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CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper (Read 27759 times)

Started by Falcon Rapper, December 27, 2019, 09:16:38 pm
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CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#1  December 27, 2019, 09:16:38 pm
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======================

My late Christmas gift!!!  :P

======================| Iori Yagami/Orochi Iori POTS/Infinite by Falcon Rapper |=========================== [12/27/2019]           

Contact:

 - www.facebook.com/groups/MugenFDR (A Facebook group based on issues and creations related to engine mugen, giving priority to POTS-style conversions and similar styles (POTS / Infinite or POTS / Divinewolf) ... Everyone is welcome)
 - www.youtube.com/channel/UC9g3hatollhGqE14PVJb1cA (Subscrive please... :D )

=================<Features>=================

 - All the essential stuff
 - Details and moves taken from her various video game appearances
 - Palette Selector
 - Gameplay, graphics, character voices, among other effects can be changed in the file "config.txt".
 - You can make Iori transform during the fight.

=================<Movelist>=================

 U - up          x - light punch        a - light kick
 D - down        y - medium punch       b - medium kick
 F - forward     z - heavy punch        c - heavy kick
 B - back        p - any punch          k - any kick
 s - start       2p- two punches        2k- two kicks

 (Air) - Move must be performed in the air.
 (EX)  - Move has an EX version, performed by pressing two punch/kick buttons.
 (MAX) - Use two punch/kick buttons when performing a Super move to power it up.

=================<NORMAL (NORMAL/OROCHI MODES)>=================

.Geshiki: Yumebiki:         F + y
.Geshiki: Goufu In "Shinigami":      F + b
.Geshiki: Yuri Ori:         B + a  (Air, if Iori is in front of his enemy)

=================<THROW (NORMAL/OROCHI MODES)>=================

.Sakahagi:          F/B + 2p   (near opponent)
.Hikiri Kine:           F/B + 2k   (near opponent)

=================<SPECIAL (NORMAL MODE)>=================

.108 Shiki: Yami Barai (EX)      D, DF, F, p
.100 Shiki: Oniyaki (EX)            F, D, DF, p
.217 Shiki: Aoi Hana (EX)      D, DB, B, p (x3)
.212 Shiki: Kototsuki In (EX)      F, DF, D, DB, B, k
.Tsumagushi (EX)         F, D, DF, k
.Kuzukaze (EX)            F, DF, D, DB, B, F, p

=================<SUPER (NORMAL MODE)>=================

.Shiki 1201: Ya Otome (MAX)      D, DF, F, D, DB, B, p
    .Shiki 306: Saika:                 D, DF, F (x4), 2p   (after Level 1 Shiki 1201: Ya Otome)

.Shiki 311: Saku Tsumagushi (MAX)   D, DF, F, D, DF, F, k
.Shiki 108: Ya Sakazuki    (MAX)          D, DB, B, D, DF, F, p   (hold p to delay)


=================<LV3 SUPER (NORMAL MODE)>=================

.Ura 1029 Shiki: Homurabotogi      D, DB, B, D, DF, F, 2k
.San Shingi no Ni:         D, DF, F, D, DB, B, 2k
.Chi No Bousou            D, DB, B, D, DB, B, 2p
.Orochi Mode:            D, DF, F, D, DF, F, s

=================<SPECIAL (OROCHI MODE)>=================

.108 Shiki: Yami Barai (EX)      D, DF, F, p
.100 Shiki: Oniyaki (EX)            F, D, DF, p
.217 Shiki: Aoi Hana (EX)      D, DB, B, p (x3)
.212 Shiki: Kototsuki In (EX)      F, DF, D, DB, B, k
.Kuzukaze (EX)            F, DF, D, DB, B, F, p   

=================<SUPER (OROCHI MODE)>=================

.Shiki 1201: Ya Otome (MAX)      D, DF, F, D, DB, B, p
.Shiki 100: Oni Homura  (MAX)            D, DF, F, D, DF, F, p
.Shiki 108: Ya Sakazuki    (MAX)          D, DB, B, D, DF, F, p   (hold p to delay)

