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Интерфейс

Touhou SWR HUD

  1. Полоска жизни - Показывает, сколько осталось жизней.
  2. Красная жизнь - указывает, сколько жизней отняла текущая атака.
  3. Счетчик побед - Показывает сколько побед засчитано.
  4. Таймер погоды - Показывает текущую погоду и сколько осталось секунд до смены погоды.
  5. Текущая спеллкарта - Показывает текущую выбранную спеллкарту. Когда вокруг неё есть золотая обводка, карту можно использовать.
  6. Запас спеллкарт - Показывает, какие карты у вас в резерве. Карты с золотой обводкой указывают стоимость текущей спеллкарты, и исчезнут при её применении.
  7. Запас духа - Показывает, сколько духа у вас осталось. Красные круги 'разбиты', и не могут использоваться до самовосстановления.
  8. Кристаллы - Появляются после того как вы вырубили противника (В кристаллы оборачиваются все его выстрелы) И увеличивает время до смены погоды.
  9. Предел блокировки - Предел растет из-за некоторых атак, когда предел достигнут максимума, противник немедленно станет неуязвимым, заканчивая любое комбо, и не будет способен оправиться в воздухе(техника воздуха/ukemi).

Управление

Basic Controls

       Геймпад:
 
7   8   9
 
4   5   6    A  B  C  D
 
1   2   3

 A  = Физическая Атака
 B  = Слабый Снаряд
 C  = Сильный Снаряд
 D  = Ускорение/8-сторонний полёт
A+B = Сменить Карту
B+C = Использовать Карту
    Клавиатура:

    ↑   
             A  S  D
←   ↓   →     Z  X  C  
 

   Z   = Физическая Атака
   X   = Слабый Снаряд
   C   = Сильный Снаряд
   A   = Ускорение/8-сторонний полёт
Z+X; S = Сменить Карту
X+C; D = Использовать Карту


You can adjust your configuration by going to Profile, then selecting the second option ("Profile Config") and selecting Profile1P (or Profile2P if necessary). You can also choose the first option to create a new profile, and then you may edit the controls for that. To select which profile to use, go to the character select screen and then hit Start (or Escape), and then pick the first option to choose Player 1's profile, and option 2 to pick Player 2's.

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, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right.

j.A means "jumping A", which will be 7/8/9A, while j.[A] means "jumping and holding down A".

Управление и простейшие комбо

  • Super Jump - Tap 2, then 8 (or 7 or 9) to Super Jump. Super Jumping will graze bullets, and make you jump higher than normal. You will also travel faster if you jumped diagonally.
  • Forward Ground Dash - Tap 66 for a ground 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 a Super Jump. Forward Dashing will graze bullets, but there is vulnerable recovery at the end of it.
  • Back Dash - Tap 44 to hop backwards. With the exception of Suika, who has backward dashes that act the same as a Forward Ground Dash, you cannot extend the length of this dash, and you can't cancel it into a super jump. Back Dashing will still graze bullets however.
  • Normal 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. Note that if you cancel your air dash, you will no longer be grazing. All characters can air dash twice in the air. After dashing, your character will face your opponent.
  • Flying - Hit D + any direction while in the air. You can hold D to extend the length of the dash greatly, and you can change directions during flight. This dash requires spirit meter to perform, it will consume 1 bubble at startup, and then continually drain spirit until you stop dashing. After ending flight, your character will face your opponent. Flight can be divided into three sub-types, imperfect, perfect, and teleportation.
Imperfect Flight - Character is surrounded by blue rings while flying and will continue in the direction flight was initiated until terminated with some degree of control in the perpendicular directions. All characters exhibit imperfect flight except Patchouli, Yuyuko, Iku, and Remilia.
Perfect Flight - Character exhibits much better control over themselves while flying such as the ability to completely reverse directions without stopping. No blue rings while flying. Patchouli, Yuyuko, and Iku exhibit perfect flight; it should be noted that Iku has a much larger turning radius than Patchouli/Yuyuko.
Teleportation - Character disappears and instantly reappears a small distance away in the direction held. Can only teleport twice before needing to land. The only character who can teleport is Remilia.
  • Charge Moves - Many attacks can be charged by holding the button when you do them. This will usually increase damage or add new properties to the move.
  • Toggle Card - Hit A+B or the defined macro button to switch between your current spell cards.
  • Use Card - Hit B+C or the defined macro button to activate your spell card. If you don't currently have enough spell cards in stock to activate, nothing will happen. You can tell when you have enough in stock when the border around the spell card is golden.
  • Border Escape - Press D twice during blockstun, plus a direction. This will cancel blockstun with a red flash at the cost of crushing one spirit orb, and move you in the direction that correlates to the direction you held. Hold 4 when tapping D to backdash, 6 to forward dash, 1 to highjump 7, 2 to highjump 8, and 3 to highjump 9.


