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https://twitter.com/FreeEslaf/status/1542886929355927553

https://twitter.com/FreeEslaf/status/1543234871828844545

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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

Current adjustment policy

Gauges are now raised a lot and we have more opportunities to use them for that purpose.

We have eliminated 0-gauge combos, but we have made it so that the gauge rises enough so that a single combo does not cause trouble.

Since the use of gauges can easily be directly linked to damage as it is, we have added a strategic nature to the use of them.

I think this policy will stick as we have gained confidence in the enjoyment of the game through playing against each other.

Since it hasn't been a long time since the online battles started to stabilize and data has become available, there is a large amount of adjustment that needs to be made now.

We will be adjusting other characters based on this concept.


Regarding game balance

Our current policy is to refine the game by repeating the process of "adjusting the data, and if it doesn't work after playing the game, we will change it back".

It is not a "completed game that has been adjusted and updated" like games on the market, but rather a "game in the process of being adjusted.

The unstable balance of the game data on the support site is the unstable balance of the game data in the process of "internal balance adjustment many times" of the game company.

We hope you understand that this data is in the preliminary stage of updates for general fighting games.


About EVOver

Since we heard that the data on the 17th is the data that will be used for EVO, we have been focusing on balance adjustment.

We were not originally aware of the EVO, and we heard about the EVO side tournaments after we decided on this adjustment policy.

We are currently in the middle of making adjustments, and since there are differences in character strengths, we are now making major adjustments to our characters one at a time.

We apologize for the short notice to those participating and hope you understand.


Currently, Main, Qdora, and sisca adjustments have been applied. Detailed fine tuning will follow.

We are currently working on Alcott, but the concept is weak and difficult to use, so we may have to rework it from the beginning, including graphics, like Qdora.

For this reason, we are not touching it now.

I feel that I would like to redesign the part that handles the balance between the previous work and the new work as it is.


Current and next work

After adapting the new adjustment policy to all characters except Alcott

After adapting the new adjustment policy to all characters except Alcott, we will create graphics for the new fox character, create Stina, and finalize the overall concept and specifications for Alcott's techniques.



All characters and systems

BlockH width slightly widened Adjusted for common standing hitboxes When blocking an attack that hits continuously, such as Qdora214D, the user can now avoid only one hit by going back > block.

BGM has been increased to the music of E's Laf (the first version).

Stage Random is now in the initial position.

Throwing base damage 1500>1200 lowered slightly to take into account higher gage efficiency and fixed damage of FS

TG[BC] To stop in the air when used To make the body turn blue when hitable While blue, it is effective against blows. It is difficult to know when it is successful, so the blue time is used.

CB[ABC] FS can be used during Block, as there are more combos using the gauge and it is easier to do anti-burst combos, and it was not uncommon for CB to not be used in low stamina situations.

     To not be able to TG, to give knockdown attribute so that the advantage (recovery difference) does not change even if it is counter-hit. Corner now has a certain distance separation

     The side using the CB is at a disadvantage if the CB hits at a high position, and the development of the CB is complicated by the aerial dash after returning from the air, so the development after a CB hit has been simplified.

     CBs need a clear countermeasure, such as using FS or 2-gauge moves.

     We will see how it goes once we play against it if it cannot be countered with Block and throw. I intentionally try to make it unblockable as the only option to win against safe wake-up attacks such as collapsing from a stack of bullets.

FS Relay Correction 90>80% Starting Correction 80>60

2BC Upward boost 240>60 so that it cannot be evaded even in a low posture.

   While returning to knockdown, 2BC can be used earlier If you get up without doing anything, the hit timing of knockdown>2BC should be the same time You will not be able to do a fraudulent jump

Gauge amount at the start of the game changed to 1>0.


Main

JD Air pursuit delay 18>16F Internally, the opponent's side is 4F longer due to hitstop difference, so the actual pursuit time was 22F, which was easy to extend in the area.

236B Ground pursuit grace 20>17F Guaranteed pursuit grace 0>17F Damage reduced (calculation changes between startup and relay, so I can't give detailed figures) Damage was lowered after taking into account ease of hit, subsequent advantageous situation, and carry compared to 2D.

236B[flame ] Hit stop adjustment Ground pursuit grace 22>10F Guaranteed pursuit grace 0>10F This move has a strong carry element, but it accumulates too much, making combo flexibility too high and allowing for both.

      Fixed a bug that the flame effect remained active even when flying in the air.


sisca

Sisca is not very maneuverable due to its maneuverability, and it is a little difficult to get close to it.

This time, the ability to stick and continue breaking has been increased, and the easy relay of combos has been somewhat reduced.

Hit stop increased by 1F

Jumping: Increased lateral movement

Branding: Ground damage instead of being blown up when hit on the ground.

    Knockback 82>25 because it is easy to move away from the opponent after branding even if blocked due to cross-up timing and attack style, and it is difficult to continue attacking with sisca, which is not very maneuverable.

    The effect should be displayed on the back to make it easier to confirm a hit.

D Up-blow 50>60 Adjusted the timing of installation so that it can be flipped by D>236C>land>dash from the initial position.

6C Sideways blow 80>100 when hit in the air Upward blow 90>0 when hit in the air Removed wall bounce

6D Damage 979>1151

2C Deferred pursuit 36>28F

236A[Strike] Startup correction 40>29% BlockRecovery16>11F Knockback 110>90 Adjusted due to some complicated routes found in some linkages

236A[Flying tool] Damage 869>1079 Startup40>39F Ground chase grace 14>18F Air chase grace 14>20F Startup correction 29>23%.

        The hitbox is widened in the back direction to make it easier to hit even if the knockdown timing is off.

214C knockdown attribute

236BA/236CA Minimum compensation 8>4% Active5>1F Startup 4F slower, no follow-up on air hit 34>32F Knockback 77>138 BlockRecovery 14>16F Difference between left and right side of cross-up is only damage only, appearance timing after grounding 4F earlier

        Widen the hitbox before the attack to make it easier to be crushed by a move that is left behind. Fixed a bug where the move speed was too fast and only at 1F timing, the attacker could slip past the opponent.

        Recovery difference -3F. The difference in positional advantage was too large, so we made it so that the difference in Recovery and post-hit situations are the same. Overall, this adjustment was made to reduce the amount of knowledge required on the block side.

236BC/236CC minimum correction 10>5

236B6C/236C6C minimum correction 12>5

236B2C/236C2C chase grace 0>48F upper blowout 100>110 non chase attribute added knockdown attribute added Active5>8F

         Unlike other techniques, there are many situations in which it can go for a cross-up attack, and the situation after a hit is very hectic.

236B6D/236C6D Startup22>21F Some routes are now easier to combo.

214D[FS] Startup 8F slower.


Qdora

Jumping sideways movement amount increased.

AAAA Lower float on air hit to knock back even when near a wall, because AAA>236B did not connect.

AAAA Increase forward movement Lateral blow 150>95 To make 214A hit even in the center

J6C Make landRecovery turn around so that the command is in the direction of the opponent's position even if it jumps over.

Adjust body position so that 4D overlaps with the body after an air throw hit.

236B [Tame] attack hitbox has been expanded. 236B was difficult to connect with edge hits and active hits.

214D hitstop 9>15

214D[last stage] Startup 6F earlier Active15>10F


Tae

Jumping sideways movement amount increase


cecil

236B/214B Fixed a bug that prevents blocking in mid-air.

/ 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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