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E's Laf++-----------------------------------------------------------------
discord *Created by volunteers- https://discord.com/invite/ATTQtBv
wiki *Created by volunteers- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
How to [VS NET] - https://docs.google.com/presentation/d/14DuXYIEqTa0FUzRoy5zCJe9r7DH-tLzZdCSbiZL20d8/edit#slide=id.gab4dd20776_0_7
■Game Update Points
All characters and systems
Normal air attacks have been adjusted so that it is easier to follow up to a certain extent when launching.
Some strong [B/C/D] type moves are now countered with a long hit stop, but both characters will start up (depending on the character).
Changed 6BC command to 2BC.
Block cancel backstep 4BC command was removed.
Slightly increased knockback rate (depends on the individual setting of the technique, but mainly affects low-level A/B types)
TG(BC) attack with a successful execution Hit stop 15>0F landRecovery6F>21F Increased the gap when blocking and evading Recovery difference when blocking -17>-32F Fixed an issue where the attack would draw the opponent in if it was executed around the back.
CB(ABC) 5F slower to start falling, increased blowup amount. Fixed an issue where it would draw the opponent in if it hit around the back.
1-gauge techniques Total combo correction value is now uniformly about 98% (1-hit or 10-hit).
lowBlock failure mark system Increase resolution Adjust animation
Prediction lines Improved visibility
Training mode Allow setting of initial weight for Tina
Improved palette loss handling when waiting for VS-NET communication
Alcott may be reworked, so it has not been touched so far.
Main
6B[2nd stage] Aerial chase grace 27>23F Upper blowout 110>100 Block hit stop 13>6F BlockRecovery difference reduced by 7F
D Knockback rate -15>5
JA chase grace 3F decrease since smart combo is gone
236A[Flame/2nd level/normal hit] Upblowback>kirimomi motion for blowback Sideblowback 30>200
236B/236B[flame/236B[flame] amount of horizontal blowback 170>240
J236B[Flame] floor bounce>blow up 1 rotation knockdown damage 833>1235 adjusted because normal J236B was more powerful
214A Side blow 140>220
214C Ground chase delay 24>22F Air chase delay 16>14F
214D[Normal] BlockRecovery difference-15>25F Overall Recovery94>104F Hitstop on hit7>17F
214D[Flame/Last Stage] Up-blow [110>95 on ground] Gravity acceleration 100>120%.
J214D Startup correction 28>22%, floor bounce reduced, side blowout 5>80
236D Flame up to 2x range Delete FS-only derivation Recovery12F increase Slightly move forward
236D[2nd-5th step] Upward blowout 88>100
Tae
AA knockback rate -15>-6 Dash close AAs now have the same close distance as before, and just close AAs have a little more distance.
2BB To float on hit
C[CH] Ground chase delay 18>22F
6A Ground chase grace 16>26F Knockdown on wall bounce + hit stop 4F Wall bounce float up
4A Blowup amount on hit (airborne normal 110>98)(airborne counter 110>83)
4A[startup] grace time for aerial follow-up 20>29F
6D Make it impossible to FS afterwards.
46B to avoid ground hit, kirimomi blowout, chase grace 16>22F
Down throw damage 1500>2000
214A[FS]/214B[FS] darkening timing 16>10F
236A Knockdown if hit in the air Damage 614>767
214C Distance removal 1500>700
214DB Increase the amount of bike rise so it doesn't hit ground opponents
214D Damage 1685>2091
214D[1st hit] Float 80>95.7 on air hit 110>103.1 on ground counter hit Combo correction 96>98%.
214D[2nd hit] floor bounce amount knockdown
214D[driving] combo correction 99>100% damage 80>40 starting damage 80>1000 accumulation rate 50>10% hitstop on counter hit 15>0F
214D[last stage]/214DC 25% increase in gravity when blown up Tae's back travel reduced Height adjusted for various pickup situations. Cannot combo except under certain circumstances, to be Blocked and confirmed REVERSAL.
214DB Pursuit grace 0>24F
236D[Bullet] Damage 200>100 Minimum guaranteed value 13>24%.
SISCA
D Shorten hit stop 4F
D[CH] Increase chase grace 10F after hitting the wall
D[Close] Startup16>15F
D[Far] Startup19>16F
6C Add correction for the same move
6C[CH] Wall Bounce>Ground Stagger
2A Add route to 6B
2B Add route to 6B
JA/JB Aerial side blowup 37.5>15
JC Hitbox downward more strongly
JD Extended hitbox in JD's own direction because it did not hit crouching when in close contact
214B Pursuit delay 36>28F
236BA/236CA knockdown attribute
236BA/236CA[start] add hitstop 6F
236B2D/236C2D Up-blow 90>80
214D damage 1700>1300 minimum correction value 20>12% Startup4+2F Startup3+2F starting correction 20>26
214D knockdown attribute Side blow 120>150 Gravity acceleration 90>100% Minimum correction 20>12
Qdora
214AB 3Fhitbox disappeared and became invincible, bug fixed
214D[1-9 hits] Damage 500>450
J236D[1-8 hits] damage 350>260
J236D[9 hits] minimum guaranteed 20>22
cecil
Moves with no set combo limit time are now set
C Fixed a bug that ice did not Startup in FS
D[CH] increased hitstop 4F on the opponent's side
2D[CH] Up-blowup 61>68
6A[CH] Ground chase grace 32>24F
6C Starting correction 37>33
J2C Decrease blow-off rotation by 1 rotation
Tina
FS Weight is reduced after dark
Weight gauge UI gauge display changed
Dash: Triple the distance
B Tina side hit stop 11>0F
B[popcorn part] Combo correction 88>94% Active8>1F Because there was a large variation in Recovery difference by Active depending on the position (although there is still some variation)
6B[Popcorn part] Combo correction 92>96% Active8>1F Because there was a large variation in Recovery difference by Active guess depending on the position.
4B/4C/4D/1B/1C/1D/J4C Added Weak moves that do not consume weight. Other techniques will be added
C/6C Hitstop11>6F BlockRecovery16>20F increase Hit knockback rate100>80% Block knockback rate100>50
2D BlockRecovery16>14F
3D Damage to disappear
JD landRecovery8F decrease
JD[3rd hit] Startup1F earlier due to special processing
JD[3rd hit at higher level] Make the performance of damage etc. differ depending on the weight [Lv1/80-83kg] [Lv2/84-95kg] [Lv1/96-100kg].
JD [4th hit] BlockRecovery14>12F Lower floor bounce
236A Fixed a bug that the last 1F was invincible.
/ Scheduled update ・ Creating new character ・ Bug Fix
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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 Implementation I know ggpo exists, but I haven't decided if I want to implement it.
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・ keyconfig Press F9. When the PAD is operated, the setting items of the 1P side will open. Press F9 and perform key configuration with PAD from the top to the bottom. Make this exe active. Press F11 to complete the setting.