https://twitter.com/FreeEslaf/status/1654428965157867520
https://twitter.com/FreeEslaf/status/1655564920950276101
https://twitter.com/FreeEslaf/status/1655572173526904836
Comments on patreon are not notified, so there is a high possibility that you will not notice them. Please DM me on twitter.
【Note】
If you can't download the game
Browser security is bad, not game data. There is no problem with the prepared data, and it is difficult for me to improve it.
Please check whether it has been canceled from the save by right-clicking or from the download history.
E's Laf++-----------------------------------------------------------------
[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.It may change considerably, but it will take time, so it will be out of sync with the actual data.
Command list Commentary, video, thumbnail creation (Main, sisca completed)
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
Overall, we've made combos easier and made them easier to connect.
In the case of corners, combos are easily possible, and even in the center, if you Hit Confirm, combos are possible to some extent.
At the event exhibition, we asked people who did not know this work to play.
Once I get used to the controls, I've decided to do corner combos, and I'd like to make adjustments as much as possible in this direction, which is easy to operate even for first-timers.
The combo side has settled, but I'll think about the ground Quick Rise-related while watching the situation in Versus.
If you have any impressions, opinions, or requests that you actually touched, please write a comment on the discord request channel.
I read some comments on SNS, but basically it's a community created by volunteers rather than the production side, so unlike the opinions that come directly, I just look at them.
At least in Japanese culture, it is rare for developers to show up directly in the community, so they just watch.
Therefore, if you have any complaints or questions, it would be helpful if you could write your opinion directly on the request channel.
Every time I made adjustments, another part became inconvenient, and trying to solve it would cause other parts to collapse again, and it was a cat-and-mouse game.
I'd like to think that it will stabilize a little after this adjustment is over...
The graphics and adjustment time are currently 19: 1, and it is difficult to implement new ones.
If you concentrate on that, it will go a little faster, but...
As an aside, we may do more detailed tests on the graphics side and experiment with new gimmicks.
Change the language with the LR button so that you can open the key config with the title config button
LR button Press and hold both buttons to reset all option settings
6A Overall Recovery35>30F
2BC Due to the specification change of knockdown, cheating was possible, so the timing for derivation has been advanced 4F
Fixed a bug that there was no reversal setting for FS in the second half of JTG
Quick Rise on the ground [forward/backward] Easy to determine the destination by adding speed to the movement No change in the amount of movement
Ground Quick Rise [Middle land/Rear land] Block possible timing 5-8>3-8F Invincible move possible timing 5-8>1-2F
Ground Quick Rise [front] Pass through 1-12F granted Movement amount decreased
Ground Quick Rise [front land] Overall Recovery 8>20F Block possible timing 5-8>3-20F Invincible move possible timing 5-8F>None
Return to knockdown Fixed a bug that prevented blocking at the timing of 1F
Hit Stop [reference value] Changed from 10/10/10/11/12>11/11/11/12/12 for each Lv1-5
FS Screen Freeze time [reference value] 28>34F
FS[Start] Combo rate60>1%
FC Cannot jump
Chip damage 16-25>5>9% Actual damage reflected per hit 50>100 (Throw 300>500)
Air Throw [Combo] Spread the grab hitbo up and down
Combo time [air throw] 90>240F
・Main
Adjusted some hard knockdown moves to soft knockdown; knockdown for FS
The combo rate was adjusted too roundly, and the part where the damage difference was not so much, and the technique where the damage was too low were strengthened.
Dash X-Move55>65 (approximately 95>105 including inertial acceleration)
Air Dash Overall Recovery 19 > 20F Cancelable timing 17 > None (actually from 21F) Behavior change
Aerial Backdash behavior change
C [Normal/flame] Overall Recovery37>34F Hitstun30>20F
D [Normal/flame] Hitstun23>16F
6A Expanding the collision hitbo upward to make it harder to pass through during anti-air
6B X-Knockback 10>50
2B Overall Recovery26>24F
JA Damage hitbo before attack expanded downward
236A[Hold] Overall Recovery60>52F
236B [Movement] Upward blow 81>54
236B [Increase] X-Knockback 110>90 Blowback 80>108 Damage Gravity Scaling 100>120% Pushback 71>150 Fixed damage 0>200 Extension impossible attribute added
236B [flame/rising] X-Knockback 110>72 Blowing upwards 80>55 Damage Gravity Scaling 100>120% Pushback 71>150 Fixed damage 0>50*4 Extension impossible attribute added
J236B Revolutions 2>1 Pushback71>180 Fixed damage 0>200
214B X-Knockback15>55
214D X-Knockback 160>120 Blowing up 80>120
・cecil
Adjusted some hard knockdown moves to soft knockdown; knockdown for FS
The combo rate was adjusted too roundly, and the part where the damage difference was not so much, and the technique where the damage was too low were strengthened.
