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Unfinished Dream of All Living Ghost/Gameplay

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Technical Details About Automatic Berserk Attacks

This section contains some details about automatic C3/C4 attacks that are sent when the hit combo is high.

Source: https://www.bilibili.com/opus/835592463039070249 Picture 1

Besides the hit count displayed in the upper left corner, there is an internal "short term hit count".

This short term hit count is calculated in the same way as the visible hit count, but decays at a much faster rate. As soon as the combo stops it will immediately return to 0.

Each player also has two counters related to automatic C3/C4 sending. These values decrease by 1 every 4 frames.

When the short term hit count is greater than or equal to 5, killing a spirit increases both counters by 15.

When the C3 counter exceeds 100, an automatic C3 is sent. When the C4 counter exceeds 200, an automatic C4 is sent.

Thus, when the short term hit count is at 0, killing 12 spirits at once will trigger an automatic C3. The first five are to build the hit counter up to 5, and the other 7 are to build the counter (7*15 = 105 > 100).

For C4, killing 19 spirits at once will trigger an automatic C4.

The two counters are separate and do not interfere with each other. This means that if you kill 19 spirits at once while both counters start at 0, you will trigger both an automatic C3 and an automatic C4.

Technical Details About Reflecting Attacks

Source: https://www.bilibili.com/opus/835592463039070249 Picture 2

Frame Rank

There is a rank counter associated with how many frames have passed in the current round.

It starts at the following values:

  • Easy, Normal: 0
  • Hard: 30
  • Lunatic: 50

And is capped at the following values:

  • Easy: 10
  • Normal: 20 in Story, 60 in VS
  • Hard: 80
  • Lunatic: 100

And increases by 1 at the following frame intervals:

  • Easy: Every 1200 frames (20 seconds) in Story, 900 frames (15 seconds) in VS
  • Normal: Every 480 frames (8 seconds) in Story, 360 frames (6 seconds) in VS
  • Hard: Every 480 frames (8 seconds) in Story, 360 frames (6 seconds) in VS
  • Lunatic: Every 360 frames (6 seconds)

Reflecting White Dot Bullets

There is a counter related to the reflection of white dots.

Via Cancelling

Cancelling a bullet increases the counter by the following values:

  • Easy: 15
  • Normal: 30
  • Hard: 36
  • Lunatic: 45

Via Defeating Enemies

The counter increases when defeating enemies based on an elaborate formula.

First, let A be a value related to the current frame as follows:

  • 0 to 3600 frames have elapsed: 5 on Story, 0 on VS
  • 3600 to 7200 frames have elapsed: 10 on Story, 30 on VS
  • 7200 to 10800 frames have elapsed: 20 on Story, 110 on VS
  • 10800 or more frames have elapsed: 50 on Story, 200 on VS

Next, let E be 20 if the enemy defeated was a spirit, otherwise 40 (regular enemy).

Finally, defeating an enemy increases the counter by the amount A + min(3 * hit count, 60) + E.

Draining the Counter

When a dot is reflected, the counter decreases by 150 + 0.5*(Frame Rank)

Reflecting Special Bullets

There is a counter related to the reflection of special bullets.

Via Cancelling

Each cancelled bullet increases the counter by 1.

Via Defeating Enemies

The counter increases when defeating spirits only, based on an elaborate formula.

First, let A be a value related to the current frame as follows:

  • 0 to 3600 frames have elapsed: 1 * Stage Number on Story, 0 on VS
  • 3600 to 7200 frames have elapsed: 2 * Stage Number on Story, 20 on VS
  • 7200 to 10800 frames have elapsed: 3 * Stage Number on Story, 40 on VS
  • 10800 or more frames have elapsed: 5 * Stage Number on Story, 100 on VS

Next, let N be the number of times the spirit has already been reflected.

Next, let X = A + 10*N + 10. Let Y be one of the following multipliers based on difficulty:

  • Easy: 0.5
  • Normal: 1.0
  • Hard: 1.2
  • Lunatic: 1.5

Finally, defeating a spirit increases the counter by the amount floor(Frame Rank*(X/100)) * 2 + X*Y.

Draining the Counter

When a special bullet is reflected, the counter decreases by the following amount:

  • Easy: 100
  • Normal: 90
  • Hard: 90
  • Lunatic: 80

Reflecting Pure Spirits

There is a counter related to the reflection of pure spirits.

Via Defeating Enemies

The counter increases based on an elaborate formula.

First, let A be a value related to the current frame as follows:

  • 0 to 3600 frames have elapsed: 1 * Stage Number on Story, 0 on VS
  • 3600 to 7200 frames have elapsed: 2 * Stage Number on Story, 20 on VS
  • 7200 to 10800 frames have elapsed: 3 * Stage Number on Story, 40 on VS
  • 10800 or more frames have elapsed: 5 * Stage Number on Story, 100 on VS

Next, let X be 30 if the enemy was a regular enemy, and 5+A if it was a spirit.

