Patchouli knowledge

Patchouli Knowledge Units:Inches

Patchouli Knowledge (パチュリー・ノーレッジ, Pachurii Noorejji) ist eine Magierin, die im Scarlet-Teufelsschloss lebt. Sie ist erfahren und fähig in ihrem. - Erkunde Kurodas Pinnwand „» Patchouli Knowledge «“ auf Pinterest. Weitere Ideen zu Anime mädchen, Anime chibi, Kawaii sachen. Touhou Project Patchouli Knowledge PVC Figur: bheanbheag.se: Spielzeug. Patchouli Knowledge. US$ Originalpreis US$ Originalpreis. 20% Rabatt US$ 20% Rabatt. Auf Lager US$ Auf Lager. Versandkosten. Patchouli Knowledge 1/8 Clear ver. Touhou Project - Griffon Enterprises. Homepage; Scale Figuren; Patchouli Knowledge 1/8 Clear ver. Touhou Project - Griffon.

Patchouli knowledge

Produkttitel, Patchouli Knowledge - Touhou Project The Unmoving Great Library. Serie, Touhou Project. Charakter, Patamon; Patchouli. Touhou Project: The Unmoving Great Library Patchouli Knowledge 1/8 Scale PVC Statue. Touhou Project: The Unmoving Great Library Patchouli Knowledge. quesQ präsentiert uns hier eine sehr ungewöhnliche und ganz entzückende Figur von Patchouli Knowledge, einer Magierin, die in verschiedenen Spielen der.

Some sources say the highest quality oil is produced from fresh leaves distilled close to where they are harvested; [4] others that boiling the dried leaves and fermenting them for a period of time is best.

Patchouli is used widely in modern perfumery , [10] by individuals who create their own scents [11] and in modern scented industrial products such as paper towels, laundry detergents and air fresheners.

Two important components of its essential oil are patchoulol and norpatchoulenol. One study suggests that patchouli oil may serve as an all-purpose insect repellent.

Patchouli is an important ingredient in East Asian incense. Both patchouli oil and incense underwent a surge in popularity in the s and s in the US and Europe, mainly as a result of the hippie movement of those decades.

Patchouli leaves have been used to make a herbal tea. In some cultures, patchouli leaves are eaten as a vegetable or used as a seasoning.

In Mattel used patchouli oil in the plastic used to produce the action figure Stinkor in the Masters of the Universe line of toys. From Wikipedia, the free encyclopedia.

Blanco Benth. Merriam Webster Dictionary. Online Etymology Dictionary. Retrieved 10 December Sumatrans Patchouli Essential Oil. Archived from the original on 2 October Flavour and Fragrance Journal.

Microchimica Acta. Phytotherapy Research. Journal of Agricultural and Food Chemistry. Desk Reference to Nature's Medicine.

Washington, D. As the move can be cancelled on any of the hits on block, it is recommended to vary the number of hits dealt unless out of range before cancelling to deter offensive border escapes.

The small hitbox makes it a rather poor air to air or jump in, but it is a great move to keep foes from dashing through Patchouli's bullets, or for approaching with cover.

Tornado throw. Her momentum is slowed while the tornado is out but she then immediately begins to descend when it disappears.

Cannot be grazed, despite the shared graphic with the grazeable 66B. This move can be incredibly useful when used in conjunction with delayed skills like Winter Element and Dew Spear.

Because opponents have a mind set on grazing, they may not be used to an ungrazeable melee attack with a disjointed hitbox. On the other hand, the move is fairly slow to come out, but it can take many by surprise.

Also this move will not be land cancelled until the end of actives, which can lead to an interesting trick where you make the opponent think you'll land doing nothing and then make them dash straight into the tornado.

Great move to mix up with j. It is positive on land cancel against a standing opponent, but the distance created makes it hard to continue pressure.

A gust of wind over Patchouli's head. Patchouli rises for the duration of the attack while slightly regaining her momentum. Probably her easiest-to-use aerial melee move; great for catching airtechs, as it is fast allowing for stagger and has the potential to cross up as well.

Careful of the long recovery. Due to the janky coding of this move, the number of hits can vary from 3 depending on what active frame it contacts the enemy, although this is nearly impossible to intentionally control.

The amount of hits for each corresponding frame are as follows:. Downward book slam. Patchouli keeps all momentum during this move, whether it was blocked, hit, or missed.

Groundslams on counterhit. Some crossup potential. The charged version of j. Causes Patchouli to bounce back a bit regardless of hit, miss, or block.

Fire-attribute attack. Usable on ground and in the air, but air startup is faster. Explodes on impact. Can chain into itself on counterhit.

Aerial version is fired downwards at an angle and pushes Patchouli back a little. At max level, the fireball gains a trail of mini-fireballs that deal additional damage.

Extremely dense projectile, it can deal with almost any non-laser projectile with relative ease, including Okuu's 5C bullet and Reimu's big amulets, and still hit your target with good damage.

