Touhou IZ Gameplay System (Read 2314 times)

Started by Ricepigeon, December 11, 2018, 10:15:16 pm
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Touhou IZ Gameplay System
New #1  December 11, 2018, 10:15:16 pm
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The gameplay system borrows a bit of elements from Touhou: Gensokyo Reloaded, but adds new ones. Here it is a quick breakdown of IZ's system:

Combos and Chaining
All characters follow a simple cancelling method for attacks:

Normals -> Command Normals -> Specials -> Spellcards/Last Words

In the case of normals, there are two types of chaining:

Type I: Light -> Medium -> Heavy
Type II: Light -> Medium or Light -> Heavy

Type I characters can chain all three strength buttons into each other in order of increased strength. Type II characters can chain Light normals into Medium or Heavy, but never Medium into Heavy. For reference, here are the characters by Chain type:

Type I Characters: Hong Meiling, Marisa, Reimu, Reisen, Sakuya
Type II Characters: Tenshi, Yukari

In the case of Command Normals, any strength Normal can be cancelled into any strength Command Normal, which can be cancelled into either a Special, a Spellcard, or a Last Word.

Damage Proration
All attacks apply a proration value, which reduces the damage of the next attack in a combo by a scalar amount. All attacks, whether they be Normals, Specials, and Spellcards have their own minimum proration values that they cannot go below. All attacks have a minimum proration value of 10% with the exception of Last Words, which have a minimum proration of 30%.

Throws and Throw Escapes
All characters have access to a basic throw, executed using F+Z or B+Z. Holding back will cause them to throw the opponent backwards. Throws can also be performed as part of a combo and can hit opponents in hitstun, but will not make contact against any opponent suffering from blockstun.

If the opponent also presses the throw command just before or after a throw makes contact, they will break out of it, leaving both characters as neutral frame advantage with some distance between them. Opponents have 8f to perform a Throw Escape (indicated by a single "!") unless the throw is done in the middle of a combo, in which case the opponent will have 16f to perform the escape (indicated by a double "!!"). Note that these Throw Escapes cannot be performed if a Throw was done as a counterhit.

In addition, some characters may possess a Command Grab Special or Spellcard which cannot be escaped out of unless done in the middle of a combo, which follows the same rules as a normal throw.

Juggling, Hitstun Decay, and Teching
Touhou: Incident Zero uses a system of hitstun decay that causes moves to inflict reduced hitstun the longer their combos are. Once an opponent leaves hitstun, they may choose to tech into a recovery state by holding any attack button and, optionally, holding a direction to tech in that direction. Note that all Throws, Grabs, Spellcards and Last Words, as well as certain Specials, will cause a Hard Knockdown, which prevents the opponent from teching and forces them to go into the full knockdown animation once they hit the ground.

Unique Skills
New to Incident Zero, each character has access to their own Unique Skill, which is performed with the A button. These are similar to V-Skills from Street Fighter V or Drives from BlazBlue, and differ between each character.

Spirit Gauge & Alignments
New to Incident Zero, each character must select an Alignment or "Groove" at the beginning of the match, which will bestow them with specific mechanics. These mechanics are usually tied to the character's Spirit Gauge, with the method of how this gauge is filled and used differs between each Alignment.

Alignment Type-A: Offense
- Starts match with Spirit Gauge at 100%
- Spirit Gauge recharges automatically at a slow rate, or when taking damage
- Uses B button to perform a Bomb with 100% Spirit:
-- Bombs deal no damage, but causes a knockdown
-- Characters performing Bombs are invincible until near the end
-- Bombs causes player to gain 1000 Power on hit
- Uses QCF+B to perform a Crush Attack with 500 Power:
-- Crush Attacks causes a knockdown on hit
-- Crush Attacks causes a guard crush if blocked, or a slow fall if airblocked
- Player can access Spell Trance at 2000 Power to perform multiple reduced-cost Spellcards for a limited time
- Player Has access to Last Word during Spell Trance with 100% Spirit

Alignment Type-B: Defense
- Behavior of the player's forward dash changes and gains the Graze property, which allows them to dash through projectiles and convert them into Spirit
- Can Just Defend attacks to negate chip damage and gain Spirit
- Spirit Gauge increases when taking damage, grazing projectiles, or just defending an attack
- Uses B to perform a Bomb with 50% Spirit:
-- Bombs deal no damage, but pops up an opponent
- Can perform a Guard Cancel with 25% Spirit ( B, DB, D + B )
- Can access Spell Rage at 50% minimum Spirit to increase damage done by all attacks by 20% for a limited time
- Can perform Last Words with 1000 Power and 50% minimum Spirit, Last Word damage scales with amount of Spirit consumed

Alignment Type-C: Speed
- Spirit Gauge increases with any forward movement, or by dealing damage to an opponent
- Can perform two air dashes instead of one.
- Uses B button to perform a Dash Cancel with 50% Spirit
- Can access Spell Overdrive with 1000 Power for a limited time:
-- Allows all grounded Normals to be Jump Cancelled
-- Hitstun decay is ignored
-- Allows chaining of M Normals into H Normals, regardless of the character's Combo Type
-- Reduces the cost of Dash Cancels to 33% Spirit
-- Reduces all damage dealt by 15%
-- Can use any Level 1 Spellcard free of cost, but ends the mode
-- All Attacks now have a minimum scaling of 30%
- Cannot use Last Words
Last Edit: December 11, 2018, 10:32:08 pm by Ricepigeon