- Welcome to Touhou Wiki!
- Registering is temporarily disabled. Check in our Discord server to request an account and for assistance of any kind.
Touhou Soccer Moushuuden/Gameplay
Introduction
Touhou Soccer Moushuuden gameplay very closely mirrors the Captain Tsubasa series of games on the NES and SNES. The objective of each game is to score more goals than your opponent, within the allotted time. The time is usually 2 halves of 30 in-game minutes each, which tick down based on actions taken in the game in lieu of a real timer. Certain matches may change aspects of the gameplay, such as changing the objective of the game, or increasing the time limit.
Game Modes
Main Scenario
Main Scenario, the only mode present in the original Touhou Soccer, follows the adventures of Hakurei Reimu as she, urged on by a mysterious bespectacled man, forms a team of characters from all over the Touhou universe to battle it out in the sudden football tournament occuring, and to become the new Super Shooting Player. The mode lasts over 21 games and plays similarly to a RPG, with new characters joining, levelling up to increase your players' statistics, and boss battles which last longer than the standard games.
Sub Scenario
Sub Scenario mode consists of several small Sub-Scenario story arcs that can be chosen in any order, all of which take place after the events of Main Scenario. Each Sub Scenario is made up of anywhere between 1-5 matches, and is mostly used to learn the new techniques that were not present in the original game; once seen in action, these techniques can be used anywhere, including Main Scenario. There are 11 sub-scenarios with 1-2 main characters each.
Travel Mode
A 25-game marathon mode based around building your own team. You start out by selecting a captain and two more players, and naming your team. As you play games, you'll earn money that you can use to buy players and items at the shop. Every five games, you'll face VIVIT from the Seihou series and her team; depending on the outcome of the matches against her, you'll go on different routes.
All-Star Mode
This mode allows you to play friendly matches against the computer or another human player. It has various options such as picking how long the halves will last, choosing a team or choosing the players, or even loading a campaign mode team, and adjusting the levels which works as a sort of handicap. As you progress through the game, new moves, players and teams will become available.
Pre-Match Meeting
Original |
---|
情報 |
チームデータ |
ショップ |
スコアメモ |
ゲーム終了 |
キックオフ |
Translated |
---|
Briefing |
Team Data |
Shop |
Score Memo |
Quit Game |
Kickoff |
Briefing
Your team captain, managers and/or players give you information on the opponent's team, their strengths and weaknesses, and any quirks they might have. If the game has a different objective from scoring more goals than the other team, it will also be mentioned here.
Team Data
This option allows you to change your team around to suit your liking. It is also available during halftime, or any stoppages in the game such as after goals, or free kicks and corner kicks.
Original | Translation | Description |
---|---|---|
レベル |
Level |
Allows you to see the status of any player on your starting 11 players or your bench players. In Travel Mode, you can also use this option to equip items to the player. |
チェンジ |
Change |
Allows you to change your starting 11 players if used during the pre-match briefing, or substitute players from the first team with bench players during the game. Substituted players cannot be reused for that match. |
フォーメーション |
Formation |
Allows you to change the formation of your starting 11 between 7 different types. See Touhou Soccer Moushuuden: Formations |
デフェンスタイプ |
Defense Type |
Allows you to change the mentality of your players when not in possession of the ball. See Touhou Soccer Moushuuden: Formations |
敵データ |
Opponent Data |
Allows you to view the opposing team's players, statistics, positions and any items equipped. |
マーク |
Marking |
Allows you to assign a player to mark an opposing player. If a mark is assigned to a player, the opposing player's name will turn yellow when your player is highlighted. Marking will make your assigned player stick to the assigned opposing player, attempting to intercept any passes to them and encounter them if they have possession of the ball. |
おしまい |
End |
Return to Pre-Match Meeting screen. |
Shop
Hieda no Akyu will sell you randomly selected players and items by selecting this option. It is only available in Travel Mode.
