Weapons
A boss's weapon can be acquired by picking up the orb she drops after being defeated. (Any shots the boss has fired remain active even after she's gone until you get the orb, so be careful, as it is still possible to be hit by these leftover shots.) Whichever girl grabs the orb gets the weapon and the other girl gets nothing, so if you want the other character to get the weapon, remember to hit start and switch before you grab it.
Weapons with a * next to them are generally acknowledged to be the better choice; a few boss's weapons can go either way depending on your preferences.
Cirno's weapons
Ice Vulcan (Marisa) Fires a stream of small icicles at high speed and slightly erratic direction. Can be rapid-fired. Very similar to Megaman 3's Needle Cannon. Shoots quickly and consumes little energy, but not much attack power; it's no Metal Blade, that's for sure.
White Rose Cluster (Alice)* Starts a small ice ball in Alice's hand; the longer the fire button is held, the larget the ball gets. It has three levels of power; after a few seconds of holding a maximum-power shot, it will fire automatically (otherwise it can be fired at any time by letting go of the fire button). An amalgamation of Megaman 2's Atomic Fire and Megaman 4's Pharaoh Shot. If you get hit, you lose the charge, so be careful. You can also ram the charged snowball into enemies.
Eirin's weapons
Black Lotus (Marisa)
Shoots off two large energy balls, one straight up and one horizontally forwards; they will run along any floors, walls or ceilings they encounter. Can be used as an anti-air or anti-ground weapon; medium attack power.
Force Crisis (Alice)*
Summons a meteor that falls diagonally behind Alice. Somewhat difficult to aim due to its unique nature; however, it has very high attack power and can take out many enemies in one hit. Since it flies diagonally it can be used to hit enemies above or below you, depending on your position.
Yuyuko's weapons
Butterfly Stream (Marisa)
Fires off a swarm of spirit butterflies diagonally up and forwards. Very powerful, will blow right through groups of enemies and damage some enemies that are invulnerable to normal shots. As an anti-air weapon it is second to none, though it misses some grounded enemies because of its diagonal path. Experts at the game will have a lot of fun with this one.
Reincarnation Ghost (Alice)
Summons eight ghosts in two concentric rings around Alice which will remain around her for approximately ten seconds or until they hit an enemy, whichever comes first. Similar to Megaman 4's Skull Barrier, although with a time limit. Can be double-summoned for a total of 16 ghosts, and you can also switch to another weapon or to Marisa while the shield is active, setting up combo possibilities. Very helpful for beginners and in some areas, although it does not block shots.
Reimu's weapons
Yin-Yang Strike (Marisa)* Shoots a large, glowing blue and white yin-yang that bounces slowly on the ground. Up to three orbs can be summoned at a time, although they dissipate instantly if they hit a wall. A powerful weapon although it only lasts about half screen range, it can destroy the blue yin-yangs you encounter rolling around in some stages with one hit (red ones are indestructible but those are only in Reimu's stage anyway). Highly useful against the final boss.
Homing Amulet (Alice) Fires a large, square red and white amulet that will home towards nearby enemies. Up to three can be shot at a time, but it lacks power, about the same damage level as a regular buster shot. Similar to Megaman 3's Magnet Missile.





