Touhou Gouyoku Ibun/東方剛欲異聞: Characters Guide

A guide meant to explain (hopefully) all or most of the character’s movesets and specific actions.

 

Welcome!

If you want to learn more specific details about each character, you’ve come to the right place!

The game’s complicated mechanics have a lot of variance when it comes to them, so get ready to learn about a bunch of details that you couldn’t have possibly figured out right off the bat.

As expected, there’ll be spoilers about other playable characters ahead.

Stuff to Keep in Mind
  • Most moves will make you invulnerable while doing them. If they don’t, I will specify as such.
  • This guide isn’t final, so mistakes are possible to see. If there are, do point them out.
  • I will be adding 1 character per day, until I’ve added all of them.

Reimu

Reimu’s a very fast and powerful starting character that plays better around Aggressive playstyles, as she can be directly in the grasp of danger without getting hurt.

Due to her Melee capabilities, she offers a variety of moves that work around such, but still holds a few Ranged attacks that could sometimes come in handy.

It’s unlikely to have trouble while attempting to learn this character.

Difficulty: Very Easy (1)
Super Attack: Homing Orbs (Not the actual name of the move.)
Dash Limit: 3
Combo Potential: High

Ground Moves:
  • Neutral / Z
  • Can be mixed with a dash.
  • Can break barriers.
  • Neutral + Neutral / Z + Z
  • Can be mixed with a dash.
  • Can also be done in the air. (Unreliable)
  • Can break barriers.
  • Down Neutral / Down + Z
  • Neutral + Neutral + Neutral / Z + Z + Z
  • Can be mixed with a dash.
  • Can break barriers.
  • Up Neutral / Up + Z
  • Neutral + Neutral + Neutral + Neutral / Z + Z + Z + Z
  • Neutral + Up Neutral / Z –> Up + Z
  • Can be mixed with a dash.
  • Can break barriers.
Aerial Moves:
  • Neutral Aerial / While in the air –> Z
  • Can also be done while moving in the air.
  • Up Aerial / While in the air –> Up + Z
  • Can be mixed with a dash, but only upon touching the ground.
  • Can break barriers.
  • Up Aerial + Neutral / While in the air –> Up + Z –> Z or Up + Z –> Up + Z
  • Can be mixed with a dash, but only upon touching the ground.
  • Down Aerial / While in the air –> Down + Z
  • Can be mixed with a dash, but only upon touching the ground.
  • Can break barriers.
Dashes:
  • Neutral Dash / A
  • Side Dash / Any direction –> A
  • Can be mixed with any Ground Move.
Special Moves:
  • Guard / (While right next to a projectile from the enemy) –> Dash or Side Dash
  • Can also be done by using Up Neutral while on the ground or the air.
  • Breaks enemy projectiles.

  • Homing Orbs / (Once the Ink Bar’s fully charged) –> R1
  • This move will be done automatically upon letting go off the R1 button.
  • Can break barriers.
Other Moves:
  • Absorb / While doing literally anything –> R1
  • Seriously, you’re allowed to just hold it, even while the Ink Bar’s fully charged.

Marisa

Marisa is a more Defensive approach to the game, being a starting character with great Ranged capabilities with a lesser combo potential.

Her playstyle tends to be Slow, revolving around waiting for the enemy’s barrier to turn RED; unlike Reimu, however, Marisa can break the enemy’s barrier with any of her actions.

You might have a little bit of trouble whlie attempting to learn this character, but only at the beginning, as her moveset is rather easy to get used to.

Difficulty: Normal (3)
Super Attack: Ink Spark (Not the actual name of the move.)
Dash Limit: 2
Combo Potential: Medium

Ground Moves:
  • Neutral / Z
  • Can be tapped or held to launch a more powerful attack.
  • If held, can be released at any time before the last star is thrown.
  • If held and released, can be mixed with a dash.
  • Can break enemy barriers.


  • Up Neutral / Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.

  • Down Neutral / Down + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.
Aerial Moves:
  • Neutral Aerial / While in the air –> Z
  • Can be tapped or held.
  • If held, can be released at any time.
  • If held and released, can be mixed with a dash.
  • Can break enemy barriers.
  • Up Aerial / While in the air –> Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.


  • Up Aerial + Up Aerial / While in the air –> Up + Z –> Up + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.
  • Down Aerial / While in the air –> Down + Z
  • Can be tapped, held or tapped twice to launch up to two potions.
  • Can be mixed with a dash.
  • Can break enemy barriers.
Dashing Moves:
  • Dash / A
  • Can break enemy barriers.
  • Dash + Aerial Dash / A + A
  • Can be held up to 4 seconds.
  • Can break enemy barriers.
  • Side Dash / Left or Right + A
  • Can be mixed with a dash.
  • Can break enemy barriers.
  • Can also be used in the air.
  • Side Dash Attack / Left or Right + A –> Z
  • Can break enemy barriers.

  • Side + Down Dash Attack / Side Dash –> Down + Z
  • Can be mixed with a dash.
  • Can break enemy barriers.
  • Can be mixed with any other Ground Move.

  • Aerial + Down Dash Attack / While in the air –> Down + A
  • Can break enemy barriers.
  • Can be mixed with any other Ground Move.
Special Moves:
  • Guard / (While right next to a projectile from the enemy) –> Dash or Side Dash
  • Can also be done by using Up Neutral while on the ground.
  • Breaks enemy projectiles.

  • Ink Spark / (Once the Ink Bar’s fully charged) –> R1
  • This move will be done automatically upon letting go off the R1 button.
  • Can break barriers.
Other Moves:
  • Absorb / While not attacking –> R1
  • This can also be done in the air.
  • If done in the air, Marisa will temporarily float.
  • Warning: Does not make you invulnerable.

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Soon.

Thanks to Black Senapi for his great guide for Touhou Gouyoku Ibun  ~Suibotsushita Chinshuu Jigoku, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

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