This is a general observation about ZUN's attitude I already had before the demo: the non-protagonist characters from the IaMP to Soku era will not be playable again.Ĭreating fighting game sprites is the most costly part of the development. IF AT ANY POINT YOU PAUSE DURING THE MATCH, REIMU WILL ALWAYS AUTOMATICALLY RELEASE THE ORB THE FIRST FRAME SHE CAN. > Any button (even declare and dash): 200 * x (Wide variety of hits) Orb: 100 * x (I've gotten up to 15 with the opponent jumping down into the corner) I'm getting an additional 3-4 points of damage near the end per ball.) Cannot be used if you have 0 Occult Balls.įantasy Heaven: 350 * 7 (2079) (This math doesn't add up and I'm not sure why. Shots as many projectiles as Reimu has Occult Balls. (1/2/3)C: 400 * x (could personally only get 4 hits max for 1419)ī.5C: Same as t.5C, but mirrored across the ground plane It feels like even a 1 frame piano is sufficient to get the f.5A. Stacks multiplicatively with the counterhit bonus for 192% damage!Īutocombo order: c.5A > c.5A > f.5A > 6A > (4/6)C (approx: 1396 out of corner, 1582 midscreen, 1879 into corner)ĭ5A lets you use f.5A up close! Can easily be done by pianoing D~A as quick as you can. Spellcards: Additional meter scales up to a 60% damage increase at 200% (100% meter = 100% damage, 150% meter = 130% damage, 200% meter = 160% damage). More experimentation is needed.Īll characters in the demo have 10000 health and take the same amount of damage.
Touhou urban legend in limbo characters full#
5C, for example, only gets a 10% increase, but Orb (another projectile), gets the full 20%. It seems to mostly be a 20% increase across the board, though there are exceptions. If not otherwise specified, any move may be done during a dash instantly (lagless cancelling of the dash).Ĭounterhits add damage. () after damage: Total damage if all hits connect (prorated) (*/*/*/.): Any of the delimited inputs are sufficient "b.": j., but only in the bottom half of the stage "t.": j., but only in the top half of the stage "j.": While not on the middle plane ("grounded") Once we do have that information, this could look much prettier (and therefore easier to comprehend). Until we fully understand how the fallback system of this game works, I've opted to test each of the 9 directions for each button input, just to be safe. That is, if your character doesn't have a 4A, pressing 4A will give you 5A, and things like that. In most fighting games, there are pretty standard rules for "fallbacks". My goal was to be comprehensive, not concise. Hard to test (though freezing proration to 100% in cheat engine suddenly popped into my mind). Spellcard individual damage counts may be slightly off. Ignoring proration for now until we understand it better (though it looks at first glance to be a pretty standard "different values for proration and initial proration" system). I'm pretty certain skillful button charge partitioning will be pretty important for this game. You need to be neutral while having held B for long enough. You need to be holding B after you finish your recovery frames from whatever move you've done before. If you aren't seeing the Orb at all, it's likely you are not holding B long enough. Note that you can quite literally hold the Orb infinitely (it shoots when you let go). For example:ĥA (hold B during the startup animation) > Orb (if you start holding B too late into the 5A, you will instead whiff cancel into 5B, and then into )īackdash (hold B during the backdash since you aren't allowed to attack during back dashes) > Orb If you don't want to use a B move, you can partition the charge in another move. This is because the game will always do the first thing it can (this is pretty standard for fighting games). If you simply hold B from the get-go, you will a B move (dictated by which direction you hold, just like normal) followed by the orb.
It doesn't matter what direction (though the direction will change how the orb is tossed once it's summoned).