=================<LV3 SUPER (OROCHI MODE)>=================

.Ura 1029 Shiki: Homurabotogi      D, DB, B, D, DF, F, 2k
.San Shingi no Ni:         D, DF, F, D, DB, B, 2k
.Chi No Bousou            D, DB, B, D, DB, B, 2p
.Normal Mode:            D, DF, F, D, DF, F, s

=================<SYSTEM ABILITIES>=================

.Forward Dash:                  F, F
   .Run:                        hold
.Backward Dash:                 B, B
.Low Jump:                      tap U
.High Jump:                     tap D, U
.Long Low Jump:                 tap D, tap U           
.Sankaku Tobi:              UF / UB    (in air, near edge of screen)
.Sidestep:                      a + x
   .Sidestep Attack:            p / k
.Forward Roll:                  F + a + x
.Backward Roll:                 B + a + x
.Parry High:                    tap F
.Parry Low:                     tap D
.Air Parry:                     tap F           (Air)
.Power Charge:                  hold b + y
.Zero Counter:                  B, DB, D, p / k (during standing or crouching guard)
.Custom Combo:                  c + z           (Air also)
.Fall Recovery:                 2p / a + x      (while falling and allowed)

=================<Credits>=================

 - Electbyte (Creators of Mugen)
 - VirtuallTeck (creators of Fighter Factory)
 - Audacity (Sound effects)
 - Racionais Mc's (Famous Brazilian group of RAP, to which I used the instrumental base of the song "Vida Loka Parte 2" as background for the FDR EASY CONFIGURATION).
 - Dampir (Best KOF sprites to CVS converter, it's an honor to be able to use these sprites in this char)
 - Infinite and R@ce Akira = For great chars in which I use as a template during conversion
 - Phantom of the server (best sparks and best style for ground fighting)
 - Jmorphman (Best effect for custom combos using helpers)
 - Knuckles8864 & Quickfist (Chars used as template)
 - Froz (Color separation)
 - Gui007, Gus Saint, Shiyo Kakuge, JadeEye & UEMonthly (For always promoting my work via Youtube)
 - Left4Joker & Kater15 (Always bringing good ideas and suggestions in my group on facebook)
 - Admins and members of mugen groups on Facebook, especially Ramon Garcia (Mugen link & Share), Tiloger and David JR Ayad (Mugen Return) and to the group gallery there.
 - Akito (For hints and tips which I used to improve this char).
 - Members of the CVS EXtreme group (My group for mugen on facebook)
 - To all the people subscribed in my YouTube channel: www.youtube.com/channel/UC9g3hatollhGqE14PVJb1cA

=================<Possible Extras/Things To Do>=================

 - Fix errors or bugs based on feedback 

=================<Disclaimer>=================

 - Iori Yagami character is property of SNK
 - Capcom vs SNK is property of Capcom
 - King of Fighters XIII is property of SNK Playmore
 - This MUGEN character is a non-profit fan work, it cannot be used for any commercial purposes

Download:

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Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#2  December 27, 2019, 09:22:51 pm
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Will you attempt a KOF XII/XIII mode?
It'll help your version stand out from the other 3 PotS Ioris.
I'll also point out issues in this guy.
WIP Schedule:
The next Street Fighter All-Stars update
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#3  December 27, 2019, 09:55:34 pm
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San Shingi no Ni still uses Orochi Iori's voice when used in Normal Mode.

Other than that, Iori seems fine. Haven't really noticed any serious bugs or anything like that with him, though he does feel kind of redundant in comparison to Knuckles's & Quickfist's Iori's. Maybe you could give him the option to use Max Mode instead of Custom Combo, or make an alternate .cmd file that makes him 3 or 4 button instead of 6 button, like with some of Sennou Room's or CrazyKoopa's characters.

