Lunatic mode notes
Since I'm playing through it now, I thought these might be helpful for other players. I used Marisa + Patchouli, so your strategies might change.
REMEMBER THAT YOU NEED TO DIE AND NOT CONTINUE FOR THE GAME TO SAVE YOUR PROGRESS. CRASHES/QUITTING/HITTING F1 WILL JUST MAKE YOU ANGRY
In addition, each team has its own progress. So stick to one really...
General changes:
- All enemies are a lot more aggressive, expect to be comboed for a major part of your health, even by normal enemies.
- General damage boost.
- If an enemy lands on the ground (exception being downward smashes, the initial crash does not count) they will recover and become invulnerable for a short while. Bosses return to their shielded state. This makes juggling absolutely crucial. Infact, bosses can recover even during their fall if you do not combo them immediately.
- You get one continue.
- Enemy attack changes. For example, the keyboard spirit now has three ghosts, the thunderfluffs from 5-x shoot 3 bolts, the orange fluff's fire travels on the ground etc. Be vary of this.
Notes:
- Do not be afraid to use your spellcards left and right. Many normal enemies can get incredibly annoying. Do note that for example, the red maids from 4-x are truly invulnerable while cleaning.
- Ambush mode restores health, Down+S resurrects. Remember this. It's perfectly viable later on to have on character on constant ambush and just switch to refill health.
- Switching in general is very useful for dodging attacks.
- Learn your combos. Marisa's attack chain combos into Patchu's which can be continued with the light rain (236+A) for example.
- For all stages, you should play this for survival, not for style.
- Punching all enemies to the lowest floor and then abusing specials to slowly pick them off is also very reasonable.
Team Notes:
Marisa/Patchouli
- Excellent for playing keep-away.
- Quite powerful, decently chainable.
- Marisa's dash is wonderful.
- Both spellcards are really powerful.
- Ending the first combo with an upwards smash, then combo and the sideways smash, Marisa laser and then Patchu's light rain works nicely for example.
- Patchouli is slow. Really really slow.
Stage/Boss specific
Stages 1-X
Nothing really dangerous, just keep in mind that the blue fairies are more aggressive than on other difficulties and WILL be a bother.
Stage 1-4 Midboss
The flower fairy can block attacks from the front. That includes all attacks save for spellcards. Alternatively, lure her into attacking and then get into her back. Try to get the blue fairies elsewhere first though or they might get in the way.
Stage 1-5 Boss
- Shiki's first attack is mostly easily beaten by having a character on ambush on the other side or by timing Marisa's broom dash. Just don't forget about the middle attack.
- Shiki's second basically means that you stay on the middle platform after dodging the first bullets, then dash through the lasers for a smacking.
- Shiki's third is easy too. Stay under the platform and dash into the coin rings or jump over Komachi's strikes. You have to knock Komachi out (one normal combo is enough) to get Shiki vulnerable. Do mind that you should wait until the rain has subsided entirely before attacking her. Patchouli can attack Komachi out of the rings and shorten this quite nicely.
Stages 2-X
The red rabbits will try to sneak up on you and smash you hard. Always be prepared to interrupt your combos to dodge them. The blue ones' projectiles go over the entire screen. In addition, they can follow you even across different heights. This should make rabbits the priority target. You will also see fire fluffs here. They can attack faster than you think and the fire can travel, be very wary of them too.
Stage 2-4 Midboss The mid-boss is a red fluff that can zoom over an entire window's length. Just stay one floor below or above them and rain down specials.
Stage 2-5 Boss
- Mokou/Kaguya first: Go behind Kaguya, close to the wall. Then dash into the circle. Now you only need to keep dashing until you get an opening. Easy. You can also just smack Kaguya over and hit both with Patchu's 236+A.
- Mokou/Kaguya second: Stay behind Kaguya, hit when applicable.
- Mokou/Kaguya third: You can hit Kaguya and make Mokou hit her, but that's not really safe. Just jump up since Mokou hits the entire floor, then smack them around.
- Mokou/Kaguya fourth: You can try to hit them during the circular motion, but Mokou's firebird seems to hit before it really arrives. The lower left corner is save for a good part of the time. Patchu's spellcard is pretty good here. If you start it shortly below them, it might OHKO them.
Stages 3-x
You get to meet the grey keyboard fairies here. You will hate them. They command three ghosts which can resurrect shortly after being beaten. They also block all frontal attacks. They can turn quickly. Additionally, when you get too close to them, they will teleport away. Spellcards will still work though hint hint. I'd recommend saving them for last since they will take a lot of time anyway. Marisa's standard combo is fast enough to get them, Patchu's isn't. Marisa's broomspin attack (28+A) can easily take the ghosts down. If you are far enough away, the fairy might not look in your direction -> Marisa laser. Alternatively, when you hear the sound of the fairy calling the ghosts, you could try attacking, but the timing is pretty hard. Ultimately, abuse spellcards. You will also meet grey fluffs. You shouldn't try attacking them during their jump, they will also turn into a spike if you are below them. They can still be comboed decently so they aren't that tough.
Stage 3-4 Midboss
A grey fairy with ~12-15 ghosts (sue me, didn't count). I'd strongly recommend killing some ghosts first or using spellcards like mad. Marisa's broomspin is good for the ghosts for example.
