Common Moves

From Touhou Puppet Play Wiki
Jump to: navigation, search

For a list of commonly used support moves, look at the following page: Common Support Moves


Reliable moves (80~100 BP, 100 Accuracy)
These moves are used often, being reasonably powerful while retaining perfect accuracy. A mainstay if you don't like risking those pesky misses.

Special

Physical


Powerful moves (100~120 BP, 70~90 Accuracy)
These moves pack quite an oomph behind them and will usually do some big numbers, possibly netting more 2HKOs than the above moves do. You gotta risk missing if you decide to use them, though. Moves here with 100 BP have perks which make them viable, such as their secondary effect, coverage, or simply being the best in their class.

Special

Physical


Priority moves
Need to plink that last 15% off that foe with +3 Tailwind? These moves probably have your back. Aside from Feint and Extremespeed, all the moves below are 40 BP.

Physical

Special

  • Gale - Flying - +1


Recoil moves
Powerful and accurate, but cause the user to suffer some recoil damage if they don't have Rock Head. All of these moves are physical.


Overheat moves
140 BP and 90 Accuracy, but lower the user's Special Attack by two stages. They hurt when used properly. All of these moves are special.


HP based moves
150BP at full HP, all available users gain STAB. Very threatening when used by fast puppets. All of these moves are special.


Recover moves
75 BP, but half of the damage done is used to heal the user. Useful for bulky attackers.

Physical

Special


Fixed damage moves
Useful for walls.


Misc, Physical

  • Jump Kick - 85/95 - Dream - Damages user if misses
  • High Jump Kick - 110/95 - Dream - Damages user if misses
  • Giga Impact - 130/85 - Dark - Damages user if misses
  • Blaze Kick - 90/90 - Fire - +2 crit, burn target
  • Superpower - 120/100 - Dream - User Atk & Def drop
  • Thrash - 100/100 - Dark - User Def drop
Personal tools