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Alice Margatroid (アリス・マーガトロイド Arisu Māgatoroido) is a youkai magician who specializes in manipulating dolls. She resides in a house within the Forest of Magic, not far from Marisa Kirisame's home.
Alice first appeared in the PC-98 canon as the Stage 3 and Extra Stage boss in Mystic Square. She later reappeared in the Windows games, serving as both midboss (twice) and Stage 3 boss in Perfect Cherry Blossom. Since Imperishable Night, she has become a playable character in multiple titles, often teaming with Marisa, and also appears in Immaterial and Missing Power. Additionally, she acts as a possible supporting character for Marisa in Subterranean Animism.
| Alice Margatroid | |
|---|---|
|
| |
| Origin | |
| Origin | Touhou |
| Creator | ZUN |
| First Appearance | Touhou 05: Mystic Quest |
| Voiced by | Fan-made Series:
Nichika Omori, Chiwa Saito, Asami Seto, Haruka Tomatsu, Nao Shiraki, Wakana Maruoka, Arisa Kiyoto, Aoi Koga, Miku Ito, Tomoyo Kurosawa, Saya Aizawa, Saori Sudo, Marika Hayase, Ayase Ito, Kaede Hondo, Yukina Shuto, Akiha Matsui, Marika Kono, Saki Fujita, Ikumi Hasegawa, Riho Sugiyama, Hyosei, Nina Nakabayashi, Teru Ikuta, Ayaka Ohashi, Tomomi Jiena Sumi, Ai Kauma |
| Characteristics | |
| Species | Magician |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Unknown |
| Age | Unknown |
| Birthday | Unknown |
| Height | Fairly Tall |
| Weight | Unknown |
| Ethnicity | European |
| Status | Alive |
| Alignment | Neutral Good |
| Archetype | Magician |
| Occupation | N/A |
| Time Period | Non-linear |
| Language | Japanese |
| Combat Style | Magic Fighting |
| Homeworld | Makai (PC-98 Era), Gensokyo (Windows Era) |
| Relationships | |
| Affiliations | Marisa Kirisame, Shinki, Mima, Yuuka Kazami, Reimu Hakurei, Three Fairies of Light, Eirin Yagokoro |
| Enemies | Marisa Kirisame (Formerly), Mima (Formerly), Yuuka Kazami (Formerly), Reimu Hakurei (Formerly), Eirin Yagokoro (Formerly) |
Her full name is Alice Margatroid (アリス・マーガトロイド). The given name Alice derives from Old French roots meaning "noble" and "kind". She did not possess a surname in Mystic Square. Her name is likely also a reference to the popular character Alice from Lewis Caroll's Alice in Wonderland, this can be further supported with the stage name theme for the Extra Stage in Mystic Square, which is directly called "Alice in Wonderland"[1].
Her surname, Margatroid, derives from the real surname Murgatroyd. The inspiration is likely Miss Murgatroyd from Agatha Christie's novel A Murder is Announced. The Japanese transliteration of Murgatroyd matches Alice's surname exactly (マーガトロイド Māgatoroido), suggesting the spelling difference may be an error rather than intentional. Murgatroyd also appears as a vampire nickname in Kim Newman's Anno Dracula.
An interesting connection exists in the BBC Radio 4 adaptation of the aforementioned Christie novel, where Alice Arnold voiced the role of Miss Murgatroyd.
General Description: Alice is a figure with blonde hair who is said to resemble a doll at first glance. Her height is described as "fairly tall." Her eye color varies between appearances, being gold in most games but blue in others.
Appearance:
Special Features: Alice's eye color is inconsistent across the Windows era, appearing gold in most portraits but blue in some sprites and her Perfect Cherry Blossom appearance. She is noted for resembling a doll at first glance and is considered fairly tall. Strings on her fingers for doll manipulation are visible in her fighting game appearances.
Alternate Forms/Disguises: Alice has several different alternate outfits giving her different colored clothes and hair.
Alice shares a complex relationship with fellow magician Marisa Kirisame, characterized by both rivalry and friendship. The two have frequently partnered throughout the Windows canon, working together as the "Magic Team" in Imperishable Night and with Alice supporting Marisa in Subterranean Animism. In the former, Alice recruited Marisa specifically because she was "used to" resolving incidents, offering some of her grimoires as compensation. In the latter, Alice communicates with Marisa through her dolls to assist during the adventure. They have also crossed paths in Perfect Cherry Blossom, Immaterial and Missing Power, Scarlet Weather Rhapsody, and Touhou Hisoutensoku.
They both have a friendly rivalry. They argue over who is the better magician, who takes incident-solving more seriously (with Alice chiding Marisa's lack of seriousness and Marisa retorting that Alice "cannot do anything but say her name" in Imperishable Night) and frequently trade insults. Notably, this bickering appears to soften somewhat after Imperishable Night.
Beneath the rivalry lies genuine friendship. In the Magic Team's bad ending, Alice sleeps next to Marisa at the latter's house. She also tags along during Marisa's escapes in other endings and once recommended Marisa's shop to the Three Fairies of Light when they needed youkai extermination. Additionally, Marisa demonstrated care for Alice by looking after her when she was left unconscious after an attack by Mizuchi Miyadeguchi in Foul Detective Satori.
At the conclusion of Mima's story in Mystic Square, Mima takes Alice as her maid, though she releases her from this service sometime later.
Alice is one of the few youkai the Three Fairies of Light have sought out for assistance.
In Strange and Bright Nature Deity, the fairies visit Alice's house and lie to her, claiming they are not the type of fairies who prank humans. Despite their dishonesty, Alice ultimately decides that having them "bitten by birds is enough" and allows them to leave her house without holding a grudge.
During a second visit, when the fairies ask for help dealing with vines overtaking their own house, Alice creates dolls in their likeness and playfully pokes at them with the creations.
Alice is a regular customer at Eientei, where she purchases the Butterfly Dream Pill from Eirin. When questioned about Alice or the nature of her purchases, Eirin herself declined to comment further on the matter.
Name: Alice Margatroid[2]
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou 05: Mystic Quest
Latest Appearance: Foul Detective Satori Chapter 12
Company: Team Shanghai Alice, ZUN Soft
Creator: ZUN
Actor: The following voice acted roles are all from fan-made series not apart of any canonical Touhou works.
Gender: Female
Sexuality: Unknown
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown
Birthday: Unknown
Time Period: The world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld
Residence
Story Role
Legacy: Local Legacy (Alice is locally known as a youkai that lives within the Forest of Magic, helping visitors that are lost in it)
Influence: Event Influence (Has helped out in resolving incidents in Perfect Cherry Blossom, Immaterial and Missing Power, Imperishable Night, and Scarlet Weather Rhaposdy)
Language: Japanese
Ethnicity: European
Religion: N/A (Youkais lack faith, not caring about religious related values[6])
Classification: Youkai Magician
Species: Magician
State of Being: Regular
Physiology: Humanoid Physiology (Magician Youkais bodies are nearly the same as humans' so they are frail in comparison to other youkai[7])
In-Universe Creator: Shinki
Occupation: N/A
Combat Style: Magic Fighting
Affiliations: Marisa Kirisame, Shinki, Mima, Yuuka Kazami, Reimu Hakurei, Three Fairies of Light, Eirin Yagokoro
Enemies: Marisa Kirisame (Formerly), Mima (Formerly), Yuuka Kazami (Formerly), Reimu Hakurei (Formerly), Eirin Yagokoro (Formerly)
Height: Fairly Tall (It's noted by ZUN that he does not have an official height listed for characters, though generally speaking they are about as tall as height of a human in her late teens or older)[8]
Weight: Unknown
Status: Alive
Threat Level: Street Threat
Archetype: Magician
Tabber Information: This tabber covers the entirety of the PC-98 era of the Touhou Games, back when the game were made with the PC-98 engine in mind.
