the projectiles hit (only on the ground). If the opponent blocks, the blockstun allows you to land and quickly land 5A, or some other ground strings. If the opponent tries to graze through, the j.A follow-up will usually catch them, although it all really depends on the distance and positioning, and in which direction they grazed.


Remilia fires several whirling streams of crimson energy at her opponent. Decent recovery and VERY early cancel point (can technically cancel without the move ever coming out). Costed pretty high at around 25% spirit, though.


Vulcan-type shot. Decent anti-graze since it sends a stream of wild bullets. It's fairly randomized, though. Like most of her grounded projectiles, it should be avoided because its aerial version is far more superior.


Same as f.5A except upward; generally useless, because you can use other options for ranged anti-air like f.2C.


The preferred version compared to her f.5A, but still holds the same properties. Just keep in mind that her projectile C beats this.


Like fj.A, but shoots downward. Like most of her f.A's, it's hardly used.


Fairly fast single shot which can surprise the opponent if they're not paying attention amidst their bullet spamming (hi Patch :D). Don't abuse it; hence the 'surprise' factor. It can eat a ton of bullets, but you usually have better options.


This move causes Remilia to hop up and fire downwards. It's similar in properties, although it comes with some graze frames (but since there's not enough of them to make it count, avoid using it as a defensive move). It also pushes Remilia back with a slightly upwards angle, which can be used for positioning purposes, although that's rare.


The aerial version of f.5B, except when it's fired Remilia is pushed back and slightly upwards, which could be used to position yourself for some reason.


Identical in properties to Remilia's f.2B, except it comes with no graze frames. Used much like her f.B, except it's the preferred version because you can quickly dash cancel it. Either way, you can still surprise the opponent with this move; just don't abuse it.


Demon Lord Walk - 236AB

Remilia takes a moment to prepare before hopping forward, grazing all projectiles and knocking her opponent into the air above her. 236A is one hop, while 236B is two hops. Of note, damage is only dealt between hops, not where Remilia actually lands, even if it is directly on top of her enemy's sprite. The gap between hops in 236B does not graze and can still be hit by projectiles, so use it sparingly. Likewise, you can also bomb or super before the second hit, but it has limited uses. Both moves hit mid, and are unsafe on block, but are useful on their own if you're quick enough to catch your opponent shooting or trying to set up projectiles. In combos, these specials should follow 6A or 2A, and lead into bombs or supers. Get used to bomb comboing with 236A and following with variations of j.B follow ups. Delayed bombs or unexpected supers can easily catch attempts to punish 236A/B on block, but do your best to keep this move inside combos. When 236A lands and you have already declared, there's no point in bombing the majority of the time. You will waste a bomb and do slightly less damage, even if it seems easier to perform the super after a bomb.

Servant Flier - 236C

Remilia concentrates her energy into a wave of small spears in front of her to pin her enemy. This essentially sends two waves of bullets similar to her f.B, but much more slowly. Since it leaves Remilia so vulernable, it's a move to be careful with, but is great for pressuring when you already have the advantage. When blocked, it will keep the opponent in place and do considerable spirit damage, making it the main choice for medium distance wake up games when you have time to do more than "hit j.2C a lot." This move can also be used to catch a landing opponent from a distance, but most characters can easily punish it from above. Mainly, simply don't use the move when the opponent can ground graze attack into your face.

Demon Lord Cradle - 623AB

Remilia quickly does an offensive barrel roll into the air at a forward angle. This is another move to be very careful with, but its melee invincible start up and damage possibly makes it her most useful counter. 623A is always the safer choice, but won't reach nearly as far. A blocked 623B may as well be a bullseye on your character to get punished as soon as possible, yet another reason for caution being that hitting an airborne opponent with 623B can allow them to recover in the air even before you land. However, since a hit will remove all bullet cover from a careless opponent rushing too haphazardly, and both versions are easy to use on your own wake up, it's still a great close range option on the ground. Just keep in mind that you're sometimes better off blocking air attacks you can't reach without using 623B than to suffer from the recovery time.