Let Y be one of the following multipliers based on difficulty:

  • Easy: 0.5
  • Normal: 1.0
  • Hard: 1.2
  • Lunatic: 1.5

Finally, defeating a spirit increases the counter by the amount X * Y.

Draining the Counter

When a pure spirit is reflected, the counter decreases by 120*Difficulty Rank*0.2, where difficulty rank is:

  • Easy: 0.5
  • Normal: 1.0
  • Hard: 1.2
  • Lunatic: 1.5

"Rate Limit"

If a pure spirit is about to be sent, and the number of total pure and animal spirits on the sender's side is greater than Difficulty Rank*0.035+5, then the spirit is not sent.

Character Data

Based on experimentation. Demo characters may need rechecking in full release.

All Charge Attack 2+ cancel all bullets within the character's grazebox.

All Charge Attacks 2+ also have the effects of Charge Attack 1.

Reimu

Shot

Base: Two-way forward-shooting amulets
Unfocused Options: Two yin-yang orbs firing homing amulets
Focused Options: Two yin-yang orbs firing two needles each

Scope

A small circle around Reimu that expands rapidly to its max size when Charge is held.

EX

Spawns small yin-yang orbs that bounce around the opponent's field.

Charge Attack 1

Spawns four-way magic squares on own field that stop in front of Reimu, then continue flying outwards. Each square deals damage around itself constantly.

Charge Attack 2 (Skill)

Charge Attack 1, plus a mini-Fantasy Seal on own field that clears bullets around Reimu

Charge Attack 3 (EX Special)

Charge Attack 1, plus:

  • At Lv 1: Spawns 1 wave of 6 large yin-yang orbs that bounce around on the opponent's field.
  • At Lv 2: 1 wave of 8
  • At Lv 3: 2 waves of 6
  • At Lv 4: 2 waves of 8
  • At Lv 5: 3 waves of 6
  • At Lv 6: 3 waves of 8
  • At Lv 7: 4 waves of 6
  • At Lv 8: 4 waves of 8

Charge Attack 4 (Boss)

Charge Attack 1, plus:

Open question: How many tiers of nonspells are there? Which levels have which?

  • At Lv 1: Nonspell
  • At Lv 2: Nonspell
  • At Lv 3: Spirit Sign "Wildly-Fired Yin-Yang Orbs"
  • At Lv 4: Spirit Sign "Wildly-Fired Yin-Yang Orbs"
  • At Lv 5: Nonspell + Spirit Sign "Rampaging Yin-Yang Orbs"
  • At Lv 6: Nonspell + Spirit Sign "Rampaging Yin-Yang Orbs"
  • At Lv 7: Nonspell + Spirit Sign "Rampaging Yin-Yang Orbs"
  • At Lv 8: Nonspell + Spirit Sign "Rampaging Yin-Yang Orbs"

Marisa

Shot

Base: Two-way forward-shooting arrows
Options: Two lasers. When focused, the lasers move closer together.

Scope

Marisa's scope is a narrow vertical rectangle centered around herself that extends for the full height of the screen above and below her. It expands rapidly from the center outwards when Charge is held.

EX

An upward-firing laser spawns at the bottom of opponent's field with mildly random angle

Charge Attack 1

Fires a piercing, non-moving laser at the point of release that hits everything above the laser

Charge Attack 2 (Skill)

Fires Charge Attack 1 and sends a handful of EX attacks concentrated at the same spot of the opponent's field.

Charge Attack 3 (EX Special)

Charge Attack 1, plus:

2+level pairs of upwards-facing lasers; the speed at which they appear and fire also increases with Level. The positions of these lasers are fixed and can be memorized.


  • At Lv 1:
  • At Lv 2:
  • At Lv 3:
  • At Lv 4:
  • At Lv 5:
  • At Lv 6:
  • At Lv 7:
  • At Lv 8:

Charge Attack 4 (Boss)

Charge Attack 1, plus:

  • At Lv 1:
  • At Lv 2:
  • At Lv 3:
  • At Lv 4:
  • At Lv 5:
  • At Lv 6:
  • At Lv 7:
  • At Lv 8:

Sanae

Shot

Base: Two-way forward-shooting amulets

Unfocused Options: Two magic circles that fire Sanae's classical snake shots

Focused Options: The magic circles move closer and behind Sanae

Scope

A circle scope that is larger than Reimu's, but takes more time to appear and grow to its full size.

EX

Laser snakes that come down the side of the opponent's field, then cut across horizontally. Unknown how the height is chosen.

Charge Attack 1

Fires 3 waves of 12-way snakes outwards from Sanae on own field. After moving out of the scope radius, the snakes have their usual homing

Charge Attack 2 (Skill)

Fires ?? waves of ??-way exploding frogs outwards from Sanae on own field.