Key:
Key Information
Grade: A
Tier: Low 10-B physically, Far Higher with Spiritual Power & Grimoire, Even Higher with Preparation
Cardinality: Finite
Dimensionality: 3-D
Power Source: Magic (Magician Youkais are youkai possessed by magic, such that one's body itself is powered by magic[7])
Attack Potency: Below Average Human level (Magicians use arsenic and mercury a lot when they use magic, which eats away at their body, which is why there are so many magicians with weak bodies[14]), Far Higher with Spiritual Power (Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[15], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[16]) & Grimoire (Read all sorts of magic in the time Reimu, Marisa, Mima, or Yuuka was gone and greatly powered up from that[17]), Even Higher with Preparation (A properly prepared magician is noted to be able to take on any kind of youkai[18]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[19], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[20]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[21]. Magic is noted by Yumemi to have close ties with religion[22]. The second layer of reality is spirit and magic, while the first layer is where all things within the laws of physics presides, putting attacks with magic outside of the conventional laws of physics[23])
Durability: Average Human level (Magicains bodies are only about as strong as that of an ordinary human, so running away from them is simple[18]. Magician Youkais bodies are nearly the same as humans' so they are frail in comparison to other youkai[7]), Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill (It's noted that one cannot defeat spirits or devilish powers without a weapon with an unnatural amount of spiritual power such as the Yin-Yang Orb[24]. Physical attacks such as a whacking a sake bottle over the head are considered violent methods that wouldn't work on youkai[25], with it only being spiritual attacks that cause fatal wounds to youkai[9]. When attempting to exterminate a youkai, one does not use weapons that cause physical damage, instead weapons with an "origin" are more preferable[26]. In the world beyond (Gensokyo), physical form has no meaning for all non-human entities[27])
Striking Strength: Below Average Human Class
Lifting Strength: Below Average Human Class
Travel Speed: Regular Human on foot, Superhuman (Can keep up with other characters flight speeds, where they can reach across long distances due to being able to fly[28])
Attack Speed: Superhuman. Magic Attacks lack a defined speed (Magic exists outside of the Grand Unified Theory[29], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[30]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[31]. Magic is noted by Yumemi to have close ties with religion[32])
Stamina: Superhuman (Youkai have stronger bodies than humans[9]. Youkais within Gensokyo do not have much demand for medicine for physical illnesses as they are comprised mostly of spirit, thus they are always fit and robust[33])
Range: Standard Melee. At least Kilometers with Abilities (Warped an entire area of Makai to turn into a mountainous land[34]), Cross-Dimensional with Battlefield Removal (Ordinary youkai[35], can send themself and their opponent to a different battlefield[36])
Tabber Information: This tabber covers the entirety of the First Windows era of the Touhou Games, the earlier games of Touhou Project ranging from the Embodiment of Scarlet Devil to Phantasmagoria of Flower View.
Key: Perfect Cherry Blossom | Immaterial and Missing Power | Imperishable Night
Key Information
Grade: S
Tier: Low 10-B physically, Far Higher with Spiritual Power, Even Higher with Preparation | Low 10-B physically, Far Higher with Spiritual Power, Even Higher with Preparation | Low 10-B physically, Far Higher with Spiritual Power, Even Higher with Preparation
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: Below Average Human level, Far Higher with Spiritual Power (Should be more skilled of a magician then before as she can utilize attacks[37] that prior she needed to keep reading the Grimoire in order to use[38]), Even Higher with Preparation | Below Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation | Below Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation
Durability: Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill | Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill | Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill
Striking Strength: Below Average Human Class | Below Average Human Class | Below Average Human Class
Lifting Strength: Below Average Human Class | Below Average Human Class | Below Average Human Class
Travel Speed: Regular Human on foot, Superhuman | Regular Human on foot, Superhuman | Regular Human on foot, Superhuman
Attack Speed: Superhuman. Magic Attacks lack a defined speed | Superhuman. Magic Attacks lack a defined | Superhuman. Magic Attacks lack a defined
Reaction Speed: Superhuman | Superhuman | Superhuman
Stamina: Superhuman (Alice has to constantly have her hands full concentrating even why on controlling every doll while they're doing all the household chores[39]. Fought against[40], several opponents[41], over the course of[42], three days[43], without showing[44], any signs of tiring[45] or resting[46]. Traveled around[47] solving the[48] eternal night[49] incident[50] over the course of[51] several[52] hours[53] without[54] showing[55] any signs of tiring[56])
Range: Standard Melee. At least Kilometers with Abilities (Absorbs all the spring around her while using her spell cards that darken the entire area[57]), Cross-Dimensional with Battlefield Removal
Tabber Information: This tabber covers the entirety of the Second Windows era of the Touhou Games, this era starts with Mountain of Faith, which introduced a new game engine[58] and started the interconnected plots from Mountain of Faith to Hopeless Masquerade.
Key: Scarlet Weather Rhapsody | Touhou Hisoutensoku
Key Information
Grade: S
Tier: Low 10-B physically, Far Higher with Spiritual Power, Even Higher with Preparation | Low 10-B physically, Far Higher with Spiritual Power, Even Higher with Preparation
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: Below Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation | Below Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation
Durability: Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill | Average Human level, Far Higher with Spiritual Power, Even Higher with Preparation. Her Youkai Physiology makes her very difficult to kill
Striking Strength: Below Average Human Class | Below Average Human Class
Lifting Strength: Below Average Human Class | Below Average Human Class
Travel Speed: Regular Human on foot, Superhuman | Regular Human on foot, Superhuman
Attack Speed: Superhuman. Magic Attacks lack a defined speed | Superhuman. Magic Attacks lack a defined speed
Reaction Speed: Superhuman | Superhuman
Stamina: Superhuman (Fought against[59], several opponents[60], in her story mode[61], while trying to[62], solve the mystery of the scarlet weather[63], without showing any signs of tiring[64]
Range: Standard Melee. At least Kilometers with Abilities (Warps the entire forest around her when she's performing spell cards[65]), Cross-Dimensional with Battlefield Removal
Intelligence: Genius Intelligence (Magician Youkais are noted to be generally intelligent, studious people[7])
Knowledge: At least Grandmaster level (It's acknowledged that Alice's an average melee fighter, along with her body movement and magic using being average, instead she has very high skillfulness, which enables her to control many dolls as if they're living beings, with the skillfulness being the finest in Gensokyo[13])
While Youkai are noted to be physically stronger than humans[26], Magician Youkais bodies are nearly the same as humans' so they are frail in comparison to other youkai[7], thus they only carry some of the standard Youkai abilities which are:
Increases shot power by 1[301].
The higher on the screen it is collected, the more the score will increase.
Increases shot power by 10.
Increases the Dream Gauge.
Grants 1 additional bomb.
Grants 1 additional bomb[302].
Grants 1 additional life.
Grants maximum power.