Note that the air version resets the height limitation that prevents you from air dashing or flying until you reach a certain height after jumping, meaning if you use it extremely low to the ground, you can't cancel it.

Hold the button used as input to extend firing. Usable on the ground or in the air. This move doesn't have as much range as it's graphic suggests, but it's still quite good at harassing an opponnet at mid range.

The hitbox is very wide and can be delayed for quite some time, making it often difficult for opponents to punish it by dashing directly at Patchouli.

The bullet density of this attack is absurdly high as well, dense enough to beat out even level 5 spellcards like Reimu's Fantasy Seal.

Leveling increases damage. Bullets persist for 45f. Flame sword. Usable on ground only. Leveling increases damage and range.

Though tricky to use, this is Patchouli's only melee special, and it has several unique qualities to it that set it apart from most melee attacks.

The actual attack itself is a disjointed hitbox with massive range for a melee attack, meaning Patchouli can poke opponents out of attacks they would normally be untouchable during for example, Utsuho's "Uncontrollable Dive" spellcard.

It also has a density of B1 per swing, which can both destroy enemy bullets and be destroyed itself. Air unblockable.

In addition, since all of Patchouli's reversals are grazeable, this attack is one of her best options for dealing with an opponent dashing at her in the middle of a bullet string.

It's recommended that you use this card with Autumn Blade to maintain a powerful, dense, air-usable attack. Interestingly, this is the only melee attack in the game that can be spellcard canceled regardless of hit or whiff.

Can't be highjump canceled, however. Swings active for 18f each. Wind-attribute "attack", causes non-damaging pushback to opponent. Leveling increases pushback.

This is one of her main means of defending against opponent's melee, as her melee generally cannot go toe-to-toe with her opponent's.

B version has some invincibility and graze frames on start-up, so use this in small gaps in enemy blockstrings. Also useful for forcing opponents into a 22B or if they dodged toward you.

Potentially usable to stop jumpins as well with 5C B. Cannot be canceled into anything. The C version is mainly used to graze bullets since she leaps higher and it grazes until she starts descending.

You have to know what you're doing when using this so use with caution. Wind-attribute attack. Patchouli charges up a wind shot, then fires an extremely fast shot of air, leaving behind a trail of white spots in front of her.

Button can be held to delay firing. To stop charging without firing, press the opposite button as was used to start firing.

While delaying in midair Patchouli will hover slowly towards the ground. This move isn't as dense as one might think, and the initial projectile can be blocked by any weak bullet.

It is, however, incredibly fast and can be delayed for a long time and cancelled at any moment. It's also fairly powerful, making it a fantastic tool for sniping an opponent at range or for using in long distance bullet combos.

Lightning dragon punch. Though it doesn't gain the invincibility frames of a true DP until level 2, the jump makes it less likely to be beaten by graze attacks than Emerald City, and it's all-around safer on whiff and block.

Considering the usefulness of Patchouli's default compared to her default , Static Green is a solid choice for reversals if you have the deck space.

Also functions well as a combo ender. Can't be canceled into spellcards. Frame advantage listed is for if they blocked that part of the skill on the ground, and is much worse vs air block.

Metal-attribute attack. Fast-moving blade projectile that is usable on ground only, and can be charged. Does high spirit damage if blocked.

After upgrading at least once, a confirmed hit, regardless of hit or block, results in all remaining blades homing in on the opponent which can be disastrous for airborne opponents.

B or C can be held to create more blades in a dense pattern and to delay their firing. Knocks the opponent back. Useful at long range when the opponent is expecting something slower, like a 5C.

Saw blades. Powerful and useful in combos. The startup and early cancel time are exellent, and the projectile itself is very dense. This is likely her best offensive skill card because of the insane priority, quick recovery time and, at higher levels, damage.

Okizeme swords. Holding the button B or C summons swords and freezes them; you can have both versions held, but that would limit you to melee attacks until you release them.

Patchouli can move around and attack freely skills and spells included while the swords are suspended in the air, though the button being held cannot be used.

Releasing the button will send the swords flying. If the button is held too long, the swords will automatically fire one at a time. Sword spawning is rng so it can be somewhat inconsistent when attempting strings with it.

Also note that if cancelled into a spell on the first frame possible, the created swords will immediately fall to the ground useless.

Earth-attribute attack. Delayed, targeted projectile. Leveling increases amount of crystals meaning more damage. Patchouli can super jump cancel the summon incredibly early at 23 frames, making the casting time almost instant.

This makes it a fantastic pressure tool and very useful for Okizeme. If it hits the opponent while they're airborne, they will bounce off the ground, allowing a followup.

Reaches up to the top of the ceiling. Note that while it can be spell cancelled on the 14th frame, only the 3rd crystal will have been created at this point as shown in the startup above.

