E's Laf/System
Mechanics
A Auto-Combo - Hitting the A button multiple times does a P4A-style auto combo. They almost always end in super.
Stun - While stunned, you can not block.
Counter Hit - Counter hits raise your opponent's stun gauge, and deal additional damage. They can also launch or slide your opponent.
Fatal Hit - Pressing Fatal with any other button causes that move to become a Fatal Hit, guaranteeing Counter Hit. Fatal Hits also deal huge amounts of guard damage and stun. Fatal Hits each cost 25% of the Action Gauge.
S-Cancel - Cancel one special attack into another at the cost of 1 Action meter.
T-Cancel - Cancel moves before their active frames by quickly hitting two buttons.
Guard Cancel - Pressing 6 and Fatal while blocking expends your Guard Meter to perform a counter attack. They have startup and are punishable.
Counter Boost - Double tap Fatal while being hit to break the combo and perform your Counter Boost attack. It's extremely punishable, so be careful.
Throw Buffer - Holding C while approaching the opponent will throw them at the earliest opportunity. You are also able to tech throws in this manner.
Guard Buffer - Holding any button while guarding will use the move at the earliest opportunity. However, your stun and guard bars will take huge amounts of damage while you Guard Buffer.
Health Values
Character | Health |
---|---|
Alcott | 10752 |
Cielo | 10416 |
Main | 10000 |
Tae | 9259 |
Reinhard | 9090 |
Reviel | 9090 |
Caligula | 9090 |
Sisca A/B | 8928 |
Cletia | 8695 |
Qdora | 7692 |
Cecil | 7633 |
Serena A/B | 6896 |
Translations
E's Laf features an impressive and extensive training mode, and it's only made more daunting to those ill versed in the Japanese language, luckily with a little guidance the menu is simple to navigate and soon you'll be setting up and testing all sorts of situations!
Below is a chart that translates the options, if you're unsure what setting you're on, don't fret, at the bottom right of the screen is a number indicator which will always inform you of the current setting as you scroll though them.
There is also a number indicator in the top right corner of the training menu which will show which line you're at (for instance if you're at "Health Regeneration", the top-right corner will indicate 3/31).
Setting | Value |
---|---|
1. Starting Position | 1. Left corner, 2. 3/4 left , 3. Center, 4. 3/4 right , 5. Right corner |
2. Switch P1/P2 Positions | 1. Default, 2. Switch sides |
3. Health Regeneration | 1. None 2. Slow 3. ? 4. Instant 5. ? |
4. Health | 1. Max / 2. 80% / 3. 60% / 4. 40% / 5. 20% |
5. Guard Crush Meter | 1. Normal / 2. Goes back at 0 Units / 3. 1 Units / 4. 2 Units / 5. 3 Units / 6. 3.5 Units / 7. Max (First hit in guard causes guard crush) |
6. Super Meter | 1. Normal / 2. Goes back at 0 meter / 3. Goes back at 1 meter / 4. Goes back at 2 meter / 5. Goes back at 3 meter / 6. Goes back at 4 meter / 7. Infinite meter. |
7. Defense Meter | 1. Normal / 2. 0 quarter / 3. 1 quarters / 4. 2 quarters / 5. 3 quarters / 6. 4 quarters / 7. Infinite |
8. Repel Mechanic | 1. Never / 2. Random / 3-22. after 1-20 hits in guard. |
9. Repel Probability | 1. 10% / 2. 20% / 3. 30% / 4. 40% / 5. 50% / 6. 60% / 7. 70% / 8. 80% / 9. 90% / 10. 100% |
10. Counter Boost | 1. Never / 2. Random / 3-22. after 1-20 hits |
11. Counter Boost Probability | 1. 10% / 2. 20% / 3. 30% / 4. 40% / 5. 50% / 6. 60% / 7. 70% / 8. 80% / 9. 90% / 10. 100% |
12. Input Display | 1. Off / 2. Displays last 10 inputs / 3. Display last 15 inputs / 4. Display last 20 inputs |
13. Damage Display | 1. Off / 2. On (You can change what is displayed with option #26) |
14. Display Font Size | 1. 60% / 2. 70% / 3. 80% / 4. 90% / 5. 100% |