| Japanese | English | Comments | Appears In | Stage |
|---|---|---|---|---|
| 操符「マリオネットパラル」 | Puppeteer Sign "Marionette Parrar" | Used only in the earliest demo version; not present in subsequent demos or full release | PCB | St. 3: E/N |
| 操符「マニピュレイトパペット」 | Puppeteer Sign "Manipulate Puppet" | Used only in demo version 0.05; not present in subsequent demos or full release | PCB | St. 3: E/N |
| 操符「乙女文楽」 | Puppeteer Sign "Maiden's Bunraku" | PCB | St. 3: H/L | |
| 蒼符「博愛の仏蘭西人形」 | Blue Sign "Fraternal French Dolls" | PCB | GoM St. 3: E/N/H— | |
| 蒼符「博愛のオルレアン人形」 | Blue Sign "Fraternal Orléans Dolls" | PCB | St. 3: L | |
| 紅符「紅毛の和蘭人形」 | Scarlet Sign "Red-Haired Dutch Dolls" | PCB | St. 3: E/N | |
| 白符「白亜の露西亜人形」 | White Sign "Chalk-White Russian Dolls" | PCB | St. 3: H/L | |
| 闇符「霧の倫敦人形」 | Darkness Sign "Foggy London Dolls" | PCB,GoM | St. 3: E/N— | |
| 廻符「輪廻の西蔵人形」 | Cycle Sign "Samsaric Tibetan Dolls" | PCB | St. 3: H | |
| 雅符「春の京人形」 | Elegant Sign "Spring Kyoto Dolls" | PCB | St. 3: L | |
| 咒詛「魔彩光の上海人形」 | Malediction "Magically Luminous Shanghai Dolls" | PCB | St. 3: E/N/H | |
| 咒詛「首吊り蓬莱人形」 | Malediction "Hanged Hourai Dolls" | PCB | St. 3: L | |
| 魔符「アーティフルサクリファイス」 | Magic Sign "Artful Sacrifice" | IaMP, IN, SWR | Use, Use, Use | |
| 魔操「リターンイナニメトネス」 | Magipulation "Return Inanimateness" | IaMP, IN, SWR, GoM | Use, Use, Use — | |
| 戦符「リトルレギオン」 | War Sign "Little Legion" | IaMP, SWR | Use, Use | |
| 戦操「ドールズウォー」 | War Command "Dolls' War" | IaMP, SWR | Use, Use | |
| 咒符「上海人形」 | Curse Sign "Shanghai Doll" | IaMP, SWR | Use, Use | |
| 咒詛「蓬莱人形」 | Malediction "Hourai Doll" | IaMP, SWR | Use, Use | |
| 符の壱「アーティフルチャンター」 | Sign I "Artful Chanter" | IaMP | Story | |
| 符の弐「ドールクルセイダー」 | Sign II "Doll Crusader" | IaMP | Story | |
| 魔光「デヴィリーライトレイ」 | Evil Light "Devilry Light Ray" | IaMP | Story | |
| 「グランギニョル座の怪人」 | "The Phantom of the Grand Guignol" | IN, GoM, LW — | ||
| 操符「ドールズインシー」 | Puppeteer Sign "Dolls in Sea" | StB | St. 3 | |
| 呪符「ストロードールカミカゼ」 | Curse Sign "Straw Doll Kamikaze" | StB, GoM | St. 3— | |
| 赤符「ドールミラセティ」 | Red Sign "Doll Mira Ceti" | StB, GoM | St. 3— | |
| 偵符 「シーカードールズ」 | Spy Sign "Seeker Dolls" | SWR | Use | |
| 紅符 「和蘭人形」 | Scarlet Sign "Holland Doll" | SWR | Use | |
| 人形 「未来文楽」 | Doll "Futuristic Bunraku" | SWR | Use | |
| 注力 「トリップワイヤー」 | Focus Power "Trip Wire" | SWR | Use | |
| 足軽「スーサイドスクワッド」 | Foot Soldiers "Suicide Squad" | SWR | Story | |
| 剣符「ソルジャーオブクロス」 | Sword Sign "Soldier of Cross" | SWR | Story | |
| 人形「魂のないフォークダンス」 | Dolls "Soulless Folk Dance" | SWR | Story | |
| 槍符「キューティー大千槍」 | Lance Sign "Cutie Phalanx" | Soku | Use | |
| 人形「レミングスパレード」 | Dolls "Lemmings' Parade" | Soku | Use | |
| 人形「セミオートマトン」 | Doll "Semi-Automaton" | Soku | Story | |
| 騎士「ドールオブラウンドテーブル」 | Knight "Doll of Round Table" | Soku | Story | |
| 犠牲「スーサイドパクト」 | Sacrifice "Suicide Pact" | Soku | Story | |
| 試験中「レベルティターニア」 | Testing "Level Titania" | Soku | Story | |
| 試験中「ゴリアテ人形」 | Testing "Goliath Doll" | Soku | Story |
Manipulation of Dolls
Alice's magic manifests through enchanted dolls. While her physical and magical abilities are only average, she possesses exceptional dexterity and can manipulate large numbers of dolls simultaneously as if they were living beings—a skill considered among the finest in Gensokyo.
The dolls are not given life. Instead, Alice controls them with magical threads, manipulating them by magic rather than using her hands. She can make dolls move in nearly any way a human could, and can even have them control other dolls. She typically leaves cooking, laundry, cleaning, and other chores to her dolls, keeping her hands full concentrating on commanding them. The one task she does not delegate is doll-making itself, which she does by hand.
In battle, her doll army heavily outnumbers opponents. Defeated dolls are simply replaced. Many dolls are filled with gunpowder or can be detonated with magic power; after use, she often repurposes them as kamikaze bombs. This is reflected in spell cards like Magic Sign "Artful Sacrifice" and skills such as "Doll Cremation" and "Ooedo Explosive Marionette".
Dolls have been observed talking in some instances, showing emotion, and even putting on snow clothing. However, as Marisa points out, the dolls are not alive and are merely being manipulated to talk—it is essentially a "lame one-person act".
Alice's ultimate goal is to create a completely autonomous doll that thinks and moves on its own. Despite pouring her soul into the effort, she has yet to succeed. She conducts experiments on the link between dolls and souls, such as nailing humanoid straw dolls to trees to study the connection. In Scarlet Weather Rhapsody, she states that the string between body and soul is the same link that allows her to manipulate dolls. Despite her efforts, she admits that dolls she controls herself remain more useful than autonomous ones would be.
Her primary weakness is that while concentrating on doll manipulation, her own movements become sluggish and her personal fighting ability drops significantly, leaving her a prime target. She usually leaves danmaku firing entirely to the dolls; on the rare occasions she joins in, her attacks are weaker and more plain.
Moving while holding down the shift key will result in a decrease of the Alice movement speed to about half of what it is. There will be moments when there are too many enemy fire on the screen to the point where moving through them is impossible. In such cases, Alice uses this focused movement to make danmaku dodging easier.
Otherwise called "bomb", a spirit attack that counters projectiles and enemy attacks while also making Alice become invicible.
| Japanese | English | Notes / Alternative Translation | Appears In | Usage / Notes |
|---|---|---|---|---|
| 人形操創 | Doll Placement | IaMP, SWR | 236A/B/C or Default 236B/C | |
| 人形置操 | Doll Arrangement | IaMP, SWR | 214A/B/C or Default 214B/C | |
| 人形無操 | Doll Negation | IaMP, SWR | 623A/B or Default 623B/C | |
| 「スペクトルミステリー」 | Spectrum Mystery | IN | Familiar:「上海人形」"Shanghai Doll" | |
| 人形振起 | Doll Activation | SWR | Default 22B/C | |
| 人形帰巣 | Returning Dolls | SWR | Alternate 236B/C | |
| 人形火葬 | Doll Cremation | SWR | Alternate 623B/C | |
| 人形千槍 | Thousand Spear Dolls | SWR | Alternate 214B/C | |
| 人形SP | SP Doll | SWR | Alternate 22B/C | |
| 大江戸爆薬からくり人形 | Ooedo Explosive Marionette | SWR | Alternate 623B/C | |
| シーカーワイヤー | Seeker Wire | SWR | Alternate 22B/C | |
| 「レインボーワイヤー」 | "Rainbow Wire" | Used remotely by Marisa | SA | Shot |
| 「リモートサクリファイス」 | "Remote Sacrifice" | Used remotely by Marisa | SA | Bomb |
| 人形伏兵 | Doll Ambush | Touhou Hisoutensoku | Alternate 236B/C | |
| 人形弓兵 | Doll Archers | Touhou Hisoutensoku | Alternate 214B/C |
| Name | Quote | Description | Example |
|---|---|---|---|
| Normally |
“
○Normally |
Alice attacks with her dolls, firing different attack patterns. | |
| With Barrier |
“
○With barrier |
Alice's two dolls creates a barrier that protects her, with any shots going to the barrier reflecting back. | |
| Final Attack |
“
○Final attack |
Alice's final attack has her shoot out a scattering bullet pattern. |
| Name | Quote | Description | Example |
|---|---|---|---|
| Attack 1 & 2 |
“
1st, 2nd attack: Red magic (fire magic)
„
|
Alice fires out red magic which is noted to be fire magic. | |
| Attack 3 & 4 |
“
3rd, 4th attack: Blue magic (ice magic)
„
|
Alice fires out blue magic which is stated to be ice magic. |
|
| Attack 5 & 6 |
“
5th, 6th attack: Purple magic (purple laser attack)
„
|
Alice shoots out purple magic, which are purple laser attacks. | |
| Attack 7 & 8 |
“
7th, 8th attack: Green magic (green bullets with homing lasers)
„
|