Demon Lord Arrow - 214ABC

Remilia leaps into the air behind her and clings to the wall for a moment before quickly diving down to the ground, grazing all projectiles in her path. This move is another one to be careful with despite how powerful it seems, and is best used against airborne opponents that are in the middle of projectile attacks. It can be used anywhere, and will always have the same result so far as where Remilia will land before she hits her enemy. 214A will land Remilia near midscreen, while 214B will land near her own corner. 214C will home to a certain extent, aiming directly for her enemy but generally being slower and easier to ground block. 214C will never home upwards, so won't catch an opponent at a height above where Remilia clings to the wall. 214A/B can be used simply for the sake of repositioning, and for the fact that they are virtually identical to 214C. Anyone who knows how to fight Remilia will be watching out for 214C and attempting to ground block it any time they see the signature 214A/B/C start up, causing Remilia to bounce off of their character and suffer a long recovery time. Most characters have a simple, though sometimes hard to time, way of countering this attack if they see it coming, so catch them off guard or use something else. The usual follow up is Remilia's 2A, then into typical bomb combo sequences. If you are blocked and land a considerable distance away, you may be able to counter their attempt to melee punish with 623A/B. Otherwise, it's probably your turn to block.


ALL of Remi's spellcards are Type-3. Spear series is not a bullet and Cradle series is not physical.

Scarlet Sign "Red the Nightless Castle"

Giant fully invulnerable 6f Type-3 cross. Airblockable so not recommended unless your opponent's airdash sucks or you can aircrush. Always comboable from antiair 6B. Excellent bomb substitute as a combo ender, and adds a LOT of damage when combined with one. Heartbreak's middling numbers and Cradle's situationality make this your general level 1 spell of choice. You can be cheeky with this since it is a proper reversal, but the risk reward means you really shouldn't try anything too cute.

Scarlet Devil "Scarlet Devil"

Red but bigger in every way. More hits, more hitbox, more damage, more unsafe. Deals significantly less extra damage with a bomb investment, so don't bother unless you need the extra 300 or so damage. Your usual Level 2 spell is a tossup between this and Gungnir.

Critical "Heart Break"

Big Type-3 spear. Costs 40% spirit to use and to block. Not as good as its Level 2 variant, and Red is such an overall good level 1 spell that this rarely sees use. Full graze.

Divine Spear "Spear the Gungnir"

Gigantic spear. Can't be lowprofiled except by very specific moves. 70% spirit to use and to block, does an immense 3k(!) raw. Full graze like its Level 1 counterpart. Crushes after almost any spirit damage. Sees a lot more use than Heartbreak, just beware of self draining with this.

Midnight Sign "Demon King Cradle"

Fastest move in the game at 3f startup, this alone justifies picking Cradle in matchups where you need to deal with things that are just barely safe otherwise. Physical invulnerable up to active, does not graze. Can also be used for bootleg timestop (detailed below). There is practically no occasion your opponent can't get their favorite punish on this if it doesn't hit properly though.

Midnight King "Dracula Cradle"

Cradle 1 but bigger. Solid contender for most punishable move in the game. The Cradle series in general adds notably less damage than the other spells as combo enders. You'll have to delay this after 236A due to how fast this is.



Essential Combos Video by Toho

Remi's actual combos are fairly simple, and can be divided into two core routes:

  • ...6A 236A...
  • DB(1) x3-4 6A 236A... (DB loop)

Basically everything goes into 6A 236A and it's what you'll usually take if you can't get the DB loop instead. You can hitconfirm into it from 5A or 5AA if you're close enough, and will be your grounded route of choice.
The DB loop is what you want and what most of your damage will ideally come from. The trick is pressing B after the peak of your dash, so that only the first hit gets to come out so the second hit doesn't knock down.
Keep an eye on your opponent's height and delay your first few reps accordingly, j.B(1) has enough hitstun to afford this. You can go for more than 4 loops, but at this point you can't properly transition into 6A anymore.

  • (ground to air) 5A x [n] 6A 236A... A guard break combo in the corner only. This counters opponents who are fond of jumping out of the corner; you can stagger the 5A timing to confirm block or hit easily. The maximum recommended number of 5As in a practical match is roughly 6, though 10 is possible (but at 10 the 6A no longer combos due to the opponent being too high). Not a common combo but something to keep in the arsenal should the situation arise. Standard combo enders apply. The ease of this combo depends greatly on character, for instance getting even the usual 6 reps on Suika is already a pain, while Sakuya is comparatively much easier to get 7+ reps on. Some characters will also let you get a 5B 6A pickup for a lot of extra damage:
  • 5A x4 5B: Works on everyone but Suika, Sakuya, Yukari and Patch.
  • 5A x5 5B: Works on Reimu, Meiling.
5B Pickup
You can transition your DB loop into 5B 6A instead of just 6A for about 400 free damage on certain characters. For most of them, you'll want to delay your 6A, sometimes by quite a bit, because of how much 5B pops up.

