Rushdown, Glass Cannon, Charge
- Extremely good mobility
- Plays a very threatening pressure game
- Smaller hurtboxes than most of the cast
- Many attacks have high priority
- Only character to possess an OHKO attack
- Strong Mix-up and Cross-up game with wall jump Specials
- Royal Flush can easily back opponents into the corner
- Taboo "Weapon of Mass Destruction" makes her already good pressure game even more dangerous
- Lowest Life value in the game (700), a true glass cannon
- Possesses no projectiles outside of Taboo "Weapon of Mass Destruction", which requires 3000 Power
- OHKO can only be used on the second round onward, and only if Flandre has already won a round
- Has an awkward dash that only moves a predetermined distance
- Is vulnerable while clinging to the wall during Starbow Break and Catadioptric
Due to Flandre's unique forward dash, she can utilize this to perform her aerial normals low to the ground. Air , in particular, works very well with this as not only does it hit overhead, but the fact that it hits twice makes for an easy hit confirm.
Due to being a charge character, Flandre will need to maintain a motion charge to execute some of her better specials. Like with most charge characters, Flandre can also simultaneously charge a and a charge by holding , allowing her to complete whichever input is necessary for the situation at hand. A or charge can be buffered during the animation of Royal Flush, as well as during most of her aerial attacks and her crouching +, which has the benefit of moving Flandre forward while maintaining a directional charge. Due to the pressure Flandre puts on the opponent, there should be plenty of opportunities to buffer a motion charge while keeping the opponent cornered.
Against a cornered opponent, the version of Starbow Break has an interesting quirk if Flandre leaps to the same wall the opponent is cornered in; if the opponent decides to hug the wall, Flandre will turn midflight and dive along the wall, rather than away from the opponent. Due to its overhead properties, skillful use of Starbow Break can effectively keep the opponent cornered once they are there, out of fear of a potential cross-up should they attempt to escape. Note that characters with a teleportation move, such as Reimu, Yukari, Komachi, and Sakuya, can easily escape this.
Vs. Alice Margatroid
Vs. Byakuren Hijiri
Due to Flandre's constant rushdown-oriented gameplay, Durga's Soul can be an exceptionally useful tool for punishing Flandre, provided that Byakuren can find time to accumulate the charges necessary for them. Once a charge is accumulated, Flandre can be kept at bay with Vidudhaka's Sword, or a combo ending with Hanuman's Dance followed by "Master of Buddhist Cosmology". Superhuman "Byakuren Hijiri" can circumvent this weakness somewhat by providing Byakuren with a time-limited infinite orb charges, as well as extra damage on Byakuren's specials that can whittle down Flandre even faster. Flandre is pretty good at maintaining pressure, so as long as there are no gaps in that pressure, Byakuren players will be hard pressed to fight back without access to her important tools, especially since Byakuren lacks projectiles outside of her Specials and Spellcards.
Vs. Eirin Yagokoro
Vs. Flandre Scarlet
Vs. Hong Meiling
Vs. Kanako Yasaka
Vs. Koishi Komeiji
Vs. Komachi Onozuka
Vs. Lie Meiling
Vs. Marisa Kirisame
Vs. Patchouli Knowledge
Vs. Reimu Hakurei
Vs. Remilia Scarlet
Vs. Sakuya Izayoi
Vs. Sanae Kochiya
Vs. Utsuho Reiuji
Vs. Youmu Konpaku
Vs. Yukari Yakumo
Vs. Yuuka Kazami
Flandre's heavy rushdown gameplay requires her to stay close to her opponent, and while this is normally a good thing for Flan, it's also exactly what Yuuka players want. Flandre's high mobility and pressure can overwhelm Yuuka, but Flandre's glass cannon nature comes back to haunt her; while poor Flan needs to pull off several combos just to down Yuuka, a single combo or command grab from Yuuka can easily shave off more than half of Flandre's health. Fortunately for Flandre, Yuuka not having any projectiles means the projectile-invulnerable version of Destroyer Claw is unnecessary, and Yuuka's limited range on her grabs only necessitates the potential usage of the throw-invulnerable version if Flandre finds herself to be in Yuuka's grabbing range, which allows her to safely use the melee-invulnerable version at a slight distance knowing that only Yuuka's melee attacks can reach out that far before Destroyer Claw's hitbox becomes active; furthermore, counter hits coming off of Destroyer Claw deal significant amounts of damage, which makes tearing large chunks out of Yuuka's sky-high Life stat a bit easier. Assuming that Flandre is able to win at least one round against Yuuka, bringing Secret Barrage "And Then Will There Be None?" to the fight can easily circumvent Yuuka's massive Life stat.