Sakuya Izayoi is a human maid from Touhou Project. She first appeared as the Stage 5 Boss in Embodiment of Scarlet Devil, and has been a playable character in many games since.
Sakuya is the Chief Maid who serves Remilia Scarlet, the head of the Scarlet Devil Mansion. Her real name and place of origin are not known, not even to Sakuya herself, as Sakuya was merely the name given to her by Remilia. Sakuya possesses the unique ability to slow down or stop time, which is extremely difficult, though not impossible, for a human to acquire. As a result of her ability to stop time, she is also able to tamper with space in such a manner that, when combined with her skill in throwing knives, can make a single knife appear as multiple knives in her attacks. During the events of Embodiment of Scarlet Devil, she attempts to stop the player character from reaching Remilia.
In M.U.G.E.N, Sakuya has been made by various authors.
A chibified dog-girl version known as InuSakuya has also been created by Averse.
Because of Sakuya's similar powers to Dio Brando, a fanmade fusion character known as Sakuya Brando also exists for M.U.G.E.N.
Barai's version, like Gu's, also plays like her Scarlet Weather Rhapsody incarnation, but has her Hisoutensoku updates as well. Sakuya's sprites were also modified to resemble her winter outfit from Perfect Cherry Blossom.
It may use sprites from Scarlet Weather Rhapsody, but it plays nothing like said game. In fact, all of its moves and gameplay are custom, and spellcards are nowhere to be found. Sakuya doesn't seem to need them after learning a thing or two from Shiki Nanaya and Dio Brando.
RicePigeon's version, like Kohaku's, uses a customized gameplay, but utilizes more of Sakuya's original moves from the source games instead of custom specials like Kohaku's does. This version also utilizes spellcard text like in the source games, but with the spellcard text in English rather than Japanese. It uses Jill Valentine's English voice from Marvel vs. Capcom 3.
Hovering the mouse cursor over the icons will display a more direct activation method akin to how the move activations are coded; this is what the following key/legend represents.
D = Down
F = Right
B = Left
U = Up
DF = Down-right
DB = Down-left
UF = Up-right
UB = Up-left
a/b/c = Kick
x/y/z = Punch
s = Taunt
Icons encased in square brackets [ ] mean for the respective button(s) to be held down.
Sense of Thrown Edge
Projectile positioning and spread varies with button pressed
Ground versions: * Aerial versions:
Hits twice, on 2nd hit and versions: on 2nd hit version: on 1st hit