Rising crystals. Patchouli causes two large aqua-colored crystals to burst out of the ground on both sides of her, sending the opponent flying upwards.

Very long recovery, has invincibility frames. At max level each crystal almost doubles in height and becomes 1.

Has sizable melee invulnerability frames on its startup, essentially making it Patchouli's shoryuken move of choice. Can not be be canceled into a spellcard.

Super armor good for one hit. Leveling increases duration and decreases startup. The startup is quite severe, so it's best used after a knockdown.

On hit you will still enter hitstop, but this aids immensely in melee encounters. Extremely useful as this is a special that may be used repeatedly without card cost.

At level 1 it can be used multiple times to stack the duration up to nearly double, but it loses this property at higher levels.

Water-attribute attack. Delayed spout of water. Ceiling height and 2 spouts wide at max level 4. Can be jump cancelled very early 28 frames , giving it similar utility to Dew Spear.

Sends the opponent flying upwards with three hits if it hits. Persists for a while. Delay between input and actual geyser appearance.

Also acts as a wall that stops some enemy projectiles if it is between Patchouli and her opponent. Active for 30f. Defensive bubble. Shoots out a bubble that floats up and down in the air and harmlessly pops on it's own F after it is created.

The bubble will pop instantly after an enemy attack hits it. It does not matter if it is popped by a projectile or a melee attack; if the opponent is close as the bubble pops, she will get hit and be sent flying away.

Leveling increases size of bubble. At level 2, the bubble will burst into smaller bubbles when it times out as opposed to disappearing.

The smaller bubbles serve as regular projectiles. Further leveling increases number of smaller bubbles created. You may have more than one bubble on screen at any given time.

The popping explosion can be grazed, meaning that any grazing attack can pop it harmlessly. While the bubbles do NOT disappear if Patchouli is struck while on screen, and can disrupt combos by being struck, they will not disperse into smaller bubbles to save you, instead popping into weather crystals.

Almost always counter hits and wall slams when popping. Unblockable propelled bubble trap. Leveling increases distance bubbles are propelled and duration after sticking to the opponent.

Sounds fun on paper, but getting 10 bubbles onto your opponent without exposing Patchouli to free combos is much more trouble than it's worth.

This especially hard without level 3 as you cannot even do it in one use. The attack can also be done in the air. Bubbles deal no damage, but will stay attached to the enemy for several seconds, even after knockdown.

Once the enemy has 10 bubbles stuck to them, she will become trapped in a bubble which counts as 1 more hit on top of the bubbles and float upward, during which she is paralyzed and has no hitstun, leaving her totally defenseless.

After F 2. Bubbles can be grazed but not neutralized by enemy bullets. They will, however, be easily defeated by Alice's dolls.

Most damaging follow-up to trap is j. Interestingly enough, this move still causes untech time despite applying no hitstun, so can be used mid combo, usually after a ground bounce, to apply bubbles as they fall to hit the ground, then use the stuck bubbles preferably 9 to help with oki.

Patchouli points at her opponent and shoots a large spread of water bullets forward. One of Patchouli's two air usable spellcards.

Quick and versatile card with respectable damage, use for combos, and guardcrushes. Damage in combos will almost always be in the range no matter what you combo it from.

At long range, the bullets tend to miss due to their wave pattern. Pushes back heavily when blocked, so best to use as a crush versus cornered opponents only.

Patchouli surrounds herself with a set of large, spinning gears and floats towards her opponent. Has massive amounts of melee invincibility; more than enough to pass all the way through Yukari's train card unscathed.

This is also Patchouli's only ungrazeable reversal and spellcard, making it a decent choice to catch grazing. Does around damage typically, but when hit at certain spacings can allow for a followup 5a 5c.

Also when done at close range vs standing Reimu, Marisa, Okuu, Sakuya, Suika, or Meiling, can very often be followed up by 5a 5c Harvester will do 17 hits if you can.

Can be safe or even plus if blocked by an opponent in the corner. Possible to trade with an opponents bullet on startup if they are in range. Patchouli hurls a fireball at the ground under her opponent, which explodes into a pillar of flame.

Very fast and can be used to catch people off guard at any range, and its extension into the air makes it one of the more useful cards in Patchouli's arsenal.

Grazes until Patchouli lowers her arms completely. This, combined with its high counterhit damage, makes it potent as a reversal or for punishing laggy bullet attacks.

Also easy to use as a combo ender, though its damage will be equal to or in some cases, lower than Noachian Deluge. Distance from opponent determines when the spell actually hits, effecting frame advantage as well.

Can hit at the earliest on frame 20, but will only be interrupted if hit before frame The actual hitbox has only a single active frame, so it's impossible to interact with the bullet in any meaningful way.

Patchouli surrounds herself with a large bubble that is able to stop a few attacks both melee and projectile before breaking. She can move and fight freely while this bubble is up.