Marisa, Meiling and Patch do not require delaying. Does not work on Suika or Yukari. Can work on Sakuya in theory but very tight, not even worth the effort.

Other starters
  • (6B) 236C hjc9/(8) j.B (5A 6A 236A)
In case your 236C string actually hits. If 6B hits in the corner, instead hjc directly up. If 236C hits grounded, you can link 5A 6A 236A afterwards. Bombing is usually not worth it after, since the bullets destroy damage and hitstun scaling.
  • 6B...
  • 6B 623B/Cross - Grounded hit. For damage. 623B does a lot of damage (1100).
  • 236A... - Delay a LOT. Only works on grounded hit.
  • j.B - Kinda tight but resourceless knockdown from 6B.
  • 2C - Doubles as a tech trap.
  • 214A - Only works when cornered yourself.
  • (near corner) 236A CH DB(1) 6A 236A 22C...

236A CH has a big untechable bounce but surprisingly bad starter proration, so you can't actually properly DB loop from it. You can still milk it for the proper 3k by doing a single DB, then going directly into 6A 236A and bombing instead.

These are all possible enders for the combos listed above.
  • ... 22C j.B: Usual finisher. Guaranteed knockdown, works anywhere. Note that in some fringe cases if you've somehow managed to do 5+ DB loops before the bomb, hitstun scaling can still make this drop.

  • ... 22C 6DB j.B: This is her corner finisher. Recommended highly because it deals more damage than a simple j.B and still allows you to maintain the knockdown. Against opponents who tech out of the corner you can use 6DA on wakeup to cross them up, you can backdash and do f.2A for meaty bullet pressure if they don't tech. Does not work if you do more than 3 DB reps.
  • ... 22C 2A 6B (2C/Cross): Done easiest in the corner but also possible outside (walk backwards slightly if you do this in the corner and omit 2C, which is a tech punish setup midscreen). The sacrifice you make for damage is that the opponent will be airborne at an angle Remilia cannot easily control, as well as not achieving knockdown which results in lost point items for her bombs. Usage is generally only recommended sparingly, reserved for ending the round/match or against an opponent who techs into 2C, which you can then cancel into 236C to keep them airblocking for further pressure. Its also possible to combo into Cross spellcard from this. Note that while doing 22C 2A 6B into Cross 1 adds a very significant 800 or so damage compared to simply canceling into Cross directly, the same string into Cross 2 only adds about 200 damage, making the bomb investment not really worth it unless you're going to kill with it.
  • ... 22C 22a: Another midscreen finisher. Does slightly more damage than her regular finisher, and knocks the opponent closer to the corner although be careful..done too close to the corner it will cause wallbounce allowing them to airtech. Use this if you want to combo into Spear spellcard afterwards.

  • ... 22C 5B 6A: Her Highest Damaging finisher. Very tricky to learn, but still worth knowing. Usual 5B character specific timings apply. Will whiff completely on Suika and Yukari. Does not guarantee knockdown either so its best saved for finishing rounds, spellcard combos, or if you're confident in your tech punishing. Combos into Cross and Spin spellcards for huge damage.

(air to air) 6DB (walk forward) 6B (pause) 623B: This is the alternate to the 6DB loop for situations where Remilia is too close to the opponent or the opponent is too low for a 6DB loop. Timing is tricky at first for the 623B to land, just remember to let the opponent fall further to the ground if your 623B is not landing, and to do 623B as Remilia retracts her leg from the 6B. Done properly, you will be at a slight disadvantage if the opponent techs but will be able to block and backdash their retaliation. The damage is a compromise between her normal 236A BnB and her 6DB loop but has the advantage of being her only BnB that doesn't require a bomb.