Also, i found a bug with Omega Rugal: https://streamable.com/2txgp
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#4  December 27, 2019, 10:04:08 pm
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Ok, time for feedback,
1. I like the new Hi-Res FX you have him, but some of it's a lil' smooth looking.
2. He should maybe have a unique Level 3 for both Normal and Orochi Mode, maybe his XIII NeoMax.
3. He uses Level 1 Sounds for some of his Level 3s.
4. Isn't Orochi mode's Back Walk a lil' too fast?
5. EX Kuzukaze could go a bit faster, maybe decreasing the time between the explosion and the 'throwing behind'.
6. The Damage increase for Orochi mode's San Shingi no Ni is a bit much.
WIP Schedule:
The next Street Fighter All-Stars update
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#5  December 28, 2019, 04:31:02 am
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OH
MY
GOD!

You finally released him, thanks friend, now I can put your Iori in my Mugen POTS/Infinite!
Really a great Christmas gift.

É NÓIS!
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#6  December 28, 2019, 04:46:20 am
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Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#7  December 28, 2019, 05:50:44 am
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Will you attempt a KOF XII/XIII mode?
It'll help your version stand out from the other 3 PotS Ioris.
I'll also point out issues in this guy.

My goal in this char was to create a CVS version of Iori Yagami that turns into the CVS Orochi Iori version during the fight, with all due respect to version XIII, but seeing Iori without the moon flames is ridiculous, as a big fan of the SNK games and KOF saga games, I will never accept that a common fighter with green flames steals the Yata mirror and the Yasakani jewel. I see Ash as a fighter with chargeable commands and no charisma, I think he's weaker than all members of the sacred treasure, in a nutshell, comparing Ash's blows to those of Chizuru and Iori is ridiculous, to say that He stole the power of two fighters, only serves to create a new game and take advantage of its history, where I would never create an Iori without its moon flames.

San Shingi no Ni still uses Orochi Iori's voice when used in Normal Mode.

Other than that, Iori seems fine. Haven't really noticed any serious bugs or anything like that with him, though he does feel kind of redundant in comparison to Knuckles's & Quickfist's Iori's. Maybe you could give him the option to use Max Mode instead of Custom Combo, or make an alternate .cmd file that makes him 3 or 4 button instead of 6 button, like with some of Sennou Room's or CrazyKoopa's characters.

Also, i found a bug with Omega Rugal: https://streamable.com/2txgp

Full respect for those who prefer Max Mode, but Custom Combo fits best with capcom fighting games and is the mode used by the creators that I draw inspiration from, namely POTS, JMorphman, Race Akira and Master Infinite.

About a four button version, chance zero, but I leave my chars available for future editions.

By the way, Omega Rugal will have an update soon, patience is the key.

The difference is in the addition of the blood effect, the ability to transform during the fight, and the creation of new moves such as the "Geshiki: Goufu In Shinigami" hit that can be used during the strike sequence. It is also possible to cancel the second blow of the "Aoi Hana" sequence with such blows as Kototsuki In and Oniyaki...

Ok, time for feedback,
1. I like the new Hi-Res FX you have him, but some of it's a lil' smooth looking.
2. He should maybe have a unique Level 3 for both Normal and Orochi Mode, maybe his XIII NeoMax.
3. He uses Level 1 Sounds for some of his Level 3s.
4. Isn't Orochi mode's Back Walk a lil' too fast?
5. EX Kuzukaze could go a bit faster, maybe decreasing the time between the explosion and the 'throwing behind'.
6. The Damage increase for Orochi mode's San Shingi no Ni is a bit much.

Thanks for the tips, the char was updated and your feedback was important.

Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#8  December 28, 2019, 06:49:52 am
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Interesting proposal for a alternate POTS version of Iori Yagami, i'm totally digging him out, thanks a lot Falcon.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#9  December 28, 2019, 08:08:27 am
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I have some feedback as well:
-One of his frames is missing a sprite when he lands after jumping over the opponent.
-The swing sound on his crouching MK plays after he hits the opponent.
-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.
-Custom Combo effect while standing is misaligned.
-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
-Geshiki: Goufu In "Shinigami" should have MK hit sounds, envshake and MK damage since it's uses a B command.
-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.
-The dust effect is played twice during his run as it's much whiter than normal (I believe when he started the running animation, it interrupted the dash right when it begun. Causing the dust for his dash to play as well).
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Shiki 1201: Ya Otome has no envshake except for the last hit.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-Shiki 1201: Ya Otome has default hit sparks during the hits and has no envshake except for the last one.
-Shiki 100: Oni Homura has no guard sounds when blocked and has no effects except for the last hit.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.
-San Shingi no Ni has no envshake on the final explosion.
-Chi No Bousou has no envshake on the hits and blood effects (Would have added more impact to the attack).

