Touhou 15.5: Antinomy of Common Flowers. By Moriya Shrine. Touhou 10: Fuujinroku - Mountain of Faith. By Moriya Shrine. Touhou 15: Kanjuden. From Touhou Hyouibana. Jump to navigation Jump to search. The lobby feature does not work right now, so the best way to have a match is direct IP connection. To connect to a specific IP, press C on the following page to copy the IP from pasteboard. Connection will sometimes fail when the ping is too high. Retrieved from ‘ https.
Basics and Notation
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The 9-point numerical direction system refers to the directions in which your pad or stick can be moved, with 7 8 9 being up left up, up, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right. (That's assuming your character is facing right. If she is facing left, the system is mirrored accordingly. In other words, 6 always means 'forward' and 4 'backward' from your character's point of view.)
5A means pressing A without a direction, similarly 5B/5C refer to pressing B and C without a direction. 6A means 'hold forward and press A', while 4B means 'hold back and press B'. 6[A] means 'Pressing forwards while holding down A'. Some attacks may be charged, and some cannot be. Writing 'j.' before a means jumping (or in air), and 'f.' means 'at a distance' (or far).
Aside from directions, AoCF has 3 buttons used for attacks, one button used for movement, and one button used for tag moves. All controls can be re-bound in the profile menu, and keyboard and gamepad controls may be bound indepedently. Below are the buttons and button combinations used in the game.
A (default key Z) Melee button - Pressing this button executes a melee attack. Standing still while pressing it will cause a different attack depending on your distance from your opponent. Pressing 4a will force a close 5a.
B (default key X) Bullet button - This button is used for danmaku. Reimu's needles, Marisa's stars, Kasen's hadoukens for example. Bullets can be grazed by dashing and jumping.
C (default key C) Special button - This button is used for special attacks, and has various effects. For Reimu, pressing it while standing still will cause her to dash around the screen. Kasen uses to command her animals, etc. (It cannot be charged like the B button). Specials are either melee or bullet, the bullet specials can be grazed but the melee specials cannot.
Using B or C moves costs orbs, denoted by the orbs at the bottom of the screen. You have five orbs, and one orb is consumed when one press bullet or special button. When you run out, you must wait for at least one orb to recharge before using these moves again.
D (default key S) Spirit button - Pressing this key while holding a direction will cause your character to move forward quickly, and fly while jumping. On 'ground', pressing 66 will result in the same effect, but while jumping, the dash button will cause you to continually fly while 66 or 44 will perform a short dash in the air and then you will fall back to the center. You can dash twice in mid air before you are forced to fall. Pressing dash and 8 together in the air will cause a double jump. Pressing A or B while dashing on the middle lane will lead to unique dash attacks called 66A/66B or DA/DB.
E (default key A) Occult button - This button is used for tagging the slave character and performing tag moves. In neutral, pressing this button will instantly switch from master to slave, or from slave to master. This has no cost on the occult gauge, but switching from slave to master will disable your occult gauge for a little bit. There are also other tag moves to cancel various moves explained in the later sections.
A+B Occult Power - Press A+B when your Occult bar is above 50% to use your Occult Attack. After using it, you will lose access to your slave for a little bit.
B+C Spell Declare/Use Spell - When your Master's spellcard meter is filled, you can press B+C in neutral to declare a spellcard. The declaration animation takes a while and can be interrupted by enemy attacks. After the declaration, you can press B+C again to use it. Using B+C will cancel any move your character is doing (except throw). Only the main character can declare or use the spellcard.
For more information, see | Spellcard system]
C+E Last word - When your spellcard bar and occult bar are both fully charged, then a master character can perform their last word attack by pressing C+E on the middle lane. Last Words cannot be cancelled into. This is a very powerful attack that has invincible startup, but once it is used, your slave character is permanently disabled until the next round.
Techniques
Movement
Walk
Hold 6 to walk forward, and 4 to walk backwards. Holding 4 will block attacks.
Jumping
When not currently using a move, you can input down (2), down-left (1), and down-right (3) to jump down, or up (8), up-left (7), and up-right (9) to jump up. Each character has two individual jumps they can use in either direction (you can jump up after jumping down, or jump down twice, for example). You cannot block during a jump's startup, but jumping grants graze frames. Passing through the middle lane will not reset your jumps; You must fully land to reset your jumps. Dashing does not use up any jumps.
Dash
Tap 66 for a dash (you may also input it as 6D). You may hold forward to increase the length of the dash. You can cancel your forward dash into various actions, such as jumps, attacks, special moves, a backdash, or a barrier guard. Forward dashing will graze bullets. There is a cooldown during which you cannot block, dependent on the character. For a land dash the cooldown is about 14 frames. For an air dash the cooldown is about 18 frames. Dashes do not use up jumps.