Alice fires out green magic, which are green bullets with homing lasers. |
|
| Attack 9 |
“
9th attack: Yellow magic (The ultimate multi-directional attack (lol))
„
|
Alice uses yellow magic, the ultimate multi-directional attack. |
|

| 蒼符「博愛の仏蘭西人形」 | Blue Sign "Fraternal French Dolls" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 こいつに会うとよく使う、演劇奴隷タイプ | • Notes: Used often when meeting her, theatrical slave-type | |
| • 人形の数 ★★★★★★ | • Doll count: ★★★★★★ | |
| 奴隷使いであるアリスのスペルカード。殆どの弾幕は人形から撃たれるという。 | A Spell Card belonging to Alice, a slave-user. Almost all of the danmaku is fired by the dolls. | |
| 瞳の色が青くて、弾幕の増え方が少しお洒落なところがおフランスたる所以か。フランスってどんなところなんだろうな。 | The dolls have blue eyes, and the bullets increase in a way that's kinda stylish, so I guess that's what makes it Francey. I wonder what kinda place France is? | |
| ちなみにこのスペルカードはいつも同じ形になるので、避けるのは難しくない。まだ見ぬ異国に思いを馳せる位の余裕はあるな。 | Also, this Spell Card always forms the same shape, so it ain't hard to dodge. There's enough breathing room to turn your thoughts to a yet-unseen foreign land. | |

| 闇符「霧の倫敦人形」 | Darkness Sign "Foggy London Dolls" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 こいつに会うとよく使う、演劇奴隷タイプ | • Notes: Used often when meeting her, theatrical slave-type | |
| • 人形の数 ★★★★★★★ | • Doll count: ★★★★★★★ | |
| 霧の都ロンドン。そんな霧の中に浮かぶ呪いの人形ってところか。 | London, the city of fog. I guess these ones are supposed to be cursed dolls floatin' in that fog? | |
| 純粋に密度が高く少し難しいが、まだまだってところか。 | The sheer density makes it a little difficult, but it's not quite there yet. | |
| 人形はアリスの周りをグルグル回っている。こいつにはこの手のスペルカードが多い。防御も兼ねているのだろうか。それともシンプルな動きの方が大量に操るのに向いているのか。 | The dolls spin in circles around Alice. She has a lot of Spell Cards like this. Do they serve as defense too? Or is it just that simple movements make them easier to control en masse? | |
| 何にしても、器用ではある。 | Either way, she's dextrous as heck. | |

| 呪符「ストロードールカミカゼ」 | Curse Sign "Straw Doll Kamikaze" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 こいつに会うとよく使う | • Notes: Used often when meeting her | |
| • 人形の数 メニーメニー | • Doll count: Many many | |
| 呪いの藁人形を投げつけてくるスペルカード。 | A Spell Card that throws cursed straw dolls. | |
| 有り余る呪い |
The curse power overflows an' scatters everywhere, which is pretty scary. Not hard, just scary. Cause a' the spiritual harm. | |
| 出来る限り藁人形には近づきたくないので大きく逃げてしまうが、そうすると避けられなくなってしまう。 | You want to keep as far away from the straw dolls as you can, so you end up dodging really wide, but if you do that then you'll run out of dodging room in no time. | |
| これが、呪いか。 | Guess that's the curse, eh? | |

| 赤符「ドールミラセティ」 | Red Sign "Doll Mira Ceti" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 こいつに会うとよく使う | • Notes: Used often when meeting her | |
| • 人形の数 ★★★★★ | • Doll count: ★★★★★ | |
| 本人も地味に攻撃してくる数少ないスペルカード。 | One of the few Spell Cards where Alice herself attacks, in a plain sorta way. | |
| しかし、人形の方が強力な弾幕を撃ってくるところはいつも通り。 | The dolls fire way more powerful danmaku than her, though, which is the same as ever. | |
| 人形を操ってるから本人は大した魔法を使えないのは判るが、アリスは結構強力な魔法を使える筈なんだがなぁ。 | I get that Alice can't use any big, fancy magic while she's busy controlling the dolls, but she actually oughta be capable of some pretty powerful stuff... | |

| 魔操「リターンイナニメトネス」 | Magipulation "Return Inanimateness" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 よく使う、自爆型奴隷タイプ | • Notes: Used often, self-destructing slave-type | |
| • 昇天した人形 フルプライス | • Departed dolls: Full price | |
| 強力な人形爆弾。いわゆる自爆人形だが、爆弾抱えた人形を操るアリスも怖い。 | A powerful doll bomb. A "self-destructing" doll, it's called. Alice is pretty scary herself, though, goin' around and puppeteering dolls rigged with bombs. | |
| 全部の人形が爆発する可能性があるのだろうか。だとすると、怖くて人形には近づけないのだが。 | Can all her dolls potentially explode? If so, I'm gonna be too scared to get near 'em. | |
| 普段は奴隷に弾幕を撃たせて、用済みになれば爆発させる。エコロジーだ。魔法使いとして見習いたいところだが……人形を操る程器用じゃないんでねぇ。 | She typically makes her slaves fire danmaku, and once she's done with 'em, she blows 'em up. It's ecological. I wanna take a page outta her book as a magician, but... I'm not dextrous enough to control dolls. | |
| やっぱり、完全に言う事を聞いてくれる奴隷が欲しいもんだ。妖精でも騙して味方に付けるのも良いかも知れん。爆発させる事は多分無いから。 | Yeah, I'd really rather have slaves that just listen to whatever I say. Maybe it'd be good to trick some fairies into teamin' up with me. I probably won't blow 'em up, after all. | |

| 「グランギニョル座の怪人」 | "The Phantom of the Grand Guignol" | |
|---|---|---|
| • 使用者 アリス・マーガトロイド | • User: Alice Margatroid | |
| • 備考 完全パターン、演劇奴隷タイプ | • Notes: Completely memorizable, theatrical slave-type | |
| • 人形の数 ★★★★★★★★★★★★★★★★ | • Doll count: ★★★★★★★★★★★★★★★★ | |
| 人形から容赦ない弾幕が放たれるスペルカード。 | A Spell Card where the dolls unleash some truly merciless danmaku. | |
| アリスを本気にさせると、こういう油断ならないスペルカードを使ってくる。 | When Alice gets serious, she whips out really tricky Spell Cards like this one. | |
| しかしこれはハッタリ弾幕の筆頭で、高速で飛ぶ弾幕は殆ど注意する必要が無い。決まった避け方で避けることが出来る様に考えられている。 | However, this is a prime example of bluff danmaku: you can totally ignore almost all of the high-speed bullets. She's put a lot of thought into allowing for a specific, fixed method of dodging. | |
| アリスも「不可能に見えるが遊びとして成立する弾幕」を考えて、こういう結果になったのだろう。しかし、簡単過ぎるのもどうかと……。 | I bet it turned out this way as Alice's personal take on "danmaku that looks impossible, but still functions properly as a game". Can't say I agree about makin' it too easy, though... | |
Immaterial and Missing Power can be played using either a keyboard or a gamepad.
For Player 1 using a keyboard, the default controls are:
Character movement is represented using a numpad layout:
7 8 9
4 5 6
1 2 3
Special inputs are performed by quickly pressing a sequence of directions followed by a button. For example:
The number 5 indicates no directional input.
For keyboards without a numpad, diagonals are produced by pressing two directional keys simultaneously. For example, Down + Right = 3 on the numpad layout.
Button notation in most game documentation uses A/B/C/D, though older sources (like readme.txt) may use P/K/S instead:
Input: 6 The character is able to advance across the battlefield, allowing them to apply pressure, close distance, or reposition during combat.
Input: 4 The character can retreat to create space, disengage from pressure, or reposition defensively.
Input: 2 The character can lower their stance, granting access to low-profile actions and certain techniques while reducing their hit area against high attacks.
Input: 7, 8, & 9 The character can leap into the air in multiple trajectories, enabling aerial attacks, evasive movement, and vertical repositioning.
Input: 6 6 The character performs a rapid burst of forward movement. During this action, they briefly enter a grazing state, allowing them to pass through certain threats while advancing. Some characters will dash farther if 6 is held.
Input: 4 4 The character quickly retreats with a burst of movement while entering a grazing state, providing both evasive mobility and defensive repositioning. Some characters will dash farther if 4 is held.
Input: 2 7, 2 8, & 2 9 The character executes a powerful leap that carries them higher and farther than a standard jump. This movement also applies grazing, making it effective for evasion and aerial control.
Input: 6 6 or 4 4 while in the air While airborne, the character can rapidly change their position midair. The number of air dashes available is limited until landing, with most characters performing 2 and Remilia being able to perform 3.
Input: A / B All characters possess close-range melee attacks that change based on proximity to the opponent.
Input: fA / fB When performed at greater distance, A and B become projectile-based attacks instead of melee strikes.