There's quite a bit to fix since I was testing both versions. Even though there are 3 PotS Ioris already, this feels like a combination of 2 of them. To be precise, it has Knuckles8864's PotS style & Quickfist's Infinite style to it as I noticed some similar issues to them. I'm glad you added the option to change to different modes during the fight because that's something Anjel's Iori had and none of the modern PotS versions can do it. I also like the palette changes as well as Anjel's was stuck to whatever palette he had since it's a Winmugen character and can only do it with a specific amount of health and meter.
I will still do detail and aesthetic feedback for the rest.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#10  December 28, 2019, 05:44:35 pm
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I'm a huge Iori user (and have gotten my ass kicked) in OG CvS2. I'll test the character out later, but if there is no "jab jab" or "short short" into maiden masher, then that's gonna be a huge problem!
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#11  December 28, 2019, 06:33:13 pm
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So glad to see some "regular" but not existant in POTS style character have finally his turn!
Seems like you did a great job!
Like every time !

One more KOF GREAT CHARACTER not yet converted in POTS style done!
É nóis! ^^
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#12  December 28, 2019, 07:45:36 pm
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Great Iori Yagami released bro. :)
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#13  December 29, 2019, 02:27:17 am
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Interesting proposal for a alternate POTS version of Iori Yagami, i'm totally digging him out, thanks a lot Falcon.

Thank you, have fun! :D

I have some feedback as well:
-One of his frames is missing a sprite when he lands after jumping over the opponent.
-The swing sound on his crouching MK plays after he hits the opponent.
-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.
-Custom Combo effect while standing is misaligned.
-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
-Geshiki: Goufu In "Shinigami" should have MK hit sounds, envshake and MK damage since it's uses a B command.
-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.
-The dust effect is played twice during his run as it's much whiter than normal (I believe when he started the running animation, it interrupted the dash right when it begun. Causing the dust for his dash to play as well).
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Shiki 1201: Ya Otome has no envshake except for the last hit.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-Shiki 1201: Ya Otome has default hit sparks during the hits and has no envshake except for the last one.
-Shiki 100: Oni Homura has no guard sounds when blocked and has no effects except for the last hit.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.
-San Shingi no Ni has no envshake on the final explosion.
-Chi No Bousou has no envshake on the hits and blood effects (Would have added more impact to the attack).

There's quite a bit to fix since I was testing both versions. Even though there are 3 PotS Ioris already, this feels like a combination of 2 of them. To be precise, it has Knuckles8864's PotS style & Quickfist's Infinite style to it as I noticed some similar issues to them. I'm glad you added the option to change to different modes during the fight because that's something Anjel's Iori had and none of the modern PotS versions can do it. I also like the palette changes as well as Anjel's was stuck to whatever palette he had since it's a Winmugen character and can only do it with a specific amount of health and meter.

Most of the errors mentioned have been fixed, thanks for your feedback.

I'm a huge Iori user (and have gotten my ass kicked) in OG CvS2. I'll test the character out later, but if there is no "jab jab" or "short short" into maiden masher, then that's gonna be a huge problem!


I hope you have fun testing my char, if you find any errors your feedback will be welcome.

So glad to see some "regular" but not existant in POTS style character have finally his turn!
Seems like you did a great job!
Like every time !

One more KOF GREAT CHARACTER not yet converted in POTS style done!
É nóis! ^^

Have fun my friend, "é nóis"

[youtube]https://www.youtube.com/watch?v=O8TjCH0LWaY[/youtube]
Great Iori Yagami released bro. :)

Nice video bro!!! Thanks for publicizing my work on this video.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#14  December 29, 2019, 02:38:26 am
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  • É nóis! :D
    • Brazil
    • www.facebook.com/groups/MugenFDR/
Version Update, downoad link in the first post!
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#15  December 29, 2019, 07:14:43 am
  • ****
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    • USA
Since not all the issues are fixed, these ones still persists:
-One of his frames is missing a sprite when he lands after jumping over the opponent.

