Please remember to refresh this site every now and then, when I upload a new mugen on sites such as YouTube, Ak1 or MFFA. Thank you!
In this category, you'll be learning techniques in regards of mugen cheapie coding. so you if you want to dable in the realm of becoming a mugen cheapie author? and make things similar to Rare Akuma or, hell even Code.Dystopia then this category is for you. although, remember if you're serious about this I HIGHLY recommend watching this video FIRST before proceeding to all of this.
This will range from posts to video tutorials. if you need help with anything in regards of this you're free to join my discord. we'll range from video tutorials first then posts which requires you heavily, lock in and make sure you don't skip a step (because it involves reading so yes).
Note: I'll be mentioning my discord a lot but for GOOD reasons. I know it will be lowkey annoying I keep plugging the discord but it's important I do because, there's an obvious known stigma that forums and some mugen discords do not offer assistance for anyone who is new or having trouble with anything involving mugen but since my discord has support/assistance along with templates + resources that can assist it's even been somewhat known for it and has been growing since then plus we even looking for staff permanently at least up until we get like 2 new more staff members.
Other than that enough yap, if you are ready you may continue. :D
Note: This isn't mine but, thought to put it here because it is very useful. especially if you want immunity from supernulls and nulls in general.
Link to the file on the video is here
Backup
if somehow you are not able to view the video (or don't want to view the video because of the uploader) here's the steps to do it.
Download the file presented.
Add it to your character's folder
Open your char's .def file and add it (for example, st5=takewilldieinacarcrash)
Note: it doesn't have to be named that you can rename it ofc.
And, you test it. it's plug n play so it will work regardless.
Have fun :D
Now that we are done with the video tutorial routes (which btw will still continue depending on what cheapie tier will be covered next) we are now entering the posts now. in which you have to read and heavily pay attention to steps / instructions on how to do said cheapie coding tech, one mis-step and it will either not work or completely mess with the character and it's files SO, that being kept in mind...
Let's begin...
Let's begin..
First things first what is a null tier cheapie? a null tier cheapie is a character that rely on bugs found in the engine to defeat their enemies by directly interfering with either said opponents or the engine itself. Simpler Null characters do this by writing data using the Null Overflow exploit or use Parent Fabrication for Direct Death purposes in a advanced way or the %n bug instead to be shorter, while others use arbitrary code execution through methods such as the "Void" method and the %f exploit. Interference is typically limited to the context of a single match. [i]
➤ Null: Writes/Reads data in memory using Null Overflow/%n bug or Variable Expansion.
In this case, in this tutorial, we'll be learning strictly the null one (not void)
First things first you need these files:
InstantKO Code (Optional, for will be discussed later on)
Null Overflow
Your desired character
Now you are all set, let's start.
First, open a fresh notepad and copy and paste unto the .txt file what's in the null overflow file. then save it as a .st file unto your character's folder. so for example, Null.st
Then, go to your desired character which btw, I would like to mention
You need hundreds of [State ..., filler] type = Null trigger1 = 1 lines.
People use Fighter Factory macros or python/bash scripts to auto-generate 1000+ Null lines.
The exact index where Alive sits changes slightly → test 550–570 range.
Add persistent = 256 on the kill line in many cases (decrements byte to 0 safely).
Then, add the said file unto their .def but replace the file in the st file for example you should see st = name.cns and once you do, replace it with st = Null.st
On top of that, If you're trying to turn a normal character (Kyo, Ryu, Marvel vs street fighter style) into a Null-tier cheapie:
It's very hard and usually not worth it.
Better results: Take an existing weak Null (like basic Crazy Catastrophe edit) and strengthen entry / add visuals.
Or start from a known Null skeleton (many leaked ones exist in old MFFA/Mugen Archive packs).
Modern strong Nulls (2025+) usually combine Null Overflow + Void (DisplayToClipboard overflow) + other tricks.
So assuming you have kept this in mind and your char is a low tier null or btw if it's a evil tier or crazy/mad tier or a god tier cheapie that's even better then you should be good for the code will do it's work. now, you're probably wondering...what version is this for??
Well in this case, it is for winmugen. I know I stated in a post that it is for both WINMUGEN and 1.X but unfortunately, there isn't much info out there on how 1.X nulls can be done all I KNOW from my end is that they exist. I might update this part of the website as soon as I obtain more information...
Other than that, let's resume..
