You're sure to get a response on twitter. DM are hard to notice, so please use replies.
E's Laf++-----------------------------------------------------------------
discord - https://discord.com/invite/ATTQtBv
wiki - 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
Gauge recovery rate to 50% *This is an experiment on gauges during a fight.
2-gauge techniques: 1-gauge consumption ※This is an experiment on gauges during a fight.
A/2A/CloseB/2B Throw avoidance is set until startup. (Original specs)
Some moves no longer knockback to the attacker at corner due to internal processing, but now knockback. (Tae's chain-supporting moves, Tina2B, sisca236A, etc.)
FS Darkening time of FS is now 0 when the opponent blocks.
Some combinations, such as Tae's 236A, had a difference of up to 10 F in the standing FS and advantage time.
FC Fixed a bug where it was possible to cancel into a throw grab during a dark roll.
SE Some SE sounds may be reduced due to work in progress to create new SEs.
Language display (Japanese)" has been changed to "Language (English)
Main
Smart Combo (CC/CCC) Deleted I tried to experimentally create a combo for all characters to work together, but I felt it was a little Tae in terms of specifications, so I deleted it for the time being. Only Tae was retained as it seemed to be fine from a character concept point of view.
Rear Throw Motion change
Aerial Throw/Aerial Rear Throw Whatever the height of the throw, if landD[FS], the distance and height of the opponent's side should always be a constant value.
A Ground chase grace10>11F
Far B Startup10>9F Recovery difference -5>-6F Ground chase grace 19>14F C/D/2C/2D cancel route added
Far B[Flame] Startup10>9F Recovery difference +6>+5F C/D/2C/2D cancel route added
C Minimum guarantee 4>5% Startup correction 30>32% Combo correction 92>96% Chase grace 16>18F BlockRecovery 14>16F Shorten attacker's hit stop by 4F when Block
6D predictive line added
6D[FS] Fixed a bug that hitbox remains small Startup in standing FS is 14F earlier than normal (same as other FS during combo) Recovery is the same as normal
2C Lower float on normal ground hits, knockdown attribute, increased knockback on hit, lower float on startup only, lower body hitbox thinner to make it easier to get through attacks
2C [Starting CH] Longer hitstop for experimentation.
J236A Add correction for the same move
236C Damage 761>952
236CC[FS] Minimum guaranteed value 15>4
SISCA
Aerial Throw Fixed a bug where if you grab an opponent at low altitude, it lands before attacking
D hitbox now extends from Close only to Far after 3F same move decrease time 60>160F blowup 150>200 BlockRecovery 12>18F increase opponent hitstop 6F on normal hits in the air hitbox downward wider
D[CH] Wall Bounce>Wall Stick (only when starting) Hitstop 12>24F
D[root] Startup16F 19F after hit, free action BlockRecovery-6>-3F Hitstop 0>4F on wallbounce Damage 1151
D[tip] Startup19F 16F after hit, free action BlockRecovery-6>0F Damage 1007
D[FS] Unlike the normal version, hitbox is now extended instantly
D[Branding] explosion after knockdown is timed the same no matter what the situation.
6D damage 805>979
236B Gauge increase rate during activation reduced to 1/4
236C Increase rate of gauge increase to 2/3 during activation Increase rate 1.25x (same frames to land)
236BD/236CD Move the collision hitbox downward to prevent backflips during a hit.
Tae
CCC Recovery8F increase BlockRecovery20>16F Recovery difference -4>-12F
CCCC Recovery increased by 5F Recovery difference -6>-11F
6A [no grenades] combo limit time was set at 1200F, so we set it at middle
236A Hitbox for hit handling is now a hitbox (green frame) instead of a collision hitbox (white frame) because the hitboxes of all characters standing and walking are now the same.
236A[Far version/1st hit] Recovery6F shortened Startup to a comfortable position in line with the position of the 2nd hit
236A[Far version/2nd hit] Recovery 4F shortened To start up at a position where it just barely does not hit the standing hitbox If it moves forward even slightly or the hitbox is spread out, it will now hit.
236A[Far version/3th hit] Recovery4F increased
236A[CH] CHknockdown attribute added
214C[Chain Reinforcement] Gauge increase rate now depends on number of hits instead of fixed
Grenade Prediction line added
Qdora
Dash Adjust timing when turning around
J236A[FS] Timing of darkening is reduced by -1F
cecil
Aerial Throw: 3F earlier knockdown time
CloseB[FS] Timing of darkening 2>3F
C[FS] Timing for dark fall 4>3F
Tina
I still have a few ideas for enhancements, but I would like to take a look at them for now.
I will consider balancing again when I have more experience with the character.
Back throws will be handled with a separate motion, just like Main's.
Combo Limit Time: We did not set this for most of the moves, so we set it.
Food If a character picks up food and eats it, the word "YUMMY!
Aerial action low attacks could not be evaded with an attribute, so an evasion attribute has been added.
C Only the hitbox to offset bullets now comes out 10F earlier than the attack startup.
6C Bullet offset hitbox only comes out 16F earlier than attack startup
4A Do not hit if knockdown Damage 917>1318
3D Food can now hold bullets so that they startup
D Active13>29F
6D Active14>32F Slightly shorten the distance that the scissors fly
214C Active6>2F Reduced hitbox
214D Fixed a bug that invincibility was not attached (0>14F)
/ 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.