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Scarlet Weather Rhapsody/Gameplay

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Controls

Scarlet Weather Rhapsody may be played using either a keyboard or a gamepad.

The default keyboard controls for Player 1 are as follows:

  • The Arrow Keys move the character.
  • The Z key corresponds to the A button.
  • The X key corresponds to the B button.
  • The C key corresponds to the C button.
  • The A key corresponds to the D button.
  • The S key corresponds to the A+B button.
  • The D key corresponds to the B+C button.
  • The Q key corresponds to the Pause button.

Character movement will be represented using the button placement found on the numpad of a typical PC keyboard.

7 8 9
4 5 6
1 2 3

The number 6 will denote the forward button, and the number 4 the backwards button. Note that this means that 6 means moving right for the character on the left, but moving left for the character on the right of the screen. To avoid confusion, we'll always assume that your character is on the left side of the screen. The number 2 is the down button, and the number 8 is the up button.

The numbers 7, 9, 1, and 3 indicate the diagonal directions, which can be simulated on a keyboard by pressing the two appropriate direction keys. For example, pressing 8 and 6 simultaneously would be the same as pressing the number 9.

Fighting games today usually require you to quickly press a bunch of buttons in sequential order to make your character perform a unique action, and Scarlet Weather Rhapsody is no different. For example, 66 would indicate pressing the forward button twice, sending the character into a forward dash. 236B would indicate pressing down, down-forward, forward, and then B (by default the X key for player 1).

Note that the number 5 in this system is not necessary, but is sometimes used to specifically indicate that no direction is pressed at all.

For keyboards without the traditional number pad, the Direction Key Pad are used. As there are no keys for diagonal directions, players can only press two keys to produce a diagonal movement. Pressing Up and Right will give the same movement of 9 on a number keypad, and Down and Left, 1 etc.

In most of the game documentation, the A, B, C, D notation is used for button presses. However, confusingly, in readme.txt, P, K, and S are sometimes used instead, with presumably P meaning A and K meaning B. Even more confusing, S is used to denote both C and D.

Basic Gameplay

Scarlet Weather Rhapsody plays like a fighting game in most respects. Two characters fight each other on screen with a variety of moves until one player runs out of health.

Besides a health bar, each player has a spirit bar (represented as 5 orbs) and a spellcard deck. Each player also has a score.

Movement and Flight

Moving around is generally similar for all characters, though each character may have some differences in movement and speed.

  • 6 and 4 move the character forwards and backwards respectively.
  • 2 causes a character to crouch.
  • 7, 8, and 9 cause a character to jump, either backwards, straight up, or forwards, respectively.
  • 66 causes the player to dash forward and to graze (explained later). If the player holds 6 down, some characters will dash farther.
  • 44 causes the player to dash backward and to graze (explained later). If the player holds 4 down, some characters will dash farther.
  • 27, 28, and 29 will cause a character to perform a super jump. This jump will cause a character to jump higher and farther than usual, and grazes as well.

Note that the details of dashing vary from character to character. In addition, all characters may perform airdashes by pressing 66 or 44 while in the air. Characters can only perform a limited number of airdashes before landing; most characters can only perform 2. If the current weather timer is fixed on Wind, characters can perform a single additional air dash on top of the default amount granted to them.

Also, note that dashing and super jumping can be performed with an alternate method.

  • D + 6 is effectively the same as 66.
  • D + 4 is effectively the same as 44.
  • D + 7, D + 8, and D + 9 are effectively the same as 27, 28, and 29 respectively.

Scarlet Weather Rhapsody also introduces a new type of movement, flight. Flight can be performed only if the character is airborne, and while a character is flying, she is considered to be in a graze state. Unfortunately, flight isn't free and comes at a cost to your spirit bar. To fly, D and a direction must be pressed at the same time. The player can fly as long as the D button is held down, or until the character runs out of spirit.

  • 6[D] while airborne causes the character to fly forward.
  • 4[D] while airborne causes the character to fly away from the opponent.
  • 2[D] while airborne causes the character to fly down.
  • 8[D] while airborne causes the character to fly up.

Characters are not restricted to only four directions in flight. Players can also fly at a diagonal angle by holding down D and 9/3/1/7, causing their character to fly in a diagonal direction. In addition, you can steer a character's own direction midflight by letting go of a direction and pressing another direction while the D button is still held. For example,

  • [D]6 + 2 while airborne causes a character to fly forward, then steer down in a clockwise direction.
  • [D]6 + 9 while airborne causes a character to fly forward, then steer up at a 45 degree angle in a counter-clockwise direction.