Back Dash
Tap 44 to hop backwards. The startup of a backdash is invincible. You cannot extend the length of this dash, and you can't cancel it into a jump. Back Dashing will still graze bullets however. Bullets used on the ground can be cancelled into backdashes. If a character is hit during a backdash, they will receive the hit as if they were airborne. A defensive technique. Dashes do not use up jumps.
Jump Cancel [JC]
The act of jumping during the recovery of a move so the recovery is cancelled into a jump.
Air Dash
Tap 44 or 66 in the air to air dash. Air dashing will graze bullets and can be canceled fairly quickly into air attacks. You can extend the length of the airdash by holding down the D button. Note that if you cancel your air dash, you will no longer be grazing. Each character can only airdash twice without returning to the center (besides Joon, who has infinite air dashes). Dashes do not use up jumps. Bullets used while jumping can be cancelled into airdashes.
Tag Air Dash
Tap 6 or 4 + E in midair to dash while switching characters. You can perform this even if you have used both of your air dashes already.
Tag Double Jump
Tap E in midair while not holding a direction to jump while switching characters. You can only jump upwards while above the center or downwards if below the center. You can perform this even if you have used your double jump already.
Offensive
Automatic Combo
When standing next to the enemy player and hitting A repeatedly you will execute a short automatic combo. The first two hits are light melee attacks. The third is a nondirectional heavy melee attack. The fourth hit is a directional melee attack and holding a direction when it is executed will change it accordingly. The fifth hit is by default a special move, selected by the direction input. For example, AAA8A8A is equivalent to AAA8A8C. There are also jumping and f.A auto combos, but these are limited to no directional inputs (there is no J5AAA8A for example, it's simply J5AAAAA)
Throw
- Main article: Grab
Pressing 6A in close range on the middle lane will lead to a throw attempt. If it is successful, the opponent will be thrown and instantly downed in a techable state. After a successful throw, the occult meter of the attacker will be filled by an average of 25%. The defender will also lose 50% of the white HP they have accumulated, or 100% if they were holding barrier before the throw.Within the first 15 frames of the throw animation, the opponent can input 6A to break the throw. After a throw break, both characters are back to neutral. However, an opponent can not do this if they are using their barrier or recovering from an attack.
Charged bullet([B])
Holding this button down briefly and releasing it will perform a unique special move that can be held indefinitely. This is denoted by the glowing blue aura behind your character while charging. You can move slowly during the charging. The only way to cancel out of a this is to backdash with 44/4D, fire the projectile, or input Tag + Forward (6e) while still charging. [B] counts as a special input for cancelling despite using the same button as bullets.
Danmaku Tenkai(BBBB...)
Mashing the B button will perform the Danmaku attack, which fills the screen with small bullets that do green damage but do not cause hitstun. This also allows you to move freely, like the charged bullet. Once the attack is initiated, it can be continued by holding the button instead of mashing it. This can be cancelled with a backdash. Danmaku Tenkai will slowly drain your spirit gauge, and will stop once you run out of spirit or let go of B.
Tag attack
There are four types of tag attacks: melee, bullet, special and spell cards. You can only use them if you have at least 50% occult meter. If you are tagging in the slave character with the master character, then the occult meter will gradually decrease by 50%. If you tag in the master character with the slave character, then the occult meter is unable to used for a short period of time and the occult meter will decrease by 50% immediately. Tagging in during a combo deals less damage if the occult meter was not full when the tag attack was initiated.
- Tag melee attack: After a melee attack, press 6E to tag in your other character with a tag melee attack. You can cancel most physical normals other into this on hit or block. Most characters can only tag cancel their 66B on hit.
- Tag bullet attack: After a B bullet attack, press 6E to tag in your other character with a tag bullet attack.
- Tag special: After a C move, press direction+E to tag in your other character with a tag special. The special move that the second character performs depends on the direction pressed. The timing and conditions of cancelling into a tag special depends on the special move used to initiate the technique. In most of cases, bullet specials can be cancelled without any condition, but melee specials can only be cancelled on hit.
- Tag spell card: If your spellcard bar is completely full, then you can press 6E to tag in your character with the tag spellcard during the usage of your main character's spellcard. Note BOTH bars must be filled to use this.
For the details of occult meter, see Occult meter system
Defensive
Blocking
Holding the opposite direction when being attacked will cause your character to block. If you block with the slave character, the occult meter will gradually decrease. Getting hit or blocking an attack with an empty occult gauge as the slave character will result in a guard crush, forcing the defender to revert to their master while being momentarily stunned and unable to block.When blocking melee attacks, you take no damage, but when blocking bullet attacks, special attacks, occult attacks and spellcards you take chip damage. Some of the spellcards deal massive chip damage.
Shield block
Holding 5D on the middle lane will perform a 'shield block' or 'barrier block'. While the barrier is up, all attacks will be repelled. Barrier blocking also prevents cross-ups. Each time the opponent is pushed back a white flash will expand out from your character's shield. Holding shield block will gradually consume orb meter, but it can be used and held even with no orbs. Barrier is powerful on defense, but while it is up, the defender cannot tech throws. You can tell when this occurs by the 'break' animation occurring before the throw.