Charge Attack 3 (EX Special)

Sends a bunch of EX attacks to the opponent's field, but the lasers are purple. TODO check based on Level.

Charge Attack 4 (Boss)

Ran

Shot

Base: Two-way upward-firing arrowheads(?)

Unfocused Options: Two charms shooting 1-way upward-firing arrowheads(?)

Focused Options: The options lock into place when focused

Scope

A cross shape centered on Ran

EX

Slow-moving yellow projectiles that start at the edge of the opponent's field and move across (TODO what determines position)

Charge Attack 1

Boosts base and option shot rate of fire for a short amount of time

Charge Attack 2 (Skill)

Gives Ran two extra options for around 10 seconds

Charge Attack 3 (EX Special)

Spawns a bunch of EX attacks (TODO level based count?)

Charge Attack 4 (Boss)

Aunn

Shot

Base: Two-way forward-shooting blobs(?)
Unfocused Options: Two yin-yang orbs that each fire 2-way spread shots
Focused Options: Two yin-yang orbs that fire 1-way forward-shooting shots

Scope

Aunn's scope has no range when charging initially. After some time, it expands nearly immediately to a large vertical ellipse centered on herself that is taller than half the field and , then quickly retracts back into a smaller horizontal ellipse that is about as wide as half the field and as tall as Aunn herself.

EX

Charge Attack 1

Rotating shots emanate from Aunn and deal damage for about 2s

Charge Attack 2 (Skill)

Charge Attack 1, but lasts longer (~3s). Grants ~1s of invincibility.

Charge Attack 3 (EX Special)

Charge Attack 1, plus:

Rings with 14 + 2 * level projectiles; shoots once on lv. 1-2, twice on 3-6 and thrice on 7-8. Potentially less gap between rings on higher levels?


  • At Lv 1:
  • At Lv 2:
  • At Lv 3:
  • At Lv 4:
  • At Lv 5:
  • At Lv 6:
  • At Lv 7:
  • At Lv 8:

Charge Attack 4 (Boss)

Nazrin

Shot

Base: One-way forward-shooting shards
Unfocused Options: Two pendulums that each fire one-way mildly-spread shards
Focused Options: Two pendulums that each fire one-way shards aimed directly at the nearest enemy

Scope

A small circle that always attempts to locate the nearest unquelled Pure Spirit or Beast Spirit. If there are none on the field, it trails behind Nazrin when unfocused and stays strictly centered on Nazrin when focused.

EX

Spawns an indestructible blue pendulum on the opponent's field that blocks non-piercing shots. The pendulum can be slightly moved when it receives shots, and disappears after ~3s.

Charge Attack 1

Fires a burst of aimed shots at nearby enemies on the field

Charge Attack 2 (Skill)

Charge Attack 1, plus releases a yellow wave that immediately destroys all quelled spirits on the field

Charge Attack 3 (EX Special)

Charge Attack 1, plus:

Summons diagonal of yellow diamonds that fall down and block shots; odd levels add 4, even levels add 3; so it's 4 on lv. 1 and 28 on lv. 8

  • At Lv 1:
  • At Lv 2:
  • At Lv 3:
  • At Lv 4:
  • At Lv 5:
  • At Lv 6:
  • At Lv 7:
  • At Lv 8:

Charge Attack 4 (Boss)

Seiran

Shot

Base: One-way forward-shooting missiles
Unfocused Options: Two rotating moons firing one-way forward-shooting missiles
Focused Options: The rotating moons orbit Seiran more closely

Note: Similar to Reimu and Yukari's shot in Subterranean Animism, when at the screen edge, Seiran's rotating options will "gap through" and appear on the other side of the screen.

Scope

A circle located a fixed distance above Seiran

EX

Spawns a dimensional portal on the opponent's field that shoots 4 waves of bullet shots in a ring around itself, with the density as follows:

  • Easy: 5-way
  • Normal: 6-way
  • Hard: 7-way
  • Lunatic: 8-way

Charge Attack 1

Fires a burst of mildly-homing missiles on own field in front of Seiran

Charge Attack 2 (Skill)

Fires a burst of missiles from the bottom of own field, randomly spread horizontally

Charge Attack 3 (EX Special)

Charge Attack 1, plus spawns a ring of dimensional portals on the opponent's field.

The number of bullets each portal fires depends on the difficulty and needs more research, while the number of portals depends on level:

  • At Lv 1:
  • At Lv 2:
  • At Lv 3:
  • At Lv 4:
  • At Lv 5:
  • At Lv 6:
  • At Lv 7:
  • At Lv 8:

Charge Attack 4 (Boss)

Orin

Shot

Base: 1-way wisp shot

Unfocused Options: Two flames that fire mildly-homing 1-way wisps

Focused Options: The flames move slightly closer to Orin

Scope

Vertically oriented rectangle that periodically shoots upward and outward from Orin. The angle is mildly dependent on the player's movement direction.