Input: 6A / 6B Enhanced melee attacks with increased reach and power compared to their neutral counterparts.
Input: 2A / 2B Low-profile melee attacks that hit crouching opponents or strike low.
Input: 8A / 8B Mid-air melee attacks used for aerial combat and pressure.
Input: 86A / 82A / 82B Specialized aerial attacks with directional emphasis.
Input: 22A / 22B Melee attacks designed to break an opponent’s guard and create openings.
Input: 66A / 66B / 6DA / 6DB Attacks performed during a forward dash that extend range and grant grazing properties.
Some characters possess multiple variants of these attacks.
Input: 66 2A / 66 2B / 6D2A / 6D2B Dash attacks that strike low while maintaining grazing properties.
Input: 6fA / 6fB / 2fA / 2fB Modified projectile attacks with altered angles, trajectories, or behaviors. Availability and functionality vary by character.
Input: 8fA / 8fB Mid-air versions of standard projectiles.
Input: 86fA / 82fA / 82fB Directional aerial projectile variants available only to select characters.
Input: C A distinct projectile separate from fA and fB, often possessing unique properties.
Input: 6C / 2C Modified versions of C with altered angles or effects.
Input: 8C An aerial version of the C projectile.
Input: 86C / 82C Specialized aerial C variants available to select characters.
Input: 22C The character deploys a bomb that knocks back nearby opponents. Bombs have limited stock and are replenished through item collection.
Input: 236D The character declares a Spell Card, entering a powerful state. The declaration grants temporary invincibility, with a brief vulnerable window at the start.
In addition to standard attacks, each character possesses a unique set of Special Moves. These techniques are executed through specific directional input sequences combined with attack inputs. While the exact techniques differ by character, the underlying input structures are largely standardized across the roster.
The available Special Moves and their corresponding input sequences are documented within in-game character profiles and practice interfaces.
Most characters utilize the following core directional sequences for their Special Moves:
Each input may produce different results depending on whether A, B, or C is used.
When a character is struck, any active projectiles she has on the screen are converted into collectible items and are immediately claimed by the opposing fighter. These items fall into two categories:
Spirit Items — Small blue squares labeled with “霊” (Spirit). Collecting these increases the fighter’s spirit gauge and they are the most frequently obtained item.
Bomb Items — Large green squares marked with a “B”. Collecting one increases the fighter’s bomb stock, up to a maximum of two bombs at any time.
Additionally, whenever a character is knocked down, the opponent automatically receives multiple spirit items. Roughly every third knockdown also grants the opponent a bomb item.
When an attack connects, a character can defend by holding a backward direction (1, 4, or 7). Successfully blocking greatly reduces incoming damage, often negating it entirely, though certain situations may apply penalties.
Melee attacks that are blocked under the correct conditions incur no penalty. However, some melee attacks require a specific blocking state—standing, crouching, or airborne—to be blocked properly. If such an attack is blocked in the wrong state, the block is considered incorrect. In these cases, the block effect appears red instead of blue, and the defending character suffers a loss to health and/or spirit.
Guard crush attacks (22A and 22B) follow special rules. If they are not blocked, they function as strong melee attacks. When blocking, 22A must be blocked while standing, and 22B must be blocked while crouching. Blocking either attack incorrectly results in the immediate loss of all spirit.
Projectiles that can be grazed cannot be blocked correctly. Blocking these projectiles causes minor health damage—sometimes limited to the red portion of the health bar—and also applies a spirit penalty.
In Story Mode, later bosses frequently use Spell Cards that feature unblockable projectiles. These attacks must be avoided through grazing or manual movement. Some Spell Cards include projectiles that cannot be blocked or grazed at all, requiring the character to fully move out of their path to avoid taking damage.
Spirit Power (霊力) governs a character’s ability to fire projectiles, defend against attacks, execute special moves, and activate Spell Cards. The current amount is shown on the Spirit Gauge (霊力ゲージ) at the lower-left of the screen. Different actions consume different amounts of spirit. If no spirit is spent for a short period, the gauge will begin to recover automatically, with spirit items accelerating this regeneration.
When a character’s Spirit Power is fully depleted, the gauge turns red. While in this state, the character cannot use projectiles or special moves until the gauge has fully refilled. If spirit is exhausted as a result of an incorrect block, the character is also briefly stunned. During spirit depletion, sA and sB lose their enhanced properties and function the same as A and B. Spirit recovery continues normally, and spirit items still restore gauge value.
Blocking behavior also changes while spirit is drained. Melee attacks can only be blocked correctly; even when blocked properly, the character still takes health damage using a distinct block animation. If a melee attack is blocked incorrectly, it will connect as though no block was attempted. Projectiles may only be blocked while grounded; airborne blocking is ineffective, and the projectile will hit regardless.
Grazing occurs when a character is dashing, super jumping, or performing specific actions that allow them to temporarily avoid damage. While grazing, projectiles pass through the character without dealing harm, and in some cases, the projectile is destroyed upon contact.
Certain high-level attacks, especially from endgame Story Mode bosses, feature Spell Cards with unblockable and ungrazeable projectiles. These attacks cannot be avoided by standard grazing, requiring the character to manually move out of the projectile’s path to prevent damage.
Spell Cards are powerful, visually striking attacks that characters can use once they have accumulated enough Sign Power (符力), displayed near the Spirit Gauge. Each character can select two Spell Cards prior to a fight: one for the first (white) health bar, called the First Sign (壱符), and one for the second (red) health bar, called the Second Sign (弐符). Second Signs are typically enhanced versions of the First Sign, though some may be entirely unique.
Accumulating Sign Power is achieved by dealing or receiving damage, as well as collecting items. When a character declares a Spell Card (by pressing 22D), their background darkens, a seal appears beneath them, and a timer starts. If the timer reaches zero, the declaration ends, preventing further Sign Power accumulation for that round.
Activating a Spell Card is usually done with 236D, though some have an alternate 214D input. Certain Spell Cards may require an additional input to deal damage. There is a brief vulnerability window at the start of the animation; if the character is hit, the Spell Card is canceled, wasting one Sign Power. Once successfully activated, the character becomes briefly invincible. Using a Spell Card consumes both Sign Power and Spirit Power, though declarations may continue if Sign Power is depleted, except in specific cases like Marisa's Final Spark, which consumes all resources and ends the declaration after one use.
Spell Card images include corner symbols indicating their function: a circle for ranged, a sword for melee, and a crescent moon for special utility effects. The top right corner indicates whether the card is a First Sign or Second Sign.
Scarlet Weather Rhapsody can be played using either a keyboard or a gamepad.
For Player 1 on keyboard, the default inputs are configured as follows:
Movement notation follows the standard numpad-style directional layout:
7 8 9 4 5 6 1 2 3
Directional notation always assumes the character is positioned on the left side of the screen. As a result, “forward” and “backward” reverse depending on screen position, but the numerical notation remains consistent.
Diagonal directions can be produced on a keyboard by pressing two directional keys simultaneously. For example, pressing Up and Right at the same time corresponds to 9, while Down and Left corresponds to 1.
Special actions are executed by inputting rapid directional sequences followed by a button press. For example:
The number 5 is occasionally used in notation to explicitly indicate a neutral state with no directional input.
For keyboards without a physical numpad, directional inputs are still represented using this system, with diagonals achieved through simultaneous key presses.
Most in-game documentation uses the A/B/C/D notation for button inputs. However, some older references may instead use P, K, and S:
The character can move toward the opponent to close distance or apply pressure. Input: 6
The character can move away from the opponent to create space or reposition defensively. Input: 4
The character can lower their stance, enabling low-profile movement and access to crouching actions. Input: 2
The character can jump backward, vertically, or forward, allowing aerial movement and attacks. Input: 7 (backward jump), 8 (neutral jump), 9 (forward jump)
The character performs a rapid forward movement. During this action, the character enters a grazing state, allowing certain projectiles to pass through. Input: 66 Alternate Input: D + 6 Note: Holding the forward direction may cause some characters to dash farther.
The character performs a rapid backward movement while entering a grazing state, providing evasive mobility. Input: 44 Alternate Input: D + 4 Note: Holding the backward direction may cause some characters to dash farther.
