https://twitter.com/FreeEslaf/status/1650040462701649921
https://twitter.com/FreeEslaf/status/1650110714953207808
https://twitter.com/FreeEslaf/status/1650872567555837952
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E's Laf++-----------------------------------------------------------------
[file difference ver download [zip]]
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wiki (Created by volunteers)- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
■Game Update Points
・Overall adjustment Others
Changed the combo time specification. There is also a provisional part.
In particular, the specifications of Quick Rise on the ground are still tentative.
Due to the noticeable difference in combo damage between beginners and advanced players, we changed the limit to the combo time side after discussing with the staff so that it would be closer to focusing on bar and starting situations.
As a result, the combo itself became easier to connect. Difficult combos require Hit Confirm, improvisation, delay input and Accumulation research.
The combo is also designed so that you can't get a hard knockdown with anything other than 2D, ground throw, and 2-bar.
While keeping Oki's strength, we made an adjustment to choose a mixup option between damage and offense continuation.
In the future, we plan to make adjustments to make this selection more prominent.
The following adjustments are scheduled to be set globally, but are currently set only for Main.
Ground skill Hitstun startup bonus [air hit] 16>8F
Aerial skill Hitstun activation bonus [Aerial] 12>4F
Hitstun [Aerial] Standard Hitstun increased by 4F Separately adjusted
Repetitive time Decrease reference value 40>0F
Combo time [short] 540>180F
Combo Time [Middle] 780>240F
Combo time [long] 1200>300F
Combo Time [Others] 60F added for counter, 60F added for air on hit, 120F added for corner, 60F added for FS
Combo time [UI] Bar length standard changed to 780/1200>300F
Ground Quick RiseGravity Scaling80>100landRecovery2>12F
Ground Quick Rise [front] Lateral movement 25>60 Pass through granted
Ground Quick Rise [back] Lateral movement -25>-60 Pass through
Burst effect display time extended by 10F He often had a delay in distinguishing colors while speaking at the tournament commentary, so he was easy to understand even for viewers who don't play
Air Throw Damage 1200>1500
Aerial damage multiplier 120>100%
Character select screen Delete some particles
・Main
Hitstun [air] Hitstun increase for some techniques
Jump transition F 2>4F
Forward jump Movement amount 35>25
After jump Movement amount -30>-25
Multi-hit damage Individually adjust the damage at the start and during the relay. The correction value of the combo is also adjusted accordingly.
CloseB Hitstun12>14F hitbo distance 800>1000
FarB [Normal/flame] Startup10>12F Overall Recovery28>30F Hitstun12>14F Wall Bounce given
FarB[flame] Don't cancel until the 3rd hit
C [Normal/flame] Startup7>12F Active7>3F Hitstun20>21F Overall Recovery34>37F Pushback82>74 Effective Startup is 11>12F due to the removal of the Active part of the back in the first half
C [Aerial] X-Knockback 75>85 Damage Gravity Scaling 100>110%
D Startup 11 > 15F No change in overall Recovery Hitstun 18 > 20F Changed to stagger damage Pushback 25 > 38 Increased attack hitbo forward direction Easy to connect ACloseBCD
D [midair] X-Knockback-10>-50 Screw blown away Hard knockdown deleted
2B Startup7>9F Overall Recovery22>25F Hitstun14>16F Start rate26>23%
2B [Aerial] X-Knockback 37.5>65
2C [Normal/flame] Startup 27>28F Damage Gravity Scaling 98>95% Overall Recovery 45>47F Start rate 15>24% X-Knockback 10>55 Hurtbox forward expansion
2D Startup9>10F Overall Recovery No change
6A [ground counter/midair] Screw blowing X-Knockback50>80
6B Startup18>20F Hitstun15>21F Hitstun21>30 Bounce on the floor
6C Overall Recovery38>40F FlameTrap position slightly on Main side
6C [Sword] Active 10>5F Start rate 25>32% 1>3 hits
6D Removed forward attack hitbo Increased upward attack hitbo 1>3 hits
JC Startup13>14F Attack hitbo downward deletion X-Knockback20>50 Upward blow 20>-200 Floor bounce
JC [Sword] Startup14>13F
JD Startup11>13FGravity Scaling80>100%
236A General Recovery36>42F Hit Stop 4F decrease Behavior change Hit Stop constant regardless of combo time
236A[Hold] Hit Stop6>4 Block Recovery14>18F Constantly increase the number of hits regardless of the combo time of Hit Stop so that movement inertia remains even after a hit
J236A Removed hitbo when appearing Hitbo only during acceleration X-Knockback 30>200 Blowing upwards 68>0 Hit Stop fixed regardless of combo time
236B Delete hard knockdown Extension disabled attribute deleted
236B[flame] blown away 75>90
J236B On Hit rotation speed increase On Hitland Recovery decrease
214A motion change
J214A X-Knockback220>120
236D Hit Stop 16>6 Upward blowback 80>120 Gravity Scaling 100>140% Extension not allowed attribute Hit Stop constant regardless of combo time
J214D Gravity Scaling 100>140% Blown away -80>-100 Extension not allowed attribute
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