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If you have no Spirit Bar left and you take a heavy hit you will "Guard Crushed." While Guard Crushed you will be knocked back and unable to take any actions. It is difficult to get put into this state by your opponent alone, so manage Spirit well.

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If you have no Spirit Bar left and you take a heavy hit you will "Guard Crushed." While Guard Crushed you will instantly regain all your spirit, but you will be knocked back and unable to take any actions. It is difficult to get put into this state by your opponent alone, so manage Spirit well.
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If you have no Blue on your spirit bar and you take a heavy hit you will "Guard Crushed." While Guard Crushed you will be knocked back and unable to take any actions. It is difficult to get put into this state by your opponent alone, so manage Spirit well.

to:

If you have no Blue on your spirit bar Spirit Bar left and you take a heavy hit you will "Guard Crushed." While Guard Crushed you will be knocked back and unable to take any actions. It is difficult to get put into this state by your opponent alone, so manage Spirit well.
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Note! You can combo 3 light attacks before using a heavy, but if you press A again the fourth hit will automatically be a heavy attack. In other words, mash A!

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Note! You can combo 3 light attacks before using a heavy, but if you press A again the fourth hit will automatically be a heavy attack. In other words, mash even a novice can land a combo by just mashing A!
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As a final note, some spellcards have different effects when assigned to different arrows. Try different combinations to see what works for you.



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As a final note, some spellcards have different effects when assigned to different arrows.directions. Try different combinations to see what works for you.


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As a final note, some spellcards have different effects in different parts of the wheel. Try different combinations to see what works for you.



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As a final note, some spellcards have different effects in when assigned to different parts of the wheel.arrows. Try different combinations to see what works for you.


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Attacks are referred to as A, B, X, Y. As dictated by the game's creators. A is a light attack, B is a heavy, X is a light projectile (which will be referred to as a danmaku[[hottip:*:bullet curtain]] attack by this guide), Y is a heavy danmaku attack.

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Attacks are referred to as A, B, X, Y. As dictated by the game's creators. A is a light attack, B is a heavy, X is a light projectile (which will be referred to as a danmaku[[hottip:*:bullet curtain]] attack by this guide), and Y is a heavy danmaku projectile attack.
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Well, the demo only has 2 modes, so let's push that Vs. Com option and get started, right? WRONG!

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Well, the demo only has 2 modes, so let's push that Vs. Com option and Let's start up a fight get started, right? WRONG!



I recommend creating a profile with all the keys set to buttons you won't use, as the demo has no training mode and you might need a punching bag.

to:

I recommend creating a profile with all the keys set to buttons you won't use, as the demo has no training mode and use; you might need a punching bag.
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[[folder: PART 2: COMBOS & ADVANCED MECHANICS]]

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[[folder: PART 2: COMBOS & ADVANCED MECHANICS]]

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Removed: 7

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[[folder: PART 2: COMBOS]]

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[[folder: PART 2: COMBOS]]
COMBOS & ADVANCED MECHANICS]]



[[folder: PART 3: REIMU HAKUREI]]

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[[folder: PART [[folder:PART 3: REIMU HAKUREI]]TRAINING MODE]]



[[folder: PART 4: MARISA KIRISAME]]

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[[folder: PART 4: MARISA KIRISAME]]REIMU HAKUREI]]



[[folder: PART 3: ICHIRIN KUMOI]]
/Unzan.

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[[folder: PART 3: ICHIRIN KUMOI]]
/Unzan.
5: MARISA KIRISAME]]






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\n\n[[folder: PART 6: ICHIRIN KUMOI]]
/Unzan.
[[/folder]]


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Below this, you should see some letters and two lanterns. The letters are your characters name, the lanterns will light up if you win a round.

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Below this, each bar, you should see some letters and two lanterns. The letters are your characters name, the lanterns will light up if you win a round.
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In between these bars should be a number. This is the timer. When it reaches zero whoever has more Popularity wins the round, regardless of damage dealt.

Added: 2001

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Occasionally, you will see a C or Z in notation. C means A and B together, and Z is X and Y together. These are for Special Attacks and can be assigned to a specific key.