The character executes an enhanced jump that travels higher and farther than a standard jump while applying grazing. Input: 27, 28, or 29 Alternate Input: D + 7, D + 8, or D + 9
While airborne, the character can perform a rapid burst of movement forward or backward. The number of air dashes is limited before landing, with most characters able to perform two by default. Certain conditions, such as Wind weather, may increase this limit. Air dashes do not consume Spirit Power and cover a fixed distance. Air dashes and flight share the same usage limit. Using one reduces the remaining opportunities for the other before landing. For example, performing an air dash reduces the number of available flight actions, and vice versa. This shared limitation also applies under special conditions such as Wind weather. Input (airborne): 66 (forward), 44 (backward)
While airborne, the character can enter a sustained movement state that allows controlled flight. During flight, the character is considered to be grazing but consumes Spirit Power over time. Flight continues as long as the input is held or until Spirit Power is depleted. Input (airborne): D + direction
Common flight directions include:
While flying, the character can change direction mid-flight by switching directional inputs while continuing to hold D.
All characters possess a standard set of basic attacks. Certain attacks change properties depending on whether the input is tapped or held. A tapped A input is referred to as "A", while a held A input is referred to as "[A]".
Additionally, some attacks vary based on distance. Pressing A while very close to the opponent results in one version, while pressing A at a farther distance produces a different version (the exact distance varies by character). The close-range version is referred to as "A", while the farther version is referred to as "f.A".
A fast melee attack.
A slightly slower melee attack with increased reach and power compared to A.
A slower but significantly longer-reaching and more powerful melee attack.
A fast, low-hitting melee attack that does not change based on distance.
Functionally similar to 6A, but hits low instead of mid.
An airborne-only melee attack that generally strikes upward.
Guard Crush attacks. These are performed by holding the A button while using the respective directional input.
A light projectile attack.
A variant of B that is aimed higher.
A variant of B that is aimed lower.
A heavier projectile attack with different properties from B.
A heavier projectile attack that is usually aimed straight forward.
A heavier projectile attack that is usually aimed upward.
All of the above attacks also have aerial variants when performed while airborne.
Most projectile attacks can be charged by holding the input button ([B] or [C]). Charged projectiles typically release additional bullets or enhanced effects. An audible sound cue plays when a charged projectile or a Guard Crush attack is successfully executed.
These are attacks performed during a forward dash. They are generally dashing melee attacks that move the character forward farther than standard attacks. Depending on the character, these attacks may also apply grazing.
Attack properties, ranges, speeds, and behaviors can vary significantly between characters, and many general rules have character-specific exceptions.
Input: 66 + A / B / C
The character possesses a set of SpecialMoves distinct from standard attacks. These techniques are executed through specific directional input sequences combined with attack inputs. The exact effects and behavior of each technique depend on the character.
In some cases, the same technique may be executed through more than one input sequence. Likewise, input sequences that produce a technique for one character may not produce the same result for another character.
The following notation is used when listing Special Technique inputs: - “>” indicates sequential inputs. - “Hold” indicates the input is held rather than tapped. - “+” indicates inputs performed simultaneously.
The availability and behavior of these Special Techniques vary by character. This section reflects common input structures rather than guaranteed results.
Hold A Hold B Hold C
Front + A Front + B Front + C
Front + Hold A Front + Hold B Front + Hold C
Back + B
Front > Hold Front until condition is met + A Front > Hold Front until condition is met + B Front > Hold Front until condition is met + C
Front > Down > Front + A Front > Down > Front + B Front > Down > Front + C
Back > Down > Back + A Back > Down > Back + B Back > Down > Back + C
Down + A Down + B Down + C
Down + Front + A Down + Front + Hold A
Down > Front + A Down > Front + B Down > Front + C
Down > Back + B Down > Back + C
Down > Down + B Down > Down + C
Jump > A Jump + A
Jump > B Jump > C
Jump > Hold B Jump > Hold C
Jump > Down + A Jump > Down + B Jump > Down + C
Jump > Down + Hold A Jump > Down + Hold B Jump > Down + Hold C
Jump > Front + A Jump > Front + C Jump > Front + Hold C
Jump > Down > Front + A Jump > Down > Front + B Jump > Down > Front + C
Jump > Down > Back + B Jump > Down > Back + C
Jump > Back > Down > Back + B Jump > Back > Down > Back + C
Jump > Front > Down > Front + B Jump > Front > Down > Front + C
Standard
The character is able to guard against incoming attacks by holding a backward direction. Successful blocking greatly reduces or negates damage, though certain conditions may result in penalties.
Melee attacks can be blocked correctly, preventing penalties entirely. However, some melee attacks require the character to be in a specific state—standing, crouching, or airborne—to be blocked correctly. Blocking such an attack in an incorrect state results in a spirit penalty. Incorrect blocks are visually indicated by a red block effect and accompanied by an audible cue.
Guard Crush
Certain attacks function as Guard Crush techniques. When unblocked, these attacks behave as powerful melee strikes. When blocked, each Guard Crush attack has a required blocking state. Blocking a Guard Crush attack incorrectly results in the temporary loss of a spirit orb and leaves the character briefly vulnerable.
Projectile and Special Attack Interaction
Standard grazable projectiles cannot be blocked correctly. Blocking these attacks results in a spirit penalty. Special attacks and Spell Card techniques additionally inflict chip damage to the character’s health alongside spirit damage when blocked.
The character can perform a Border Escape to disengage while trapped in a guarding state. This action allows the character to reposition by escaping in a chosen direction, creating space or avoiding continued pressure.
Executing a Border Escape consumes one spirit orb as a cost for its use.
Spirit is a resource required to fire projectiles and activate certain special techniques. Rather than a single continuous gauge, spirit is represented by multiple individual orbs that are consumed when these actions are performed.
When spirit is not actively used, depleted orbs gradually regenerate over time. However, if the character suffers a guard crush or performs a Border Escape, one spirit orb becomes temporarily disabled and cannot be used until it naturally recovers.
While spirit orbs are disabled, the character retains access to projectiles, special techniques, and flight, but with reduced capacity. As more orbs are rendered unusable, available offensive and mobility options become increasingly limited. In this weakened state, the character is also more susceptible to further guard crushes, as spirit penalties apply regardless of how many active orbs remain.
Grazing is a defensive state that occurs during certain movement actions, such as rapid movement or aerial maneuvers. While grazing, incoming projectiles pass through the character without dealing damage.
In some cases, successfully grazing a projectile will also cause the projectile to be neutralized. Grazing is primarily used to bypass projectile pressure while maintaining mobility.
Spell Cards are powerful, one-time-use abilities that can be activated during combat. Characters assemble a "deck" of 20 Cards, which gradually become available as the character deals or takes damage. Deck composition is customizable in the Player Profile, but must always contain exactly 20 Cards.
Activation is performed by pressing B and C simultaneously. Characters can switch between available Cards by pressing A and B simultaneously.
Cards are divided into three types:
Some Spell Cards require multiple Cards in hand to activate, while others can be used with fewer. Availability is indicated by a glowing border around the Card's image.
Standard Tactics: Noted in her profile in Perfect Cherry Blossom that Alice always sees her opponent's reaction and tries to fight with power that exceeds the opponent by a hair[5]. Alice will attack with a group of dolls that will highly outnumber her opponent[12] along with using danmaku attacks of different elements.
Weaknesses
The Touhou Project franchise canoncity mainly falls under any media worked on by ZUN are official and canon to the overall lineup.
There are various aspects constantly debated about within the canon:
Media like PC-98, has been noted by ZUN to be ignored as one can ignore derivative works[332]. He has also said that anything prior to Embodiment of Scarlet Devil can for the most part be ignored and one can think of Embodiment of Scarlet Devil as the starting from a clean slate and starting a new series[333], he's also referred to Highly Responsive to Prayers as a study product[334]. With this in mind, one would assume that PC-98 is thus non-canon to the Windows continuity of games.
However, ZUN has also directly stated PC-98 games are the same world as the Windows Games, stating that any contradictions that exist from PC-98 can be ignored from the retcon in Windows Era[335]. While one argues ZUN noting the works are derivative works to be ignored and Embodiment of the Scarlet Devil should be seen as the starting point, these statements are moreso telling a fan to not worry about having to play PC-98 games or learn more about their stories.