Spirit Orbs

  • Spirit orbs are used to fire bullets, use special moves, and fly. The first two consume one orb and thus can't be done without a complete orb. Flying is a gradual drain.
  • Your spirit can be drained/damaged when blocking enemy bullets, specials, or spellcards. You will also take spirit damage for blocking moves in the air, incorrectly blocking melee attacks, or blocking the wrong way against guard crush attacks.
  • Spirit orbs refill automatically. After firing bullets, there is a short delay before refilling starts. Special Moves have longer delays before refill. Flying has no delay.
  • Using up all your own spirit will not crush an orb.
  • Orbs will become crushed if your spirit takes damage when you are completely out of spirit (or last orb is drained by damage), or you incorrectly block a Guard Crush attack.
  • If your spirit is crushed in the air you will enter into a juggle state and your character will be launched very high into the air and float very slowly down.
  • If your spirit is crushed on the ground you will enter a stagger hit-reel state, which lasts for a moment, during this time you are completely vulnerable to attacks.
  • Crushed orbs (red orbs) refill significantly slower, but will continuously recover regardless of what's going on.
  • The Hail Weather will increase the rate at which you regenerate spirit.
  • The Spring Haze Weather will remove all delays on refilling spirit.
  • The Sunshower Weather will let incorrectly blocked melee instantly guard crush. However, guard crushed orbs recover much faster.

Спеллкарты

Spellcards in SWR are a recurring theme in the Touhou series. The spellcard functionality is borrowed from SWR's prequel game IaMP, however in SWR they are selected, gained, and used entirely differently.

During a match you have five empty spellcard slots that will gradually fill by attacking, defending, or being hit. When one of the slots fills, a card from your character's Deck will be randomly selected to occupy that slot. Fortunately, you have some control over what is put in your Deck, and in a match you are able to cycle between cards you have in your slot reserve.

Cards are divided into three categories: Spell Cards, Skill Cards, and System Cards.

Decks

Decks are located in your profile and are divided by character. For each character deck you are allowed to choose up to 20 cards to fill your deck with, but you can only have a maximum of 4 of any duplicate card. Because spellcards are chosen from your deck at random during a match, adding more than one of the same type of card increases the odds it will show up. Example: you have a better chance of getting a card if you have 4 of them in your deck, than you are if you've only placed 1 of them in your deck.

The optimal card selection for your deck will depend a lot on your playstyle and perhaps even who you're fighting against.

Casting Cards

Spellcards all have a casting cost which is indicated in the Deck menu. Each character has a maximum of 5 stocks of spellcard in their reserve which begin empty. During the course of gameplay, you will accrue meter by attacking and getting hit. Once your meter fills up fully, it will reset and you will gain a spellcard at random from your deck in your stock.

In order to use a spellcard, you must first meet certain requirements. Each spellcard has a casting cost which can be seen in the Deck menu. In game the costs are visually represented by the gold glowing border around the number of cards that the currently selected card costs. Thus, the number of cards besides itself which it consumes is the cost of the card. Generally speaking, all System Cards and all Skill Cards have a casting cost of 1, meaning it will consume itself, Spell Cards will vary from 1-5 in casting cost relative on how powerful or useful the attack is.

During battle, you may cycle through your stocks by pressing A+B to pick which spellcard you wish to use. This can be done at anytime including when the character is knocked down. Once you have made a decision, press B+C to use the spellcard. Once a card is used, it is consumed for the remainder of the match.

Because of this, it can be important to cycle your reserve so that you don't accidentally consume a useful card. Note that you can only cycle the reserve in one direction, and you always consume cards in order from outward to inward, and new cards are always gained in the most outward available slot. Still, cycling your reserve before gaining a new card in a slot can help to separate valuable cards from one another.

For example:

(R) (G) (B)

In the above scenario, the G card will always come after the R card, and if the R card costs two then it will consume both the R and the G. If you were to wait until just before gaining a new card to cycle the R card to the last position, you can separate the R from the G once you've gained a new card, as follows:

(G) (B) (R)
then:
(G) (B) (R) (Y)
and then cycle to reorder:
(R) (Y) (G) (B)


The result is now your R card is back to being the currently selected card for casting, but rather than also consuming your G card, you have separated the two with the newly gained Y card.

Card Types

Spell Cards

Spell Cards are traditional "Super Move" type attacks and have a very large variety of effects. Some are quite useful, while others not so much. Refer to the individual character sections to learn about specific spellcards.

