Latest Release: Shovel Knight P2

Direct Link for Shovel Knight P2: https://drive.google.com/file/d/1S_nuS9ZhO1bjURVzoToJlH6bdpbByeWA/view
Link to Google Drive for all Character Edits: https://drive.google.com/drive/folders/1-Flp85WS784HDO-Fl2WR6Va9thBmvh5L
Link to Google Drive for all Voice Patches (Check the txt on each rar to see which author are they for): https://drive.google.com/drive/folders/1Eopvujqi5mcfXadzsc7wkNdtZRL350Fa
After months of IRL and lack of motivation, my Shovel Knight is finally finished. I returned to him back in the beginning of July and was planning on releasing him by the 31st. He was delayed for 3 days due to the recent feedback I given regarding the MBTL characters, the Ultra Burst being rapid cancelable and fixing his Astral Heat. Due to Tornillo Oxidado releasing his own version of Shovel Knight, I decided to do a last minute change to his default palette and portraits to different ones when his preview video was shown, similar to the Undine sprite patch I made for Ichida's Asuna. Mine will be based on the Co-op mode where Player 2 plays as the green Shovel Knight in Shovel of Hope. That way, he can continue updating his as he sees fit. Even though there is already a Player 2 palette in Blade Strangers, I find it too bright and rather made modifications to the default one. His original portaits and cut ins will be included in the "Alternate Portraits" folder so anyone can feel free to change it back if they choose to. Gunvolt has also recieved an update to address the recent feedback as well.
Change Log:
Shovel Knight P2:
-EXA Update has been applied. More Info here: https://drive.google.com/file/d/1s9ySAFwmIriLWjqfqI85obh6GorL-Xv7/view?usp=sharing
-New Mechanic: Not Over Yet
-Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
+All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
+Immediately Gain 500 Meter
+Slowly gain meter overtime
+Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
-Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
-Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Completely reorganized the SFF, AIR, CMD and SND files.
-Removed existing traces of leftover code, effects and animations from OHMSBY's Yang.
-Changed his default palette and portraits to match his Player 2 colors (Original renders included in the "Alternate Portraits" folder).
-Added new custom palettes by Carter-M (4-6) and ParadoxPunk (7-12).
-Fixed some hitsparks and guard sparks on certain attacks that were misaligned.
-Added slash hit sounds to all of his shovel based attacks.
-Fixed some command normals that doesn't cause knock down when it hits in the air.
-Fixed sprite (203,3) where parts of his toes on his back foot cuts off.
-Fixed an error where he could somehow chain 2B into jC.
-Old jBB is now jB.
-Old jB is now jC.
-Down jA is now his air grab animation.
-Changed his air throw so it's not recycled from his jC.
-Changed his 66A with sprites based on the 5E Anti Air used on Blade Strangers.
-Fixed his 66B so now he properly jumps when using it and rapid cancels in the air when successfully hits.
-Changed the command for Charge Handle so it's just for the B version.
-Removed the super armor on Charge Handle as it was leftover code from OHMSBY's Yang.
-Fixed an error where Trench Blade could not be used again for 2 seconds and can't be rapid canceled.
-The projectiles for Trench Blade can now hit the opponent during the lie down state.
-Fixed Propeller Dagger where it doesn't cause knock down an added an air dash effect to the EX version.
-Change the explod for War Horn into radius effects.
-Added the vignette effect to War Horn and Hail the Troupple King!
-Changed his size and velocity constants as certain ones were not accurate for the NOY/EXA updates and on OHMSBY's Blade Strangers characters.
-Fixed the Dead Angle Attack where it would not hit, uses a different attack animation and gained a small amount of meter after hitting the opponent with it.
-Fixed an error where his helper would trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.
-Fixed an error where he would slide a little bit when performing a standing dodge after landing.
-Added the ability to parry.
-Added super text for the Distortion Drives and Excced Accel during the finish animation.
-Removed the (F,D,DF,F,B) reversal as it's not one in source and uses the wrong sound clip (Which is supposed to used be for Shovel Drop).
-Added Exceed Accel: Strike the Earth (Based on one of the attacks when fighting Shovel Knight as a secret boss in Azure Striker Gunvolt 2).
-Replaced Showdown astral heat with a new one called Steel Thy Shovel.
-Fixed other miscellaneous errors.
Gunvolt:
-AI scaling added courtesy of Ichida.