I think I know why it's like that. I noticed in the air file, animations 5 and 6 has no sprites assigned to them. Perhaps this is the cause of the conflicting issue since Iori and Orochi Iori have two different turning animations?

-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
In my opinion, this throw feels slow and Hikiri Kine feels faster. Him waiting a second before the throw hits is something I don't understand. Knuckles8864's Iori also has this issue as well. I also forgot that the slash hit has no envshake to it. I don't know in the source game if it's intentionally supposed to be like that as CharmaKarmeleon's is more source accurate to CvS2 and does the throw immediately once caught.

And here are the rest that I have no comment on still aren't:
-Custom Combo effect while standing is misaligned.
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.

And these ones are half fixed:
Quote
-Shiki 1201: Ya Otome has default hit sparks during the hits.
-Shiki 100: Oni Homura has no effects except for the last hit.
I noticed Shiki 100: Oni Homura's guard sounds are fixed, but the effects still aren't there. Guess it's intentional and an aesthetic thing for yours. Kinda weird when other creator's Ioris had them when they performed the same move. Also, Orochi Iori's Shiki 1201: Ya Otome still has default hitsparks from the fightfx mixed in with the PotS style ones.

Hopefully, that's should be all that's left.
I will still do detail and aesthetic feedback for the rest.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#16  December 29, 2019, 01:28:09 pm
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Since not all the issues are fixed, these ones still persists:
-One of his frames is missing a sprite when he lands after jumping over the opponent.

I think I know why it's like that. I noticed in the air file, animations 5 and 6 has no sprites assigned to them. Perhaps this is the cause of the conflicting issue since Iori and Orochi Iori have two different turning animations?

-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
In my opinion, this throw feels slow and Hikiri Kine feels faster. Him waiting a second before the throw hits is something I don't understand. Knuckles8864's Iori also has this issue as well. I also forgot that the slash hit has no envshake to it. I don't know in the source game if it's intentionally supposed to be like that as CharmaKarmeleon's is more source accurate to CvS2 and does the throw immediately once caught.

And here are the rest that I have no comment on still aren't:
-Custom Combo effect while standing is misaligned.
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.

And these ones are half fixed:
Quote
-Shiki 1201: Ya Otome has default hit sparks during the hits.
-Shiki 100: Oni Homura has no effects except for the last hit.
I noticed Shiki 100: Oni Homura's guard sounds are fixed, but the effects still aren't there. Guess it's intentional and an aesthetic thing for yours. Kinda weird when other creator's Ioris had them when they performed the same move. Also, Orochi Iori's Shiki 1201: Ya Otome still has default hitsparks from the fightfx mixed in with the PotS style ones.

Hopefully, that's should be all that's left.

I tried to change the animation of the turn for "explod" so Iori had different actions for the turn, but couldn't, where I had to leave the same action for both versions.

 About the breath effect, I chose to remove it when the opponent is leaning, because this effect is above Player 1 while the char sprites are below it (for now I will leave it, but I am seeing other ways to improve it).

The other errors mentioned have been fixed... And again thanks for the feedback.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#17  December 29, 2019, 01:28:36 pm
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Version Update, downoad link in the first post!
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#18  January 04, 2020, 04:52:16 pm
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Does this Iori have the special intro with Homer Simpson?
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#19  January 09, 2020, 07:40:23 pm
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    • Brazil
    • guiaugusto20@hotmail.com
    • Skype - guiaugusto20


Finally got the time to test him. The Orochi mode as a configurable thing is a neat idea. Nice job bro.
Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper
#20  January 10, 2020, 04:39:16 am
  • ***
    • USA
    • r.coburn08@yahoo.com
I must say you did a great job with this one. I'm glad you gave him the ability to transform!