Main | Gameplay | Story | Characters | Music | Miscellaneous |
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Introduction[]
Tenshi Hinanawi, the final boss of Scarlet Weather Rhapsody, a celestial being from the heavens with the power to control the Earth itself. Tenshi wields the Scarlet Sword, and is responsible for the earthquake that leveled the Hakurei Shrine, though her actions are out of boredom induced curiosity with life below the heavens.
Although she has been around the block a few times in terms of nerfs, Tenshi remains a very solid character. By the time Hisou Tensoku arrived, Tenshi's main attraction, her rock drills, have been nerfed in block/hitstun, recovery time, chaining ability, just about everything. Despite that, they retain enough stun to be usable and most of her C projectiles were left untouched.
Advantages: Her rock drills have the greatest projectile stun in the game, second only to maybe a staggered Cirno 6B. Her C lasers, while slow, are very thick and have a considerable combo time before they can be teched out of. 2C has a range of cover that shouldn't be underestimated. She has two powerful reversal spellcards that even got turned into a harder-to-use (but still useful) 623 skillcard in Hisou Tensoku. She also has possibly the greatest utility out of all the other characters in the game- a superarmor card, a boomerang projectile skill, an almost invincibility-on-demand 623, a shield rock skill, a delayed tremor rock skill, an extremely quick graze attack, a super that stops enemies from receiving weather effects and a laser super that gains considerable power when used under a weather effect while simultaneously canceling it out.
Disadvantages: Her melee is a bit uneasy. 3A has a fairly large range that falls just short of 'long', making it easy to whiff on accident with a very vulnerable recovery. If you try and Dial-A someone and the first hit happens to counterhit, the entire combo gets invalidated. Due to nerfs, chaining her rock drills and executing blockstrings is a very difficult business. Her j.5A has a very small range centered more towards the right of her sprite than it is towards the bottom of it. Overall, her drills and melee will require some patience to get used to.
Hisoutensoku Changes[]
- Tenshi got a new bullet : 5B.
- Her rock drill bullet is now 6B and is chargeable.
- 3A and f.5A are chargeable.
- Sword of the Earth (214BC) , Pillars of Divine Punishment (22BC) and Beams of Non-Perception (236BC) can be used in the air at lvl 1.
- C version of Beams of Non-Perception (236BC) now cover a wider area.
- The keystones Tenshi summons during Guarding Keystones now rotate anticlockwise around her and she can now launch them in the air.
- Tenshi can no longer fill her card slots during Temperament "State of Enlightenment" (super armor spellcard).
Hisoutensoku 1.10 Changes[]
Basic:
- Spirit damage slightly reduced.
- 3A: Recovery slightly increased but moves Tenshi slightly forward.
- J2A: Speed increased. Faster recovery.
- J6A: Active frames greatly reduced.
- JA: Increased recovery time.
- 66B: No more back stagger, increasing reliability.
- 66C: Position of the hitbox has been changed. Attack hitbox is smaller, Tenshi's body hitbox is larger. Recovery time slightly increased.
Skillcards:
- Non-Conceptual Power: Fewer lasers at Lv0.
- Heaven and Earth Press: No longer causes spirit damage. Rock size increased at Lv3.
- Temperament Sword of Scarlet Perception: Distance increased. Number of hits increased.
- Sword of Scarlet Perception: Can now increase the number of hits by repeatedly pressing your attack button.
- Rising Thrust: Invulnerability frames from air version removed. Can now recover from using the air version.
- Sword of the Earth: Time until a HJC is accepted is greatly increased.
- Six Earthquakes: Damage decreased.
- Sword of Karma: Travel distance increased.
- Pillars of Divine Punishment: Spirit damage reduced. Duration reduced. Now summons two pillars from Lv0. C version places the pillars at a greater distance.
- Guarding Keystones: Shield duration increased. Travel distance greatly decreased, increasing with level. Damage reduced.
- Earth Spirit's Awakening: Can now place two rocks, B & C version. The rocks have a small attack if you let them expire.
Spellcards:
- Earth Sign "Sword of the Unletting Soil": Recovery increased. Will now do 2 hits even near the wall. Blockstun reduced in the corner.
- Non-perception "Sword of Rapture": Duration increased. Hitbox changed.