While Remi's design initially screams rushdown, and she's definitely not uncomfortable at point blank, she has issues sustaining any kind of credible close range threat that isn't her corner loop. While both 6B and 5B grant you a heavy spirit damage high/low, 5B is 10 frames, requires you to be point blank and isn't cancelable into, giving precious little incentive to low block due to needing to walk up and 5B raw, which isn't exactly the safest option.

What she does excel at, though, is being very annoying and disruptive just outside poke range. Her fast but fixed movement gets to shine here, as do tools like f.2A and glide j.B, as well as strong counterpokes like 2A and 2B. The biggest weakness to her DA, the ability to dash/walk under it without issue, is also mostly gone at just tip range.

Further than this, her f.A series is also very annoying and very good at catching your opponent setting up bullets, either forcing movement or getting you more sweet, sweet point items. It's also worth noting that doing a rising jf.A as early as possible naturally leaves you at a height where your second airdash will glide for almost its whole distance, which is great. Just remember that jf.A requires you to be way further than a grounded f.A, so you don't do a random rising j.A and kill yourself.

Bootleg Timestop

Eating a bullet during the superflash of either Cradle spell will cause everything else to freeze accordingly, but Remi herself can move freely until superflash ends.
This opens up a lot of potential opportunities to either escape pressure or even punish certain bullets on hit. There are four major points to be aware of if considering this:

  • Superflash isn't exactly long. If you find a long range timestop, you can probably cover some ground, but punishing is out of the window.
  • Block inputs are not ignored during superflash, so the opponent can still block if they're not in recovery or some other state.
  • Eating a bullet that knocks down or otherwise has enough hitstun to negate your advantage like this is just a waste of a stock.
  • You still take damage doing this, as you actually do eat the bullet. Decide if you can spare the health first.

This gives Cradle a lot of extra value in matchups where you see a lot of low hitstun bullets (Reimu needles, Alice, Youmu f.B, butterflies, Yukari f.A)


Landing during airdash momentum will cause you to slide across the ground for a fixed distance in a sort of freely cancelable graze state.
You can freely block and do grounded moves at any point during this state, giving Remi an actual sustained grounded graze option, which she otherwise sorely lacks.
You are however, for all other intents and purposes, still aerial. You still cannot block air unblockables, and being hit will act as if you were air to aired at that height. Beware of good air to air conversions.
Canceling this state in any way forfeits your graze, so make sure you actually go through whatever bullets you aim for with it first unless you actually want to eat them.
Remi will high profile a lot of very low hitting moves while gliding, meaning moves like Yuyu 2B will whiff completely. Just make sure you dodge the whole move before pressing a button and forfeiting your glide state.


Remilia's HJC rushdown works the same as anyone else's, but is distilled down to very simple, effective strings that do deceptive amounts of spirit damage.

(on block)

5A 6A... or 5B... or 6B... or 5B 6B... or 2A...
  • Stop: END. Staggering bullets in your HJC rushdown will make opponents hesitate when trying to escape.
  • 22A: END. Opponent is free to escape, use only to stop opponents who graze attack frequently.
  • 22B: END. This option is subpar, make sure you have a bomb if you use this or you'll be eating damage.
  • 5C... or 236C...
  • 236A (can only be used with 5C): END. If you have a bomb you can go for a CH O-bomb versus a poke-happy opponent, but generally you're safe on block. This option punishes people who react late to the 5C with a HJ or a graze attack.
  • HJC9 j.A/B: END. Momentum restarts, you are in the beginning situation again to try another mixup.
  • HJC7 j.2C: END. Momentum is reset, this option allows opponent to graze out of pressure. If they remain blocking then do j.6D and restart, otherwise back off with j.4D. However, when done properly (extremely tight) from a 236C this string is airtight and gives you massive frame advantage for another free mixup. Point blank and corner only.
  • HJC8 j.2C: END. Used mostly midscreen, but opponents have a lot of ways to escape this one so it's dangerous.
  • HJC7 j.6D j.B: END. Momentum restarts, opponent can graze out but this option is slightly tighter than j.2C assuming they are blocking and not sticking pokes out. Best used in corner as it can be escaped or countered outside.

