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discord (bug report)- https://discord.gg/RSa8dTgFe7
wiki (Created by volunteers)- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
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■Game Update Points
This week's update.
We've taken into account feedback from our players and made some adjustments to make the game easier to use.
・All Characters/Systems
Network [Host Start] Fixed an error when acquiring an IP address. Recovered the process of acquiring an IP address from STUN.
・Main
JD [land] Recovery 0>4F
・Tae
214C Fixed Damage 100>80
・Tina
D/6D Active has been significantly shortened, and the cost when held has been slightly increased.
The Active and Hold functions made it easy to restrict the opponent's aerial movements at a low cost.
J6CFS now explodes, making it easier to restrain the opponent from the far position.
214D is now easier to reversal by blocking.
*Maximum Cute Bar: 5000
D/2D [Hold] Cute Bar consumption per frame: 6 > 9
6D/3D [Hold] Cute Bar consumption per frame: 9 > 12
D [Bullet] Active: 29 > 6F
6D [Bullet] Active: 32 > 9F
6D [FS] Added
J6C [FS] Changed to QS
J6C [FS/Bullet] Explodes on landing
236B [Final air hit/CH] Inflicts hard knockdown
214D [Block] Pushback: 115 > 33
・Stina
D's combo rate was low at 78%, but we've added a consecutive use adjustment to allow for bar recovery from the second hit onwards.
6B is similar in purpose to 6C, with slight differences in frame and damage. It was one of Tight's pressure points, but the lack of a route other than B that creates a 1F opening makes it a bit tricky to use, so we've added the ability to cancel into C.
On Hit is designed to allow combos by consuming a flight bar, and consecutive blocks within 2 frames are now possible.
It still requires conditions like keeping your hands busy and a flight bar, but it's a little easier to use than before.
214C was powerful, but it prevented subsequent combos and consumed a cute bar, but this was resolved with FS.
We'll have to wait and see if weakening 214CFS will change how other bars are used.
214D was difficult to use for flight on hit, so we've changed it to bar recovery and a hard knockdown (with unchanged advantage time) to improve and standardize the situation after a hit.
Adjustments to 214C caused some Challenge Mode moves to break, so we'll adjust some of the challenge content after using it for a while.
*Max Cute Bar: 6000
Forward: Increases movement speed by 15%
C: Adds 6B route
D: Adds Repetitive
6B: Increases combo time by 60 frames
F6D: Combo rate 94>96%
F2A: Adds air attribute
F2A [Block]: Own hit stop 0>6 frames, opponent's hit stop 16>20 frames
F2B: Air block is impossible, start rate 44>31%
236A: Trap time 180>150 frames
214C [CH]: Adds extension disable
214C [Bullet/Hit]: Cute Bar recovery per hit 80>0
214D: Hit Reduced stop, inflicts hard knockdown, upward knockback 0>-40, added 4 frames of recovery to all.
214D [Hit] Cute Bar recovery 50>200
214D [Final Hit] Active 6>4 frames
・Alcott
Adjusted 6C because it was too easy to stun.
Since opponents can avoid stuns with CB once, we will weaken it by 20% and see how it goes.
236A has been adjusted to be invincible against projectiles by about 10 frames.
Since Alcott was already able to approach Qdora's DTrap and Far projectile attacks with low risk, we are not currently considering adjusting it to give Alcott an advantage even when timing projectile attacks.
Adjusted travel distance and hurdlebox during projectile invincible, making it easier to time invincible.
Added 236B [FS] to make it easier to recover axes by consuming Bar.
Adding an attack hitbox to an axe in Far FS would allow attacks from Far, which would violate Alcott's concept, so Far FS axes still do not have an attack hitbox.
6C Risk Bar Chip Damage 3200>2560
6C[Block] Risk Bar Chip Damage 4000>3200
236A/F236A Added Invincible 2-12F. The upward hurdle box during movement has been removed and shifted forward. Increased movement acceleration in the first half. Total movement distance 1300>1600
F236B Expanded the foot attack hitbox forward.
F236B[FS] Added
F236C[FS] Added
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Please do not upload file names, URLs, etc. on SNS.
[Download the latest version full set [zip]]
[Download for file differential update [zip]]
[Character high quality file] (Required if you want to set the option to 4k)
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・ Video and streaming Video and streaming are allowed. Secondary distribution of game data is prohibited.
・ Rollback is implemented. Red letters in VS-NET are rollback rooms.
・A manual is included in the [EslafServerSetup] folder so that individuals can create a network server. It's in Japanese, so please translate it.
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Once we have implemented the following game features, we would like to distribute the game on Steam Early Access.
- Implement Serena graphics
- Implement Unbirth (planned final boss)
- Implement arcade mode and associated credits
- Network functionality (technically stable operation may be difficult)
- Steam platform compatibility
After the start of Early Access, we will continue to distribute the latest information on the support site, and if any new systems or characters are added, we will update them on Steam.