- Heaven Sign "Sword of the Divine Justice": Will now hit crouching opponents. Damage decreased
- Weather "Scarlet Weather Persuasion": Damage increased. Spirit damage reduced. Counterhit frames added to the beginning.
- Earthquake "Sword of Worry and Joy": Damage greatly reduced. Increased number of hits.
- Temperament Sign "Meteorological Revelation": Damage when used in weather increased. Bugfix: will now cause bonus damage during cloudy weather.
- "Scarlet Weather Rapture": Now has super armor near the beginning, small gap near activation without. Duration slightly increased. Ground version's recovery slightly increased. Air version's recovery decreased. Falling speed after using in the air increased.
Normal Moves[]
Move | Description | Damage | Proration | Hits | Limit | Notes |
Close 5A | A kick. Starts her 5AAA autocombo. | 400 | 93% | High | 0% | |
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5AA | A mid kick followed by a stomp. | 400+500 (859) | 92% (85.5%) | High, Low |
0% (0%) |
|
5AAA | A mid kick followed by a stomp and then a shove. |
400+500+800 (1525) |
80% (68.4%) |
High, Low, High |
40% (40%) |
Smash Attack. |
Far 5A | Tenshi holds a rock with both hands and swings it down. In the corner, will bounce the enemy off of the corner and open them up for further attack. | 600 | 90% | High | 0% | |
Far 5[A] | Same as Far 5A. | 750 | 90% | High | 0% | Guardcrushes if blocked low. |
2A | Tenshi leans on a rock and does a low kick. | 420 | 92% | Low | 0% | |
3A | A quarter-circle slash. Has a huge hitbox, enough juggle time on hit to easily follow up. Cancellable on block or hit. Very good. | 700 | 85% | High | 40% | Rift Attack. |
3[A] | Same as 3A | 850 | 85% | High | 40% | Rift Attack. Guard crushes if blocked low. |
6A | Tenshi does a slash with her sword. | 650 | 85% | High | 40% | Smash Attack |
6[A] | Same as 6A. | 950 | 85% | High | 40% | Smash Attack. Guard crushes if blocked low. |
j.5A | An air kick; her primary jump-in. Few active frames and an awkward angle often make it unwieldy. The hitbox is a square around her boot, along with a second square slightly to the top-left encompassing part of the bottom of her dress. | 450 | 90% | Mid | 0% | |
j.6A | Tenshi summons three rocks around her and they rotate. Also moves Tenshi forward and up slightly. 1.10 Change: Shorter duration. |
750 | 80% | Mid | 40% | Smash Attack. Wallslams. |
j.8A | An air backflip, much like Yuyuko's j.8A. | 850 | 85% | High | 40% | Smash Attack. |
j.2A | Tenshi rides a rock and dives down to the ground in a straight line. Punishable if miss or blocked. Slow startup but fast descent. | 850 | 85%/80% | High | 40% | Smash Attack. |
66A | A dashing kick, dashing version of her 5A. | 550 | 92% | High | 0% | Smash Attack. |
66B | Tenshi rides a rock and start spinning above it, doing up to 3 hits. Punishable on block. Can be used to set up anti-air spell cards. |
250+250(438) +250(616) |
95%, 95%(90.2%), 95%(85.7%) | Low |
10%+10%(20%)+10%(30%) |
Rift Attack. |
66C | Her 3rd strike of her 5AAA combo. Tenshi uses both arms to push her opponent. | 800 | 80% | Mid | 40% | Smash Attack. Wallslams. Grazes. |
Bullet Moves[]
Move | Description | Max Damage | Proration | # of Projectiles | Limit | Notes |
5B | Tenshi throws a small rock at her opponent. It has much faster start-up, but only hits one time and with small hitstun. | 450 | 92% | 1 | 10% | |
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6B | A rock drill. Hits 6 times. Combos into itself at almost any distance (by hjcing), insane frame advantage on block or hit. This and variations of this are most certainly her best projectile. As of Hisoutensoku, you'll need to delay a bit before attempting to chain into a highjump or special. Immediate inputs after firing will be ignored. |
150*6 (824) |
97.5%*6 (83.2%) |
1 |
5%*6 (30%) |
|
6[B] | Same as 6B, but hits 8 times. |
150*8 (1062) |
97%*8 (78.3%) |
1 |
5%*8 (40%) |
|