Skill Cards

Skill Cards are a unique design to SWR. Each character comes with 4 "default" skill cards that are associated with the 4 special moves your character has from the start. These will increase the attack power or improve the effects of special moves depending on your character and card.

In addition to these, there are Alternate Skill cards (alt.skill cards) that overwrite your character's normal special move set. Characters have different amounts of alt.skill cards that have a variety of different effects. Casting an alt.skill card during a match will swap the default special with the new special type, and increase it to level 1.

For example, if you use Reimu's Alt.Skill Card "Youkai Buster", which has an input of 236B/C. From then on, when you input 236B/C, you will use Youkai Buster instead of the Hakurei Amulet. If you use "Youkai Buster" again, it will power up to Lv2. However, if you use the Skill card "Hakurei Amulet", 236BC will revert back to Hakurei Amulet.

Skill cards and Alt.Skill cards max out at level 4. Their usefulness and how they level up per use is entirely dependent on each specific card, so experimentation is required to determine each card's uses.

System Cards

System Cards include things like defensive bombs and weather-based cards.

Card001bomb
Bomb cards

Bombs are another recurring theme in Touhou, and the mechanics of these bombs were borrowed from SWR's prequel game, IaMP. These bombs, however, are limited to only the IaMP N-Bomb type, and can't be used as either D-Bombs or O-Bombs.

Basically, upon casting, your character becomes immediately invulnerable for a brief moment while a large explosion detonates around you. The explosion's appearance is rather deceptive, as the graphics are circular/spherical in nature, however the explosion is actually quite square shaped.

Bombs do zero damage, add 50% prorate, and will increase the Limit by 60%. But they are melee invulnerable and graze during startup and during the attack explosion duration. The explosion can hit an opponent for a knockdown on a normal hit, but on a counterhit the explosion will cause a heavy knockback into wallslam allowing a potential juggle (which is greatly nerfed due to the proration and limit increase).

Therefore, bombs are just reversal-type moves that are useful for defending. They can help break out of attack strings that contain frame gaps, or to counter an opponent doing a high/low guard crush mixup, or stop an opponent from a left/right crossup mixup, or as a basic form of a wakeup-reversal-move when getting up off the ground.

Card000weather
Weather cards (Temperament Manifestation)

In the previous demo there were multiple different cards that instantly changed the weather to the corresponding card type upon casting. In the latest demo version the cards have been consolidated to a single Weather card. To learn more about this card and how weather in general works, please refer to the weather section.

Card002
Guard Reversal (Guard Hangeki)

When used while blocking, this card will automatically perform a melee counter. You have complete invincibility during this maneuver.

Card003
Card Gauge Booster (Spell Amplifier)

This card will quickly (not instantly) fill your card gauge by 2.5 cards. You are frozen in place and as such, vulnerable while it is filling your card gauge.

Card004
Life Regenerator

This card, once cast, freezes you in place and slowly regenerates your life. After a little over a second, you are placed back in control and the regeneration continues. If you are hit at any time, the life regeneration will end. As of version 1.06 the Life Regenerator card only recovers 10% life at the very most.

Card005
Spirit Regenerator

This card will regenerate a set amount of spirit that instantly refills your spirit orbs. If you use it when you have crushed orbs, it will regenerate enough to recover at least one of them.

Movement

As always, movement is critical to playing this game as spacing around your opponent's bullets is key. Any movement listed here will also put you into a graze state in which bullets will not hit you. Unfortunately, there's no visual indication for when you are grazing and when you are not (unlike IaMP). This will probably be addressed in the full edition or a future patch.

Dashing

Dashes on the ground can be done by either holding D and a direction or tapping 44 or 66 (for back/forward respectively). While forward dashes can be prolonged by holding 6 (such as 6[6] or [6]D or [D6]), backdashes cannot be lengthened (unless Suika makes it into the game). From a dash, any jump you do will transition into a superjump.

Superjump

Superjumps, like dashes, will graze through projectiles for a period of time. They are characterized with a burst of bluish energy around your character before she jumps into the air. In addition to the graze period, superjumps have additional height and trajectory over normal jumps, as well as increased speed. You can superjump in three directions: backwards, up, or forwards, either by using a downward direction before the jump direction or by holding D before inputting the jump direction (examples: 2-9, or D9).

Airdashing

Airdashes can be done by tapping 44 or 66 while in the air. Note that unlike ground dashing and Superjumping, this is not interchangeable with j.4D/6D due to the addition of Flying. Airdashes do not cost spirit to use, and they do contain some limited graze period. Airdashes generally do not move as far or as fast as air Flight.