The Loop

5B/6B 236C hjc7 j.2C j.6D j.B land

As mentioned above, Remi has a technically airtight, but very difficult spirit positive corner loop. Airtight on almost the entire cast, does considerable spirit damage, and is spirit positive, meaning you can crush with it fairly well. Actually connecting a point blank 236C isn't the most realistic thing, however it is airtight off any heavy (type C) normal, namely 5B/6B, which also adds an additional chunk of spirit damage on wrongblock just in case.
You absolutely have to be point blank so the spears hit instantly as they appear, without needing to travel, to be airtight. The hjc needs to be done ASAP as does the j.2C. How tight j.2C is depends on how tall and/or fat the opposing character is. For this reason this does not work on Meiling and is a one frame timing against Youmu.
Characters by degree of difficulty: Meiling (can never work) > Suika > Youmu (1F window) > Yuyuko > Sakuya > Reimu > (Marisa, Alice, Remi) > Patch > Yukari (almost easy)

Match ups

vs Reimu:


vs Marisa:

Blow up far B with your own far A at long range. Don't let her establish fullscreen presence with them.
Neutral usually ends once you get a bad enough f.A spread to completely miss her f.B.
Midrange is suffering, j.B checks your dashes very well. Your 2B loses to 6A by default.
Single IABD is your best bet for backing off. Make sure you don't corner yourself and die to j.B doing this.
Antiair with far 6A if range permits, and look to antiair or trade with 6B. Air to air only from above.
2B low profiles your 5A, beware. On defense, backdashing C bullets will usually cause you to land right back into them. Be careful backdashing in general.

vs Sakuya:

Folds pretty hard on defense, but neutral is still suffering. Beware of f.A around declare time, your declare is stupid slow. Don't be above her. Has some genuinely idiotic lowprofile moves, so be aware of those.
If you get caught backwalking during timestop, she can walk through you freely for some really messy guessies.

vs Alice:

623B is your god.

vs Patchouli:

Patch doesn't have a lot of answers to just plain old stagger pressure AND has the most forgiving 5B pickup hurtbox, so offense is Christmas for you. Hope you're good at gliding. Don't even try to beat her bullets head on. Patch's ground dash has some stupid very late recovery thing, so always expect a jump or move from it.

vs Youmu:

Hover around 2B range. Do not let her set up f.B. Air to air is suicide. Don't dash or try to force pressure on her. Try to duck her aerials if she does a lot of rising j.A. Loop is unreliable.

vs Remilia:


vs Yuyuko:

You don't get in, she doesn't get butterflies. Too tall to dash crossup. Nobody gets to play. Cradle punishes 2A on hit as well as fits into the gap from any cancel.

vs Yukari:

Big, fat, slow, be careful approaching though. Solid candidate for Cradle pick. Don't let her declare and don't ever let Ran touch you.

vs Suika:

Beware of lowprofile. Do not dash towards. Using 2B is scary. Hard to loop.

vs Meiling:

Strong DP, big damage advantage, equally fast and Meiling's few bullets don't really hurt your movement. Not even funny how free this is. Funnily enough, immune to the loop.

Frame Data

                                                              Block   Hit     CH
Motion     Damage     Proration   Startup  Active  Duration   Adv     Adv     Adv   Untech  Guard   Type
 5A         180        98%          6        3       14        +1      +2      X     25      Mid     A
 2A         700        90%          10       2       32        0       D       D     25      Mid     C
 6A         400+500    95%+95%      8, 18    2, 2    34        -1      0       +7    25+25   Mid,    B
                                                                                             High    B
 5B         850        90%          10       2       28        +4      +5      +16   35      Low     C
 2B         900        85%          15       16      43        -6      D       D     40      Low     C
 6B         750        90%          6        3       30        -2      D       X     40      High    C
 22A        950        75%          25       2       54        -7      D       D     60      High    C
 22B        850        75%          25       25      68        -21     D       D     60      Low     C
 j.5A       800        90%          10       2       35        -6                    40      High    B
 j.5B       450+450    92%+95%      8, 16    2, 2    31        +4                    40, 40  High    B
 22C (N)    0          80%          12       3       42        -8      D       X     oo      Mid     C
 22C (O)    500        80%          12       3       37        -3      D       D     oo      Mid     C
 22C (D)    0          80%          12       3       58        -24     D       D     oo      Mid     C
 22D        x          x            30       x       128       x       x       x             x       x