If the method above does not work for your character, you can try to do another way of doing this which is the following..
Add the Overflow StateDef (CNS States Section)
Copy this Python script into a file generate_null.py, run it (Python 3), outputs null_overflow.cns — paste into your char's -st=states- (end of file). Note: if you don't have python get it here
Pro tip: Fighter Factory Studio → States tab → Add Null state → Macro record (Tools > Macro) → Duplicate 551x → Edit the 553-556 to trigger1=1, persistent=256, ignorehitpause=1.
AIR/SFF: Add 9000 anim (invisible sprite or black screen explode).
Backup: Add [State 563, LifeSet] type=LifeSet trigger1=1 value=0 after padding.
Next step:
Entry Methods (Add to Existing Moves)
Modify a strong HitDef (e.g. your lvl3 super's HitDef):
So download this
And add new states, reversal move, etc..
Now..final step
Save CNS → Fighter Factory "Test Character" vs KFM.
Enemy freezes → vanishes (Alive=0) → win screen.
Fails? Check: pausetime high? State # unique? Anim exists?
Polish: Add screen shake, full-screen Explod, sounds, var(30)=1 for AI trigger.
Anti-cheap block? Rare in WinMUGEN; add reversalattr = S,A for coverage.
Your char is now Null-tier! Instant KO on hit. For full cheapie: clone to -3/-2, add Void/DtC later.
Now....
For the optional file mentioned in the beginning... the file I provided has coding to just simply make your character have an INSTANT KO attack/special. so if you don't want to go thru the hassle of making a null and just want instant KO without full memory corruption → that file is an easier alternative.
Because, it has LifeSet = 0 / LifeAdd = -99999999 in a custom state but note this is blocked by many anti-cheapies and well cheapies immune to this, so keep that in mind if you plan to have a char that can at least complete with other cheapies.
Did you know?
%F is simply explained as
[ state ] type = displaytoclipboard
trigger1 = 1
text = "%*.d%n%d"
params =~ , ~ , ~
ignorehitpause = 1
This is the code
Loading a DLL or
Mugen can touch things outside of itself
Just then a character walked out of the Mugen window
Move the Mugen spear
You can do most things that can be made with SN
% f The easiest way to create it is to create it in Visual Studio .
I recommend the console app
How to change code created in Visual Studio to % f
After opening the Internet window ( Chrome recommended )
Please press F12
And after entering the console ,
After pasting the code, press enter.
It comes in the form of a displaytoclipboard.
( If it does not come out in the form of a displaytoclipboard or is broken, it is made incorrectly .)
Credits to Leona123 for providing this info.
Other than that, that is the end of this guide. if you need assistance, join the discord. and mugen cheapie authors, if you think this needs tweaking / some correction let me know for after all I am a semi-retire cheapie author and I am just going off of the mugen cheapie wiki and from memory.
Bonus content. want your char to be invisible/have a shadow while being a null? you can have this
DTC (funny bug ver.) it also has DTC as well so have fun with that. :D you can just copy and paste this under your desired chars .cns file (or make a fresh one and add it who cares its gr8)
SN Defense is a memory patch that protects your character from old-school Null Overflow attacks (e.g., enemies using null.st files with massive state controllers in statedef 140140140 or similar). It blocks them from instantly killing you by overwriting your Alive flag.
Note: Automatically on character selection.
Side effects:
May crash on first select (just reload and try again).
Jank vs "Varexp" or advanced nulls (expected).
Breaks reloaders (auto-revive exploits) and your own SN edits.
Can cause stuck animations (fix below).
Let's begin...
Get the SN Defense .st File
Or, this one if the 1st doesn't work
Extract the attached Freeze.7z (5.32 KB).
Inside: freeze.st (pulled from "Absolute Zero Hard" char – name doesn't matter).
Place it in your character's folder (e.g., chars/yourchar/freeze.st).
Then, add DtC Patches
In your character's CNS file → Scroll to [Statedef -2] (bottom of file).
Copy-paste these exact states (they exploit DtC to write to memory):
[state -2]
type = displaytoclipboard
trigger1 = !ishelper
text = "%.*d%n%d"
params = 0, 0, 4932696
ignorehitpause = 1
[state -2]
type = displaytoclipboard
trigger1 = !ishelper
text = "%.*d%n%d"
params = 0, 0, 4932697
ignorehitpause = 1
[state -2]
type = displaytoclipboard
trigger1 = !ishelper
text = "%.*d%n%d"
params = 0, 0, 4932698
ignorehitpause = 1
These patch specific ram locations (hex: 0x4B4458–0x4B445A) to block overflows. skip = instant crash!