6Z: Forward and Z or X+Y

'''The Screen'''

Okay, so if you look at your screen then you should see several things.

First, you should see you and your opponent.

Above them, you should see two bars with your characters pictures next to them.

Below this, you should see some letters and two lanterns. The letters are your characters name, the lanterns will light up if you win a round.

There should also be a number next to your character's name. This is Popularity it will be covered later on. Much later on. I have no idea what it does.

Your characters picture should also be covered by a wheel. This wheel contains three segments Grey(Neither), Blue(Yes), and Red(No). I don't know what this does, but I felt you should know what it said.

Below your actual characters there should be a smaller bar.

This is your Spirit meter. Spirit is the currency, so to speak, of your Special and Danmaku attacks. It regenerates quickly, but you don't want to be without it.

Below your Spirit meter is some small text. This is your profile name. Next to this text is your profile image.

On the other side of this bar is your characters "Special Meter." These are passive skills that will be covered in-depth in each characters section of the guide.

'''Pausing'''

Should you want to pause you should know what your options are.

*Return to Game
*Read Skills. Not particularly useful if you don't read Japanese. Use the link in the first section.
*Change Keys. In fight Key Mapping. Very useful.
*This one just hides the pause screen. The game will remain Paused.
*Return to Character Select
*Return to Main Menu






X and Y attacks will drain from your character's spirit at the bottom of the screen. Spirit regenerates rather quickly, but if you don't have enough for a danmaku attack, you will be limited to close range melee.

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X and Y attacks will drain from your character's spirit at the bottom of the screen. Remember, Spirit regenerates rather quickly, but if you don't have enough for a danmaku attack, you will be limited to close range melee.


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If you have no Blue on your spirit bar and you take a heavy hit you will "Guard Crushed." While Guard Crushed you will be knocked back and unable to take any actions. It is difficult to get put into this state by your opponent alone, so manage Spirit well.
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[[folder: PART 2: COMBOS, DEFENSE, & THE METAGAME]]

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[[folder: PART 2: COMBOS, DEFENSE, & THE METAGAME]]
COMBOS]]



In a Spellcard Stun Combo the opponent will be surrounded by a Red Shield, and cannot be harmed in anyway until they recover.

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In a Spellcard Stun Combo the opponent will be surrounded by a Red Shield, and cannot be harmed in anyway any way until they recover.

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Nothing here yet, combos are tricky business.

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Nothing here yet, combos
'''Combos'''

Much like a common air-dash fighter, Hopeless Masquerade uses a chain-combo system. This means that one type of move will "cancel" into another type of move.

Here is the system for Hopeless Masquerade: Light Melee > Heavy Melee > Danmaku > Special > [Declared]Spellcard

What this order means is that Light Melee attacks can combo into everything after them, but a Heavy attack will never Cancel back into a light.

Use this order to maximize damage off a single hit!

Note! You can combo 3 light attacks before using a heavy, but if you press A again the fourth hit will automatically be a heavy attack. In other words, mash A!

'''Rate'''

Rate, or proration, is a system where the damage of each move in decreased by a percentage for every additional hit in the combo.

The decrease depends on which moves
are tricky business.being used, but typically it will be around 10 percent.

If you are going for the greatest amount of damage, it may be wise to reduce the number of hits in your combo.

Note! Sometimes landing more hits will still give more damage, remember to experiment to find the optimal potential of your combos!

'''Stun'''

Every hit in Hopeless Masquerade does a small amount of stun. However, if you land enough of these small hits in the same combo you will put the opponent in a Stun states. However, the second[[hottip:*: More accurately, the 30th of that second.]] that combo ends that Stun is lost.

A combo that reaches 100% Stun will stun the opponent and is cleverly named a "Stun Combo."

There are two types of Stun Combos: Regular and Spellcard.

A Regular Stun Combo will place a clear shield around your opponent. In this state you cannot hurt your opponent normally, however, you can still hit them with spellcards. Which brings us to the next type.

