Touhou Gouyoku Ibun/Gameplay

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Controls[edit]

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Touhou Gouyoku Ibun may be played using either a keyboard or a gamepad.

The default keyboard controls 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 Esc 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 9.

Touhou Gouyoku Ibun will require you to quickly press a bunch of buttons in sequential order to make your character perform a unique action. For example, 5AA would indicate pressing the A button (by default the Z key) twice, sending the character into a dash twice.

Note that the number 5 in this system is not necessary, but is 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.

Gameplay[edit]

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Gouyoku Ibun plays as an experimental danmaku beat 'em up boss rush game. The player fights a boss on screen, avoiding bullets and collecting water, until either runs out of health.

Besides a health bar (represented as 5 orbs), each player has a stamina bar, a water gauge and a score counter.

Movement and Dashes[edit]

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.
  • A will cause a character to dash and graze (explained later), generally upwards. The direction of the dash can be controlled by pressing any movement keys.

Note that the details of dashing vary from character to character. In addition, all characters may perform airdashes by pressing A and a direction while in the air. Characters can only perform a limited number of airdashes before landing; most characters can only perform 2. Characters are not restricted to only four directions in dashing. Players can also dash at a diagonal angle by holding A and 9/3/1/7.

Some characters can float as a way of movement for a limited time, most of them by airdashing and holding A.

Moves[edit]

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

All characters have B attacks, while a few of them have A or C attacks. These attacks may change with addition of a button press like movement, and they are referenced in the same way, directions are all named assuming you are facing the opponent on your right.

The B button can be used in conjunction with a direction to perform an additional attack called a command attack (For example, 2B, 8B or 3B), and some characters have more than others. If pressed multiple times, the B button can be used in order to do a predetermined combo, and so can most command attacks.

Attacks can also be performed in the air, and is usually given the annotation j and j., this assumes that you jumped and are now airborne for the attack (For example jB, j.5AB, or j2B). They can also be performed while dashing.

You can also execute combos, by attacking the boss multiple times in fast sequence.

Health[edit]

Any Stage is started with full health, 5 orbs, but health can't be recovered throughout the Stage. On Normal mode, any damage dealt will take half an orb from the health bar; on Hard mode, melee attacks and large bullets will take a full orb.

When the health is depleted, you will reach Game Over, and will be given the option to start the stage again with full health.

Stamina[edit]

Performing certain actions, such as airdashing, floating or using some attacks, will consume stamina from the bar. You may not perform these actions until the bar fills up again. The stamina bar will recover as long as your character is touching the ground.

Grazing[edit]

While dashing or performing certain moves, a character is grazing. While grazing, projectiles will pass through that character without causing any damage. Grazing a projectile will destroy that projectile in most cases, and turn it into water, oil or blood for collection.

Bullets can be grazed in Groups, and these Groups are formed by bullets produced at the same time and are close together. Once you graze a single bullet within a Group, all of the others in that Group will immediately turn into water. You can only graze 1 Group during a dash, and any other bullets you come into contact with will not delete an entire Group.

Some larger bullets, when grazed, will not produce water, but instead will leave a kanji indicating that it has been cancelled. If they are grazed at a late time during the dash, the bullet may be pushed around, or the character might pass through it.

Water[edit]

Most small bullets will produce water when grazed. It will also be generated when bullets reach the ceiling or the floor of the stage. Water will lie around the floor, slowly move towards the sides of the screen and disappear.

For most characters, water can be collected by using the C button. Collecting water will fill the water gauge up to 100%, and will usually allow the character to use a Spell Card.

Spell Cards[edit]

When the water gauge is filled up to 100%, most characters can use a Spell Card. This is a special attack that will deal larger amounts of damage to a boss. Spell Cards vary wildly on form and usage depending on the character. When a Spell Card is used, the water gauge will reset to 0%.

Bosses[edit]

The main objective of a Stage is to defeat a boss. A boss' health bar works differently from the player's, looking closer to the one of a fighting game.

Bosses will sometimes have a red Shield around them, which can be broken to deal more damage shortly after, and during Spell Cards, after breaking multiple red shields, the Spell Card will be "broken".

Screen Layout[edit]

Th175Screen Layout.png


From top to bottom, left to right:

  • How to read the screen
    • Enemy health
    • Remaining shields
    • When this is red, it's your chance to attack
    • Player health
    • Water stock
    • Spirit power (Stamina)

Characters[edit]

Reimu Hakurei

Balanced Handling and Firepower-type
Difficulty of Usage: 1/5
Reimu's melee attacks are large and easy to control, but because of her amulets' low damage, she's not very good at a distance. She has long, normal dashes, and once she dashes into the air, she can airdash 2 times before falling to the ground.
Her water collection is fast, but short ranged, and can be used while moving, and for her Spell Card, she shoots 8 medium sized orbs in the style of Fantasy Seal.