Fly

Fly is done by tapping one of the 8 directions in midair and D. Holding the D button will prolong the duration during which your character is airborne. Initiating a fly only costs half a spirit orb, but prolonging it will rapidly drain your orbs. You can also steer your flight direction while prolonging your flight, by holding D and then inputting a new direction to fly in. Your character will not instantly move toward that new direction, but they will will curve their trajectory.

Dash/Fly/Jump Cancel

Dash cancels are performed during a bullet-type move, either B/C or a bullet-type special. On the ground, you can only backdash cancel but in the air you can cancel with either a forward or backdash. Fly cancels are done in the air off of a bullet-type move, utilizing one of the 8 directions and the D button (note that this will consume a spirit orb). Its advantage over airdash canceling is that you have six additional directions in which to cancel instead of just back or forwards. Jump cancels are similar to IaMP's old High Jump Cancels in that you high jump during a bullet-type move to cancel its recovery; however, now you simply press 7 8 or 9 during the bullet-type move and it will be canceled automatically without requiring the D button.

Airteching

Airteching, otherwise known as recovering in the air (or "ukemi"), is done while falling after being hit by an opponent's attack. It can be done by pressing any button after the juggle period from an attack ends. You can also choose to hold a direction and a button to airtech at the soonest possible point. You can choose which direction to airtech in by holding either forward or back before pressing a button. If the juggle Limit was reached and your character receives a Limit Seal surrounding your character, you will be unable to airtech at all.

It is important to note that this function is entirely optional, and in some cases it may be much better not to airtech even when you are able to do so. For the most part, Airteching does not avoid additional juggle hits because the only time you are able to Airtech is when you've already become invulnerable in the air due to the juggle period from your opponent's attack ending.

Groundteching

Teching on the ground, otherwise known as rolling, can be done by holding any button and a direction after being knocked down. It is possible to hold a direction and button after hitting the ground, and you will begin the groundtech at the soonest possible point. The ground tech will simply slide your character in the direction that you chose, before your character gets off the ground. Ground techs are completely invulnerable, and your character will be able to act or defend as soon as the invulnerability state ends.

It may also be important to note that this function is also entirely optional. By normally getting up off the ground, your character will rise much faster than if they had ground teched. Also, while teching allows you to get up off the ground in two different locations midscreen, not teching at all gives you a third position to choose from.

Border Escape

Border Escape is a guard cancel mechanic that allows you to escape block stun. While blocking an attack, press D twice and your character will perform a Border Escape at the cost of crushing one Spirit Orb. Border Escapes can also be directed in different ways. By holding a direction before tapping D, your character will perform a movement that corresponds with the direction you held. This allows you to escape from pressure you would have had to block or a certain guard crush sequence. Not holding a direction will cause you to backdash, holding 4 when tapping D will also backdash, hold 6 to forward dash, hold 1 to highjump-7 and hold 2 to highjump-8.

Proration

Health

Each character has 10,000 health points in all standard versus game modes. In Story, CPU opponents will have less (sometimes more?) HP to compensate for the multiple spellcards as well as no player healing or card reshuffling between each CPU lifebar and player continue, respectively.

Defense Modifier

at 100% health: 100% damage taken

at 50% health: 85% damage taken

at 0% health: 70% damage taken

Damage proration appears linear. So damage taken drops 0.3% for every 1% health you lose.

Blocking

The block system in SWR is similar to that of IaMP's. Instead of having move blocked wrong hit an opponent, orbs of spirit will be drained according to the attack. When all 5 orbs are drained, one of the unbroken orbs will "break" and not be usable for a set amount of time. Additionally, the remaining unbroken orbs will completely recover. As more orbs break, the broken orbs will recover faster. When an orb is broken, there is a brief moment of vulnerability where the player who broke the orb may attack.

- Airblocking

When airblocking, spirit is drained for each melee attack blocked. When a player runs out of spirit, the character is guard crushed and will be vulnerable while falling. Note, many ground attacks have the property of being air unblockable.

- Wrongblocking

Unlike most fighting games, SWR is a game where blocking wrong is sometimes ( a lot of the time ) beneficial to the person who is blocking. Wrongblocking pushes the aggressor AWAY from the blocker ( think Guilty Gear faultless defense ) at the cost of a bit of spirit. Since spirit recovers fast, often times wrongblocking is trivial in terms of spirit damage. Wrongblocking may be used to escape many pressure strings that would otherwise be unescapable.

However, there are aspects of wrongblocking that are negative. If a player wrongblocks, he/she will suffer additional block time and may not use border escape or hangeki(guard counter)

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