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
I decided to do a quick update to Shovel Knight P2 and Gunvolt mostly to fix the vestigial bug Foobs mentioned on OHMSBY's thread along with some other bug fixes. As for Angel Yuuki and Herashi Nezayu, I don't have anything on them right now as I've been busy with other stuff for the past few months. But they will have that bug fixed on release whenever that happens.
Change Log:
Shovel Knight P2:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Small adjustments to hit animations.
-Added a missing sound effect I forgot on his taunt.
-Fixed the treasure chest during his taunt so it won't disappear upon hit.
-Slightly nerfed the speed of his air dashes as he previously moves way too fast.
-Fixed an error where the X appears for the opponent's Burst icon on OHMSBY styled characters after getting hit by Hail the Troupple King! and using ground command normals on them right after.
-Slight aesthetic adjustments to Steel Thy Shovel.
Gunvolt:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Adjusted the tag reticles so it now properly tracks the opponent's mid.pos.
-Adjusted Astrasphere's invulnerability as he can now be hit when the effect disappears.
Spoiler: Up Next... (click to see content)
Angel Yuuki and Herashi Nezayu (EX variant of Ichida's Yuuki and custom variant of Resentone's Shiki Tohno)
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)