Now...last step
Load char in WinMUGEN.
Select → May crash (retry).
Fight a null cheapie (e.g., one with null.st & 140140140 state).
Null hits → You survive (no instant KO)!
If you run into any issues remember, to keep in mind these fixes:
Stuck animations - SN messes with common1.cns. Copy Statedef 0 (Stand) & Statedef 20 (Walk?) from data/common1.cns to your main CNS (override them).
First select crash - Normal. Exit to menu, reselect.
Crashes vs nulls - Expected jank. Test vs KFM first.
Reloaders broken - Intentional – SN Defense kills revives.
Remember, as said in the previous tutorial if you run into issues join the discord and people will try their best to help.
So in this tutorial, well guide. I will be explaining how a strong tier mugen cheapie function and then provide a copy/paste template you can use on your desired character. Note: this works for all versions of mugen but I recommend using this on 1.X
So yes no different from some video tutorials. but now this is in written format. let's begin...
A strong (強) tier cheapie is a character that often possesses techniques with higher performance than those of ordinary ranks. these are characters who have very difficult AI, have devastating attacks and can chain attacks consistently. Most of these can have their AI tuned down, though that has started to become a lot less common. They have the potential to be evil or even mad. but after this tutorial here's to hoping they are more common :D
Examples of chars who are of this tier are, Magic Geese, Omega Tiger Woods 2012, Kevin (Seiken Densetsu 3), and Ryuko 2nd. Credits to Unbyte for providing these examples.
Now that you got an understanding of how they work, here's now a copy/paste template you can add unto a .cns file of your desired char (or on a fresh .cns file)
As per usual, if you run into any issues, you can join the discord OR submit a feedback form.
This is just bonus content for, if people want specific codes and tips along with information to add unto their chars. all sources that the information was obtained from will be cited. :D
Let's begin...
Want your character to have maximum power at all times?
[statedef -2]; This must be done in this section.
; Copy and paste this section below.
;---------------------------------
[state -2]
type=poweradd
trigger1=roundstate=0
If you don't like value=powrmax;max, you can adjust the variable to an integer.
;--------------------------------
; Just put this code into the statedef -2 section.
Want characters to have colorful invincibility?
[State]
]
type=lifeadd
trigger1=!ishelper
trigger1=palno=[7,10]
trigger1=numhelper(7400)=1
trigger1=helper(7400),gethitvar(damage)=[-1000,500]
value=-ceil(helper(7400),gethitvar(damage)/2)
ignorehitpause=1
[state ]
type=lifeadd
trigger1=!ishelper
trigger1=palno=[11,12]
trigger1=numhelper(7400)=1
trigger1=helper(7400),gethitvar(damage)=[1,300]
value=-5
ignorehitpause=1
[state]
type=varset
trigger1=!ishelper
trigger1=MoveGuarded
trigger1=numenemy
trigger1=!(enemynear,movetype!=H||enemynear,ctrl=1)
var(9)=enemynear,gethitvar(hitcount)
ignorehitpause=1
[state ]
type=varset
trigger1=!ishelper
trigger1=numenemy
trigger1=(enemynear,movetype!=H||enemynear,ctrl=1)
var(9)=0
ignorehitpause=1
[state ]
type=varset
trigger1=!ishelper
trigger1=numenemy
trigger1=!(enemynear,movetype!=H||enemynear,ctrl=1)
var(4)=enemynear,gethitvar(hitcount)-var(9)
ignorehitpause=1
[state ]
type=varset
trigger1=!ishelper
trigger1=numenemy
trigger1=(enemynear,movetype!=H||enemynear,ctrl=1)
var(4)=0
ignorehitpause=1
[State ];Round
type=varset
triggerall=!ishelper&&alive&&roundstate>1
trigger1=sysvar(2)!=0
trigger2=(var(58)!=-1&&var(58)=var(57))
trigger3=(var(56)!=-1&&var(56)=var(55))
trigger4=(var(54)!=-1&&var(54)=var(53))
trigger5=(var(52)!=-1&&var(52)=var(51))