Forward Maximum acceleration reaches 90F (10>7F)
C Overall Recovery35>32F
66A Fixed damage 0>100*2 Extension impossible attribute added
JB Slightly expand attack hitbo downward
J2C Fixed damage 0>50*4 Pushback71>200 Loss of movement inertia at 25F Extension disabled attribute added
・Qdora
Overall tweaks to damage and combo rate
Adjusted some hard knockdown moves to soft knockdown; knockdown for FS
Dash X-Move143>150
Air Dash Overall Recovery15>20F
FarB Block Recovery12>14F
2B Block Recovery12>14F
C Attack hitbo upward expansion
C [Air] Opponent Hit Stop 3F increase
6A [Ground] Hitstun 22>26F Opponent Hit Stop 3F increase
6A [in the air] blown away 90>80
6B X-Knockback 60>70
6C wall sticking trigger X-Knockback 140>100 upward blow 80>70
6C[Hold] Wall mounted 38>46F
Ground throw Aerial action possible
Air Throw [Normal/Combo] Shortens knockdown time by 10 frames
Air Throw [Normal] Floor Bounce
Air Throw [Combo] Fixed damage 0>100
236A Hit Stop fixed
236Ah blown away 72>81
236B Hit Stop12>17 Hit Stop fixed
J236A Upper blowback 68>105 Hit Stop 16>8F Damage Gravity Scaling 80>120% By adjusting the blowback, Hit Stop is fixed to make it easier to hit consecutively
J236Ah X-Knockback 100>80 Knockback 81>62 Active 10>2F Instead of the hitbo moving, the hitbo appears within the movement range for a moment.Possible to act again after drilling (other than command techniques and throws)
J236B X-Knockback 30>15 Upward blowback 68>30 Hit Stop 16>8F Damage Gravity Scaling 80>60% By adjusting the blowback, Hit Stop is fixed to make it easier to hit consecutively
J236Bh X-Knockback 100>0 Blowback 81>-100 Active 10>2F Instead of the hitbo moving, hitbo appears within the movement range for a moment.Possible to reactivate after drilling.Floor bounce.
214AB [derived from 214A hit] Startup 3F early
214AC Pushback82>0 Fixed damage 0>100*2
214AC [derived from 214B hit] Startup 8F early
J214AB Land Recovery 0>12F Damage Gravity Scaling 180>100%
J214A>C On Hit cancel route deleted
214D Blown away from the top 68>120 Extension attribute not allowed
J236D Knockdown time 20F longer Extension disabled attribute added
・sisca
Air Dash Overall Recovery 19 > 20F Cancelable timing 17 > None (actually from 21F) Behavior change
Overall tweaks to damage and combo rate
Adjusted some hard knockdown moves to soft knockdown; knockdown for FS
CloseB floor bounce
C Startup10>12F Hitstun18>20F Expand upward attack hitbo
D Removed cancel effect at 21F after hit Startup16>19F Increased BlockRecovery2F Deleted Kasumi
D [On Hit] special move cancelable
6C Wall Bounce Damage Startup when bound
6D Pushback8>65
2C Startup 10>11F Hitstun 20>36F Opponent Hit Stop 4F increase Damage (ground start/ground relay/air start) 763>1007
JD floor bounce Wall Bounce
236A [2 hits] Rolling damage Wall bounce added
236A [Bullet] behavior change BlockRecovery10>16F Hit Stop8>12F
214B Delete hitbo that slips through
214C [Ground] X-Knockback55>45
214C [Air] Hitstun18>32F X-Knockback55>0
236BA Blowback behavior change
236BA [Air] Hitstun34>42F
236BC Hit Stop 0>2 at Wall Bounce
236B6C X-Knockback80>110 Active3>4F Add hitbo around the back in the first half 1F (damage increase) Startup6>7F in the actual forward direction
236D Blown away 81>88 Blown away 20>-200 Start rate 32>26%
236B6D floor bounce Wall Bounce Kasumi Startup 17F early On Hitland passing through
236B6D[FS] Added
236B2D Extension not allowed attribute added
236D Expand attack hitbo forward
214D [1 hit] Blown away from the top 100>120 Addition of no extension attribute
214D [2 hits] X-Knockback 150>110 Startup20>24F Increase the effect position by 100.Do not hit the ground.Extension disabled attribute added.
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・ Language setting Choose from optional languages
・ 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.