If not broken, the bubble itself disappears after about 6 seconds. In effect, Patchouli is essentially given super armor properties with no hitstop until the bubble is popped.

The bubble has health, but is not effected by proration so typically dies very quickly to large amounts of bullets.

Note that if you activate a spell or some system cards, the bubble instantly pops. Patchouli summons two orbs that circle above her head and spread out, slowly raining small projectiles under them.

Has a long start-up. After laying the orbs, they spread and fire on their own, so Patchouli is free to continue fighting.

Good for laying down cover fire over a certain area. Poor damage on its own, but the support fire can add significantly to combos or blockstrings.

Fires a total of 72 projectiles. Patchouli summons a ray of green light that shines on where she is standing.

As long as she is in this field, her spirit orb regeneration is greatly amplified and will even regenerate while using her magic.

Additionally, this light will also heal Patchouli as long as she stands under it, as well as rapidly fill up nearly 3 cards worth of card gauge for its duration, effectively making this spell "free" in that your hand size remains the same after usage.

The light follows Patchouli very slowly, however, and horizontal movement is thus restricted. The light disappears after a set amount of time.

Quite useful for turning the tables of the battle in your favor, but be careful because the startup is excessively long.

Note that while the healing begins on frame 57, that once the spellflash has happened the light will always come out, making it possible to cancel the recovery by getting hit with a weak bullet on purpose.

A wave of large, red fire quickly progresses along the floor while an upside-down wave of large, blue fire quickly progresses along the ceiling.

Patchouli can act before the spell finishes, and it is one of the few spells that Patchouli can activate while airborne. If the spell doesn't limit, Patchouli can land a follow-up attack before the opponent hits the ground.

The spell persists if Patchouli is hit after the fuses have been fired. After holding her book to her lap and spreading a large magic circle around her, Patchouli creates a series of blue columns which circle her and spread out.

Creates a large hitbox on herself with only 1 active frame at startup. Should be noted this move is asymmetrical, making it one of the only if only move with this property.

The columns are much denser to the right during startup, regardless of the direction Patchouli faces, and reversing a jump-in from the left side has a much higher failure rate because a pillar does not appear on the left side until about a second into the spell.

At close range hitting an opponent on the right side is more effective, at midrange an opponent on the left side suffers more damage, but at far range you are significantly more likely to drop your opponent midcombo on the left side.

Also drains spirit orbs very quickly when grazed though, when blocked, does only about 1 spirit orb worth of damage.

Super version of Emerald City. Two large pillars erupt on either side of Patchouli, and are followed by another two further out than the prior until 8 pillars have been released in 4 waves.

Unlike regular green rocks special, Patchouli is not invincible on startup. Patchouli can act before all the pillars have erupted.

The pillars stay on screen for a while, and serve as a wall against both bullet and melee attacks alike, making it easy to maintain momentum after using this card.

They begin to sink into the ground after 3 seconds F , or when they get hit by anything. Note while heavily plus if 2 pillars are blocked, the opponent can easily border escape after blocking 2.

Patchouli raises her book above her head and fills the entire stage with fire for a short time.

Very long startup and recovery, but Patchouli is fully invincible as long as the flare is active.

This move can be grazed, but grazing drains spirit. If blocked, it pushes opponents back and deals 3 orbs' worth of spirit damage; if grazed, it does roughly 2.

Combos after f.

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The heavy and strong scent of patchouli has been used for centuries in perfumes and, more recently, in incense , insect repellents , and alternative medicines.

In Kannada it is known as Pachhethene. Pogostemon cablin , P. Patchouli grows well in warm to tropical climates. It thrives in hot weather but not direct sunlight.

If the plant withers due to lack of water, it will recover well and quickly after rain or watering. The seed -producing flowers are very fragrant and blossom in late fall.

The tiny seeds may be harvested for planting, but they are very delicate and easily crushed. Cuttings from the mother plant can also be rooted in water to produce additional plants.

Extraction of patchouli's essential oil is by steam distillation of the dried leaves, [3] requiring rupture of its cell walls by steam scalding, light fermentation, or drying.

The main chemical component of patchouli oil is patchoulol , a sesquiterpene alcohol. Leaves may be harvested several times a year and, when dried, may be exported for distillation.

Some sources say the highest quality oil is produced from fresh leaves distilled close to where they are harvested; [4] others that boiling the dried leaves and fermenting them for a period of time is best.

Patchouli is used widely in modern perfumery , [10] by individuals who create their own scents [11] and in modern scented industrial products such as paper towels, laundry detergents and air fresheners.

Shoots out a bubble that floats up and down in the air and harmlessly pops on it's own F after it is created. The bubble will pop instantly after an enemy attack hits it.

It does not matter if it is popped by a projectile or a melee attack; if the opponent is close as the bubble pops, she will get hit and be sent flying away.

Leveling increases size of bubble. At level 2, the bubble will burst into smaller bubbles when it times out as opposed to disappearing.