trigger6=(var(50)!=-1&&var(50)=var(49))
trigger7=(var(48)!=-1&&var(48)=var(47))
trigger8=(var(46)!=-1&&var(46)=var(45))
trigger9=(var(44)!=-1&&var(44)=var(43))
trigger10=(var(42)!=-1&&var(42)=var(58))
trigger11=fvar(10)!=0
trigger12=fvar(11)!=0
trigger13=fvar(12)!=0
trigger14=fvar(13)!=0
trigger15=var(24)!=0
trigger16=var(25)<0
trigger17=var(26)<0
trigger18=var(27)!=0
trigger19=var(30)!=0
sysvar(2)=1
[state ]
type=lifeset
triggerall=!ishelper
trigger1=sysvar(2)!=0
trigger2=numpartner&&roundstate>2
trigger2=partner,alive||lose=0
value=lifemax
ignorehitpause=1
[state ]
type=PalFx
triggerall=!ishelper&&alive
triggerall=GameTime%30=0
trigger1=sysvar(2)!=0
add=0,0,0
sinadd=200,200,200,30
time=30
ignorehitpause=1
[state]
type=selfstate
trigger1=!ishelper&&alive
trigger1=sysvar(2)!=0
trigger1=stateno!=150
value=150
ignorehitpause=1
[state ]
type=selfstate
triggerall=!ishelper
triggerall=roundstate<4
triggerall=sysvar(4)!=gametime+gametime*2+gametime*3-gametime*4
triggerall=sysvar(2)=0
trigger1=time>1200
trigger2=time>300&&roundstate=3
value=52
ignorehitpause=1
If you write it like this, the character's body will change into different colors and become invincible.
If you want to add a feature that throws an invincible reflection while defending here,
[state ]
type=selfstate
triggerall=!ishelper&&alive
triggerall=roundstate<4
triggerall=sysvar(4)=gametime+gametime*2+gametime*3-gametime*4
triggerall=sysvar(2)=0
trigger1=time>2000;
trigger2=(var(17)=[1,5])&&(stateno=[5000,5200]);trigger
value=52
ignorehitpause=1
[state ]
type=selfstate
triggerall=!ishelper
triggerall=roundstate=4
triggerall=sysvar(4)!=gametime+gametime*2+gametime*3-gametime*4
triggerall=WIN
triggerall=alive
triggerall=sysvar(2)=0
trigger1=stateno!=180
value=180
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
trigger1=stateno=512
trigger1=sysvar(4)=gametime+gametime*2+gametime*3-gametime*4
value=120
ignorehitpause=1
[State ]
type=selfstate
triggerall=!ishelper
trigger1=alive=0
trigger1=sysvar(4)!=gametime+gametime*2+gametime*3-gametime*4
trigger1=time>100||roundstate>3||(numpartner&&roundstate=2&&var(29)=0)
value=5050+100*(pos Y>1)
ignorehitpause=1
[State ];Round state
type=varset
triggerall=!ishelper&&alive&&roundstate>1
trigger1=sysvar(2)!=0
trigger2=(var(59)<1)||(var(17)!=[0,1]);Round?Round state Lv
trigger2=stateno!=[0,1]
trigger2=stateno!=[10,12]
trigger2=stateno!=20
trigger2=stateno!=40
trigger2=stateno!=45
trigger2=stateno!=[50,52]
trigger2=stateno!=[100,101]
trigger2=stateno!=[105,106]
trigger2=stateno!=[110,111]
trigger2=stateno!=120
trigger2=stateno!=[130,132]
trigger2=stateno!=140
trigger2=stateno!=[150,155]
trigger2=stateno!=170
trigger2=stateno!=175
trigger2=stateno!=180
trigger2=stateno!=190
trigger2=stateno!=[200,203]
trigger2=stateno!=205
trigger2=stateno!=400
trigger2=stateno!=[402,404]
trigger2=stateno!=[600,605]
trigger2=stateno!=[700,701]
trigger2=stateno!=[800,801]
trigger2=stateno!=[803,804]
trigger2=stateno!=[900,901]
trigger2=stateno!=920
trigger2=stateno!=2000
trigger2=stateno!=2200
trigger2=stateno!=[3500,3502]
trigger2=stateno!=[5000,5001]
trigger2=stateno!=[5010,5011]
trigger2=stateno!=5020
trigger2=stateno!=5030
trigger2=stateno!=5035
trigger2=stateno!=5040
trigger2=stateno!=5050
trigger2=stateno!=[5070,5071]
trigger2=stateno!=[5080,5081]
trigger2=stateno!=[5100,5101]
trigger2=stateno!=5110
trigger2=stateno!=5120
trigger2=stateno!=5150
trigger2=stateno!=[5200,5201]
trigger2=stateno!=5210
trigger2=stateno!=5500
trigger2=stateno!=5900 trigger3 = var(22 )
>6;? ... trigger4=enemy(0),alive||enemy(numenemy>1),alive; sysvar (22)>12;13 trigger5=numenemy trigger5=(enemy(0),life>enemy(0),lifemax*0.95)||(enemy(numenemy>1),life>enemy(numenemy>1),lifemax*0.95); trigger5=anim=2211&&animtime=0; sysvar(2)=1
You can just put this code together.