Score Memo
Allows you to save your game. There are 99 slots to choose from.
Quit Game
Resets the game.
Kick Off
Begins the match.
In-Game Commands
While in the match, there are several commands you can choose from based on where you are, which player you control, and whether you have possession of the ball.
Offense: General
Commands when your team has possession on the ground. Also used for being encountered by opponent(s) with the ball on the ground.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
パス |
Pass |
Pass the ball to a teammate. |
Up |
ドリブル |
Dribble |
Keep running with the ball/attempt to dribble past opponent(s). |
Down |
ワンツー |
One-two |
Play a one-two pass with a teammate. |
Right |
シュート |
Shoot |
Shoot at the goal. |
Offense: Opponent's Penalty Area
Commands when your player receives a high or low air ball inside the opponent's penalty area.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
パス |
Pass |
Pass the ball to a teammate. |
Up |
トラップ |
Trap |
Bring down the ball to the ground. |
Down |
スルー |
Dummy |
Let the ball through for another teammate in an attempt to unbalance the keeper. |
Right |
シュート |
Shoot |
Shoot at the goal. |
Offense: Own Penalty Area
Commands when receiving a high or low air ball in your own penalty area.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
パス |
Pass |
Pass the ball to a teammate. |
Up |
トラップ |
Trap |
Bring down the ball to the ground. |
Right |
クリアー |
Clear |
Clear the ball, picking this usually sends it far but it may fall to a teammate or opponent. |
Offense: 1v1
Commands when your player encounters the opposing team's goalkeeper on the ground.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
パス |
Pass |
Pass the ball to a teammate. |
Up |
ドリブル |
Dribble |
Attempt to dribble past the keeper. |
Down |
フェイント |
Feint |
Attempt to unbalance the keeper. |
Right |
シュート |
Shoot |
Shoot at the goal. |
Defense: General
Commands when your player(s) encounters an opponent with possession on the ground.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
カット |
Intercept |
Attempt to intercept a pass or block a shot. |
Up |
タックル |
Tackle |
Attempt to tackle the ball from the opponent. |
Down |
うごかない |
Do nothing |
No action. |
Right |
だんまく |
Danmaku |
Use danmaku to stop the opponent, will almost always be a foul. |
Defense: Opponent's Penalty Area
Commands when your player(s) encounter an opponent receiving a high or low air ball in their own penalty area.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
カット |
Intercept |
Attempt to intercept a pass. |
Up |
フォロー |
Follow |
Cause a ground encounter if the opponent chooses to trap the ball. |
Down |
うごかない |
Do nothing |
No action. |
Right |
せりあい |
Challenge |
Challenge for the ball. It may fall anywhere if successful. |
Defense: Own Penalty Area
Commands when your player(s) encounter an opponent receiving a high or low air ball in your penalty area.
Direction | Japanese | English | Effect |
---|---|---|---|
Left |
カット |
Intercept |
Attempt to intercept a pass. |
Up |
フォロー |
Follow |
Causes an encounter if the opponent traps, blocks if the opponent shoots, and attempts to collect the ball if the opponent tries a dummy move. |
Down |
うごかない |
Do nothing |
No action. |
Right |
クリアー |
Clear |
Attempt to clear the ball, it may fall to a teammate or opponent. More effective against shots. |
Defense: Goalkeeper Ground Commands
Commands when a non-1v1 shot is attempted.
Direction | Japanese | English | Effect |
---|---|---|---|
Up |
パンチ |
Punch |
Attempt to punch the ball. |
Left/Right |
キャッチ |
Catch |
Attempt to catch the ball. |
Down |
ひっさつ |
Special |
Use a special save (only available to some keepers). |
Defense: Goalkeeper Air Commands
Commands when your goalkeeper encounters an opponent receiving a high or low air ball.
