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https://twitter.com/FreeEslaf/status/1540337028730331137

https://twitter.com/FreeEslaf/status/1540352563627044864

https://twitter.com/FreeEslaf/status/1540584969617420289

https://twitter.com/FreeEslaf/status/1540964066973618176

https://twitter.com/FreeEslaf/status/1541046395221987329


You're sure to get a response on twitter. DM are hard to notice, so please use replies.

E's Laf++-----------------------------------------------------------------

[latest ver download]   

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

Overall, the timing of the gauge consumption is limited, so we plan to adjust it so that it feels good to use it each time.

We will try various things while playing against each other, so things will change. Tweeting combos and battle data will be very helpful.

We want to strike a good balance because you can do crazy things, but if it happens all the time, it won't be special.

Training Mode Block timing can be set based on the number of hits.

Aerial dash: possible timing after ground jump 6>4F, minimum altitude threshold 940>700

Aerial jump: possible timing after ground jump 6>4F

Fixed a bug that TG FS was not branching when the TG FS is executed. Tame is now restored. Gauge and risk gauge consumption during tame. 0.5 gauge is recovered when the TG FS is successfully executed.

Gauge technique consumption 1>2 Damage increased Due to the complexity of the formula, detailed damage figures will not be provided.

2BC Gauge consumption 0>1 Fixed an issue where the user cannot evade in a low posture

JBC Fixed a bug that SE was played back slowly

FS/CH Additional damage for non-flying weapons increased to 300 (some individual adjustments)

Basic gauge recovery rate 50>125

Ground Ukemi now translucent like Air Ukemi

Return to the air: Return to the air is now automatic.

Aerial Throw Grab Fixed a bug that added additional dash inertia

SC Removed due to unstable behavior (data will be kept).

CB Recover 2 gauges on hit Sideways blowout 240>180

Counter-hit: Increased grace time for pursuit when hit in mid-air by 4-14F

Add "no pursuit" attribute (damage motion) Character becomes invisible. The character can chase, but if he does so, the chase grace is forced to 0F.


Main

Some adjustments have been made to make it easier to jump-in and route to ABCD.

Increased the amount of forward jump travel based on the difficulty for beginners to use the dash forward jump and the ease of area.

The dash forward jump has been adjusted to remain the same.

Forward lateral movement-20>-35

Backward lateral movement -18>-25

Ground jumps in general Dash inertia takeover rate 100>80

Forward ground jump, lateral movement 28>42

Jumping backward from the ground, lateral movement -26>-35

Aerial dash speed increased by 20

Aerial backstep speed increased by 8

A Damage 281>431

C Hitbox extended forward Active7>6F

D Startup correction 24>27% hitbox wider forward

6B Extended hitbox to the ground to avoid even low attacks

6B[Tame] Ground chase delay 26>24 Air chase delay 23>21

6C Second flame is now given after a time delay. Flame placement after knockback at the corner is now almost the same as in the center.

6D 1092>1219 Grace for pursuit 32>22

A Damage 259>403

2C Extend hitbox slightly downward Aerial blowup>stagger

JD Startup12>11F

236A Active60>80F Don't go through the wall Damage755>1287 Shave0>84

236A[flame ] Lateral blowout 160>80 Sharpener 0>84 Sharpener 0>149 Startup13>11F

236A[flame 2nd stage] Lateral blowout 160>80 Sharpener 0>84

J236A Fixed a bug that the next attack becomes unblockable when continuously blocked.

236B Total Recovery71>64F Recovery difference (crouching) -46>-37F

236B[1HIT] BlockRecovery20>16F

236B[2HIT] Startup30>28F Upblow 120>90, Sideblow 240>100, Knockdown attribute added, to some extent, to make it go away even if it is cornered, non-pursuit attribute added

236B[flame ] knockdown attribute added, even with a certain degree of cornered distance Damage 1073>1043 Attacker's gauge recovery rate 50%>120% Defender's gauge recovery rate 50%>30% Enables us to use FS even when in normal state, increased movement

236B[flame /4HIT/5HIT] side blow 200>40 top blow 100>80 6 hits even in the center

236B[flame /4HIT/5HIT/6HIT] sideways blow 200>66 non chase attribute added (except for FS)

236B[flame /6HIT] Up-blow 100>120 Opponent side hit stop +4

236C Gravity acceleration 100>120% Upblow 145>100 Sideblow 160>100

236C[CH] Hitstop reduced by 2F on the opponent's side (because the advantage time was shorter when countering)

214C Startup29>25F Whole Recovery43>40F To stagger state, in the case of corner, flame is now more likely to appear on the main side Flame Installation Reduction0>207

236D Whole Recovery55>40F Recovery difference -2+13F Place flame on the back side as well.