Sources for these 2 codes: https://www.mugenassociation.com/TABLE13/4
Want Crazy Red's %n code?
Red's %n
Want to know how to use the most powerful supernull code that is "Direct Fire?"
This system is a large and highly complex implementation.
Direct Fire represents the highest tier of Super Null behavior. At a sufficient scale, can overwhelm virtually any character. however, this level of power introduces significant stability risks if not handled correctly.
While some characters may not require helpers or variables, this implementation intentionally uses both to maximize control, consistency, and safety. careful adherence to the structure is strongly recommended.
Compared to %n-based systems, Direct Fire builds demand a higher technical skill level and deeper system awareness.
The Direct Fire engine operates through layered defensive and control logic:
State fixation locks the character into controlled execution.
Multiple variables and helpers maintain state integrity.
Self-movement continuously spawns helpers and variables.
This creates a high volume of null triggers.
Nulls interfere directly with the opponent’s life system.
The opponent’s alive state becomes corrupted (e.g., 255 or -2).
A forced KO is finalized.
This chained execution is what delivers overwhelming effectiveness.
This code operates at an inherently high risk level.
Incorrect implementation can destabilize mugen itself, not just the opponent. Crashes, freezes, or forced shutdowns are possible if safeguards are not properly tuned. Thorough testing and controlled deployment are mandatory.
On modern systems, performance impact is typically manageable, but instability should always be treated as a realistic operational risk.
For now, only use defensive codes in the -2 code! Among them, use state fixation methods, not selfstate avoidance methods!
[state -2, death]
type = selfstate
trigger1 = 1
value = 5150
ignorehitpause = 1
Like this and just paste common.cns into the def file!
[statedef 5150]
hitdefpersist=1
[state]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause=1
[state]
type=attackdist
trigger1=1
value=0
ignorehitpause=1
Please put it in exactly like this. And leave about 12 helpers [if you want to kill them more surely, you should leave more than 12] and make the helpers be summoned with the code 5150 And put in several variables.
[state]
type=displaytoclipboard
trigger1=!ishelper
text="alive:%d, lose:%d, numH(1):%d, numH:%d, eH:%d"
params=alive,lose,0,numhelper,enemy,numhelper
ignorehitpause=1
[state]
type=displaytoclipboard
trigger1=!ishelper&&numhelper(89011)
text="alive:%d, lose:%d, var(0):%d, numH:%d, eH:%d"
params=alive,lose,playerid(helper(89011*!!numhelper(89011)),id+numhelper(89011)-1),var(0),numhelper,enemy,numhelper
ignorehitpause=1
You have to use helpers and adjust them to program like this.
[state]
type=selfstate
trigger1=ishelper(89011)
trigger1=id=helper(89011),id+numhelper(89011)-1&&hitpausetime
trigger1=var(0)=4&&roundstate<3+2*!var(3)&&playeridexist(root,id)+numenemy+numpartner
trigger1=var(0):=6
value=5158
persistent=256
ignorehitpause=1
Configure the SelfState as follows:
Helper ID: This can be any number, as long as it matches the helper you previously created.
Variable number: This can also be any value. Choose a number that does not conflict with your existing variables.
Next, adjust the number of null executions inside each state:
In [StateDef 5151] through [StateDef 5162], set the null count to at least 600–1000 per state.
Once configured, use SelfState to transfer execution into those states.
That’s it.
Run a test and verify whether the opponent is defeated. Your own HP does not need to decrease as long as a KO is triggered, the setup is functioning correctly.
This concludes the setup. source: https://www.mugenassociation.com/TABLE36/30
I know some of you are probably wondering why I am taking a good chunk of info from this site. well it is because it is in korean and, it provides a lot of useful info.