Direction | Japanese | English | Effect |
---|---|---|---|
Up/Left/Right |
とびだす |
Jump |
Attempt to challenge for the ball in the air. |
Down |
身構える |
Stay |
Retains ground goalkeeper commands if the opponent shoots. |
Defense: Goalkeeper 1v1
Commands when an opponent approaches your goalkeeper on the ground.
Direction | Japanese | English | Effect |
---|---|---|---|
Up |
ドリブルにそなえる |
Anticipate Dribble |
Attempts to anticipate the opponent dribbling past your goalkeeper. |
Right |
シュートにそなえる |
Anticipate Shot |
Attempts to anticipate the opponent shooting. |
Down |
ひっさつ |
Special |
Use a special save (only available to some keepers). |
Special Technique Unlocks
Note that the techniques will only unlock for Main scenario and travel mode after you finish the ENTIRE subscenario.
Aya's Scenario
- Thunderclap Gale (Aya): Have Aya receive an air ball in enemy's penalty zone during match 4.
- Enhanced Phantasm, Foam and Shadow (Yukari, Ran, Chen): Have Anyone of the Yakumo clan receive an air ball in your penalty zone during the second half of match 4.
Reimu's Scenario
- Frozen Sword (Saito): Attempt to 1v1 against him during match 1 with anyone.
Marisa's Scenario
- Twilight Spark (Mima): Have Mima receive a ground ball (either dribble into, or receive an air ball and chooses to Trap) in enemy's penalty zone at least once during both halves of match 4.
Cirno's Scenario
- Spiral Interception (Daiyousei): Either chooses to intercept when Daiyousei encounters someone, or have her automatically intercept.
- Minus ➈(Cirno, Letty): Cirno receives a cross during second half.
Rumia's Scenario
- Twilight Flight Dance (Rumia, Mystia): Have either Rumia or Mystia receive an air ball in opponent's penalty zone during match 2.
Hong Meiling's Scenario
- Quad Spark (Patchouli): Have Patchy attempts an 1v1 during match 1.
- Flying Dragon Fist (Meiling): Have Meiling receive a ground ball in enemy's penalty zone during match 3.
Sakuya's Scenario
- Game of Rising (Eirin, Sakuya): Have either Eirin or Sakuya receive a ground ball in enemy's penalty zone during match 3.
- True Flying Knee Kick (KoakumaGK): Have an opponent receive an airball near your goal during second half of match 3. If Koakuma is given the option to jump, she will automatically use it and learn it. (Probably the most difficult one to unlock)
Flandre's Scenario
- Topspin Pass (Koakuma): Have Koakuma pass to anyone.
- Transylvania (Flandre, Remilia): Have either Remilia or Flandre receive an air ball in enemy's penalty zone during match 3.
Alice's Scenario
- Shanghai Doll (Alice): Automatically learned before match 2.
- Doll Mira Ceti (Alice): Automatically learned before match 4.
- Red Magic, White Magic, Purple Magic, Yellow Magic, Green Magic (Alice-98): All automatically learned before match 5.
- Poison Doll's War(Alice, Medicine): Have either Alice or Medicine receive an air ball in enemy's penaty zone during match 5.
Youmu's Scenario
- Artistic Dribble (Youmu): Automatically learned before match 1.
- Lobbing Shot (Tewi): Allow Tewi to attempt an 1v1 during match 1.
- Blooming Red-Eyed Konpaku the 2nd (Reisen, Youmu): Have either Youmu or Reisen receive an air ball in your opponent's penalty zone during match 3.
Lilies' Scenario
- Rainbow Pass (Lily White), Spring Breeze (Lily Black): Automatically learned before the match..
- Lethal Twin (Lily White, Lily Black): Have either Lily receive an air ball in opponent's penalty zone during second half.
Bugs
Game Freezes
The game will sometimes freeze during matches before movie animations. Updating the game will prevent most of the freezes.
Game Freezes at the beginning of the Main Scenario
To prevent that, turn BGM OFF in Options Menu.