XaiJu
eslaf
eslaf

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5/4/2023

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【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++-----------------------------------------------------------------

[latest ver download [exe]]

[latest ver download [zip]]

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[MakingTina OST


discord (Created by volunteers)-  https://discord.com/invite/ATTQtBv

discord (bug report)-  https://discord.com/invite/EnZafWQR

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
The  system has a strong refusal, and by adjusting the damage at the  previous time, the large damage from Oki has been mitigated, so the  knockdown related has been weakened from the past.
Oki's long combos  from the middle and lower will be resolved on the combo time side, and  if it is still too strong, we will adjust the combo time.
In the  past, the aerial combo was particularly ad-libbing, and it was a little  difficult for people who were not used to it to finish the aerial.
Expanding the damage hitbo makes it easier to focus on combo time
We have strengthened the way to take damage from bar use.
The  extension from the throw is revived so that the return is not too high  considering the position bonus and the extension of the combo time by  using the bar.
[If you start a combo from this move or use a relay,  it will be too long]. Now, we can adjust the combo time to some extent  instead of correcting it, so we plan to adjust the combo time as much as  possible in the future.
In addition to the damage increase from long  combos, it was difficult to solve problems such as carrying and  collecting bars with just corrections, so we set a time limit for combo  activation.
Combos with no bar on a central ground hit require a quick Hit Confirm as before, but the others are basically relaxed.
Combo  damage was a specification that had an extreme damage difference with a  correction value, but we have reduced those differences.
Jump start 2>4F Applies to other than Main (excluding Alcott)
Same skill Combo rate 60>90%
The damage hitbo has been redesigned, and it's basically a wider size than the old one.
Quick Rise on the ground Delete pass through
Ground Quick Rise [land] Overall Recovery12>8F During 5-8F, you can't act other than Block and Invincible moves
knockdown Overall Recovery Committee 19>23F
Knockdown returns.In 15-18F, you can't act other than Block and Invincible moves.
Hitstun: Hitstun decreases by 1F at constant F 400>420F Hitstun decreases by 1% at constant F 30>45F

・The following adjustments have been reflected only in Main and Cecil, and will eventually be reflected in all characters
Air Dash [reference value] Cancellation timing delayed by 3F
Start rate fine adjustment Increased the start rate of mainly low attack level moves
Combo Time [Middle] 240>270F
Combo time [overhead] 240>210F
Combo time [throw] 300>90F (fine adjustment according to throw time)
Combo Time [corner] Bonus 120>240F
FS fixed damage 640>400
2 Bar fixed damage 800>1200
Mid-air damage X-Knockback standard value 37.5>30
Hit Shake Screen shaking time 14>8F Screen shaking width about 1.5 times Individually adjusted by shaking
Knockdown  technique: Adjust individually if the knockdown technique repeats in a  loop so that it does not Air Tech even if the combo time has passed


・Main
There was a little lack of adjustments to make combos easier
I did too much but didn't have enough time, so 214B etc. from 6B and 5C may be adjusted.
All moves Increased hard knockdown moves.
CloseB Hitstun17>20F
FarB [Aerial] Hitstun24>28F
C [Ground] Attack range, expand hitbo upward Hitstun21>30F
C [midair] X-Knockback85>15 blown away -70>-200
C [During floor bounce] Damage Gravity Scaling 110>88% X-Knockback 85>80 Blowing upwards 100>80
D Hitstun20>23F
D [midair] Screw damage > speed screw damage
6B [Normal/flame] X-Knockback 100>15 Damage Gravity Scaling 100>110%
6B [normal/flame ground] Hitstun23>27F Pushback38.5>23.1
6C [Normal/flame blade] On Hit explosion added
2C X-Knockback 55>15
2D movement amount added 100
JC [Aerial] Hitstun18>22F
JD [Aerial] Increase Hit Stop opponent's side by 2F
Throw [before the ground] Delete spread of collision hitbo
Throw [after the ground] Extension attribute not allowed
Throw [Aerial] Removed spread of collision hitbo
236A [Normal/flame] Behavior has been restored.
J236A [Aerial] Hitstun22>26F
214A: Behavior change during floor bounce: Collision hitbo lengthened vertically Hit Stop adjustment
214B  Startup 34>29F Long combo time>Short X-Knockback 50>15 Upward  blow 85>115 Removed wall attachment Created a hitbo that can only be  grabbed during damage so that it moves while throwing. "Normal hitbo  Startup has not changed."
214B[FS/flame] Delete
236B [Normal/flame] Expand upward direction of attack hitbo when sliding


・cecil
All moves Damage and correction values have been readjusted
Hitstun [Aerial] Adjusted according to the reference value
Byakko Swagger Freezing Attack Lv3>4
Forward jump X-Move 50>35 Dashslide succession rate 50>70%
Post-jump X-Move-50>-35 Remove risk bar reduction
FarB Startup9>11F Overall Recovery23>25F Attack Lv2>3 2D route added BlockRecovery12>14F
C [Normal/White Tiger Swagger] Startup9>12F Overall Recovery37>35F Hitstun16>22F BlockRecovery14>18F
D [Normal 1 hit ground] Changed to ground damage
D [2 hits] Expand attack hitbo upward BlockRecovery14>18F
D [2 hits on the ground] Changed to stagger damage
D [2-hit ground counter] Opponent's Hit Stop 8F decrease
D [2 hits mid-air] X-Knockback 180>130 Self Hit Stop decreased by 1F Opponent Hit Stop increased by 4F
6B Lower Pushback
6BB Startup21>19F Overall Recovery39>37F
6BB [ground] Blowback rotation 3>2
6D Grab 50>10%
6D [after hit] Overall Recovery 17>21F
6DA Extension impossible deletion X-Knockback 70>60 Upper blowback 92>71 Combo time long> unique
6DD Resurrection
2A Attack hitbo expands downward
2B Attack Lv2>3
2C 1>3 hits
Add JB JC route
JC  Floor bounce upward blow -15>-200 Add attack hitbo upward direction  Add JD/J2C route (On Hit only) Startup18>16F Add Startup that only  hits during damage to 4F before Startup Add normal specification to  delete cancel route after Hit Stop change to specification
JC [Relay] Hit Stop 2F drop
JD X-Knockback30>35
J2C normal damage > 1 spin blow up -105 > -200
Throw [in front of the ground] Fixed positional relationship released at the timing of 43F Blown up 68>
Throw [after the ground] Extension attribute not allowed
236B/214B [Final hit mid-air] Blowback 62>81 Pushback71>42 Hard knock knockdown deleted
236C Self Hit Stop 2F shortened Damage hitbo increased, ice hitbo appearance timing adjusted
236D Addition of attribute that cannot be extended Attack hitbo upward expansion
214D Screen Freeze timing 15>7F Screen Freeze time 50>58F Extension not allowed 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.

5/4/2023

Comments

Dude Tina's theme slaps

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