15. Assign Controller to 2P | 1. No / 2. Assign Controller to 2P. |
16. Action | 1. Standing / 2. Crouching / 3. Jumping |
17. Guard | 1 .None / 2. All / 3. After First Hit? / 4. Random? / 5.Guard then jump / 6. / 7. Only guard projectiles / 14-26. Stop guarding after the 2nd-15th hit |
18. Tech Throw Probability | 1. Never / 2. 10% / 3. 20% / 4. 30% / 5. 40% / 6. 50% / 7. 60% / 8. 70% / 9. 80% / 10. 90% / 11. Always |
19. Air Ukemi | 1. None / 2. Forward / 3. Neutral / 4. Backwards / 5. Random |
20. Ground Ukemi | 1. None / 2. Forward / 3. Neutral / 4. Backwards / 5. Random |
21. Counter Hit | 1. Default / 2. On / 3. Fatal / 4. Random |
22. Slow Motion | 1. 1x / 2. 0.5x / 3. 0,25x / 4. 0.1x |
23. Show Hitboxes | 1. Show Nothing / 2. Hurtboxes only / 3. Hitboxes only / 4. Both |
24. Omake Mode | 1. OFF / 2. ON (ON enables entertainment purpose options) |
25. Game Options | --- |
26. Training Mode Display | --- (See #13) |
27. Character Specific | --- |
28. Omake Mode menu | --- |
29. Return to Character Select | --- |
30. Move List | --- |
31. Return to Title Screen | --- |
Training mode display (see #26 and #13)
Setting |
---|
1. Damage |
2. Kyosei (forced?) Damage |
3. Shogeki (first attack?) Damage |
4. Combo hosei (compensation. scaling?) |
5. Kitei hosei (base compensation. Character combo rate?) |
6. Ruikei hosei (total compensation) |
7. Damage efficiency (?) |
8. Move startup frames |
9. Move active frames |
10. Move Recovery frames |
11. Hitstop |
12. Recovery (aka untech time) |
13. Recovery (delay/postponement) |
14. Recovery (special [moves?exceptions?]) |
15. Recovery (special power/strength) |
16. Down |
17. Knockback |
18. Blockstun |
19. Block type |
20. Movement amount (Character weight?) |
21. Falling time (???) |
22. Gravity |
23. Meter gain |
24. Opponent meter gain |
25. Distance (? How is this different than knockback? The distance the player travels?) |
26. Attribute |
27. Combo length in seconds |
Character Specific
Setting | Value |
---|---|
1. QDora Dragon Install | 1. Normal 2. Permanent |
2. Caligula Pants | 1. Normal order 2. Nyoraimu (Hatlike creature) 3. Scythe (low-hitting projectile) 4. Chibi Caligula 5. Panties (Flying projectiles) 6. Fridge 7. Headless mannequin 8. Exploding Tanuki statue |
3. Reviel % gauge | 1. Normal 2-5. Reset to 0-300% |
4. QDora Lightning gauge | 1. Normal 2-20. Reset to 0-180% |
5. Cletia bullets | 1. Normal 2-8. Reset to 0-6 bullets |
6. Cletia partner gauge | 1. Normal 2-7. Reset to 0-5 |
Omake (Entertainement) settings
Setting | Value |
---|---|
1. 1P's Character Size | 1. 20% / 2. 40% / 3. 60% / 4. 80% / 5. 100% (default) / 6. 120% / 7. 140% / 8. 160% / 9. 180% / 10. 200% |
2. 2P's Character's Size | 1. 20% / 2. 40% / 3. 60% / 4. 80% / 5. 100% (default) / 6. 120% / 7. 140% / 8. 160% / 9. 180% / 10. 200% |
3. Open All Cancel routes | ?? |
4. Throw? | ?? |
5. Down | ?? |
6. Dash Length | 1. 20% / 2. 40% / 3. 60% / 4. 80% / 5. 100% (default) / 6. 120% / 7. 140% / 8. 160% / 9. 180% / 10. 200% |
7. Jump Height | ^ |
8. Damage | ^ |
9. Meter Gain Speed | 1. 20% / 2. 40% / 3. 60% / 4. 80% / 5. 100% (default) / 6. 120% / 7. 140% / 8. 160% / 9. 180% / 10. 200% / 11. 220% / 12. 240% / 13. 260% / 14. 280% / 15. 300% / 16. 300% (this isn't a mistake there is 300% twice) / 17. 320% / 18. 340% / 19. 360% / 20. 380% / 21. 400% |
10. Nokezori | ? |
11. Hitback/Guard Pushback | 1. 20% / 2. 40% / 3. 60% / 4. 80% / 5. 100% (default) / 6. 120% / 7. 140% / 8. 160% / 9. 180% / 10. 200% |
12. Jump | ? |
13. Jump | ? |
14. Camera | ? |
15. Camera Distance | 1. ? / 2. ? / 3. ? / 4. Far |
16. ? | ? |
17. Bound | ? |
18. Bound | ? |
19. Suberi | ? |
20. ? | ? |
21. Mode | ? |