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Touhou Smash · beta, public · first seen

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Patch notes · published by the developer

Update 0.261107.1 – Balance Changes and Bug Fixes

On Steam

Thank you for all your reviews and discussion posts. This update adjusts Alice's doll moves, which could win matches from a distance, and Remilia's dash, which left few openings. It also fixes a controller bug. Damage and knockback are unchanged.

This version cannot play online with older versions. Please make sure everyone you play with has updated to the latest version.

Alice

  • Shanghai Doll (Neutral Heavy): Total duration increased from 32 frames to 44 frames. This applies to both placing the doll and firing a volley.
  • Shanghai Doll (Neutral Heavy): The first shot of a volley now comes out at frame 24 (was frame 20).
  • Lance Doll (Side + Heavy): Total duration increased from 36 frames to 52 frames.
  • Lance Doll (Side + Heavy): The charge now starts at frame 27 (was frame 20).

Remilia

  • Demon Lord Walk (Side + Heavy): The first hit now comes out at frame 13 (was frame 9).
  • Demon Lord Walk (Side + Heavy): Total duration increased from 46 frames to 62 frames. Recovery after the claw increased from 15 frames to 27 frames.

Bug Fixes

  • Fixed one controller joining as two players at once on setups that detect it as two devices (Steam Input, DS4Windows and similar), which left one person controlling two characters. If several players press join at exactly the same moment, only one joins, so press the button once more.

Developer Note


We've also seen your feedback asking for more varied Light Attacks, Smash attacks, and the addition of guards and grabs.

These are things we're still thinking through from a design standpoint. When we first planned Touhou Smash, the goal was a casual fighting game that any Touhou Project fan could pick up and enjoy with almost no barrier to entry, even without knowing much about fighting games. So we set out to make a simple game with far fewer controls than Super Smash Bros. There is no guarding, grabbing, Smash attacks, Final Smashes or crawling. One of the games we looked to during development was Brawlhalla on Steam. Brawlhalla has only light and heavy attack buttons, so its controls are easy to remember, and it uses dashing instead of guards and grabs, which makes the pace much faster. We liked that design, and that is how the current design of this game came about.

Because we're aiming for a fast pace, we aren't planning to add guards or grabs for now. However, we recognize that some characters don't have enough finishers among their Specials, so we're looking into adding a set of Smash attacks.

Please keep leaving your feedback in Steam reviews and discussions. It helps us plan the next update.

Thank you.

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