The smaller bubbles serve as regular projectiles. Further leveling increases number of smaller bubbles created. You may have more than one bubble on screen at any given time.

The popping explosion can be grazed, meaning that any grazing attack can pop it harmlessly. While the bubbles do NOT disappear if Patchouli is struck while on screen, and can disrupt combos by being struck, they will not disperse into smaller bubbles to save you, instead popping into weather crystals.

Almost always counter hits and wall slams when popping. Unblockable propelled bubble trap. Leveling increases distance bubbles are propelled and duration after sticking to the opponent.

Sounds fun on paper, but getting 10 bubbles onto your opponent without exposing Patchouli to free combos is much more trouble than it's worth.

This especially hard without level 3 as you cannot even do it in one use. The attack can also be done in the air.

Bubbles deal no damage, but will stay attached to the enemy for several seconds, even after knockdown. Once the enemy has 10 bubbles stuck to them, she will become trapped in a bubble which counts as 1 more hit on top of the bubbles and float upward, during which she is paralyzed and has no hitstun, leaving her totally defenseless.

After F 2. Bubbles can be grazed but not neutralized by enemy bullets. They will, however, be easily defeated by Alice's dolls.

Most damaging follow-up to trap is j. Interestingly enough, this move still causes untech time despite applying no hitstun, so can be used mid combo, usually after a ground bounce, to apply bubbles as they fall to hit the ground, then use the stuck bubbles preferably 9 to help with oki.

Patchouli points at her opponent and shoots a large spread of water bullets forward. One of Patchouli's two air usable spellcards.

Quick and versatile card with respectable damage, use for combos, and guardcrushes. Damage in combos will almost always be in the range no matter what you combo it from.

At long range, the bullets tend to miss due to their wave pattern. Pushes back heavily when blocked, so best to use as a crush versus cornered opponents only.

Patchouli surrounds herself with a set of large, spinning gears and floats towards her opponent. Has massive amounts of melee invincibility; more than enough to pass all the way through Yukari's train card unscathed.

This is also Patchouli's only ungrazeable reversal and spellcard, making it a decent choice to catch grazing.

Does around damage typically, but when hit at certain spacings can allow for a followup 5a 5c. Also when done at close range vs standing Reimu, Marisa, Okuu, Sakuya, Suika, or Meiling, can very often be followed up by 5a 5c Harvester will do 17 hits if you can.

Can be safe or even plus if blocked by an opponent in the corner. Possible to trade with an opponents bullet on startup if they are in range.

Patchouli hurls a fireball at the ground under her opponent, which explodes into a pillar of flame. Very fast and can be used to catch people off guard at any range, and its extension into the air makes it one of the more useful cards in Patchouli's arsenal.

Grazes until Patchouli lowers her arms completely. This, combined with its high counterhit damage, makes it potent as a reversal or for punishing laggy bullet attacks.

Also easy to use as a combo ender, though its damage will be equal to or in some cases, lower than Noachian Deluge. Distance from opponent determines when the spell actually hits, effecting frame advantage as well.

Can hit at the earliest on frame 20, but will only be interrupted if hit before frame The actual hitbox has only a single active frame, so it's impossible to interact with the bullet in any meaningful way.

Patchouli surrounds herself with a large bubble that is able to stop a few attacks both melee and projectile before breaking.

She can move and fight freely while this bubble is up. If not broken, the bubble itself disappears after about 6 seconds.

In effect, Patchouli is essentially given super armor properties with no hitstop until the bubble is popped. The bubble has health, but is not effected by proration so typically dies very quickly to large amounts of bullets.

Note that if you activate a spell or some system cards, the bubble instantly pops. Patchouli summons two orbs that circle above her head and spread out, slowly raining small projectiles under them.

Has a long start-up. After laying the orbs, they spread and fire on their own, so Patchouli is free to continue fighting. Good for laying down cover fire over a certain area.

Poor damage on its own, but the support fire can add significantly to combos or blockstrings. Fires a total of 72 projectiles.

Patchouli summons a ray of green light that shines on where she is standing. As long as she is in this field, her spirit orb regeneration is greatly amplified and will even regenerate while using her magic.

Additionally, this light will also heal Patchouli as long as she stands under it, as well as rapidly fill up nearly 3 cards worth of card gauge for its duration, effectively making this spell "free" in that your hand size remains the same after usage.

The light follows Patchouli very slowly, however, and horizontal movement is thus restricted. The light disappears after a set amount of time. Quite useful for turning the tables of the battle in your favor, but be careful because the startup is excessively long.

Note that while the healing begins on frame 57, that once the spellflash has happened the light will always come out, making it possible to cancel the recovery by getting hit with a weak bullet on purpose.

A wave of large, red fire quickly progresses along the floor while an upside-down wave of large, blue fire quickly progresses along the ceiling.