If you understand korean you're good, but if you don't it's best to translate when going on the site. they provide a lot of good coding and this is just the tip of the iceberg.
Note: The address for this tutorial's Alive content is for the Windows version. Please adjust the address to 557-560 for RC.
Ensure a high success rate for the technique.
Note 2: Operation of the perpetual principle and freeze super-instant death principle is required.
Ensure a high success rate for the technique.
Note 3: This technique requires operation on units that can perform p2stateno. If they cannot, it is invalid!
Remember, you gotta have a good idea at this point on how to do frozen super instant death throw to understand this.
This is based off of this video tutorial from bililbili
Note 4: If you don't understand chinese, don't have an account, and can't follow because of how BLURRY AF the video is. you can get the HD tutorial here
Kosen stuff (or more accurately spelled "kōsen" / "kosen" in romaji) in the context of MUGEN almost always refers to a Japanese term for extreme "cheap" characters, supernull characters, nuke characters, or engine-crashing exploit characters, basically the most broken, unfair, glitch-abusing creations in the MUGEN scene.
So as you can tell the coding provided in this pack of "kosen" stuff is for authors that like to add deliberate engine-breaking weapons to their chars for example, they consists of the following:
Instantly kill the opponent in 1 frame (or before the match even starts properly)
Freeze/crash MUGEN
Corrupt memory
Exploit WinMUGEN/1.0/1.1 bugs like:
Variable index overflow (var(999999999))
PalNo overflow / tampering
HelperID / ParentID corruption
Statedef -1/-2/-3 overflow loops
%f format string exploit (arbitrary code execution)
DLL search order hijacking (UltraNull style)
Zlib exploit / executable disintegration attempts
The tiers/layers you listed earlier (Alpha → Nu, with things like "Forced Executable Disintegration", "Absolute Freeze", "Helper Obliteration", ".cns Obliteration") are exactly the classification system used in the Japanese/Chinese cheap character scene for ranking these from "basic instant death" up to "full engine nuke / possible process hijack".
Famous examples of "kosen-tier" characters
Infinite Soulabyss (hypernull / top-tier)
Undefined Universe (UU — often uses DLL tricks)
L_Reimu variants
The Will of Hades / Demise / Prison Flame edits
ONI-MIKO-R, Crazy Catastrophe, KillAll (Supernull)
IFEnd (early MessageBox + auto-close exploit)
Various "zlib exploit" or "UltraNull" loaders
Now that you know what it all means..you should now understand If so says "that's some real kosen shit", they mean it's ridiculously broken and unfair even by cheap character standards. (which tbh dont take my word for it i dont even know anyone that really says that only just saying the word cheap lol)
In this category, we'll talk about the type of tech that unfortunately, isn't talked about enough nor, have templates along with explanations on the western side of the mugen community. it has been done many times thru for example defeat challenge characters.
But enough yap, let's get in to what this god tech is about. core "God Tech" in mugen revolves around advanced helper targeting exploits, particularly the "Permanent Target Bug" (永続ターゲットバグ), which enables persistent targeting of opponents' main body (Marking) or helpers (Crosstalk/Konsen/F1 Killer/Chaos). these allow unbreakable invincibility negation, instant kills (nukes), and bypassing defenses like time=0 checks or StateNo guards key to true "god" characters that survive OOTQ (One Opponent To Quit/one-hit kills) metas.
The deepest docs are Japanese blogs/forums with code, diagrams, and WIN/1.0/1.1 specifics far beyond Western copy-paste. Machine translation (DeepL/Google) works well for context if you paste chunks, but study code side-by-side. western side has samples to dissect.
Ziddia Blog (MUGEN Techniques Series) is a Goldmine on this. Technical breakdowns with full code, animations, states is on this blog. The first thing you must know when proceeding is to Set MaxHelpers = 56 in mugen.cfg first.
In Techniques 6: Crosstalk (Konsen): https://ziddia.blog.fc2.com/blog-entry-17.htm0l
They explain how it works: Exploits shared helper table (P1/P2). Spawn your "Target Helper" (sacrifice, ID=350050, Clsn2 hitbox). Crosstalk Helper (ID=350350, Clsn1) hits it for permanent target via HitDef/ReversalDef. Destroy Target Helper → frees slot. Enemy helper spawns there? Auto-targeted forever—no hit needed. Cycle for all 56 slots (Parallel Crosstalk fills table preemptively).