214D/214D[flame ]/214D[FS] Non-attackable attribute added Damage increased

214D Gravity acceleration 100>130% Upper blowout on air hit 40>100 Whole Recovery 60>42 Even at corner, keep distance

214D[FS] Up-blowback 40>120, even at corner, to keep distance

236D Up-blow 80>130


SISCA

6B Extended hitbox to ground level to avoid even non-low attacks

D[Close] Recovery difference +2>-2F

D[Far] Recovery difference 0>-4F

JD Floor bounce > ground stagger Lower hitbox expansion timing 16>13F Cancel timing after hit 20>6F

214D Damage increase Overall Recovery89>82F

214D[1HIT] Knockback 82>18 BlockRecovery16>18F

214D[2HIT] Startup66>63F Active6>2F

J214D Damage increase


Qdora

A Minimum chase grace 0>8F Damage 273>403

AA Minimum pursuit grace 0>12F Attack Lv2>3

AAA Minimum chase grace 0>28F Attack lvl 3>4 Hit stop heavy Side blow 5>100 Up blow 100>120

AAAA Attack Lv4>5 Hitstop heavy, slide knockdown>rotational blowout, damage 777>1007

C Ground pursuit 18>20F

6C Enhanced horizontal blowoff

6C [Tame] Change to wall stick Recovery 6F shorter Damage 1295>1439

A Damage 244>374

2C Up-blow 68>51

JA Attack hitbox extended upward

J6C BlockRecovery18>16F Block cannot be canceled

J6C[Tame] BlockRecovery20>18F Shorten hit stop by 8F when Blocked.

236A Shorten the chase delay by 4F Minimum chase delay 0>16F Fixed hitstop attribute is given

236A[Tame] When a hit is made on the ground, the attacker will blow up 68>71 When a hit is made in mid-air, the attacker will blow up 95>68 Hitstop attribute is fixed.

236B Shorten chase delay by 4F Minimum chase delay 0>20F Hitstop fixed attribute

236B[Tame] Shorten the delay for pursuit by 16F. Cancel timing on hit 4F earlier. Minimum delay for pursuit 0>19F.

J236A Shorten pursuit duration by 18F. Minimum pursuit duration 0>12F.

J236B Shorten pursuit grace by 8F. Minimum pursuit grace 0>16F.

J214AB Gravity acceleration 140>150

214D/J214D Shorten overall recovery by 10F


Tae

2C[Tame] Fixed a bug that FS could not be done.

6D Extended hitbox to the ground to avoid even non-low attacks

46B Bullet reach has been doubled.

J6D Added non-attack attribute.

236C Knockback 200>71

214D[Immediately after summoning] 1>3 hits

214D[front wheel attack] Startup2F earlier

214D[while driving] 4F earlier to start driving Sharpener was referring to damage at startup, corrected Sharpener 100>4 Shorter driving time by 32F Increased movement speed Increased knockback

214DB Decrease overall recovery

214DC BlockRecovery16>20 Hitstop at Block0>8 Decrease overall Recovery

236D Increase number of hits Shorten overall Recovery by 7F Recovery difference -18>0F

236D[1HIT] Active6>8F Blow up in the air>2 rotation blow up

236D[Bullet] Blow up in mid-air>Kirimomi Blow up Damage Gravity 100>120 BlockRecovery12>16F Hit Stop at Block 6>8


Cecil

6A airborne chase grace 14>16F

236C Knockdown attribute. No longer a blowup rotation.

236D BlockRecovery6>16

214D Hitstop 13>19 on hit, opponent hitstop 0>13 on Block, overall recovery 64>58F

Tina/Stina
Color added

/ 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.

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