The number of times a character can fly in the air is the same as the number of times she can dash; however, both numbers are shared: For example, if a character were to perform a 66 dash in the air (in any other weather than Wind), she either has the option of doing one more dash or extended flight in the air before falling to the ground. If the same character were to fly for an extended period and stop while airborne, she has the option of either dashing or flying once more before falling to the ground. The same applies to Wind conditions.

Air dashing and flight are not to be confused; the latter will consume spirit energy, while the former comes at no cost to one's spirit bar. While there is no difference in between using 66 and D + 6 to dash on the ground, a 66 while airborne will cause the character to dash forward, while a tapped D + 6 will cause the character to fly briefly. There is a marked difference between the distance covered by a 66 and a 6 + D in the air, and the two should not be mixed as the same.

Standard Moves

All characters have a set of standard moves. Each attack can have differing properties depending on how long a key is held; henceforth, a tapped A shall be referred to as "A", while a held A will be known as "[A]".

Also note that A has two different effects, depending on the distance to the opponent; that is, pressing A while extremely close to the opponent will produce one move, but pressing A while farther away (the exact distance depends on the selected character) will produce another. The first move will simply be referred to as "A", the second will be referred to as "f.A".

  • A is generally a fast melee attack.
  • f.A is a slightly slower, but longer reaching and slightly more powerful melee attack.
  • 6A is generally a even slower, but much longer reaching and more powerful melee attack.
  • 2A is generally a low, fast melee attack and is not distance dependent.
  • 3A is virtually identical to 6A, except it hits low.
  • 8A can only be used while airborne, and is generally a melee attack that hits above.
  • 6[A] and 3[A] are Guard Crush attacks (explained later)
  • B is generally a light projectile attack.
  • 6B is the same projectile attack as B, but aimed higher.
  • 2B is generally a projectile hitting lower than usual.
  • C is generally a heavier projectile attack.
  • 6C is generally a heavier projectile attack that is usually aimed straight forward.
  • 2C is generally a heavier projectile attack that is usually aimed straight up.

All these moves have a different version while in the air as well.

Most (but not all) projectiles can be held to perform the same attacks that dish out even more bullets (pressing [B] or [C]). An audible sound will be heard if a "charged" projectile attack is being used. The same sound can be heard if a character performs a Guard Crush attack.

  • 66+A, 66+B, and 66+C (or A/B/C while dashing forward) are generally dashing melee attacks that move the character forward more than usual. These moves sometimes graze as well, depending on the character.

Also note that these attacks vary greatly from character to character, and there is an exception to nearly every general description here.

Special Moves

In addition to the standard moves, characters have a set of special moves unique to them. The details of these moves are highly dependant on the character.

For some characters, same moves can be produced by two different sequences and no moves are assigned to the same sequences that produced moves in another character.

For players playing with the Direction Key Pad, the diagonal movements are not used in making a move, if players using the Number Key Pad do.

The following moves are the most common moves:

  • '>' denotes 'and then push…'
  • 'Hold' denotes 'hold button...'
  • '+' denotes 'press at the same time with…'
Hold A
Hold B
Hold C
Front + A (=Down > Front > A)
Front + B
Front + C
Front + Hold A
Front + Hold B
Front + Hold C
Back + B
Front > Hold Front Until target met + A
Front > Hold Front Until target met + B
Front > Hold Front Until target met + C
Front > Down > Front > A
Front > Down > Front > B
Front > Down > Front > C
Back > Down > Back > A
Back > Down > Back > B
Back > Down > Back > C
Down + A
Down + B
Down + C
Down + Front + A
Down + Front + Hold A
Down > Front > A (= Front + A)
Down > Front > B
Down > Front > C
Down > Back > B
Down > Back > C
Down > Down > B
Down > Down > C
Jump > A
Jump + A
Jump > B
Jump > C
Jump > Hold B
Jump > Hold C
Jump > Down > A
Jump > Down > B
Jump > Down > C
Jump > Down > Hold A
Jump > Down > Hold B
Jump > Down > Hold C
Jump > Front + A
Jump > Front + C
Jump > Front + Hold C
Jump > Down > Front > A (=Jump > Front + A)
Jump > Down > Front > B
Jump > Down > Front > C
Jump > Down > Back> B
Jump > Down > Back > C
Jump > Back > Down > Back > B
Jump > Back > Down > Back > C
Jump > Front > Down > Front > B
Jump > Front > Down > Front > C