-Fixed an error where the NOY sound effect doesn't play when using the Distortion Drives in the air when Not Over Yet was reached.
-Fixed an error where he could rapid cancel his Ultra Burst.
-Fixed an error where 5BB deals slightly less damage with 2 tags compared to 1.
-Fixed an error where he could be hit during Astrasphere.
-Slight sound adjustments to Voltaic Chains and the Astral Heat Win animations.
Note to anyone who thought my Shovel Knight was canceled, I never announced that I did and was already too far into it to do so. Please understand for those who care that I also help OHMSBY, Ichida and Resentone with their projects and any feedback I give to them will also carry over to my projects. I rather show nothing than something unfinished. Now that is out of the way, here was what else I was trying to work on over the past couple of months:

These are my next two edits. Angel Yuuki and Herashi Nezayu (EX variant of Ichida's Yuuki and custom variant of Resentone's Shiki Tohno respectively). Been trying to work on these two alongside Shovel Knight since Ichida's released regular Yuuki and making sprite edits for Herashi. Now you know why I haven't provided updates on the thread since and I don't work fast like those 3. That is all I have for now.
My checklist for the purpose of feedback:
Spoiler, click to toggle visibilty
-All attacks show the counter message while the opponent is attacking.
-All hitsparks, guard sparks, shockwaves and effects aren't misaligned.
-All specials, force breaks, both distortion drives and astral heat have the correct attribute flag and deals chip damage upon block.
-If a special is used as a command normal, the attribute flag is still V and deals chip damage, but doesn't chip kill.
-All ground reversals are unblockable in the air and have increased cornerpush on the last hit.
-All air reversals are blockable airborne and don't have increased cornerpush on the last hit.
-No effects continues playing and follows the character when rapid canceling.
-No effects shares the palfx nor have delay when using force breaks.
-All force breaks can be used 4 consecutive times with 0 meter remaining unless a special is required to perform it.
-All force breaks and distortion drives do not gain meter when it hits the opponent.
-Distortion drives chip kill on the first hit unless it puts them on a custom state to prevent the finish animation from being delayed or played multiple times.
-Distortion drive finish BGs are layered correctly so the Burst icon and Red Xs aren't present during them.
-Both characters and effects temporary freeze during the distortion drive finish BGs.
-The hitspark on the astral heat doesn't play when it hits if them and the opponent are placed on fixed positions.
-The guard spark on the astral heat when it's blocked is not misaligned and doesn't chip kill.
-All throw based astral heat startups are unblockable with certain exceptions.
-The amount of meter on the lifebar remains 0 during the astral heat winpose.
-The viginette animation is layered in front with envshake.
-Ultra Bursting resets the damage dampener.
-Burst icons are layered correctly and can't be seen during anyone's astral heat (Layerno of -7, while Red Xs are -6).
-Have "This Is Me Compatibility" with OHMSBY's Faust.
-All attacks with the exception of ones that goes into custom states hits OHMSBY's Marx.
-Ultra Burst ends immidiately if Negative Penalty occurs.
-The Personas cut-in share the same palfx with the character.
-Exceed Accels do not gain meter while it is active.
-A failed Exceed Accel or Astral Heat attempt will cause Overheat state to occur.
-The Burst gauge will return to 3 for Exceed Accel and 0 for Astral Heat if they are successfully performed.
*The bonus messages appear during the distortion drive finish BGs when defeated.
*The character doesn't gain the bonus benefits when the opponent blocks the distortion drives during Not Over Yet.
(*)Exclusive to Ichida's characters
Effect Specific:
Spoiler, click to toggle visibilty
-Dusts:
Small Sliding Dust (Used during certain running animations & run stop)
Large Sliding Dust (Used when forward dashing, attacks & running throw)
Dodge Dust (Used on dodges and has a different sound effect)
-Air Dash:
New (Used in the air)
Old (Used on the ground and for special attacks)
-Shockwaves:
Normal Ground Shockwave (Layered behind)
Strong Ground Shockwave (Layered in front)
Normal Wall Bounce (Layered behind)
Strong Wall Bounce (Layered in front with envshake)
-Palfx Colors:
Rapid Canceling (Blink White)
Dodge (Glow White)
Force Breaks (Flash)
Distortion Drive (Blink Blue)
-Attribute Flags:
Specials/Force Breaks (S)
Forward/Backwards/Running/Air Throws (Rope)
Distortion Drives/Astral Heat (H)