Touhou Smash
About the Game
Rack up the percent, then send them flying
Touhou Smash is a brawler with no health bars. Every hit you take raises your damage percent, and the higher it climbs, the further the same attack sends you. What decides a match is not the health left over but the blast zone outside the screen. The moment an opponent is pushed past it, that is a KO.
There are no fixed combo routes — in place of the cancel tree of a command fighter, follow-ups are born out of the situations that knockback and hitstun create. The very same move connects or drops depending on the target's percent, their weight, and the direction they drifted.
Fundamentals that hold up the neutral game — dashes, rolls, air jumps, ledge grabs and fast falls. Even in the middle of being launched, the route back to the stage is yours to build.
Faces gathered from Gensokyo
Every character carries a different weapon and spell card, along with the sense of range and the play strategy that go with them.
Reimu Hakurei — an all-rounder wielding talismans and yin-yang orbs, with an answer to just about any situation.
Marisa Kirisame — a glass cannon that dives in on a broom and finishes with Master Spark.
Sakuya Izayoi — a setplay specialist, scattering knives to lay the board and then cashing it in with a time stop.
Cirno — a power type that freezes opponents solid and keeps pushing. Simple to operate, and a good first pick.
Youmu Konpaku — a swordsman closing the distance in an instant with a twin-blade draw, and turning an attack back on its owner with a counter.
Alice Margatroid — a zone control character that places dolls in advance and sets them off from across the stage.
Alone, or four at once
Local play — hand out the controllers and fight up to 4 players on a single screen.
Online play — invite Steam friends into a room, or join a public one and fight there.
CPU matches — short on players? Fill the empty slots with CPU opponents.
Training — drill moves and follow-ups against a dummy as many times as it takes.
Deterministic simulation and rollback
The whole of the combat logic runs on a deterministic rollback network simulation built on Photon Quantum. Every participant shares exactly the same calculation results, so online matches hold to the same frame-level judgement as local ones.
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