EX

Spawns an invincible red spirit on opponent's field that moves downward. When attempted to be quelled, the spirit simply stops moving momentarily, then keeps moving downward. Occasionally fires 5-way red arrowheads.

Charge Attack 1

Fires a upward-aimed piercing cart on own field, angle mildly dependent on the player's movement direction.

Charge Attack 2

Fires a wave on own field that converts most (TODO which exactly?) non-bullet objects on screen, including enemies and Nazrin's pendulums, into quelled light red spirits.

From experimentation, it seems, these spirits are easy to shoot down as the wave is firing, but afterwards become difficult to shoot down. They are easily destroyed by chaining explosions, however.

Charge Attack 3 (EX Special)

Sends a large amount of EX attacks to the opponent's field (TODO how many)

Charge Attack 4 (Boss)

Tsukasa

Shot

Base: 4-lines of pellets to the front vertically, and two lines to her back.
Focused: Slightly tighter lines.

Note: Because damage is spread out to the front and back, when only using the front to engage, Tsukasa's firepower is really low.

Scope

A horizontal rectangle that rotates based on Tsukasa's horizontal movement.

Note: The rectangle is wide enough vertically, it is generally safe to catch spirits with your face.

EX

Horizontal rectangle prisms that slide horizontally across the screen. When bullets touch them, the bullets will expand and power up.

Charge Attack 1

Shoots 3-lines of pellets in all 4 cardinal directions.

Charge Attack 2 (Skill)

Creates an expanding blue sphere that deletes all small pellets.

Charge Attack 3 (EX Special)

Sends waves of big bullets on the enemy screen, and summon some more EX attack rectangles to amplify the bullets.

Mamizou

Scope

3 small circles on fixed distances away from Mamizou. One is slightly bigger and facing directly forward, with two smaller ones on each side.

Yachie

Scope

A hexagon shape. Unlike the other hexagonal Scopes, it points up and down by its corner instead of its side.

EX

Strong Otter Spirits, hard to be killed.

Charge Attack 1

A 7 tile yellow hexagon shell that deletes all bullet it deploys on. The animation lingers a while longer, but does not have bullet deleting functionality. Not quite sure what it does yet, maybe it deals some damage?

Charge Attack 2 (Skill)

A larger 19 green hexagon shell. Functions the same way as C1.

Charge Attack 3 (EX Special)

Sends several, invincible Otter Spirits on the opponent's screen, which are slightly larger than the normal ones and have a flashing outline.

Saki

Shot

Base: 6 columns, shooting directly forward. 2 are piercing lasers, 4 are long arrow-shaped bullets.
Unfocused Shot: Lasers are in the middle, arrows are on the sides.
Focused Shot: Same as Unfocused, only the arrows are closer to the center, half-overlapped by the lasers.

Scope

A vertical oval shape, which shifts to her horizontal direction slightly. Unlike a majority of the other Scopes, this is centered to the top of Saki's sprite, not the center.

Charge Attack 3 (EX Special)

Sends several, invincible Wolf Spirits on the opponent's screen, similar to Yachie's Charge Attack 3.

Yuuma

Scope

A circle that gradually gets bigger and bigger, until it reaches across the entire screen.

Suika

Scope

3 small circles; one around Suika herself, and one each for the two bigger shapes that trail around her. The smaller shape in the middle of the 3 doesn't get one.

Biten

Scope

A hollow hexagonal shape. While it can only reach the sides and not the middle, it has a wider reach across.

Enoko

Scope

3 big circles on fixed distances away from Enoko, one directly forward and two much lower-down on each side.

Chiyari

Shot

Base: 1-way syringe/tube that has mild directional variance plus splash damage
Unfocused Options: Two flames that shoot the same as the base shot
Focused Options: The two flames move closer and behind Chiyari

Scope

Small circle centered on Chiyari, grows very quickly to maximum size (effectively immediately)

EX

Spawns a purple orb on opponent's field. If the opponent gets near it, it begins slowly homing in towards the opponent

Charge Attack 1

Briefly strengthens each of the base and option shots into a 3-way (up/left/right) shot

Charge Attack 2 (Skill)

Spawns two EX attacks on opponent's field, and immediately enlarges all purple orbs (including existing ones) on opponent's field to roughly 2.5x their size (needs verification)

Charge Attack 3 (EX Special)

Spawns a bunch of EX attacks on opponent's field (TODO count by level)

Charge Attack 4 (Boss)

Hisami

Scope

A large circle, centered behind her. It takes a brief moment to expand before reaching full size.

Zanmu

Scope

A medium-size, 5-pointed star shape