Exceptions and Points to be Noted

By character

Reimu Hakurei
No Front + B
No Front + C
Back + Down + A :stick attack
Front + Down + A :upper kick
Marisa Kirisame
Attention: This section is a stub and it needs expanding with more information related to the section's topic. If you can add to it in any way, please do so.
Sakuya Izayoi
Combo A up to 5 hits
No Hold C
No Back > Down > Back > B
No Back > Down > Back > C
No Jump > Back > Down > Back > B
No Jump > Back > Down > Back > C
Down > Down > B: Teleports to Front
Down > Down > C: Teleports to Back
Front + A (=Down > Front > A)
Front + C
Front > Hold Front Until target met + A
Front > Hold Front Until target met + B
Front > Hold Front Until target met + C
Front > Down > Front > B
Back > Down > Back > B
Back > Down > Back > C
Down + A
Down + B
Down + C
Jump > A
Jump + A
Jump > B
Jump > C
Jump > Hold B
Jump > Down > A
Jump > Down > B
Jump > Down > C
Jump > Down > Hold B
Jump > Down > Hold C
Jump > Down > Front > A (=Jump > Front + A)
Alice Margatroid
Combo A up to 5 hits
Up to two C dolls can stay put
No Jump > Down > Front > B
Patchouli Knowledge
Combo A up to 6 hits
No Hold C
No Jump > Hold C
Back + B
Jump > Back + B = Jump > Down > Back > B
Youmu Konpaku
Down > Up > Down + A
Jump > B = Jump > Front > B = Jump > Down > Front > B
Jump > C = Jump > Down >Back > C
Jump > Front > C = Jump > Down > Front > C = Jump > Front > Down > Front > C
Back > Down > Back >B = Down > Back >B
No Hold B
No Hold C
No Front + Hold B
No Front + Hold C
Remilia Scarlet
Combo A up to 7 hits
No Front > C
No Back > Down > Back > B
No Back > Down > Back > C
No Jump > Back > Down > Back > B
No Jump > Back > Down > Back > C
No Down > Front > B
No Down > Front > C
No Jump > Down > Front > B
No Jump > Down > Front > C
Yuyuko Saigyouji
Front > Down > Front > C
Hold Down + C
Jump > Down + Z
Hold Down + X
Yukari Yakumo
Combo A up to 6 hits
No Hold C
Front > Down > Front > B: Upward spin attack
Front > Down > Front > C: Frontal spin attack
Back > Down > Back > B: Teleport to front + attack
Back > Down > Back > C: Teleport to above + attack
Suika Ibuki
Attention: This section is a stub and it needs expanding with more information related to the section's topic. If you can add to it in any way, please do so.
Reisen Udongein Inaba
Front > Front > A/B/C
Down > Down > B: real one jumps and duplicate attacks
Down > Down > C: real one stays while duplicate jumps and attack
Front > Down > Front > B: red circles around character (if opponent shots projectiles while in cirle, they :don't hurt you - you are invisible for them)
Front > Down > Front > C: red circles around opponent (if opponent shots projectiles while in cirle, they :don't hurt you - you are invisible for them)
Front > C = Down > Front > C
Back > Down > Back > B = Down > Back > B
Back > Down > Back > C = Down > Back > C
Jump > Front > B = Jump > Down > Front > B= Jump > Front > Down > Front > B
Jump > Front > C = Jump > Down > Front > C= Jump > Front > Down > Front > C
No Hold A
Iku Nagae
Combo A up to 4 hits
B = Front + B
Down > Back > Down > B = Back > Down > B
Jump > Down > Back > Down > B = Jump > Back > Down > B
Jump > Down > P 1 = Jump > B
Jump > Down > Back > Down > B = Jump > Back > Down > B
Jump > Front > C = Jump > Down > Front > P 2= Jump > Front > Down > Front > C
Komachi Onozuka
Front > Down > Front > C
Aya Shameimaru
Hold Front > C
Tenshi Hinanawi
Down > C
Front > Down > Front > C = Laser
Front > Down > Front > Z

Weather

Health

Health works much like other standard fighting games in that there is a set amount of health for each player at every round. Unlike IaMP, any damage done to the healthbar is irrevocable and cannot be recovered.

When a character loses a health bar, it ends the round. If the character lost her first health bar, she switches to the second; if she lost her second, she loses a life. If there is a next round, both characters have their health bars refilled to full.

Blocking

When hit, a character can block if the player is holding a back direction (1, 4, or 7). If a character blocks an attack, the character takes far less damage, often none, but may suffer a penalty.

