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Talk:Immaterial and Missing Power/Gameplay
Old discussion
I tried starting this page; don't know how much of it is useful though. A lot of it is pedantic, and may be just explaining things that don't need explanation. Hopefully someone can go through and cut out some of the useless junk. I'm especially wondering about the standard moves section and the story mode health bar listings; consolidating that would be good.
Some other things I noted:
I'm actually not sure what the default keyboard layout is; mine is remapped to what I said in the article. Is that correct?
I'm not sure about button naming conventions. Assuming that we use A, B, C, D, is sA and sB okay? Is there something more intuitive?
General terminology: I'm not sure if these are the official terms; just what I've heard thrown about on the message boards - stuff like spirit, spirit drain, guard crush, "correct" blocking, and so on. Heck, I'm not even sure about spellcards and declaration.
Tying in with the standard moves consolidation, there's way too many exceptions to the general stuff I wrote down. Alice's A attacks, Yuyuko's 6C, Meirin's C, 2sA or 2sB projectiles that are anti-air, and so on. I'm not sure if we should make note of this, or perhaps dump the text in the standard moves section altogether. I would like a listing of all the different standard command inputs though, that result in different moves (though I gave up on the air versions myself).
Speaking of standards, are there any situations where 4X is different from X? I couldn't think of any myself.
And speaking of Meirin, I'm not sure what to do about her AAAA &c combo thing. Probably goes on a character-specific page?
Some bits about the engine I don't understand dealing with persistent bullets and item collection. For example, sometimes, when hitting Alice, her dolls turn into points, and sometimes they don't. Similarly with Yuyuko's 236X butterflies, or the B version of Suika's ground punch; sometimes they turn into point items the instant they "activate," sometimes they don't. It seems to me that the harder you hit them the more likely they are to turn to points; is this true? And is there an exact threshold?
Regarding blocking penalties, I'm not sure where air blocking fits in. I think I just ignored it. Also, is there a health penalty for blocking while spirit drained? I know there's one for projectiles for sure (lolz suika's last story mode spellcard).
Counter hits (or whatever you call those spinny, starry hits) should go in somewhere, though I don't understand exactly how they work. Stuns should go in somewhere too; those are a bit easier. The only things I can think of that stun right now are guard crushing and Meirin's ground stomp.
Combos and cancelling should go in somewhere; I'm not sure if an explanation of cancelling is too detailed and/or technical though. In the same vein, I'm not sure about teching/recovery. It should be at least noted how to recovery off the ground or while falling though. Being hit in air would probably go with combos. It seems like it could get complicated fast though.
I talked as if there was a clean divide between melee and projectile, but it seems to me to be not the case. It seems that attacks can be an arbitrary combination of blockable (with "correctness" and all), grazeable, itemizeable (turns into items on hit) and cancellable (with cancellable meaning that it will cancel out enemy projectiles). For example, Youmu's sA doesn't seem to cancel other projectiles, and I don't think I've ever seen it turn into items either. Heck, I'm not even sure if it's grazeable now. Stuff like Patchouli's tornados can be grazed, though they're in melee range and I don't think they convert to items. And of course most spellcard projectiles can't be turned into items (damn Suika's fireball spellcard). And then we have Yukari's fourth spellcard, in a class of its own.
67.174.249.50 20:34, 13 Jul 2005 (PDT)
Is it really true that spirit items still refill the bar as normal while spirit drained? In my game, they've never helped fill the bar any faster.
MaullarMaullar 12:54, 25 December 2005 (PST)
They still fill the bar, but the effect isn't much to write home about. You can test it out for yourself pretty easily in Duel Human mode.
24.5.171.46 15:57, 3 January 2006 (PST)
Naming Conventions
>> I'm not sure about button naming conventions. Assuming that we use A, B, C, D, is sA and sB okay? Is there something more intuitive?
- Here's hoping to someone noticing this. ^^ I think that it's better to refer to them as "far A" and "far B," since most other fighters (that I know of, at any rate) use those terms, at least in American notation. (e.g. Guilty Gear) I've seen a few ways to differentiate between the two... 5B(c) and 5B(f) was the more intensive way ("close B" as opposed to "far B"), B and f.B was the least intensive (lazy ^^) way. However, it might not be good to use c.B (for close B) and jf.B (for jumping far B), since those can be mistaken for "crouching B" and "just frame B" (though I don't think there're just frames in IaMP). - 71.244.254.205 13:30, 14 May 2006 (PDT)
Remapping Keys
I ran the readme through a translator, and I think it says the options to remap keys should be above the difficulty switch in the options menu, but there's nothing there. There's also no check box for full screen from what I can see. Are these features disabled in the trial version? 71.194.136.20 18:39, 30 March 2007 (PDT)
The config exe in the game allows for controller remapping. Needs to be run in compatibility mode (Windows 2000), but it works. 220.235.136.1 10:59, 13 April 2007 (PDT)