2B | A rock drill aimed upward. It comes out faster and can be hjc'd faster than 5B. It will probably hit less times than 5B on ground block, though, due to its angle. Also, it will whiff some crouchers even at close distances. Some use as anti-air. This one cannot be charged. |
150*6 (824) |
975*6 (83.2%) |
1 |
5%*6 (30%) |
|
j.5B | Same as 5B. | 450 | 92% | 1 | 10% | |
j.2B | Same as 6B, but angled downwards. |
150*6 (824) |
97%*6 (83.2%) |
1 |
5%*6 (30%) |
|
j.2[B] | Same as 6B, but angled downwards and hits up to 8 times instead of 6. |
150*8 (1062) |
97%*8 (78.3%) |
1 |
5%*8 (40%) |
|
j.6B | Same as 6B. |
150*6 (824) |
97%*6 (83.2%) |
1 |
5%*6 (30%) |
|
j.6[B] | Same as 6[B]. |
150*8
|
97%*8
|
1 |
5%*8
|
|
5C | Tenshi throws out her rock (no hitbox) and it shoots 10 little line bullets forward. Quite fast once it comes out and very good penetrative power, use against people spamming projectiles to destroy your drills. Whiffs at point blank. | 200 | 97% | 10 | 5% | |
2C | Tenshi sits on her rock and strikes it with her sword, sending 10 little line bullets in a circular formation. A deceptively powerful move, as it covers almost all angles towards Tenshi. The lasers all cause a considerably large delay before the enemy can tech, and are important in most of Tenshi's air combos. Their density isn't too bad, either, and considering the recovery time on drills this can be used as a substitute for general bullet cover prior to an assault. Also, they can counterhit, making them more useful than other bullets because there's only one actual hit involved. Will whiff on most enemies if you're both standing at a distance. | 200 | 97% | 10 | 5% | |
j.5C | Same as 5C. | 200 | 97 | 10 | 5% | |
j.2C | Same as 2C. | 200 | 97 | 10 | 5% |
Special Moves[]
Non-Conceptual Power: 236B/C
Forms a horizontal cone of heavenly beams that hit up to 21 times (more hits closer up). Has a blindspot. Has a lot of pushback. Completely stops all movement momentum. Deals 33% chip damage. Can be used in the air starting from level1. Breaks up to 2.4 orbs. Has 25 frames advantage on block if high-jump-canceled.
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Non-Conceptual Sabre: 623B/C
Tenshi takes her sword and rushes forward with a swipe. Grazes until the actual swipe is performed. Tenshi performs the swipe immediately upon reaching the enemy regardless of distance tread. This is a melee move. Hits low. The hitstun difference between right and wrong block is 6 frames.
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Sword of the Earth: 214B/C
Holds a sword ceremony to call upon a wave of rock spines on the ground beneath. Has a lot of pushback. Completely stops all movement momentum. Deals 25% chip damage. Can be used in the air starting from level1.
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Pillars of Divine Punishment: 22B/C
Tenshi points to the heavens and drops a huge rock pillar into the ground either in front or behind her depending on which button is used. At max level, both pillars are summoned per button. Each summoned pillar stays for a while and blocks incoming bullets. Can be used in the air starting from level1. Breaks 2 orbs on block.
Hisoutensoku 1.10 change: From now on, Tenshi always drops 2 pillars. Leveling increases the time they stay on screen. Level 0 pillars don't stay on screen at all.
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Scarlet Weather Rhapsody
- B Version: Stall time is about two second max - rocks collide about two heads in front of Tenshi.
- C Version: Stall time is about four seconds max - the rocks collide about a quarter of the stage in front of Tenshi.
Hisou Tensoku
- B Version: The rocks float from a much closer distance to Tenshi to start, and collide directly in front of her. It can be stalled for about 1 second to collide one character length away. The ground B version, it should be noted, comes out almost instantly and is faster than all the other versions.
- C Version: The rocks float from a much higher distance to start, and collide about 1.5 character lengths away. It can be stalled for about 3 seconds to collide almost one screen away. The ground and aerial version are identical.