Preparation for the nightmare that I know Koishi is going to be...
So, a breakdown of ideas to get the most viable runs per session:
0:00 Position between the 0's of the "0.00" UI element, and tear left after killing the first fairy to ensure they all git taken before you stream right.
0:07 Return to the starting position and stream, making sure your Comm Gauge is filled.
0:14 You *must* have full gauge at the time the last fairy dies, or else you won't have 1.00 power as you start fighting the large fairies.
0:30 damage the fairy on the side furthest from the powerups you still need to collect. Do *not* kill it yet. It is okay if you never score the kill on this one, there is 4.25 total power prior to Sanae, so this 0.25 is just a safeguard.
0:33 kill the fairy closest to the last powerup batch, and then pull center to start fighting the spam-fairy. You'll need to build graze on its kunai to collect the dropped P from these last three.
0:38 as noted earlier, kill this fairy now if you can. Most runs you'll miss it, and that's okay.
0:40 just don't die, no P here. Move as little as is reasonable to keep the bullet waves cleaner.
0:52 be right of this stream, and be ready to be left of the next one.
0:56 snap left and *make sure* you end up on the left side of this bullet stream. You will likely die otherwise as the fourth fairy shows up.
0:58 from here on out, you can be either side of the streams and still get the kills if you get close enough. Only attempt to be left of this one if it's obvious you have time. Most runs, the diagonal stream will not end in time. That's perfectly fine. Losing runs to greed here is not worth it.
1:20 the laser checkerboard is static (because sanae never moves). the "nem" in "Enemy" is your safety range if you're at the bottom of the screen.
1:35 the green bullets here will enter your "nem" space during lasers. One strategy I used early-on was to pre-position above the "n" and move right if necessary. As you grow more confident you can just freestyle it, watching the "nem" and tracking the bullets in your periphery.
1:43 I think the trick here is that you have a deceivingly-large amount of room to move between waves. There is nothing saying you must return to center between waves. Your shot is big enough to do damage from pretty far away. Similarly, a lot of patterns can be avoided by moving *up*. Play it safe here, there's no reason to rush. Oh, and if you do move up, don't rush back down. I have died many times backing into a row I already dodged.
1:56 Okay, this is what we've been working up to. This spell has a bit of an RNG element, but 90% of it is controllable. For now, I pre-position above the "D" in "Divine", touching the white circle around Sanae.
Bumper Crop can be controlled as follows:
The streams shooting up-left and up-right need to be controlled in such a way that only one side of the field is covered at a time. We do this by "loading" the right side with bullets at the start. From our starting position, we stream right four (4) times before moving up to the red circle. This will be our home for the rest of the spell. During those 4 streams, the right side is building up bullets, and the left is being emptied. Our goal is to reach the red circle and move sideways into the safe side. When on the red circle, the tempo of your stream should change to once per "shot" from Sanae. Use the shot rhythm to keep moving and you won't need to worry about the directed shots anymore. The "ideal" execution has us move back-and-forth on the edge of the red circle, always ahead of the build-up of bullets on our side of the screen. This makes the bullet build-up oscillate from one side to the other, and we ride the empty section in between. Ironically, this makes it look like Sanae's MoF spell `Sea Opening "The day the Sea Split"`. Leading directed shots side-to-side...
2:05 If you look at the freeze-frame here, the top-right and bottom-center shots from sanae perfectly trace the wave of yellow bullets, with us on the other side of them. This is the effect we want to keep going on the green side as we reverse direction (following the receding yellow).
2:06 As soon as we're past Sanae's sprite, and the coast looks clear, we turn around and return right (ahead of the approaching green).
2:17 I strayed a bit too far right here, as you see the green receding without me in position to follow it. This means I'm about to get swamped by yellow and lose the effect. Thankfully, the spell is almost over, so I could either bomb or freestyle it (by moving down to stall for time).
So that's what I've been working on. Now that I have the general idea, I'm going to be refining it and hopefully get some updates for consistency because it's still a rough spell. Sometimes the bullets don't behave on the transition from white-to-red circles and I end up getting walled.
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