Vuln: Timing races if enemy spawns fast; fix with 28x parallel spawn/occupancy helpers. Enables TargetLifeAdd spam on helpers.
Then in Techniques 5: Marking: https://ziddia.blog.fc2.com/blog-entry-14.html
Permanent target on enemy body (not helpers). Helper uses ReversalDef every tick post-hit to retain target (HitDefs drop it otherwise). Toggle Movetype A→I, NotHitBy(SCA). Dual ReversalDef (acquire + hold). Fails vs no-Clsn1 chars (e.g., Saint-of-Silver); chain HitDef fallback.
Full Series: https://ziddia.blog.fc2.com/blog-category-1.html
Covers Parent Change (helper parenting for var control), Anomalocaris Killer (multi-marking). Download CT_Checker tool from blog for testing.
BUT, then again I was told by FireMassacrE (also another semi-retired mugen cheapie author) that they personally wouldn't recommend ziddia. so if I were you guys, I would take the info with a grain of salt. that being said, let's go thru an actual japanese sources that can assist.
Nicovideo/NicoMUGEN Wiki (JP God Char Lists/Tourneys): https://w.atwiki.jp/niconicomugen/pages/18.html
神キャラ (God Chars) rankings/videos. Dissect winners for code (e.g., de SUGOROKU tourneys). Search ニコニコ動画 for "mugen 神キャラ 解説".
Western Samples (Reverse-Engineer):
Cross Talk Sample KFM: https://mugenarchive.com/forums/downloads.php?do=file&id=71649 (basic Crosstalk demo).
Konsen-X: https://mugenarchive.com/forums/downloads.php?do=file&id=188545 (advanced).
Other than that...
MUGEN Cheap Wiki (Fandom): Has explanations on exploits for "cheap/god" chars as well. although with partial access (some pages block), but still worth looking into for pages explain for example:
There's a mention of crosstalk: Target helper → destroy → enemy helper inherits slot/target.
And..
DEK (Devil's Eye Killer): Captures invincible helpers (e.g., Devil's Eye/ALSIEL palettes). Add StateDef guards: ChangeState if wrong executor → enemy state loop. Use %n Bug/ACE for dynamic StateNo (memory-limited). Inverts for self-protection. Foundation for !Time Defense Penetration (p2stateno=-1 throws bypass time=0).
Main Hub: https://mugen-cheap.fandom.com/wiki/MUGEN_Cheap_Wiki (lists null/killer tech, helpers, god templates).
Now that, we've provided an explanation, along with some mentions of characters you can take. here's what you must know since, this is wayyy different than your typical building of a null..
Study Ziddia #5-6 code → implement simple Marking/Crosstalk on KFM.
Test vs cheap chars (Blood End, Donald-K have konsen).
Chain DEK for helper capture → TargetLifeAdd=-999999 nukes.
Parallel/Parent variants for robustness.
Dissect JP tourney winners (Nico) for full god templates.
Once youv'e gang an understand of this complex tier, you should be able to start making god tier / defeat challange type of characters. as a bonus, here is some middle god templates that you can use for funsies and examine as well.
Middle God Tier Template
Now you're probably wondering, now that we have the explanation, understanding and templates that we can use to make god tech for a mugen char. one has to wonder, how to EDIT mugen char into a god tech type of yknow char..well that's where we take that to the next section.
In this tutorial,
I'll be explaining how to this very edit onto your character (because at this point I don't wanna say the title like 3x lel) let's being.
ASSUMING, you have read how it works (in the previous post) or at least understood it, but don't know where to start with that large amount of information provided. no worries, this is what this tutorial for.
Here's what you'll need:
Your desired character that you want to edit
Fighter Factory (optional, for I recommend using notepad++)
Assuming, you have all of this, let's get started.
But wait before, we do let's explain this template.
This "middle god" template (中間神, intermediate-tier god char) combines Spy Helper (間者ヘルパー) for animation detection/callback kills, Crosstalk/Konsen (混線) for permanent helper targeting, state recording for dynamic p2stateno, infinite proj spam for main body OOTQ, and DEK chains (hijack states -> 375649 suicide). It's WIN compatible (I'm assuming), needs MaxHelpers=56 in mugen.cfg.
Core Flow on what this does:
Infinite pause/supers freeze enemy.