Stage 3-5 Boss
- Youmu's first: Stay in the middle, go up to the top/one level below depending on the position of Myon. The first slash stays, the second vanishes, ad infinum. Marisa's bomb or Patchu's light rain are good for hitting Youmu even when the slash stays.
- Youmu's second: Go to the top, the very top and slightly besides Youmu. She should do a long aerial spinning slash. Now you just need to pick her off. With Marisa, this becomes a joke. Just as note, Youmu can counter during this card.
- Youmu/Yuyuko third: The projectiles will slightly home in on you. Youmu will first 2x fire three projectiles, then switch sides and fire 8. You can dash through them and smack her around. In the meanwhile, Yuyuko will either send a shower of butterflies down or make a minor eruption. If you see a circle of light below you, get away. As long as you are careful to dash through Youmu's attacks and take your time dodging Yuyuko, this is also not hard.
- Yuyuko fourth: Use three spellcards. Win. Otherwise, you could try to get to the side, dodge the lasers and somehow hit her enough. But really, save your spellcards for this, you don't need them earlier.
Stages 4-x
This is where the game gets quite tough. You will see grey and red fluffs commonly and many fairies. Of particular note are the red fairy maids. They are incredibly tough (they can eat three spellcards and still live). Their dash attack makes them completely invulnerable, they also block attacks from the front. Always clear the rest of the stage before tackling these. They can also change elevation by jumping, don't let that surprise you. Ultimately they are not hard. You can goad them into their cleaning attack and then just make them eat combos. Be aware that spellcards cannot damage them when they are cleaning. 4-2 has another flower fairy, not hard anymore I hope.
Stage 4-4 Midboss
By now, if you are decently careful, this will only take a lot of time with the fairy maids.
Stage 4-5 Boss Not fun at all
Generally, your partner should be on Ambush, you will need a LOT of health here.
- Remilia/Flandre first: Remilia fires Gugnir at you regularly, every three attacks she is open for attack. Flandre will ever so often place a marker on you and trigger all nearby red dots too. If you place a partner in the opposite corner on Ambush and just switch very often, this is easy. In doubt, forfeit a combo to dodge an attack. Gugnir can hit for 75 % of your health.
- Remilia/Flandre second:
- Remilia/Flandre third: Remilia will turn into bats, the group will follow you three times (I think) and hurts a LOT. Then it will switch to a circular motion. It takes a lot of time for Remilia to reappear. Be always aware where she is. Flandre splits into 4, each with a unique attack pattern. After each attack, the clones becomes vulnerable. You need to kill all 3 clones to attack her. They tend to desync which makes it even harder. Use spellcards liberally here, it's going to take a while. And always avoid Remilia. It's not that difficult though, but you will want your partner in Ambush mode to regain health. And always avoid Remilia.
- Remilia/Flandre fourth: Hard, not fun. Put your partner in Ambush on the other side. Remilia sends two groups of orbs with each dash, Flandre sends her destruction markers. For the most part, you can stay on the ground and dash left and right to avoid a group or sometimes through the orbs. Always note the red light, it indicates where they will go. When both point to the middle, get away from there and they will be shortly open for attack. Marisa's Master Spark is useful here since 2 will kill them. Good luck if they strike too close to the ground though. Ultimately, if you use spellcards and Ambush, you should be able to pull through.
Stages 5-x
Yellow thunderfluffs. They summon one bolt at their position and two at yours (you can dash up to avoid it though). Kill them first. On every map. They don't attack if you are about half a screen away, so use Marisa's laser from there. Spam spellcards too. You will want them dead VERY quickly. Little else is new.
Stage 5-4 Midboss
4 thunderfluffs. How funny. Good luck killing them.
Stage 5-5 Boss
Boss depends on your team, the left out member will be the boss
Alice Margatroid with Patchouli/Marisa team
- Alice first: The dolls in the air will become a laser pattern, just dodge to the side. You can dash through the spinning ones, but it's risky. Just stay at the side and laser/rain-combo her I guess. Tedious, but safe. Another option is putting your character on ambush in the right position.
- Alice second: This is quite nutty. Observe where the dolls go, their direction indicates the lasers. She becomes vulnerable shortly after every two throws after a certain time. 4 dolls down: 4 lasers upwards. 4 like a rectangle: Stay in the middle. 4 diagonally to the middle: Stay in the middle, ground. 2 diagonal, 2 down: The upper left/right. Or the platforms' position. She uses her patterns in a set order, so learn them. I've found that Marisa laser -> Patchu beam -> Marisa combo works well here for hitting her. You can also dash through the lasers, but you have to be careful with that.
- Alice third: She'll summon many many dolls. Some of them will get closer to you and then swing a blade, some will blink and then fire bullets. I think you are supposed to kill all of them, but I haven't managed to do that yet before Alice resummons them. You should just hit Alice instead apparently. Later on, she will also summon polearm wielding dolls, they attack you quickly at close-range. Two Marisa lasers can kill a doll.
- When at 25% health, she will summon circles of polearm dolls that will explode into danmaku. Dash like mad here. I don't think you can really do anything except for spellcards and maybe short switches.
I'm NOT going to get the other teams to 5-5 so someone else will have to fill this out.