Patchouli can act before the spell finishes, and it is one of the few spells that Patchouli can activate while airborne. If the spell doesn't limit, Patchouli can land a follow-up attack before the opponent hits the ground.

The spell persists if Patchouli is hit after the fuses have been fired. After holding her book to her lap and spreading a large magic circle around her, Patchouli creates a series of blue columns which circle her and spread out.

Creates a large hitbox on herself with only 1 active frame at startup. Should be noted this move is asymmetrical, making it one of the only if only move with this property.

The columns are much denser to the right during startup, regardless of the direction Patchouli faces, and reversing a jump-in from the left side has a much higher failure rate because a pillar does not appear on the left side until about a second into the spell.

At close range hitting an opponent on the right side is more effective, at midrange an opponent on the left side suffers more damage, but at far range you are significantly more likely to drop your opponent midcombo on the left side.

Also drains spirit orbs very quickly when grazed though, when blocked, does only about 1 spirit orb worth of damage. Super version of Emerald City.

Two large pillars erupt on either side of Patchouli, and are followed by another two further out than the prior until 8 pillars have been released in 4 waves.

Unlike regular green rocks special, Patchouli is not invincible on startup. Patchouli can act before all the pillars have erupted.

The pillars stay on screen for a while, and serve as a wall against both bullet and melee attacks alike, making it easy to maintain momentum after using this card.

They begin to sink into the ground after 3 seconds F , or when they get hit by anything. Note while heavily plus if 2 pillars are blocked, the opponent can easily border escape after blocking 2.

Patchouli raises her book above her head and fills the entire stage with fire for a short time. Very long startup and recovery, but Patchouli is fully invincible as long as the flare is active.

This move can be grazed, but grazing drains spirit. If blocked, it pushes opponents back and deals 3 orbs' worth of spirit damage; if grazed, it does roughly 2.

Combos after f. Very low chip damage a total of about When used in Typhoon, the opponent can triangle graze or continuously backdash to dramatically reduce damage taken.

Lasts for a total of frames; thus, if grazed in Spring Haze, it could do up to about 7 orbs of spirit damage. Patchouli creates a set of crystals that revolve around her.

Each crystal represents a certain element, and amplifies specials of that element by breaking up into a small set of projectiles that fly at the opponent whenever that special is used.

The crystal of that element is lost upon use, but is replaced after frames 3. The crystal set itself disappears after 20 seconds, but the potential added damage especially chip damage and strength that the crystals give to the skills is extremely lucrative.

Note that a newly respawned crystal will immediately activate if you are currently in the animation for it's corresponding skill.

The projectiles created by this spell do not disappear when Patchouli is hit. The exception to this rule is that newly spawning bullets will be destroyed if she is hit before 19F.

Gold lasers form a ring around Patchouli and shoots out smaller lasers for a decent period of time, and the ring will slowly expand after being cast.

Patchouli can move after summoning the golden honeycomb. Forces opponent to graze or block and take massive spirit damage, opening up melee opportunities and allowing Patchouli to pressure the opponent with her moves.

Works superbly as cover fire as the ring will not disappear even if Patchouli is hit. If the enemy is caught up in the honeycomb it can deal up to 5k damage, although this card's damage on a guard crush is much lower.

Cannot be border escaped easily while in an area where the bullets are densely packed. Japanese Patchouli Wiki.

From Touhou Hisoutensoku. Patchouli Knowledge. Its fairly slow to start, and won't combo from 4A. Land cancels only after active frames end 0.

The amount of hits for each corresponding frame are as follows: 1 hit: Frames 3, 9, 15, 21, 26, 27, 28, 29, 30, 31 2 hits: Frames 2, 8, 14, 19, 20, 22, 23, 24, 25 3 hits: Frames 1, 7, 12, 13, 16, 17, 18 4 hits: Frames 5, 6, 10, 11 5 hits: Frame 4.

Damage values listed on a per bullet basis. Normal 4 bullets. Duration: 60F Shoots wind bullets in a spread in front. Normal: 3 bullets.

Charged: 5 bullets Shoots blue sphere bullets directly in front. Charged: 5 bullets Shoots blue sphere bullets directly in front from a crouching position.

Charged: 5 bullets Shoots blue sphere bullets upward from in front of Patchouli. Duration: 60F 7 Frames landing recovery Shoots wind bullets in a spread in front in midair.

Charged: 5 bullets 7 Frames landing recovery Shoots blue sphere bullets directly in front in midair. Charged: 5 bullets 7 Frames landing recovery Shoots blue sphere bullets below.

Attack cancel: 18F Duration: 60F A fireball that bounces once before disappearing. Hits 3 times. Attack cancel: 13F 8 frames landing recovery.

Air version of 5C. Extremely quick for a normal bullet. Attack cancel: Normal - 17F; Charged - 32F 8 Frames landing recovery Fires 5 10 if charged water bullets forward in midair.