Melee attacks, when blocked "correctly" will incur no penalty. Some melee attacks can only be blocked correctly in some positions, however: either while standing, crouching, or in the air. For example, an attack that can only be blocked correctly standing, if blocked while crouching, will incur a penalty. If an attack is blocked incorrectly, the block effect will be red instead of blue and an audible noise can be heard, and the blocking character will take a spirit penalty.

Guard crush attacks (6[A] and 3[A]) are special cases. If unblocked, they behave like powerful melee attacks. When blocking, though, 6[A] can only be blocked correctly standing, and 3[A] crouching. If blocked incorrectly, a character will lose a spirit orb for a temporary amount of time and is also briefly vulnerable to attack.

Standard grazable projectiles such as 5B or 2C cannot be blocked correctly; if blocked, the player will suffer a spirit penalty. Special attacks and Spellcard moves also inflict chip damage to the lifebar in addition to spirit damage.

Border Escape

Border Escapes are ways for players stuck guarding to get into a more advantageous position. By double-tapping D and holding a directional button while stuck in a guarding animation, you will escape in that direction, sacrificing an orb in the process.

Spirit

Spirit is needed to fire projectiles and perform some special moves. Instead of a single solid bar like IaMP, SWR's spirit bar sports 5 blue orbs. Firing projectiles and performing certain special moves will cost the player an orb. If the player does not use any spirit for a second or two, the orb(s) will start refilling by itself.

If a player is guard crushed or uses a Border Escape, a single orb will turn red and is unusable until it gradually replenishes itself. During this time, players are still able to fire projectiles, use special moves or fly, but with a reduced spirit bar. The more spirit orbs that are "crushed", the more limited a players projectile/special attack/flight options become. In addition, the player is even more vulnerable to being guard crushed again, as spirit penalty is still the same, regardless of how many usable orbs he or she has.

Grazing

While dashing, super jumping, flying, or performing certain other moves, a character is grazing. While grazing, projectiles will pass through that character without causing any damage. Grazing a projectile will also destroy that projectile in some cases.

Spell Cards

Expanded from the Spell Card system of IaMP and other games, you may assemble a "deck" of 20 Cards. Cards become available for in-play use as you deal or receive damage. New Cards for your deck can be obtained through various actions in gameplay (such as defeating an opponent). You can select which Cards you want for your deck in your Player Profile; decks must contain 20 Cards. Activation of Cards is done by pressing B and C simultaneously, and you may switch between obtained Cards by hitting A and B simultaneously.

Cards fall into three categories: System Cards, Skill Cards, and Spell Cards. System Cards include bombs (like in IaMP, these deal damage and do knockback to the enemy), weather change, and other miscellaneous options. Skill Cards upgrade your special attacks to do more damage (523 attacks, for instance), or allow you to gain alternate special attacks, or both. Spell Cards are powerful attacks that automatically work once activated (such as Marisa's Master Spark or Reimu's Fantasy Seal).

More powerful Spell Cards require you to have more Cards in your hand to activate; for instance, Yukari can use her Chen Spell Card if that's the only one in her hand, but to use her Ran Spell Card requires at least three Cards in her hand, and her Spell Card that summons a subway train to run over her opponent requires a full hand to use. You will know when a Card is available for use when the border of the Card's picture glows.

Game Modes

Story Mode

At the start you can only choose 3 different Story Modes, but after beating more and more stories there are 15 different stories.

Arcade Mode

A single-player mode where the player chooses one character, then battles a series of computer-controlled opponents (5~7 computer characters depending on the player character).

Vs Com

Vs Com simply allows the player and a computer-controlled character to fight each other in a single battle with one life each. Keep in mind that difficulty setting is taken into account.

Vs Player

Same as Vs Com, except the player fights another player.

Vs Network

The player can play against an other player online.

Practice

A training mode against a dummy opponent. Many different CPU defensive-only behaviors and properties such as opponent positioning and permanent weather can be set.

Practice Hotkeys

  • F2: Set both players' card stock to 5.
  • F3: Set both players' card stock to 0 and reshuffle all cards into deck.

Unlockables

Characters

Unlocking Tenshi Hinanawi and Iku Nagae for VS and Practice Mode

  • Beat Story Mode as any character to unlock Tenshi and Iku in VS and Practice Modes.

Unlocking characters in Story Mode

*Note - There may be multiple ways of unlocking each character.

Beat Story Mode with these characters to unlock story mode for the following:

Stages

Unlocking all stages for VS and Practice Mode

You have to beat Tenshi's Story Mode to unlock all the stages.