https://twitter.com/FreeEslaf/status/1524058917906509824
https://twitter.com/FreeEslaf/status/1524423005945749504
https://twitter.com/FreeEslaf/status/1525131701361717249
https://twitter.com/FreeEslaf/status/1525355186977665024
https://twitter.com/FreeEslaf/status/1525856328266416128
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
VS-NET Temporary network code for rollback added Red text will be in the rollback room. The game is currently under construction, so you may experience slowdowns and double sounds.
Some techniques Gauge recovery depends on the number of hits, so some techniques, such as Main's throws, had extremely high gauges, so we adjusted them individually.
We will gradually adjust the gauge recovery rate for attack, receive, and overall gauge recovery while playing the game.
When blocked [attacker] gauge increase 100>30
When Blocked [defender] Gauge increase 100>40%.
Note: The addition of rollback processing has changed the way hits are handled in the game. This may affect some combos. Please report us if you feel that this is an obvious bug.
Main
Throwing Gauge increase rate for attackers 100>60% Gauge increase rate for defenders 100>10
236A [Tame] Gauge increase on the defensive side 100>30
214B Attacker's gauge increase 100>60%, Defender's gauge increase 100>20
SISCA
A Grace for pursuit 10>12F
Tina
Since the standing in the battle was cramped, we adjusted the parts that have little influence on combos (mainly crouching and front insertion) to make it easier to swing in a standing position.
By speeding up the startup, it was made harder to deal with after seeing it.
The concept that it is easy to gain an advantage by standing at mid-range or longer, but is vulnerable if the timing of a no-gauge meal is read, has been strengthened.
Basically, we made it harder to get reversal from normal moves and made the meal scene a clear weakness.
Depending on the technique and situation, differentiated Series 5 for combos and Series 6 for standing around and Farstamina shaving.
We have made it easier to play against each other by displaying the range of the premonition
Dash Movement speed 30>40 12F after starting to run, so that the weight is reduced by 1kg in about 10F
Forward Walking Enhanced so that the weight will increase by 1kg at the moment of eating grilled chicken at 88F after walking
Forward Jump Lateral travel 27>35
Backward jump Lateral travel -26>-30
Aerial jump [after 2nd jump] to consume 2 kg of body weight Consume 1/3 of risk gauge Jump power 65>80
Aerial dash [2nd or later] consume 2 kg of body weight Risk Gauge 1/3
Aerial backstep [2nd or later] consume 2 kg of body weight, slightly reduce lateral movement
All ranged attacks: 5-15% of the damage (depending on the technique) is now also added to blocked attacks as shavings.
Minimum guaranteed damage was too high, and the percentage for each technique was not relative. 16-20%>3-15% (1-5% for normal characters)
5B BlockRecovery7>12F
6B OverallRecovery40>28F Decreased recovery time on hit and block by 2F Reduced range of bouncing effect
5C BlockRecovery14>16F On airborne hit, the kiriririmomi will be blown away
6C Startup36>28F Overall recovery45>36F Hit stop11>4F BlockRecovery14>18F Designed to increase distance on hit and block.
5D Add correction for same move
6D Add correction for the same move
2B Startup14>8F OverallRecovery29>24F Active6>3F Knife startup position is moved forward to make it easier to hit.
3B Overall Recovery40>36F BlockRecovery14>12F Make it stumble on hit
2C Change performance
3C Change performance
2D OverallRecovery45>30F Knockdown
3D Overall Recovery55>38F knockdown
J2B Floor reflection: At low altitude, it sometimes lands before startup, so don't land until you throw the chopsticks away.
J3B floor reflective, so that at low altitude it sometimes lands before Startup and does not land until it throws the chopsticks away.
J6C Startup24>21F
214A
214B Gauge increase 160>480, 12kg increase over 30F.
214C Gauge gain160>640 20kg gain over 50F. If damage is sustained, the gain stops and 4kg weight loss penalty is incurred.
236C Adjusted so that it was difficult to hit continuously when hitting in the center. Hitbox after a hit is slightly expanded so that the effect gradually moves forward after a hit.
/ Scheduled update ・ Creating new character ・ Bug Fix
---------------------------------------------------------------------------
・ 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.
---------------------------------------------------------------------------
・ 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.
Free
2022-05-24 16:08:31 +0000 UTCRize
2022-05-16 21:03:08 +0000 UTC