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E's Laf++-----------------------------------------------------------------
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■Game Update Points
・Overall adjustment Others
Adjust the update timing a little. "As a result, the character update frequency will drop slightly."
Since the overall policy is being decided for Main, it was reflected. Cecil is almost done Other characters such as sisca are slowly
Priority is given to creating a new Kitsune and re-recording the command list video.
Training Mode [Invincible Technique] Fixed a bug that prevented reversal action after recovering from knockdown
Quick Rise [Before] Overall Recovery 8>20F Prevent Invincible move
Overall damage attack coefficient 80>100%
Start rate 6-12% decrease
Multiplication correction adjustment (omitted because it is too detailed)
Floor bounce Fixed a bug that prevented CB from using damage motions individually adjusted for characters instead of general-purpose
Combo time [short] 180>240F
・Main
Changed some big counter compatible techniques and weakened the behavior at the time of counter
C[CH] Hitstun to the same value as normal
D[CH] Changed to ground damage Pull
6B [Hold] Changed to Repetitive Screw Blowback
2C [Normal] Remove floor bounce
2C[flame] Startup28>24F Damage 1398>1224 so that the flame disappears
2C [flame/ground] X-Knockback15>45
236A[flame] Startup 4F speed up (Bullet ejection timing 2F speed up)
236A[Hold] Don't let the flame disappear (normally it disappears)
214A [flame] addition
236B[flame] Don't let the trapped flame disappear
236C damage adjustment
236C [flame] Damage adjustment Behavior was different from normal so it will be the same Flame will disappear
・cecil
Changed some big counter compatible techniques and weakened the behavior at the time of counter
Forward Collision hitbo in the same state as standing Difficult to pass through the opponent
Retreat Collision hitbo in the same state as standing Difficult to pass through the opponent
A Slightly narrow the width after the 1st Startup of the attack hitbo Considering slippage
C[CH] Hitstun to the same value as normal
6B[CH] Hitstun 20>36F Upward blow away 100>110
6C Fixed a bug where the combo time was based on the A standard.Adjusted the Hit Stop to be shorter not only during Block but also on ground On Hit.
2A Slightly narrow the width after the 1st Startup of the attack hitbo, considering slippage
2D Low Profile avoidance granted
2D[CH] Blown away 74>82
J2C Fixed a bug where ground hits did not hit consecutively Wall Bounce trigger Hard knockdown at Wall Bounce Opponent Hit Stop 2F increase
J4C fall timing 4F late
・sisca
Cross-up specialized characters and adjustment policy do not mesh well, so we will gradually return the cross-up part. while fighting.
214B Adjusted some hitbos of the attack hitbos, making the width of the hits narrower when standing
236B Expand the damage hitbo downward so that the hitbo remains near the ground on 3F when it jumps up
236C Expand damage hitbo downward
・Kitsune
Spinning blowback damage added
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・ Rollback is implemented. Red letters in VS-NET are rollback rooms.