Please send requests and opinions on discord.
I can't reply right away, but I will definitely reply.
https://discord.gg/RSa8dTgFe7
E's Laf++-----------------------------------------------------------------
[file difference ver download [zip]]
[Sisca OST under construction]
discord (Created by volunteers)- https://discord.gg/u8rKHE8KDB
discord (bug report)- https://discord.gg/RSa8dTgFe7
wiki (Created by volunteers)- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
■Game Update Points
・Future plans (the one above has priority)
Kitsune animation added
I want to increase the number of stages just a little
One-button Special Move to be implemented sequentially
Smart combo readjustment
2 Bar adjustment plan
Alcott 3D creation currently creating new weapons and female characters
Arcade mode under construction
Serena added; graphics will be updated
Command list: Creating explanations, videos, and thumbnails
VS-NET UI creation
First generation mook book, I want to make it as much as possible & I have confirmed how to make it and the actual product, all that's left is time
Creating an explanation video
Add Caligula Add a temporary character with the same graphics as [E's Laf]
・All characters
Ground Dash and Air Dash FS support is only available on Main and sisca.
Not much progress has been made this week with fixing Kitsune bugs and creating new UI specifications.
Thank you very much for the questionnaire!
I still have a lot of work to do, so I haven't been able to respond to that question yet, but thank you for your very valuable opinion.
Multi-stage techniques: I checked it in the past, but I checked it again and readjusted the ones with abnormally high bar recovery.
Tina OST added
2D Bar recovery rate increased
Dash [FS] Jump derivative addition Minor status tweaks (The attack after the dash has an FSStart rate, but the issue of not having relay correction will be fixed soon)
Air Dash Cancel timing 8>4F
Air Dash[FS] Design adjustment
・Main
JC [Ground] Hitstun14>11F
236B Acceleration increase (overall travel amount remains the same)
・cecil
We have adjusted the special move that was making it easier to combo from canceling from 2D to be easier to use this time.
Forward: The bar increase rate was the same as dash, but now it is the middle value between forward and dash.
D[2HIT/Ground] Hitstun17>20F
2D [Hit] Jump cancelable X-Knockback0>-15
2D [Swagger] Extension possible Bar collection rate set to normal
JD floor bound
6D [Aerial] X-Knockback200>40
6DA On HitPushback rate 50%
6DA [Aerial 1-4 HIT] Upward blowback 30>20 Hit Stop2>4F Attack hitbo gradually spreads upward
236B [Aerial] X-Knockback110>30 Hitstun19>22F
・Stina
236B Bullet limit
・Kitsune
Bar recovery rate increased. Increased because the combo was short, bar raising action was small, and bar recovery was low.
Damage hitbo: Damage hitbo no longer appears on the back side when in normal mode (partially unsupported)
FarB [Aerial] Pushback0
C [Aerial] Floor bound Pushback 0
C[FS] Screen Freeze timing 8>6F
6C Reduce front leg damage hitbo
6D Reduced front leg damage hitbo
2B Damage hitbo added to sheath
JC[CH/Ground] X-Knockback5>45 Hitstun4F increase Pushback50%
JC [CH/Aerial] Floor bounce
JD[CH/1HIT] Fixed a bug where the bounce was extremely high
JD[CH/2HIT] Floor bound
46A Increased stance time Added prediction line
46A [Drawing sword] Expand collision hitbo upwards
46B Increased stance time Added prediction line
46C Prediction line added Active10>6F Top blowout 70>80
28A[Hold/Bullet] Fixed a bug where attack hitbo continues to remain during Clash No longer hits when knocked down
214D Fixed the problem of warping into the air
236D Temporary addition. Performances etc. will be added one after another. For checking the effect of adding techniques during battles
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・ Video and streaming Video and streaming are allowed. Secondary distribution of game data is prohibited.
・ Rollback is implemented. Red letters in VS-NET are rollback rooms.