Touhou Kobuto V: Burst Battle

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Touhou Koubutou
Cover of the original version of the game



NIS America (North American, European and Spanish PlayStation 4 version)


Original version:
Trial: September 19, 2010 (Reitaisai SP)
Full: December 30, 2010 (Comiket 79)
Touhou Koubutou V:
November 2, 2016 (Japan)
October 10, 2017 (North America)
October 13, 2017 (Europe)


Fighting Game


Single-player, Multi-player


PlayStation 4
PlayStation Vita
PlayStation VR
Nintendo Switch


Windows XP/Vista/7, Pentium III 1.2GHz or higher, 256MB RAM, 128MB VRAM, DirectX 9.0c, DirectSound

Touhou Koubutou (東方紅舞闘 Touhou Koubutou, lit. "Red Dance") is a 3D Arena Fighting Game, developed and published by CUBETYPE. Originally released for PC on December 30, 2010 at Comiket 79. An updated version was planned for release on November 3, 2016 for PlayStation 4, Vita and VR as part of Play, Doujin!, under the title of "Touhou Koubutou V", but was changed to November 2, 2016.

In February 18, 2017, NIS America released a video, announcing the localization of the game, under the title of "Touhou Kobuto V: Burst Battle", that was originally going to be released somewhere on July 4 on North America and June 30 on Europe. However, the release date was delayed to September 5 and 8 for North America and Europe respectively to accompany the developing Nintendo Switch version that was be released alongside the PlayStation 4 and Vita versions.


Screenshot of the PlayStation 4 version

(Note: The controls in this section refer to the default controls on the Switch version, though it should be noted that the Playstation 4 and Vita controls also mirror the Switch version's default controls, as well.)

The gameplay is originally based on the Virtual-On series of 3D fighting games. It also shares similarities with its successor, Genso Rondo, as the game features a one-on-one fighting with the use of bullets. Melee attacks can also be performed when near to the opponent.

Fights take place on a 3D square arena on the ground with the camera focusing behind the player's character. In the console version, arenas can also include obstacles on the ground.

The goal of the game is to simply eliminate the opposing force by depleting their health to zero by attacking with bullets with various patterns differing with each character being used.


Players can maneuver around the arena in various ways to avoid bullets. Players can run around, dash and jump. Double jump is performed when pressing the jump button after the first jump. Players can dash to move quickly around the arena - even dashing in mid-air is possible. Finally, it is also possible to quick fall by pressing L in mid-air.


A page in the Vita version's external digital manual showing different Main attacks

There are three attack buttons that lead to different attacks (known as Main, Sub, and Charge attacks). On the ground, each attack button can also lead to 3 other, different alternate attacks depending on what buttons are held at the same time. (L, R, or L+R can be held while pressing an attack button to use a different attack; R and L+R attacks can only be executed while standing, however.)

Dash attacks also create different patterns depending on the direction that the player is dashing during the attack (forward, side, and back), each of which can also be modified (holding L) for alternate attacks.

In the air, attacks can be done at the peak of a jump, and have one (usually strong) alternate attack (done via holding R while the attack button is pressed). Dash attacks can be done at any jump height with mid-air dashing as well (but cannot be modified with L).

Melee attacks are executed once the attack button is pressed when near the opponent, and can also be modified. At melee range, it is also possible to guard some melee attacks (by holding L), quickly side-step the opponent (L + left/right), do a jumping melee attack (by pressing an attack button + jump), and melee attack knocked-down opponents that are lying on the ground. Different melee attacks can be done also while dashing forward on the ground by holding backwards while pressing an attack button (and Flandre and Remilia can also do dashing melee attacks in mid-air).

Spell cards can be executed with X+A, which fires a special kind of projectile that is unique to each character.

Meter gauges[edit]

Players' attacks, spell cards, and movement are limited by separate meter gauges (which they consume): one gauge for each attack button, and one gauge each for spell cards and movement.

  • Spell cards consume and require a full spellcard gauge (the gauge labelled 'Charge') and a large amount of the attack gauges when they are used.
  • The movement gauge (labelled 'Action') is consumed by dashing, as well as cancelling attacks into dash and quick falling after an aerial attack. If the movement gauge runs out, the player becomes in a "fatigue" state in which they are immobile and vulnerable for a short time (although this state can be dash cancelled at the cost of at least 50% spellcard meter).


The camera follows the opponent by default, automatically gaining sight of the enemy. However, it is possible to toggle this by holding X+A for roughly 1-2 seconds. It is possible to quickly re-orient the camera towards the opponent by jumping. The camera can also be moved left or right manually (where holding R makes the the camera turn faster); this can be used to launch attacks in different directions as part of more advanced tactics.

Useful techniques[edit]

  • It is also possible to start an air attack at any point while rising in a jump by pressing the attack button (+R if doing the alternate attack), then L after.
  • On the ground, it is possible to cancel the following attacks into L+attacks:
    • Dash attacks (that do not use the L button)
    • Non-dash ground attacks (that do not use the L button, i.e. unmodified attacks and R+attacks)


Local multiplayer mode features a vertical split-screen to accompany both players. The console versions also feature online multiplayer (which is not split-screen).


The character selection screen of the PS4 version

In the original PC version, the game initially starts out with Reimu and Marisa being the only selectable characters; through progression of the game, characters from Embodiment of Scarlet Devil can be unlocked. In the Switch/PS4/Vita versions, all characters (apart from unpurchased DLC) are immediately available - except in the Story mode, which first plays through the stories of three different characters (starting with Reimu) before characters become available for selection.


DLC Characters:

PC Only:



PlayStation 4 and Vita version[edit]

Additional Information[edit]

  • This is the first Touhou game to be on PlayStation VR and the Nintendo Switch.
  • Rumia's localized name was revealed to be "Lumia".
  • The "V" on Touhou Koubutou V might stand for Vita as it may imply on the game's PlayStation Vita version.
    • The same might goes on for The Genius of Sappheiros as it is released for the PlayStation Vita as "Touhou Soujinengi V".
  • The reveal trailer of the PlayStation 4/Vita version is the same as the game's original trailer but with a different information at the trailer's end.
    • A second trailer was released that was formatted the same style as the original trailer but with footages of the remastered version.
  • The remastered version for PS4 and Vita replaced the chibi-like designs of characters with the more refined designs similar to Genso Rondo.
    • A DLC theme was made available for purchase that replaces the artwork with the ones on the original version.
    • The menus of the remastered versions are redesigned to be similar to Genso Rondo.
  • The release date for the remastered versions was originally November 3 in Japan. The date was changed to a day earlier than originally announced.

External Links[edit]