Touhou Fighters Series
Twilight Frontier
a.k.a. Touhou Suimusou
doujin
girls
projectiles
Immaterial and Missing Power
Scarlet Weather Rhapsody
Touhou Kobuto V
Touhou Genso Rondo
Hopeless Masquerade
Urban Legend in Limbo
Antinomy of Common Flowers
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Astral Revision
Bigger Badder Better
British Bear Boy
Cyborg Fanatics
Double D
Dust Loops
Goenitz Megashock
Higher Voltage
K' Taisen
Like the old time...
Mudman's Cafe
Ora Ora Orange
Shoryuken Sunset
Take No Prisoners
Summary
Dialogue
Gallery
Universal Gameplay
Fighter Select
Gameplay Systems
2D Gameplay
Air Dash
Graze state to nullify most bullets
Air Recovery
When juggled, characters display a visible bar showing exactly when they're allowed to recover.
Bomb
Bomb can be used in three ways. Neutral bombs will restore your spirit meter and knock the opponent away, dealing no damage. Offensive bombs (opponent in hitstun) do some damage, cancel the recovery of a move, and extend juggle time. Defensive bombs (you're in blockstun) do no damage and restore no spirit, but knock the opponent away. You begin with and can hold a maximum of two bombs, and earn more through the "point items" created when knocking the opponent down.
Dash
Graze state to nullify most bullets. Normals done during a ground dash become "graze attacks."
Set Spell Card
Select two Spell Cards, the first is used until you lose a round and the second after. Each character has three "round 1" and three "round 2" cards to choose from. Selection can be hidden by holding D.
Super Jump
Graze state to nullify most bullets
Universal Moves
Since 2006
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