In a Spellcard Stun Combo the opponent will be surrounded by a Red Shield, and cannot be harmed in anyway until they recover.

Note! You do not need to place your opponent in a Regular Stun state to put them in a Spellcard Stun state, and sometimes you will have no choice if you want to maximize damage.
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Hold back to block like most fighters, but tap it at the last second for an "Instant Guard." This will push your opponent back and reduce Spirit loss. Instant Guading the first hit of a mulit-hitting attack will cause you to Instant Guard the rest, but is also possible to start Instant Guarding in the middle of a multi-hitting attack.

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Hold back to block like most fighters, but tap it at the last second for an "Instant Guard." This will push your opponent back and reduce Spirit loss. Instant Guading Guarding the first hit of a mulit-hitting attack will cause you to Instant Guard the rest, but is also possible to start Instant Guarding in the middle of a multi-hitting attack.
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IMPORTANT! As a note, you can place specials and spellcards on either wheel, which changes the button to activate them from C to Z and vice versa. Once you get a feel for your character try and put them on whatever wheel suits you better.
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Pressing 6 + Any of the first four attack buttons will be a Command Attack. These will be noted in detail in each characters section of the guide.

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Pressing 6 Any Direction + Any of the first four attack buttons will be a Command Attack. These will be noted in detail in each characters section of the guide.
guide. Not all combinations will yield an attack.
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Pressing 6[6] + A or B will you a dash attack which is good for getting in close.

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Pressing 6[6] + A or B will give you a dash attack which is good for getting in close.
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There's one final type of attack. If a spellcard has a red border, then it is a "Last Word." A Last Word can only be used when the number below the health bar is at 100%. This number is "popularity" and will be described later on. Last Words are insanely powerful finishing moves, however, if you fail to kill with them, you will be left with 0 Popularity.

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Hold back to block like most fighters, but tap it at the last second for an "Instant Guard." This will push your opponent back and reduce Spirit loss. Instant Guading the first hit of a mulit-hitting attack will cause you to Instant Guard the rest, but is also possible to start Instant Guarding in the middle of a multi-hitting attack.



[[folder: PART 2: COMBOS & THE METAGAME]]

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[[folder: PART 2: COMBOS COMBOS, DEFENSE, & THE METAGAME]]
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[[folder: PART 2: COMBOS]]

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[[folder: PART 2: COMBOS]]COMBOS & THE METAGAME]]
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Pressing 6[6] + A or B will you a dash attack which is good for getting in close.

Pressing 6 + Any of the first four attack buttons will be a Command Attack. These will be noted in detail in each characters section of the guide.
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I recommend creating a profile with all the keys set to buttons you won't use, as the game has no training mode and you might need a punching bag.

to:

I recommend creating a profile with all the keys set to buttons you won't use, as the game demo has no training mode and you might need a punching bag.
Is there an issue? Send a MessageReason:
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Nothing here yet, combos are tricky business.
[[/folder]]

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Nothing here yet, combos are tricky business.
[[/folder]]
[[/folder]]
[[folder: PART 4: MARISA KIRISAME]]
[[/folder]]
[[folder: PART 3: ICHIRIN KUMOI]]
/Unzan.
[[/folder]]


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[[/folder]]
[[folder: PART 3: REIMU HAKUREI]]
Nothing here yet, combos are tricky business.
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The moment we've all been waiting. This is where the game gets tricky, so listen real good.

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The moment we've all been waiting.waiting for. This is where the game gets tricky, so listen real good.

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Spellcard attacks are more powerful attacks used by pressing Z, but are little more complex. You can only use spellcards when your entire health bar is blue. Think of this as a "revenge meter." Your health bar will become more blue as you take damage.

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Your second wheel is your Spellcards. Spellcard attacks are more powerful attacks used by pressing Z, but are little more complex. You can only use spellcards when your entire health bar is blue. Think of this as a "revenge meter." Your health bar will become more blue as you take damage.


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As a final note, some spellcards have different effects in different parts of the wheel. Try different combinations to see what works for you.



[[/folder]]
[[folder: PART 2: COMBOS]]
Nothing here yet, combos are tricky business.

