Touhou Hisoutensoku 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.
Hisoutensoku 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.
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.
Characters all have A, B, and C attacks, and 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 A button can be pressed multiple times in order to do a predetermined combo, and is usually referred to as dial A or a 5A combo
Some attacks may also be charged by holding ([ ]) the button used for the attack, for more damage and/or bullets, and even delaying the move entirely.
Most characters have additional attacks when a direction is pressed in conjunction with an attack button (For example 6A, 3B, or 2C)
- Note: This includes dash attacks which are listed as 66 plus a button (66A), beware that some combos might require dashing inbetween moves and are listed as dash or 66 without a button.
Attacks can also be preformed 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 jA, j.5A, j2B, or j.6C)
All characters can execute special attacks by imputing a series of directions and then either B, or C. The possible combinations are 236, 623, 22, 214, and 421. (For example 236B, 22B)
- Note: The directions must be pushed rather rapidly, and usually fully released before the button is pushed in order for the special to come out and not some other attack.
Attacks can follow each other through a combo through the use of canceling, which has few exceptions that differ by character:
- A attacks cancel into B attacks.
- B Attacks cancel into C attacks.
- Most ABC attacks cancel into a special.
- Most ABC attacks and most specials cancel into a Spell Card (which is discussed later).
- Some B, C, and specials may be High Jump Canceled otherwise known as HJC or just Jump Cancel which can be preformed by [D]7/8/9 or 27/28/29. Many combos assume that you do this to continue the combo (This is common whenever a j appears after B, C, or a special)
- Attacks made while jumping also usually follow this order.
Combos are listed in the order preformed, for example possible combos might be listed as:
- 5A 5B 5C
- 5a 6a ja jc
- 5AAAA (For a dial A combo, this lists the amount of As to press)
- 6A 6C jA 236B (This requires you to jump inbetween the 6C and the jA)
- 5AAAA 6C 236C "Spell Card" (Spell cards you use in a combo are usually listed by name, or are included in a list of moves that can lead into it)
- 3C > JC (Some people like to use '>' in order to indicate that you should follow this move into the next one)
- 6C > j.A > wait > j.2A > 1 hit > "Spell Card" (Timing and extra directions can also be added in a listing)
Characters from Scarlet Weather Rhapsody are included in this game by installing Touhou Hisoutensoku as expansion to Scarlet Weather Rhapsody. Without SWR installed, only Reimu, Marisa, Alice, and Patchouli from the previous game are also available for play by default. For notes on other characters' moves, visit the Special Moves section of Scarlet Weather Rhapsody: Gameplay.
See Weather Effects
Health works much like other standard fighting games in that there is a set amount of health for each player at every round. Like SWR, 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. This only applies to VS. mode.
In story mode after losing 3 bars of health (throughout the 5 stages), you lose one out of three available continues.
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 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 is needed to fire projectiles and perform some special moves. Like Scarlet Weather Rhapsody, Hisoutensoku'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.
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.
Expanded from the Spell Card system of Scarlet Weather Rhapsody and other games, you may assemble a "deck" of 20 Cards. Cards become available for in-play use as you fill the card gauge. There are 5 gauges available for you, each one for the available cards in your hand, if you fill one gauge, you get a random card from your deck. Card gauges are filled by dealing or taking damage, with the latter fills the card gauges much slower. The rate in which the gauges are filled is doubled when the 'Cloudy' weather is in effect. 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 Scarlet Weather Rhapsody, 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 or allow you to switch to alternate special attacks. 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 'Shikigami "Chen"' Spell Card if that's the only one in her hand because it's a one cost card, but to use her 'Shikigami "Ran"' Spell Card requires at least three Cards in her hand because it's a 3 cost Spell Card, and her 'Obsolete Line "A Trip to the Old Station"' requres a full-hand to use since it's a 5 cost Spell Card. A Card is available for use when the border of the Card's picture glows along with the borders of the card(s) it will consume with it, if any.
In Hisoutensoku, many existing spell cards, weather-types and graphics from Scarlet Weather Rhapsody have been altered and existing characters all have new spell card moves. Additionally, each playable character now has a system card (e.g. healing, weather change, bombs, etc.) associated with her that is usable by any character once unlocked.
Only Sanae, Cirno and Meiling are playable for Story Mode.
A single-player mode where the player chooses one character, then battles a series of ten randomly chosen computer-controlled opponents.
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.
Same as Vs Com, except the player fights another player. At least one non-keyboard controller is recommended for this mode.
A built-in multiplayer mode done through direct IP connection.
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.
- F1: Toggle health regeneration on/off
- F2: Set both players' card stock to 5.
- F3: Set both players' card stock to 0 and reshuffle all cards into deck.
- F5: Changes weather in a backward cycle (Wind, Hail, Rain, Sunny, etc) and holds weather.
- F6: Changes weather in a forward cycle (Sunny, Rain, Hail, Wind, etc) and holds weather.
- F7: Resets weather counter to 0.0 and removes current weather.
Result (Spell Practice)
Lets you practice against any spellcard you've seen in Story Mode only with the character that fought it, capture not required. Shows spellcard name, difficulty (E/N/H/L), number of times captured/attempted, and the best time bonus (out of 60 seconds, counting down; NOT fastest time to capture).
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