Marisa Kirisame

Burst Damage and High Firepower Sniping-type
Difficulty of Usage: 3/5
Marisa's melee attacks are few, but she compensates with a large arsenal of long range attacks and bullets of varying utility. Her dashes deal damage as melee attacks, but they have a slow startup, can't be directed diagonally, and after dashing into the air, she can only use one airdash that will drain stamina.
Her water collection is fast and long ranged, but she can only do it while standing still or falling. For her Spell Card, she shoots a current of water that can be slightly aimed up or down.

Kanako Yasaka

Fortress-type with Versatile Zoning Capabilities
Difficulty of Usage: 2/5
Kanako completely lacks melee attacks, and as such, she relies entirely on her ranged onbashira and tornadoes. These can deal above average amounts of damage and occupy large spaces. Her usual dash is a jump, and she then can dash 2 times once in the air, and while doing an airdash, any onbashira sent upwards after a 2B 2B or 2C 2C will be sent flying in the direction of the dash.
Her water collection is short ranged, but it will allow her to float in any direction at the cost of stamina. For her Spell Card, she will shoot a barrage of small bullets from onbashira on her sides, ending with a medium sized burst. This will not break red boss shields under any circumstance.

Minamitsu Murasa

Slow Anchor Movement and Ultra-High Firepower-type
Difficulty of Usage: 5/5
Minamitsu has the largest moveset in the game, and most of her attacks deal high damage and can be used for both melee and long range. Her dash has a very slow startup, but when the anchor hits an enemy, it will deal damage on contact, and Minamitsu will spin her anchor while dashing, dealing more damage. When aimed downwards, the anchor will always hit the ground. She can use 2 airdashes, and the first one will use stamina. When not aimed, default ground dash will go in front of her instead of upwards.
Her water collection is fairly long ranged, and will use stamina. For her Spell Card, she will shoot an arc of five blue anchors in front of her, which will then fly in a straight direction. She can also shoot a single anchor by inputting 5BB with 100% water gauge. These blue anchors will not break red boss shields in any situation. Her 2B will use water from the gauge, despite not being affected by it.

Joon & Shion Yorigami

Super Close Up-type Who Uses Her Elder Sister as a Shield
Difficulty of Usage: 4/5
Joon is the main playable character, and all water in the game will be turned into oil. Most of her attacks are very short ranged melee, some producing explosions. Her dash is a simple jump, and airdashing will make Joon grab onto Shion to float upwards and glide, slowly falling downwards. If A is pressed in the middle of the process, Joon will hurl Shion forwards, dealing damage, and if pressed again, Shion will be called back faster.
Shion has a small area around her that will act as a shield, turning any grazable bullets it touches into water and charging it directly onto the water gauge. The gauge will decrease after some time of not collecting water. Once Shion collects enough water, she will execute their Spell Card automatically and turn off the shield. She will, for a relatively long time, shoot multiple medium sized drops of oil that fall and deal damage. After she finishes, she will faint for some time and then start behaving normally again.
The C button will instead be used to switch sides between Shion and Joon relative to the screen. Shion will stick to the side Joon is facing as they reunite, and will stay there even if Joon faces towards the other side. If oil remains on the floor, Joon can ignite it by using any melee attack that includes fire.

Flandre Scarlet

All Purpose-type With No Weaknesses Except Water
Difficulty of Usage: 4/5
Flandre's melee attacks have a large range and good damage, and she can use fast long ranged attacks whenever she's in the air, but she will drift forward slightly and have slow recovery when she finishes a combo. Her default dash is a simple jump, but as a second dash, A can be held for her to turn into a bat and fly, at a high cost in stamina.
She cannot use C to collect water outside of the final stage, and will collect it automatically. When her water gauge is full, she will take half a health orb of damage. Her gauge will decrease after some time of not collecting water. The C button is instead used for a higher damage attack in the form of an explosion, that searches for the boss in an increasing circle's radius. As the circle becomes bigger, it will gradually consume more stamina. Two C attacks can't be active at the same time.
During the last phase of the final boss, she will become able to collect blood using C, in a large, increasing radius. As her Spell Card, she will throw an apple that will deal a considerable amount of damage to the boss.

Scoring[edit]

Most of the score acquired in runs comes from the stage end bonus added to the score collected through the stage. The stage end recount comes to be a multiplication of various bonuses (Combo Score x Water Percentage Bonus x Damage Bonus? x Time Bonus?). If any of these bonuses is 0, only the Combo score will be counted.

If a stage is retried, score will be reset and be added the number of retries across the run.

Combos[edit]

Combos are the main way of getting score during a stage. The larger a combo is, the more score will be acquired before the boss is beaten.

Water Percentage[edit]

By collecting certain percentages of the water produced during the stage, the water percentage bonus will increase.

Damage[edit]

There are three categories for damage:

  • Flawless Victory, for receiving no damage during the stage
  • An Even Fight, for taking between 1/2 orb and 1 1/2 orbs of damage
  • Barely Survived, for 2 orbs of damage taken.

Time bonus[edit]

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Stages[edit]

Glitches[edit]

This is a list of known glitches, bugs, or other capabilities that aren't supposed to be part of the original gameplay.

  • In Utsuho's stage, when you are killed by the fires at the sides, Utsuho will continue to cycle through her pattern indefinitely.