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You can't block while jumping, however you will be able to "graze" projectile attacks.





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You can't block while jumping, however you will be able to "graze" projectile attacks.




attacks to avoid damage.

66 will cause your character to dash forward. 44 will cause them to dash back. You can hold the second button press (remember 6[6]?) to increase the range of your dash. You can press up and down while dashing to change your flight path.

You can't block while dashing, however you will be able to "graze" projectile attacks to avoid damage.

'''Fighting'''

The moment we've all been waiting. This is where the game gets tricky, so listen real good.

You have 6 attack buttons, which you can set during the key configuration.

A, B, X, Y, C (A+B), and Z (X+Y).

X and Y attacks will drain from your character's spirit at the bottom of the screen. Spirit regenerates rather quickly, but if you don't have enough for a danmaku attack, you will be limited to close range melee.

''Spellcards''

The spellcards you placed earlier can be checked during a fight by pausing. The first wheel is your special attacks. Pressing C+The direction of the arrow in the spellcard selection to use a Special attack. Special attacks will also cost Spirit so manage it well.

Spellcard attacks are more powerful attacks used by pressing Z, but are little more complex. You can only use spellcards when your entire health bar is blue. Think of this as a "revenge meter." Your health bar will become more blue as you take damage.

Pressing Z + the proper direction will "declare" a spellcard. You need to press it again to use it. You see while spellcards are powerful and Spirit free, they will always be telegraphed. It's up to you to figure out how to land that hit.

If you're in a pinch, you can activate a potentially game changing "Item" Spellcard as much as you want, but they will always come with a nasty side effect.
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I recommend creating a profile with all the keys set to buttons you won't use, as the game has no training mode and you might need a punching bag.

'''Notation'''

Hopeless Masquerade uses "Keypad Notation." This means that movement keys correspond to numbers of a keypad. For instance: 8 is up, 2 is down, and 5 is when no buttons are being pressed.

Attacks are referred to as A, B, X, Y. As dictated by the game's creators. A is a light attack, B is a heavy, X is a light projectile (which will be referred to as a danmaku[[hottip:*:bullet curtain]] attack by this guide), Y is a heavy danmaku attack.

This guide will may use this notation at points so here's a quick guide to what some things mean:

6[6]: Press forward twice and hold it down.
5A: Just press A.

'''Movement'''

Movement in Hopeless Masquerade can be difficult to wrap your head around. The game is a 2D aerial fighter. However, if you are familiar with air dash fighters, such as Guilty Gear or Blazblue, then it should be easier to understand.

Pressing left and right will cause your character to move, well, left or right.

Pressing up or down will cause your character to float up or down, however they will always return to the center. Pressing forward or backward while returning to center will cause your character to drift right or left, respectively.

You can't block while jumping, however you will be able to "graze" projectile attacks.




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----
Touhou 13.5: Hopeless Masquerade Guide.

[[folder:PART 1: BACK TO BASICS]]

To me, there is little more exciting than trying to learn a new fighting game. Each game has new mechanics, characters, and skills to learn. However, there are some things that are universal: The Basics.

'''Getting Started'''

Well, the demo only has 2 modes, so let's push that Vs. Com option and get started, right? WRONG!

You're going to want to head over to that profiles button, there you should see a list of options:

*This one will be to set your spellcards. These will be discussed in detail later on. Each of the playable characters has 4 loadouts which you can customize. A list of spellcards can be found [[http://en.touhouwiki.net/wiki/Hopeless_Masquerade/Spell_Cards here]]. Different Spellcards will add to Taoism, Shintoism, and Buddhism stats, which are represented by a triangle in the upper right. At the moment I do not know what these do.

*This one is your key configuration. To change a key use the arrow keys to select one, press z, and then push the key you want it to be. Easy as that!

*Icon Select. A little bit of personalization never hurt.

*New Profile. Up to 16 characters.

*I don't know what this one does.

*Delete Profile. Be careful, you can't get it back!

*Rename Profile. Hide the decisions of the past.

[[/folder]]

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