XaiJu
eslaf
eslaf

patreon


5/30/2023

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++-----------------------------------------------------------------

[latest ver download [exe]]

[latest ver download [zip]]

[file difference ver download [zip]]

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 (top priority)

Character adjustment: Since it was a continuation of nearly 10 years old adjustment, we plan to adjust it to match the modern fighting game scene.

Command list Creation of commentary, videos and thumbnails

Kitsune animation added

Stina Addition of new moves, adjustment of detailed specifications Since adjustments are still in progress, combos are too connected and there are some action restrictions.

Serena Added Graphics will be updated

VS-NET UI creation

I want to make the first Mook book, and I've already confirmed how to make it and the actual product. Only time is left

Create an explainer video

Alcott Stopped work for a while to boil down the concept Remake to [power + gamble]

Caligula added Add a temporary character with the same graphics as [E's Laf]

We have summarized the adjustment policy in text http://eslaf.main.jp/2/tyo.txt



・Overall adjustment Others

2 Bar chip damage 1200>400


・Main

214B [flame] revival

214D reinforced flame trap

236D Reinforced flameTrap Overall Recovery80>100F


・sisca

Damage, combo rate adjustment

It was a concept of Oki, a cross-up character, but in this batch adjustment, we weakened it too much, so we adjusted it so that 236A can be handled in a way similar to before.

Previously, the 236A was able to perform multiple cross-up offenses, but by changing the bullet hit timing, the number of cross-ups has been reduced by more than one.

Due to the combination with Oki, 236B/236C was adjusted so that the sisca side would have a low risk even if it blocked, but it was a little too strong even when fighting.

When dealing with fighting, we made it easier to respond by leaving a damage hitbo during warp so that the defending side can easily insert it.

C[CH] behaves like a normal hit

D [Wall Bounce] Hard knockdown X-Knockback-20>-30 Upper blowback 15>30 Extension impossible attribute deletion

2C Dash route added Only On Hit can be canceled Pushback77>38

236A [1st stage] X-Knockback-20>-40 Hit Stop fixed attribute

236A [bullet] Increased injection timing Hit Stop14>0

236A [bullet/air] hard knockdown

236BA/236CA Damage hitbo remains on the spot BlockRecovery16>18F

236BA/236CA[CH]X-Knockback140>80

236BD/236CD so that the damage hitbo remains on the spot

236B6D/236C6D floor bounce deletion hard knockdown



・Qdora

214D Adjust the timing when extension is not possible



・Tina

Damage, combo rate adjustment

Eating while standing around was overwhelmingly painful, and many people played without paying attention to eating when playing for the first time, so I adjusted it so that even those without the minimum knowledge would be able to touch it.

Ground normal dash slide takeover rate 100>0%

4-input Normal Delete

5 input technique without consumption of Cute Bar

5B Overall Recovery 20 > 25F Popcorn deletion Hitstun 16 > 22F Corner also Pushback

6B Startup8>6F

5C Overall Recovery24>33F Speed up Startup Active5(1)1>2(1)1F Hitstun9>12F Change ejection sensation BlockRecovery20>10F Risk BarChip Damage270>90 Pushback even at corner

5C [Aerial] Wall Bounce

6C Overall Recovery36>33F Startup speedup Active3(1)1>4(1)1F Hitstun9>12F Ejection sensation change BlockRecovery20>14F Risk BarChip Damage270>90 Wall Bounce

6C [Aerial] Changed to slow blowback

2B Overall Recovery24>35F Block Recovery20>14F Startup7>13F Hit Stop18>12F

3B Overall Recovery36>35F Startup acceleration

2C Overall Recovery30>35F

2C[Block] Hit Stop10>6F

2D Overall Recovery30>40F Startup speedup Injection position 250 behind Hit Stop6>11F

3D Overall Recovery38>40F Startup speedup Hit Stop6>11F

4A high>overhead Grab50>30% Hitstun18>14F Hit Stop4F decrease Overall Recovery41>50F

JB Repeated hit cancel deletion Overall Recovery29F>--

J2B Hitstun16>22F Overall Recovery24F>-- Pushback31>77 Bounce deletion landRecovery16>8F

J3B Hitstun16>22F Pushback31>77

JC Overall Recovery22F>--

Throw on the ground blow up 90>105

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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.

5/30/2023

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