Congratulations buddy! Any specific gameplay or features?
Thank you! And Iori is based on Jmorphman's style (well, PotS style, anyway), both Iori and Orochi Iori are together in the price of one.
I also have fixed Froz's Vega intro to be compatible with an Intro with Iori (Normal version). Also fixed his intro against Akuma (Shin Gouki here). Might as well put it up here.
Spoiler: Put in Froz's Vega's System (click to see content)
;========================<VS. SHIN GOUKI>=============================
[Statedef 300]
type = S
physics = N
movetype = I
anim = 300
velset = 0, 0
ctrl = 0
sprpriority = -1
[State 300, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 300, Camera]
type = Helper
trigger1 = !NumHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1
pos = 0, 0
Facing = 1
[State 300, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 300, PosSet]
type = PosSet
trigger1 = !Time
x = -Pos X
[State 300, Turn]
type = Turn
trigger1 = !Time || AnimElem = 4
[State 300, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(2) < 0
value = 300
elem = 1
[State 300, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(2) < 0 && (EnemyNear, Vel Y > 0) && P2Dist Y >= -150
value = 300
elem = 2
[State 300, FadeOut]
type = Trans
trigger1 = AnimElemTime(2) = [0, 10]
trans = AddAlpha
alpha = Ceil(256 -25 * (AnimElemTime(2))), 25 * (AnimElemTime(2))
[State 300, FadeIn]
type = Trans
trigger1 = AnimElemTime(4) = [0, 10]
trans = AddAlpha
alpha = 25 * (AnimElemTime(4)), Ceil(256 -25 * (AnimElemTime(4)))
[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4
value = 1500, 0
[State 1500, Warp FX]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
stateno = 1505
ID = 1505
name = "Warp FX"
postype = P1
ownpal = 1
[State 1500, FX]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
stateno = 1506
ID = 1505
name = "Warp FX"
postype = P1
pos = 60, 0
ownpal = 1
[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 700, 0
channel = 0
[State 300, Pos]
type = PosSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 && NumHelper(8999)
x = ceil(helper(8999), Pos X)
[State 300, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 0
;========================<VS. IORI INTRO>=============================
;"I'll cut your neck off!"
[Statedef 301]
type = S
anim = 301
velset = 0,0
[State 301, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
[State 304, Voice]
type = PlaySnd
trigger1 = !Time
value = 190, 0
[State 301, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 301, Camera]
type = Helper
trigger1 = !NumHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
postype = p1
pos = 0, 0
facing = 1
[State 301, VarSet]
type = VarSet
trigger1 = !Time
var(10) = ceil(pos x)
[State 901,1]
type = PosSet
trigger1 = !Time
x = 69 * Facing
[State 301, End]
type = ChangeState
trigger1 = Time >= 212
value = 303
ctrl = 0
;Pounce
[Statedef 303]
type = A
physics = N
anim = 303
[State 303, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 303, Camera]
type = Helper
trigger1 = !NumHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1
pos = 0, 0
Facing = 1
[State 303, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
[State 303, Voice]
type = PlaySnd
trigger1 = !Time
value = 1300, 0
[State 303, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 303, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = (helper(8999), rootdist x) / -41
y = -11
[State 303, Gravity]
type = Gravity
trigger1 = AnimElemTime(2) > 0
[State 303, End]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 304
ctrl = 0
;Miss
[Statedef 304]
type = S
anim = 304
[State 304, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 304, Camera]
type = Helper
trigger1 = !NumHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1
pos = 0, 0
Facing = 1
[State 304, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
[State 1205, Vel]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 304, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 304, Stomp Snd]
type = PlaySnd
trigger1 = Anim = 304 && !Time
value = 1200, 0
[State 304, Dust]
type = Explod
trigger1 = Anim = 304 && !Time
anim = 8100
ID = 8100
sprpriority = 2
postype = P1
ownpal = 1
pausemovetime = -1
supermovetime = -1
[State 304, Landing Dust Explod]
type = Explod
trigger1 = Anim = 304 && !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 304, EnvShake]
type = EnvShake
trigger1 = Anim = 304 && !Time
time = 12
freq = 60
ampl = 4
[State 304, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 304 && !AnimTime
value = 5
[State 304, ChangeState]
type = ChangeState
trigger1 = Anim = 5 && !AnimTime
value = 0
ctrl = 0
Edit: Made a quick adjustment to his quotes, no biggie.