Falcon Rapper

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About Falcon Rapper

  • Rank
    New Guy
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  • Gender
    Male
  • Location
    São José do Rio Preto, São Paulo, Brasil
  1. Making Kyo and listening to new faces music... :\
  2. Heidern POTS/Infinite by Falcon Rapper "Porque o guerreiro de fé nunca gela" by: Racionais mc's Hahaha... Prepare for the "Ikari Judgment"... I'm passing here to show you the char that I "recreated", after a certain and tiring time it's finally over ... Well, I present to you "Heidern POTS-Infinite" by Falcon Rapper (Yes I am hehehe myself, in the future) The biggest challenge was the separation of colors, because it was ready and I decided to make more colors to put on his cap so that it could become hair hahaha ... The char is in "POTS / Infinite" mode (graphics and sparks in HD, fights mode setup, see Config.txt) plus have some new punches (preserving all strokes of KOF char, of course) ... Designed to be played on Mugen 1.0 or Mugen 1.1 (some settings prevent it from running in other versions) What you have: Adapted to be played with 6 buttons (3 for punch and 3 for kick) - Moderate artificial intelligence for difficult (just can not stay close to him and get flirtatious, since he likes a hehehe combo); - 60 palettes (12 normal plus 48 extras, activating config.txt); - All sparks in alpha style POTS effect (except those of blood, which were preserved in the original version) - Ending (edited by me, for now only in the Portuguese language, but soon I will be making it available in other languages, I think :|...) - Blows based on version 2k2 UM (besides the "upercut", the average sliding creep and the "aerial cross cutter", blows that were created by me) - Gameplay that can be changed in config.txt (activation of palette selector, aerial combos, original or classic sound mode, standard or classic commands, etc.) ... - Config.txt (You can activate aerial combos, commands, change sounds, etc.) - All POTS / Infinite mode features (Parry, Custom Combo, etc.) - It can be adapted to be played in the ADD004 mode (it can be activated as a helper and be changed during team mode / simul mode, needs to use add004pie.exe, it works without problems, either in the jump tag style or in the style "Running tag", tested on both) - already converted to ADD004 mode, just rename the folder ("states_add004_tag_jump" or "states_add004_tag_run") put the name "states" and be happy ...: D - You can switch between "standard and classic" modes during the fight (read below for commands / special blows) What is missing: - Sincerely, I only have to correct errors that are found, otherwise there is nothing missing, it is running good ...: P Commands: Special strokes "Command mode: Var (45) = 0" Cross Cutter (can be made in the air) = D, DF, F, punch (Ex Mode with two punches, spends 500 MP) Moon Slasher = F, D, DF, punch (Ex Mode with two punches, spends 500 MP) Neck Rolling = F, D, DF, kick (Ex Mode with two kicks, spends 500 MP) Storm Bringer = F, DF, D, DB, B, Punch (Ex Mode with two punches, spends 500 MP) Killing Bringer = F, DF, D, DB, B, kick (Ex Mode with two kicks, spends 500 MP) Change = Changes to standard or classic modes during fight, spends 500 mp) = Hold down and press "START" Special strokes "Command mode: Var (45) = 1" Cross Cutter (can be done in the air) = "Load" B, F, punch (Ex Mode with two punches, spends 500 MP) Moon Slasher = "Charge" D, U, Punch (Ex Mode with two punches, spends 500 MP) Neck Rolling = "Charge" D, U, kick (Ex Mode with two kicks, spends 500 MP) Storm Bringer = F, DF, D, DB, B, Punch (Ex Mode with two punches, spends 500 MP) Killing Bringer = F, DF, D, DB, B, kick (Ex Mode with two kicks, spends 500 MP) Change = Changes to standard or classic modes during fight, spends 500 mp) = Hold down and press "START" Supers LV1 (Made with 1 super bar, no change if change the command variable) Final Bringer (can be done in the air) = D, DF, F, D, DF, F, Punch Heidern End = D, DB, B, D, DF, F, kick Supers LV2 (Made with 2 super bars, no change if change the command variable)) Final Bringer (can be done in the air) = D, DF, F, D, DF, F, two punch buttons Heidern End = D, DB, B, D, DF, F, two kick buttons Caliburn = D, DF, F, D, DF, F, two kick buttons Super LV3 (Made with 3 super bars, no change if change the command variable)) Ikari Judgment (created by me, I hope you like: D) = D, DB, B, D, DF, F, two punch buttons (indefensible, but any weak kick cuts ...) Preview: VS Screen: Guile & Nash Colors Tribute Ralf & Clark Colors Tribute Broken (World Heroes) & John Crawley (AOF) Colors Tribute Pallete selector: Download link (Updated, some bugs fixed): Credits: Electbyte (Creator of Mugen) VIrtuallTeck (Creator of Fighter Factory) Raposo, Tatsuo & Zelgadis (Por versões do Heidern usadas neste char) Phanton of the server (best sparks and best style for ground fighting) Infinite (Best fighting style and coding for aerial combos) R@Ce Akira (Help in the update, mainly in the speed of the char) Jmorphman (Best effect for custom combos using helpers) Staubhold & Mpower: Report essential errors Gui007 (Help in promoting chars via Youtube) R.O.K. Team (Reign of Kreation): For accepting a crazy in your team ... :D The entire team and members of Mugenguild and Mugen Free For All, in particular members Nedflandershouse, Aumio Khan, Beto, Anderson Masters, Kingxroyo & TheRedBeast. I dedicate this char first to God, because without him nothing would be possible, to my parents and relatives, my bride and future wife and all those who like me love MUGEN ... :)
  3. Hero Stage KOF96 by Falcon Rapper (Mugen 1.1 - Zoom and SuperJump) "Salve Galera" Mugen Free For All... I'm here to show you another stage conversion (in fact, it would be a conversion from the old conversion) ... This stage (Osaka or Esaka 96, in doubt I call Hero Stage 96) was the first stage I posted at MFG Forum (there were two, this one and Ryuko 95), at the time I posted the same with the "superjump" effect ... This time I wanted to do an "update" on the stage, putting the "zoom" effect ... Tested in resolution 640x480 (resolution that I play mugen, it runs perfectly) ... I hope you like it, apparently I did not find any errors, if they find please notify me so that they are corrected ... Have fun ... Mugen version: 1.1 Bgm: Yes Zoom: Yes Super Jump: Yes Zoom Preview:
  4. Thanks Super Vegaz, just put an external brightness on the super and changed the transparency rs, this was my first conversion to a char in this style, but already gave a good notion, sincerely liked too much of the possibilities that this POTS/Infinite mode has to to offer...