It's also been noted in Embodiment of Scarlet Devil's おまけ.txt that the game chronologically is not too far from the previous title, which would be Mystic Square, the PC-98 title[336]. ZUN has also directly brought back characters from PC-98 games, noting he wanted to bring back characters from before Embodiment of Scarlet Devil and notes any of the other older characters that don't appear have probably retired by now and are warmly watching over things from various places nowadays[337]. When asked where Mima from PC-98 has gone, ZUN notes that he doesn't bring them back due to making things complicated and having potentially angry fans ask where she has been the entire time, he has also noted that there's not much use for characters like Genji as Reimu can fly now and also notes he is not dead[338]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[339]. In Touhou Sangetsusei ~ Strange and Bright Nature Deity, Reimu and Marisa were talking about glowing moss with Reimu saying it would be nice to transfer it to the pond in the back of the Hakurei Shrine and Marisa saying that she could make it grow there on the turtles' back, referencing Genji[340].
In Touhou 07 Perfect Cherry Blossom, when Alice meets Reimu, she tells her long time no see, noting that they've met before calling her "old friend"[341]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[342]. If Yuuka defeats Marisa in the same game, she will note that Marisa has grown up quite a bit, when the last time she's seen her has been in PC-98[343].
Seeing as ZUN himself has directly said both PC-98 and Windows are in the same world and that characters directly acknowledged PC-98 events and reference characters from it, PC-98 is completely canon and any contradictions PC-98 have can be ignored.
Touhou 7.5 - Immaterial and Missing Power takes place between Perfect Cherry Blossom and Imperishable Night[344].
In the series, there are multiple playable character routes, including some where the characters fight Reimu herself and defeat her, calling question into what route is canon. ZUN has elaborated that canonically, anytime Reimu and the gang are defeated, they challenge again however many times they want, but on the youkai side, they do not challenge again after being defeated and are not attached to the results of winning or losing[345].
In terms of how playable routes have went, some examples of canonically noted routes:
With some of these examples, it is normally assumed that in some way Reimu has some part in resolving every incident and other routes are dubiously canon depending on what transpired.
There are many cases of weaker humans beating stronger Yokai or vice versa within the Touhou series, this has been elaborated on in Reimu's profile on Perfect Memento in Strict Sense. Reimu introduced the spell card rules as the youkai had no way to defeat the Hakurei shrine maiden, making many youkai feel that their meaning to exist have dissapeared[260]. The rules incoporate the following:
The original draft held these rules[349]:
These rules allows for duels that feel almost like sport rather then a match, and have allowed for weaker fighters to challenge stronger ones, due to this though, it also has become possible for youkai to freely defeat Reimu without worrying about the consequences.
Due to them being written into cards and essentially affecting the ability and power of an attack, the spell cards are likely the thing binding attacks to specific properties.
Parallel Worlds is a topic brought up at some points in the Touhou Project franchise, they are worlds called "Probability Worlds" by Yumemi, stating that those and parallel worlds are one and the same[350]. This essentially means that parallel worlds in Touhou are based on the concept of probability. Yumemi and Chiyuri use a "Probability Space Hypervessel" in order to travel to alternate worlds and time periods[351], further showcasing that probabiliy serves an importance.
There[352] are[353] multiple[354] occasions[355] of[356] characters[357] commenting[358] on[359] humans like[360] Reimu[361] being strong[362]. Despite this Reimu showcases physical strength that isn't superhuman, such as the fact that she cannot cut a bamboo stick while Fujiwara direclty does in front of her.
This is due to the difference between magical and physical strength.
In works like Symposium of Post-mysticism, Yuugi Hoshiguma's profile has Suika directly state that Yuugi is weaker then her in magical powers, but stronger than her physically[363], lining a clear difference between magical and physical strength.
While one can be physically stronger then another, such as how Onis are physically the strongest, magic users are still able to keep up with them due to using a different form of attack.
An example can be found with Yuugi herself, when Reimu fights against her in Subterranean Animism[364], with her acknolwedging her strength[365], something Yuugi only does to those who are truly strong[363]. This establishes even with spellcard rules, Yuugi considers Reimu a strong fighter. Reimu herself is very clearly not at an oni's physical strength, as she cannot do the things they can, however, her magical strength allows her to keep up with them.
To defend against magical based properties requires Non-Standard Defenses as it is acknowledged as not being something of standard physicality.
In Chapter 27 of Curiosities of Lotus Asia, Reimu proceeds to explain how reality works to Rinnosuke and Marisa, where she explains in-depth the three layers of reality.
This conversation started from discussing the mechanism of fortune, where Rinnosuke attempted to posit that the future is predetermined and that Reimu's luck was her being able to calculate in an instant the predetermined future, however Reimu had a different explanation requiring her to lecture on the mechanisms of probability[366], in her explanation, the world is made up of three layers: the physical layer that moves in accuracy with the laws of physics, the second layer that moves with the spirit, and the third layer of memory which is the recollection of events that lies within all things[23]. The memory layer rejects the loop of the physical and mental layers, the two layers the youkai conceive of the world which is why they believe history repeats itself and the future is predetermined. Since it's only possible to add to the memory layer, it's possible to completely recreate the past.
While the physical layer follows the laws of physics, the mental layer interprets the outcomes and the memory layer alters the probability, essentially creating the future, since it's impossible for memories to raech the same state as a point in the past, the future is not predetermined, thus when Reimu is able to predict how the dice will fall, she's not predicting the fall of the dice, the dice members the fact that she predicted how the dice would fall, thus due to this, Reimu entering the memory of the die-face greatly skews the results in Reimu's favor, where the results side with Reimu[367].
Thus the memory layer is essentially the most important layer that rejects the notion of loops from the previous two layers.
| Profiles |
| ☆Stage 3 Boss (Girl of Death, Alice)
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☆3面ボス(死の少女 アリス)
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Touhou Project - Mystic Square |
| ☆Extra Stage Boss (Alice of the Magic Land)
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☆エキストラボス (魔法の国のアリス)
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Touhou Project - Mystic Square |
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Seven-Colored Puppeteer Alice Margatroid The stage 3 boss, kinda ordinary magician. Mainly she possess the ability to handle magic. She is a versatile magician, that has no specific strong or weak point in any area. If you ask me, she is similar to Marisa, or rather I'd say a youkai version of Marisa. Alice has an obsession with collecting things as well, and has the habit of collecting magic items, especially magic books. As they both share the same hobby, she often clashes with Marisa so their relation is like loggerheads. Most recently, she is interested in collecting dolls that have a story associated with them. She had no evident reason to attack Reimu and company. They were chosen for the target of her magic because they were there. Dominating the enemy with overwhelming power is not fun at all for Alice, so she always sees her opponent's reaction and tries to fight with power that exceeds the opponent by a hair. Even if she loses, she doesn't show her full power. That's because she thinks it would be the end of the rope for her if she lost with full power. In this aspect, her personality is somewhat similar to Reimu. |
