

Whoops. My Mugen Infantry site has been updated with a link to Random Select and this thread; I'm unable to update the characters there since Mugen Infantry controlled the files, and I'm not sure if linking to filesharing services is a safe long-term solution.Mediafire would be a better choice
Unofficial Sound trackI like Ash, Elisabeth and Iori's bgmQuoteby Don Vecta
Who wants music?
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_aof.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_woman.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_japan.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_psycho.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_elisabeth.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_garou.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_yagami.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_ikari.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_team_kim.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_ash.mp3
http://game.snkplaymore.co.jp/official/kof-xiii/character/img/bgm/description/bgm_character_select.mp3
That small pic of Hakan i think is legit. Shit been going on at SRk and the poster got banned.he looks like urienSpoiler, click to toggle visibilty
;‚¢‚©‚¿sp
[Statedef 3200]
type = S
movetype = A
physics = S
anim= 3200
velset = 0,0
ctrl = 0
[State 1000]
type = Turn
trigger1 = (prevstateno = [5001,5120]) || (prevstateno = [150,153])
trigger1 = Time = 0
trigger1 = p2dist X < 0
[State 1000]
type = Helper
trigger1 = (prevstateno = [5001,5120]) || (prevstateno = [150,153])
trigger1 = time = 0 && facing = 1
id = 8550
name = "reversal"
sprpriority = 1
pos = -60,0
postype = left
stateno = 8550
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
[State 1000]
type = Helper
trigger1 = (prevstateno = [5001,5120]) || (prevstateno = [150,153])
trigger1 = time = 0 && facing = -1
id = 8550
name = "reversal"
sprpriority = 1
pos = 60,0
postype = right
stateno = 8550
helpertype = normal
pausemovetime = 0
keyctrl = 0
facing = 1
ownpal = 1
[State 1000]
type = NotHitBy
trigger1 = prevstateno = 2500
trigger1 = time <= 1
value = SCA,AA,AP
[State 1000]
type = AfterImage
trigger1 = prevstateno = 2500
trigger1 = time = 0
time = 5
palbright = 0,0,155
palcontrast = 100,150,250
paladd = -50,-50,-50
palmul = 1.0,1.0,1.0
length = 10
framegap = 6
persistent = 0
ignorehitpause = 1
[State 3000]
type = varset
triggerall = var(47) = 0
trigger1 = time = 0
var(45) = 3
[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,0
volume = 0
channel = 0
[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 7,=9
value = S3000,1
volume = 0
channel = 1
[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 7,=9
value = S1,38
volume = 0
channel = -1
[State 1000, 0]
type = envshake
trigger1 = animelem = 7,=9
time=29
freq = 80
ampl =-3
[State 3000,13]
type = Explod
trigger1 = animelem =7
ID=3201
anim = 3201
postype = p1
pos = 80,15
sprpriority = 2
bindtime = -1
removetime = -2
ignorehitpause = 1
ownpal = 1
scale=0.01,1
[State 3200, 2]
type = ModifyExplod
trigger1 = time=[32,39]
ID = 3201
scale = ceil(time-31)*0.125,1
pausemovetime =10
supermovetime =10
[State 3000,10]
type = removeExplod
trigger1 = movetype=H
trigger1 = time<=40
ID = 3201
[State 3000,11]
type = Explod
trigger1 = animelem =7
ID=3202
anim = 3202
postype = p1
pos = 63,5
sprpriority = 0
bindtime = -1
removetime = -2
ignorehitpause = 1
ownpal = 1
[State 3000,12]
type =removeExplod
trigger1 = movetype=H
trigger1 = time<=40
ID = 3202
[State 1100, 1]
type = null;projectile
projid=3210
projanim=3210
projhitanim=-1
offset=80,20
projpriority = 10
;projmisstime =ifelse((moveguarded =0),0,7)
postype=p1
projremovetime = 48
projremove=0
;trigger1=time=39 && !var(16)
trigger1 = ifelse((moveguarded =0),time = 39,time=1 || time=7 || time=13 || time=19 || time=25 )&& !var(16)
attr = S, HA
animtype = up
damage = ceil((380*root,fvar(2))*root,fvar(3)), 8
guardflag = M
Hitflag = MA
pausetime = 8,8
sparkno = S6000
guard.sparkno = S8020
sparkxy = -15,-55
guard.sparkxy = -10,-70
hitsound = S1, 29
guardsound = S3, 1
ground.type = High
ground.slidetime = 23
ground.hittime = 23
guard.ctrltime = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;down.bounce = 2
fall=1
fall.recover=0
palfx.time = 60
palfx.add = 60,60,200
palfx.sinadd = -100,-100,-200,10
palfx.color = 0
palfx.invertall = 1
;fall.envshake.time = 10
;‰æ–Ê’[i’nãj‚ÅUŒ‚‚ðƒK[ƒh‚³‚ê‚½Žž‚ÌP1‚̉Ÿ‚µ–ß‚µ—¦B
;envshake.time = 14
;envshake.ampl = -12
[State 1051]
type = helper
trigger1 = time=39
name="ikadutisp"
id=3210
pos = 0,0
stateno = 3210
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
[State 3200]
type = EnvColor
trigger1 = time=39
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1
[State 1051]
type = helper
trigger1 = time>=40 && time<=68
name="tobidougukakikesi"
id=3220
pos = 0,0
stateno = 3220
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
sprpriority = -3
[State 3000]
type = playerpush
trigger1 = 1
value=0
[State 1050, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1