  5. Valeu Super 007, o vídeo ficou top parça, é nóooois... :D
  6. Thanks bro!, updated link, fixed all bugs... :)
  7. K9999 SVK/Infinite releases by Falcon Rapper "Salve galera" MFFA! ("Salve" means greetings) "Porque o guerreiro de fé nunca gela" by: Racionais mc's" I'm passing here to show you another char I created, after a certain and tiring time it's finally finished (although in the future I'm gradually improving this char) ... Like Heidern, I tried to convert the sprites of the KOF pattern to the CVS standard, but this time I decided to create it with color separation in the sprites, which made the job a little more complicated, since it was ready A long time ago Another great challenge was editing the SVK mode (selector palettes, sparks in high definition, among other things, I have never seen a Statedef -2 and Statedef -3 as overloaded as they get, although the end result is fantastic) ... Well, as I said, the char is in "SVK Infinite" mode, graphics and sparks in high definition graphics, palette selector, enable or disable aerial combos, sounds setup (KOF 2001 or KOF 2002) and commands in mode Original or in the arranged mode, everything can be easily changed in the "config.txt". Designed to be played on Mugen 1.0 or Mugen 1.1 (some settings prevent it from running on Winmugen, Winmugen Plus or other versions) What you have: Adapted to be played with 6 buttons (3 for punch and 3 for kick) Moderate artificial intelligence; 60 palettes (With the "Palette Selector" activated, if you turn it off, it will be twelve according to the button with which the char is chosen); All sparks in alpha effect (except those of blood, which were preserved in the original version) Blows and sounds based on the KOF 2002 version (in addition to new hits edited for the conversion of 6 buttons, highlighting the "Aerial Tikara ga ... Katte ni ... Uwaaaa" hahahahaha, it was very crazy rs) What is missing: Ending for the char, will be edited and posted on the Forums Mugenguild and Mugen Free For All (In the MFFA forum, search for posts in "Reign of Kreation"), release soon ... Improve some sprites (if that's necessary, since I reviewed it at least 3000 times before it's ready to be released) Something I can not remember right now hehehe ...:P Special Skills: Acchihe itteroo = D, DF, F, punch Wareroo = F, D, DF, punch Kudakero = F, DF, D, DB, B, kick Supers (Made with 1 super bar, "New Motion" version, can be changed in config.txt) Gaki Dommo (also known as "Tsuki" or "The Moon") = D, DF, F, D, DF, F, punch Temee mo oucchimae (Also known as "Get Lost") = D, DF, F, D, DF, F, kick Supers (Made with 2 super bar) Gaki Dommo = D, DF, F, D, DF, F, two punch buttons Temee mo oucchimae = D, DF, F, D, DF, F, two kick buttons Tikara ga ... Katte ni ... Uwaaaa !!! (Can be done in the air, known as "power is lost control") = D, DF, D, two punch buttons Supers (Made with 3 super bar) Kore wa, maru de = F, B, F, B, F, B (that is, stays back and forth that comes out) Supers (Made with 1 super bar, version "KOF Standard", can be changed in config.txt) Gaki Dommo = DB, F, DB, B, DF, punch Temee mo oucchimae = DB, F, DB, B, DF, kick Supers (Made with 2 super bar) Gaki Dommo = DB, F, DB, B, DF, two punch buttons Temee mo oucchimae = DB, F, DB, B, DF, two kick buttons Tikara ga ... Katte ni ... Uwaaaa !!! = D, DF, D, two punch buttons Supers (Made with 3 super bar) Kore wa, maru de = F, B, F, B, F, B (that is, stays back and forth that comes out) Palettes: Download Here!!! *Thanks Niitris for alerting me about the errors, now they are fixed... :)
  8. Valeu Super Gui... Since I am a R.O.K. Member tomorrow I can not forget to post the Infinite K9999 here too hehehe, and let's go, "é nóis" Preview Post
  9. Thank you... :)
  10. Hi (Ou então aquele salve pra quem é brazuca) Before anything, I thank the adm of this forum for having accepted me, I have used mugen since 2003 and I edit some stages with superjump, I like to convert sprites to CVS mode (I did a Infinite Heidern recently and until it was cool hehehe) ... That's it, as we say here in Brazil "Tô na area" hehehe ...