A spray of fireballs downwards in front of Patchouli. B Version: The fireball travels at a decent pace. C Version: The fireball travels very quickly.

Level up : Lv1: Damage increases. Lv2: Damage increases. Lv3: Damage increases. Fireball increases in size.

Lv4: Damage increases. Leaves behind two trails of fire every 5f as it travels that can hit opponents Fire-attribute attack.

B Version: Shoots most of the flame straight ahead. C Version: Shoots at an upwards angle on the ground, and downwards angle in the air. Shoots bullets Lv2: Damage increases.

Shoots bullets Lv3: Damage increases. Shoots bullets Lv4: Damage increases. Blue magic swipe, similar to f.

Good range and speed, but has few good followup options on block or hit. Aerial lightning poke. Chains into all other aerial melee.

As the move can be cancelled on any of the hits on block, it is recommended to vary the number of hits dealt unless out of range before cancelling to deter offensive border escapes.

The small hitbox makes it a rather poor air to air or jump in, but it is a great move to keep foes from dashing through Patchouli's bullets, or for approaching with cover.

Tornado throw. Her momentum is slowed while the tornado is out but she then immediately begins to descend when it disappears.

Cannot be grazed, despite the shared graphic with the grazeable 66B. This move can be incredibly useful when used in conjunction with delayed skills like Winter Element and Dew Spear.

Because opponents have a mind set on grazing, they may not be used to an ungrazeable melee attack with a disjointed hitbox.

On the other hand, the move is fairly slow to come out, but it can take many by surprise. Also this move will not be land cancelled until the end of actives, which can lead to an interesting trick where you make the opponent think you'll land doing nothing and then make them dash straight into the tornado.

Great move to mix up with j. It is positive on land cancel against a standing opponent, but the distance created makes it hard to continue pressure.

A gust of wind over Patchouli's head. Patchouli rises for the duration of the attack while slightly regaining her momentum. Probably her easiest-to-use aerial melee move; great for catching airtechs, as it is fast allowing for stagger and has the potential to cross up as well.

Careful of the long recovery. Due to the janky coding of this move, the number of hits can vary from 3 depending on what active frame it contacts the enemy, although this is nearly impossible to intentionally control.

The amount of hits for each corresponding frame are as follows:. Downward book slam. Patchouli keeps all momentum during this move, whether it was blocked, hit, or missed.

Groundslams on counterhit. Some crossup potential. The charged version of j. Causes Patchouli to bounce back a bit regardless of hit, miss, or block.

Fire-attribute attack. Usable on ground and in the air, but air startup is faster. Explodes on impact. Can chain into itself on counterhit.

Aerial version is fired downwards at an angle and pushes Patchouli back a little. At max level, the fireball gains a trail of mini-fireballs that deal additional damage.

Extremely dense projectile, it can deal with almost any non-laser projectile with relative ease, including Okuu's 5C bullet and Reimu's big amulets, and still hit your target with good damage.

Note that the air version resets the height limitation that prevents you from air dashing or flying until you reach a certain height after jumping, meaning if you use it extremely low to the ground, you can't cancel it.

Hold the button used as input to extend firing. Usable on the ground or in the air. This move doesn't have as much range as it's graphic suggests, but it's still quite good at harassing an opponnet at mid range.

The hitbox is very wide and can be delayed for quite some time, making it often difficult for opponents to punish it by dashing directly at Patchouli.

The bullet density of this attack is absurdly high as well, dense enough to beat out even level 5 spellcards like Reimu's Fantasy Seal. Leveling increases damage.

Bullets persist for 45f. Flame sword. Usable on ground only. Leveling increases damage and range. Though tricky to use, this is Patchouli's only melee special, and it has several unique qualities to it that set it apart from most melee attacks.

The actual attack itself is a disjointed hitbox with massive range for a melee attack, meaning Patchouli can poke opponents out of attacks they would normally be untouchable during for example, Utsuho's "Uncontrollable Dive" spellcard.

It also has a density of B1 per swing, which can both destroy enemy bullets and be destroyed itself. Air unblockable. In addition, since all of Patchouli's reversals are grazeable, this attack is one of her best options for dealing with an opponent dashing at her in the middle of a bullet string.

It's recommended that you use this card with Autumn Blade to maintain a powerful, dense, air-usable attack. Interestingly, this is the only melee attack in the game that can be spellcard canceled regardless of hit or whiff.

Can't be highjump canceled, however. Swings active for 18f each. Wind-attribute "attack", causes non-damaging pushback to opponent. Leveling increases pushback.

This is one of her main means of defending against opponent's melee, as her melee generally cannot go toe-to-toe with her opponent's.

B version has some invincibility and graze frames on start-up, so use this in small gaps in enemy blockstrings. Also useful for forcing opponents into a 22B or if they dodged toward you.