○七色の人形使い
アリス・マーガトロイド 3面のボス、わりと普通の魔法使い。 主に魔法を扱う程度の能力を持つ とりあえず万能の魔法使いであり、これといって属性に得手不得手は 無い。強いて言えば魔理沙に近く、言わば妖怪版魔理沙である。 アリスも蒐集家であり、本等のマジックアイテムを収集する癖がある。 蒐集家同士、魔理沙とかち合う事も多く、割と犬猿の仲だったりする。 最近はいわく付きの人形集めに嵌っている。 霊夢達と戦う明示的な理由は無い。そこに居たから魔法の相手になっ ただけである。圧倒的な力で勝つことは、アリスにとって楽しくとも なんとも無いので、常に相手の様子見て、それより少しだけ上の力で 戦おうとする。負けても全力は出さない。 全力で戦って負けると、本当に後が無い為である。 ここらへんの性格は霊夢に似ている。 |
Touhou Project - Perfect Cherry Blossom |
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Seven-Colored Puppeteer Alice Margatroid Species: Magician A pure magician. While her appearance is almost identical to humans, she is not one. She is a kind of so called humanoid youkai. Her house is crammed with a lot of dolls. The sight is so spooky that it scares rare visitors away. The house of dolls is strangest even in the forest of the bizarre. It's no wonder that they tend to run away from there. Her personality is indifferent to others, and is easily attached to magic. She puts on a confident attitude, but she actually also has a timid side. She is quite average in melee fighting. Both her body movement and magic using are average. Instead of that she has very high skillfulness, which enables her to control many dolls as if they're living beings. This skillfulness is among the finest among all of Gensokyo. |
○七色の人形遣い
アリス・マーガトロイド 種族:魔法使い 住処:魔法の森にあるそれなりの家(固有名称はない) 能力:魔法を扱う程度の能力 生粋の魔法使いさん。見た目は人間と殆ど同じだが、人間ではない。 所謂、人妖のたぐいである。 彼女の家には所狭しと大量の人形が置かれている。その不気味さは、たまに迷い込む人間を恐怖に陥れる。不気味な森の中にある、余りにも異質な人形の家。それは、森がいくら不気味だとしても逃げ出したくなるのも当然の事だ。 性格は、他人に無関心で、魔法に執着しやすい。強気を張っているが実は臆病な面もある。 体術は至って普通。体を動かすのも魔法も使うのも人並みである。器用さはかなり高く、大量の人形をあたかも生きているかのように操る事が出来る。その器用さは幻想郷の中でもピカイチである。 |
Touhou Project - Immaterial and Missing Power |
| Seven-Colored Puppeteer, Alice Margatroid A magician living in the Forest of Magic. She possess the ability to use magic. Puppetry is a type of magic too. She rarely goes out by herself, but she had no other choice this time. She has many similarities to Marisa, namely living in the Forest of Magic, being a magician and having an obsession with collecting things. However, they have an absolute difference in that Alice is a magician as a species while Marisa is a human magician. Other than that, they're also different in using forest's mushroom as preference or not. Of course, Alice is the one not using them. However, it is not because of such matter that makes both on bad terms. Magic is her weapon. A magician's magic is always originally developed by the magician. Notes |
○七色の人形遣い アリス・マーガトロイド
魔法の森に住む魔法使い。 魔法を操る程度の能力を持つ。人形を遣うのも魔法の一種である。 基本的に自分から出かける事は少ないが、今回はしぶしぶ。 魔法の森に住み、魔法使いで収集家、と魔理沙と共通点が多いが、魔理沙は人間、アリスは魔法使いという決定的な違いがある。 ちなみに、魔法の森に生えるきのこを好んで使う、使わない、の違いもある。 もちろんアリスは使わない方。だからという訳では無いが、二人は仲が悪い。 武器は魔法。魔法使いの魔法は常に術者オリジナル。
今回は魔理沙と組む。 高速移動は単独使用時のみの性能 である。 レーザーは貫通するのと出っ放しな ので、思いのほか強い。雑魚戦ボス 戦共に重宝する。 撃っているのは人形だが。 せっかくだから速攻で、と言う人に。 |
Touhou Project - Imperishable Night |
| Seven-Colored Puppeteer Alice Margatroid Species: Magician A magician living in the Forest of Magic. The greatest difference between Alice and Marisa is that Marisa is a human of magician occupation whereas Alice is a magician as a species. You might imagine magicians as being indoor-type people; in Alice's case, you'd be right. She spends most of her time alone, and the forest is a good place for that. The forest is quite humid, however, and her dolls will become damaged without her constant care. Because of this, she is currently planning to make a doll that will automatically take care of other dolls. |
○七色の人形遣い
アリス・マーガトロイド Alice Margatroid 種族:魔法使い 能力:魔法を扱う程度の能力 魔法の森に住む魔法使い。 魔理沙の魔法使い(職業)と異なり、種族が魔法使いである。 魔法使いという言葉のイメージ通り、インドア派である。基本的には一人でいる事が多い。魔法の森には人間が余り来ないので、非常に快適である。ただ、森は嫌な湿度が高く、人形の手入れをしないとすぐに痛んでしまう。その為、人形の手入れを自動で行う人形を作ろうと思っている。 |
Touhou Project - Imperishable Night |
| Seven-Colored Puppeteer Alice Margatroid Race: Magician Ability: ability to handle magic |
○七色の人形遣い
アリス・マーガトロイド 種族:魔法使い 職業:魔法使い 住家:魔法の森にある マーガトロイド邸 能力:魔法を扱う程度の能力 性格:他人に無関心で、魔法に執着 しやすい |
Touhou Project - Scarlet Weather Rhapsody |
| Seven-Colored Puppeteer Alice Margatroid Species: Magician A puppeteer that lives in the forest. She felt something odd about the geyser that erupted, but since youkai prefer not to go underground she worried over what to do. That's when she noticed that Marisa was especially interested in the geyser, so she convinced Marisa to investigate the underground for her. She told her that investigating the hot spring would be a fun game, and pointed her towards the source of the geyser. She also made her carry dolls that had Yukari's remote control devices in them. |
○七色の人形遣い
アリス・マーガトロイド Alice Margatroid 種族:魔法使い 能力:人形を操る程度の能力 森に住んでいる人形遣い。 間欠泉から不穏な空気を感じたが、妖怪が地底に行く事は憚れていたのでどうしようか悩んでいた。 そんな時、魔理沙が間欠泉に興味津々だったのを見て、魔理沙を唆して地底に調査に行かせる事にしたのである。 魔理沙には温泉が楽しめるゲームだと言って、間欠泉の根元に向かわせたのだ。紫に作ってもらった遠隔操作できる人形を持たせて。 |
Touhou Project - Subterranean Animism |
| Initially introduced in Touhou 5, Mystic Square. If we were introducing her like the original story, it'd be a display of Hakurei Reimu's performance than anything (although I doubt if that was really the case), so I introduced her as one of Marisa's peers. In most fictions, a puppeteer is often portrayed as someone who infuses souls into puppets, making them sentient, but what she achieved is to control all the puppets using her own will. How dexterous! |
東方第五弾である、東方怪綺談にも出ていたキャラです。 ストーリー通りだと、主に博麗霊夢の活躍ばかりになってしまうので(実際にはなっていない気もするが)、主に魔理沙の横の繋がりとして出て貰いました。 フィクション作品での人形使いというと、殆どの場合人形に魂が宿り、自我を持ち始める物ですが、彼女は頑張って全部の人形を自分で操作しているそうです。 とんでもなく器用ですね! |
Touhou Project - Perfect Cherry Blossom |
| She appears as Marisa's buddy as a fellow magician in this game. In the Touhou Project series, "magician" can both be an occupation and a race, and Alice falls under the race category. A race whose purpose of existence is bound to magic. That's why she has dolls around her enchanted with magic. |
同じ魔法使いとして魔理沙の相棒として登場しています。 東方Projectでは魔法使いという言葉には二つ意味があって、 職業としてのそれと、種族としてのそれがあります。彼女は後者の方です。 魔法そのものが存在意味という種族なので、 彼女の周りには魔法がかった人形がいるのです。 |
Touhou Project - Perfect Cherry Blossom |
Cover of Mystic Square, featuring Reimu and Alice
Alice in Strange and Bright Nature Deity
Alice in Foul Detective Satori
Alice's fortune slip in Whispered Oracle of Hakurei Shrine
Alice's cameo in Whispered Oracle of Hakurei Shrine
Alice's alt outfits in Touhou Hisoutensoku
One example of this is believed to be in Touhou 02's Stage 3 Scarlet Dream ~ Scarlet Dream where it displays stars and a space-like effect in the background[369], however this is actually the World of Fantasies, the world that lies between Makai and the human world, with Genji confirming this is definetely not outerspace as Reimu can breathe just fine there[370].
This is an argument that spawns from how small the characters look in different works, though this is moreso due to the "moe" artstyle Touhou tries to capture, in many of the manga characters look far older.
Majority of characters in the series are outright shown to drink alcohol on a daily basis[371], where one needs to be at least 20 years old under Japanese law to drink, where Japanese law requires no underaged characters to be shown drinking. This is even acknowledged in the series itself with a note saying alcohol is only for those over 20 years old[372]. Thus if a character is ever seen drinking alcohol in the series, they are an adult.
The only direct non-adults in the series are Sumireko Usami, Chiyuri Kitashirakawa, and Hieda no Akyuu in her first appearance.
This statement comes from a fan translation that says this in Curiosities of Lotus Asia[373].
While the statement seems clear cut, there is another translation used instead that makes more sense with the sentence.
It instead notes that most youkai concieve of the world through these two layers, which is why they believe the future is pre-determined and history repeats itself[374]. This falls in line with the earlier disucssion of Rinnosuke claiming that he believes the future to be predetermined and Reimu needing to explain to him why that's not the case[366].
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