Push block
Pressing 5D or 4D while in blockstun will perform a push block. A push block can be done while in the air. Performing a push block immediately after blocking an attack is called a timed pushblock, and will push the opponent back further.
Timed Shield block
Pressing 5D a few frames before a move connects while not in blockstun will perform a timed shield block. This block pushes the opponent back the most. Successfully doing this will cause a blue flash to expand out from the white flash of the push block.
Throw Tech
Right after the opponent tries to throw you, press 6A to break the throw attempt and reset the situation to neutral. The window for this is about 13 frames.
Air recovery
If you are launched but not stunned, you will be able to recover by pressing A, B, C, or D, and can choose the direction with 4, 5, or 6. Air recoveries are invincible during the animation. After an air recovery, there is a period where you can block but not attack, so be careful when recovering and attacking immediately afterwards.
Tech roll
After being downed, you can press direction+A/B/C/D to tech out. You can choose the direction with 4, 5 or 6 and all rolls are fully invulnerable. However, if you are fully stunned while standing (like after getting hit by Reimu's 6C, for example), you will be dizzy and cannot tech roll normally. This is commonly referred to as 'standing stun' or a 'hard knockdown'. If you want to tech from this situation, use a Tag tech roll instead.
Tag Tech Roll
After being downed with your occult meter active, you can press direction+E to perform a tag tech (using no direction techs backwards). Similar to a normal tech roll, only your character will be switched during the animation. Unlike a normal tech roll, you can do this to tech from hard knockdowns. Much like a neutral tag, this has no cost (even from a hard knockdown), but will disable your occult meter for a little bit. If you perform this while having low occult meter, your slave will be close to being crushed and unable to be recalled, so be careful.
Tag escape
During block stun, input 4E to perform tag escape. It has short invulnerability, similar to the backdash, but vulnerable recovery. Has no cost, like neutral tag, but occult meter is disabled for a while after doing a tag escape. Much more effective if the user has room to retreat, but fairly risky in the corner.
Tag Burst
During block stun, input 6E with at least 50% tag meter with your master to perform Tag Burst. It is an non-damaging, short-ranged, invincible attack that will down an enemy if hits. It takes away all your occult meter regardless of hit, block or whiff, and can be punished if it does not connect. After a tag burst, your slave will be sent in with no occult meter at all for a set amount of time, meaning that they will be unable to be switched back to master and will suffer a crush if they are hit or block an attack. This amount of time depends on the amount of occult meter the master had before the tag burst was initiated. A last-ditch technique.
Tag air recovery
If you are launched but not stunned, press E with a direction to recover (using no direction recovers backwards). Similar to a normal air recovery, only your character will be switched during the animation. This has no cost, similar to a neutral tag, but will disable your occult meter for a little bit. If you perform this while having low occult meter, your slave will be close to being crushed and unable to be recalled, so be careful.
Advanced Techniques
Chain Cancelling
The cancel chain of moves is the key to performing stronger combos and block strings in game. Any steps can be skipped in the following listed chains.
The following two cancel trees only apply to moves on hit.
In this case, 'Special Moves' refers to C attacks, Charged Bullets, and Occult attack.
On the wiki page for each character, the following abbreviations are used for canceling:Normal (A), Bullet (B), Special (C), Spellcard (S), Dash (D), Backdash (bD), Jump (J), Tag attack (E) Tag jump (eJ)
Notes:
- Moves that can be cancelled on hit into bullets can also be cancelled on whiff into bullets.
- Bullets and projectile special moves can be jump or backdash cancelled on the center lane, or dash or double jump cancelled when used above or below the center lane.
- Tag attack cancels can be used at any time during the cancel chain, the effects and requirements of which depend on when the tag attack cancel is used.
- Throws cannot be cancelled.
Land Cancelling
Touching the center lane during certain moves will cancel the animation and return your character to neutral. Can be used to perform stronger strings and combos, and for added safety when attacking.
[b]4D (BAD) cancelling
A technique performed by cancelling a special-cancellable move into a [b] charge attack and then backdashing (4D) the charge as soon as possible to cancel it. This lets you cancel your attacks into backdashes for safer pokes and retreating when using high-recovery moves. Also very useful for baiting reversals by cancelling a melee attack into an invincible/grazing backdash. Useful if you have a move that can't be bullet cancelled on whiff.
Empty tag attack cancel
A technique performed by land-cancelling a j.5A and then pressing 6E. This allows you to use a melee tag attack without having to hit your opponent, which is useful for movement and fakeouts.
Triangle jump
Performing 93D or 39D to move quickly from the top part of the screen to the bottom, or vice-versa. Not as strong as they were in ULiL, but one can still use them in combos or pressure occasionally.