22C (N/D): 1-14F invincible
                                                              Block   Hit     CH
Motion     Damage     Proration   Startup  Active  Duration   Adv     Adv     Adv   Untech  Cancel  Type
 5C         100*8      96%*8        19       oo      42        -8      -7      X     15      29      B
 6C         100*8      96%*8        19       oo      42        -8      -7      X     15      29      B
 2C         100*8      96%*8        19       oo      48        -14     -13     X     15      32      B
 j.5C       100*8      96%*8        13       oo      44                        X     15      20      B
 j.2C       100*8      96%*8        13       oo      44                        X     15      20      B
 f.5A       100*1-7    98%*1-7      12       oo      29                        X     15      16      B
 f.2A       200*3      93%*3        12       60      35                        X     15      13      B
 f.6A       100*1-7    98%*1-7      12       oo      29                        X     15      16      B
 fj.5A      100*1-7    98%*1-7      8        oo      24                        X     15      16      B
 fj.2A      100*1-7    98%*1-7      8        oo      24                        X     15      27      C
 f.5B       600        85%          18       oo      53                D       D     40      31      C
 f.2B       600        85%          17       oo      55                D       D     40      27      C
 fj.5B      600        85%          17       oo      47                D       D     40      27      C
 fj.2B      600        85%          17       oo      35                D       D     40      27      C
f.5A: Up to 7 waves
f.6A: Up to 7 waves
fj.A: Up to 7 waves
fj.2A: Up to 7 waves
f.2B: 1-3F graze
                                                              Block   Hit     CH
Motion     Damage     Proration   Startup  Active  Duration   Adv     Adv     Adv   Untech  Cancel  Type
 236A       900        85%          14       6       46        -12     D       D     40      25      C
 236B       600+600    90%+90%      15, 38   6, 6    88        -21     D       D     40+40   26,49-88 C
 623A       750        85%          10       8       52        -19     D       D     40              C
 623B       1100       85%          10       16      83        -51     D       X     40              C
 214A       950        85%          36       land                      D       D     40              C
 214B       950        85%          36       land                      D       D     40              C
 214C       950        85%          36       land                      D       D     40              C
 236C       150*8      92%*8        22, 37   oo      62        -1      -5      X     25      36      B
236A: 1-19F graze, rush ends on block
236B: 1-20F, 27-43F graze, rush ends on block
623A: 1-13F melee invincible
623B: 1-17F melee invincible
214A: 1-?F graze, rebounds on block
214B: 1-?F graze, rebounds on block
214C: 1-?F graze, rebounds on block
236C: Partner 4F hitstop on hit, partner 9F hitstop on block, 20F formation, 21F 36F discharge
                                                                     Block   Hit     CH
Card         Damage       Proration     Startup     Active  Total    Adv     Adv     Adv   Untech  Type
 Cross Lv1    150*12      98%*12         1,6(7)      90      174      -91     D       D     oo      C
 Cross Lv2    150*20      98%*20         1,8(9)      150     238      -104    D       D     oo      C
 Spear Lv1    1750        75%            1,19(20)    oo      60       -18     D       X     oo      C
 Spear Lv2    3100        50%            1,19(20)    oo      60       -18     D       X     oo      C
 Spin Lv1     100*20      98%*20         1,3(4)      40      105      -66     D       X     oo      C
 Spin Lv2     120*28      98%*28         1,3(4)      40      131      -94     D       X     oo      C
Cross Lv1: Partner 4F hitstop on hit, 1-?F invincible
Cross Lv2: Partner 4F hitstop on hit, 1-?F invincible
Spear Lv1: 1-47F graze
Spear Lv2: 1-47F graze
Spin Lv1: Attacks come in 2F intervals after the first, 1-?F melee invincible
Spin Lv2: Attacks come in 2F intervals after the first, 1-?F melee invincible
Motion    Startup   Active   Recovery  Graze      Cancel   Guard   Invulnerable
 7/8/9     5         x        x         x          6+       6+      x
 7D/8D/9D  5         x        x         1-15       6+       16+     x
 6D        8         20       8         1-35       9, 29    28+     7-8
 4D        6         14       10        1-21       x        x       1-6
 j.6D      8         8        x         1-25       17+      17+     x
 j.4D      9         9        x         1-27       19+      19+     x
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