Potentially usable to stop jumpins as well with 5C B. Cannot be canceled into anything. The C version is mainly used to graze bullets since she leaps higher and it grazes until she starts descending.

You have to know what you're doing when using this so use with caution. Wind-attribute attack. Patchouli charges up a wind shot, then fires an extremely fast shot of air, leaving behind a trail of white spots in front of her.

Button can be held to delay firing. To stop charging without firing, press the opposite button as was used to start firing. While delaying in midair Patchouli will hover slowly towards the ground.

This move isn't as dense as one might think, and the initial projectile can be blocked by any weak bullet. It is, however, incredibly fast and can be delayed for a long time and cancelled at any moment.

It's also fairly powerful, making it a fantastic tool for sniping an opponent at range or for using in long distance bullet combos. Lightning dragon punch.

Though it doesn't gain the invincibility frames of a true DP until level 2, the jump makes it less likely to be beaten by graze attacks than Emerald City, and it's all-around safer on whiff and block.

Considering the usefulness of Patchouli's default compared to her default , Static Green is a solid choice for reversals if you have the deck space.

Also functions well as a combo ender. Can't be canceled into spellcards. Frame advantage listed is for if they blocked that part of the skill on the ground, and is much worse vs air block.

Metal-attribute attack. Fast-moving blade projectile that is usable on ground only, and can be charged. Does high spirit damage if blocked.

After upgrading at least once, a confirmed hit, regardless of hit or block, results in all remaining blades homing in on the opponent which can be disastrous for airborne opponents.

B or C can be held to create more blades in a dense pattern and to delay their firing. Knocks the opponent back. Useful at long range when the opponent is expecting something slower, like a 5C.

Saw blades. Powerful and useful in combos. The startup and early cancel time are exellent, and the projectile itself is very dense.

This is likely her best offensive skill card because of the insane priority, quick recovery time and, at higher levels, damage.

Okizeme swords. Holding the button B or C summons swords and freezes them; you can have both versions held, but that would limit you to melee attacks until you release them.

Patchouli can move around and attack freely skills and spells included while the swords are suspended in the air, though the button being held cannot be used.

Releasing the button will send the swords flying. If the button is held too long, the swords will automatically fire one at a time.

Sword spawning is rng so it can be somewhat inconsistent when attempting strings with it. Also note that if cancelled into a spell on the first frame possible, the created swords will immediately fall to the ground useless.

Earth-attribute attack. Delayed, targeted projectile. Leveling increases amount of crystals meaning more damage. Patchouli can super jump cancel the summon incredibly early at 23 frames, making the casting time almost instant.

This makes it a fantastic pressure tool and very useful for Okizeme. If it hits the opponent while they're airborne, they will bounce off the ground, allowing a followup.

Reaches up to the top of the ceiling. Note that while it can be spell cancelled on the 14th frame, only the 3rd crystal will have been created at this point as shown in the startup above.

Rising crystals. Patchouli causes two large aqua-colored crystals to burst out of the ground on both sides of her, sending the opponent flying upwards.

Very long recovery, has invincibility frames. At max level each crystal almost doubles in height and becomes 1. Has sizable melee invulnerability frames on its startup, essentially making it Patchouli's shoryuken move of choice.

Can not be be canceled into a spellcard. Super armor good for one hit. Leveling increases duration and decreases startup. The startup is quite severe, so it's best used after a knockdown.

On hit you will still enter hitstop, but this aids immensely in melee encounters. Extremely useful as this is a special that may be used repeatedly without card cost.

At level 1 it can be used multiple times to stack the duration up to nearly double, but it loses this property at higher levels.

Water-attribute attack. Delayed spout of water. Ceiling height and 2 spouts wide at max level 4. Can be jump cancelled very early 28 frames , giving it similar utility to Dew Spear.

Sends the opponent flying upwards with three hits if it hits. Persists for a while. Delay between input and actual geyser appearance.

Also acts as a wall that stops some enemy projectiles if it is between Patchouli and her opponent. Active for 30f.

Defensive bubble. Shoots out a bubble that floats up and down in the air and harmlessly pops on it's own F after it is created.

The bubble will pop instantly after an enemy attack hits it. It does not matter if it is popped by a projectile or a melee attack; if the opponent is close as the bubble pops, she will get hit and be sent flying away.

Leveling increases size of bubble. At level 2, the bubble will burst into smaller bubbles when it times out as opposed to disappearing. The smaller bubbles serve as regular projectiles.

Further leveling increases number of smaller bubbles created. You may have more than one bubble on screen at any given time. The popping explosion can be grazed, meaning that any grazing attack can pop it harmlessly.

While the bubbles do NOT disappear if Patchouli is struck while on screen, and can disrupt combos by being struck, they will not disperse into smaller bubbles to save you, instead popping into weather crystals.

Almost always counter hits and wall slams when popping. Unblockable propelled bubble trap.

Patchouli Knowledge Video

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Patchouli Knowledge Video

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