24 konsen pairs occupy slots/positions → ghost targets auto-hit new enemy helpers → TargetLifeAdd nukes or TargetState to your DEK chain (life=0).
Spy (3756) underground detects enemy hitdef anims → scans for Clsn1 proj anim → callback proj forces enemy main to its own kill state (Orochi Killer) or your 375649.
Projs spam full-lifedrain on main.
State recorders pick random enemy states for safe p2stateno in HitDefs/Reversals (avoids guards).
Invisible/invincible, 1-life randomset.
NOW, let's begin.
Prep (Base Char: KFM Recommended):
Set [Info] name = "donald" in info.cns (avoids self-Lifeset=0 in DEK chain).
mugen.cfg: MaxHelpers = 56.
Fighter Factory: Add vars/sysvars if needed (template uses var0-50, sysvar4).
Step 1
Add Animations (air.cns or separate .air) from middle god code (anim)
Paste into air.cns (end). Import blank images (1x1 black) to SFF or use existing.
Step 2
Paste all from "middle god code main.txt" at end:
[StateDef 375649]: God loop (type=C? → treat as A; invisible/SCA inv, spy spawn if helper?, anim record on hitpausetime, 256x Null loop scans self-anims fast for Clsn1 proj → var0=found anim).
Hijack chains (649999,301050,...,2): type=U → ChangeState 375649 (persistent=256) if name!="donald" & !helper → enemy main/helper suicides.
Truncated part: Massive OR trigger for konsen checks (ishelper(714)&&numhelper(914)&&helper(914).numtarget=1 etc.) – enables TargetLifeAdd when pair active.
Step 3
2.cns & -3.cns
Paste full from "middle god code (-2 and -3).txt" at end of each.
Step 4
Test & Debug
Vs KFM: Should freeze, spam invisible projs (life drain), helpers targeted (F1 clipboard: targets=56?).
Crashes? Reduce helpers, check IDs unique.
Vs Donald: Won't kill (name check).
Pitfalls:
WIN only (1.1 fixes bugs).
Copy-paste leaks: Customize IDs/anims.
Anti: HitOverride, no-clsn1, state guards (SelfState name=own).
Vulnerabilities: Fast helper spawn races → more parallel konsen (56 total).
Start with KFM + pastes → add missing → test. For full code, dissect MGC pack (mugenarchive). Dive Ziddia for variants.
That is all! You should now have your very own mugen char turned into a middle god tier at least.
I think with the amount of information presented here..it's time for a bit of a rest stop.
While, we are here. I would like to present you some extra tips assuming you are have went this far into being a mugen cheapie author. if you're still new to everything that's fine these tips will still apply.
So, let's start off with 1...
Tip 1 -
You do not have to follow the crowd. meaning, you do not have to make the 1000th donald edit, touhou edit, kof edit, melty blood edit, etc...you can explore other options that is YOU want. in fact, for example if you love marvel. there's TONS of marvels characters that you can edit. it's interesting because, you can make for example. Spiderman a ultranull or, Iron man a null. pretty neat right? or, you see a pretty cool OC? no problem, edit them to your liking. mugen is free and infinite. you can be creative and your creative can be endless. (although doesn't mean you can make things that people frown upon such as fetish content though especially, if you want people to actually care about your works or if you want your works taken a lil bit seriously)
Tip 2 -
Define success before you start. know what “done” looks like so you don’t spiral into endless feature creep. get a stable v1 out, then optimize. momentum beats polish paralysis.
Tip 3 -
If you are lost on what new concept or, unique idea on what to use on your im assuming not 1000th donald edit, you can take a look at this document here for it gives you some ideas and such. best part is, you make a char with any of ideas, people will be intrigued of your works.
Another, document you can check is here for it's the same thing, but a bit more ideas you can use.
Hi, so in this post I will be providing you guys to a very useful discord for anyone who is in the japanese side of the mugen community or really, anyone who is interested. this server is filled with mugen cheap authors, they also post their characters there as well as well as their other works and coding examples.
So, if you want to go to a rabbit hole and willing to use a translator or you understand japanese to an extent I recommend joining. https://discord.gg/pbsym9zMDJ
Template for DIRECT DEATH (winmugen only)
This tool allows you to activate MUGEN's Instant Death move on operating systems prior to Windows Vista.
Of course, it's useless on operating systems later than Vista.
◆How to Use
If you've used _inmm.dll to replace game music, you can do it the same way.
You can also apply patches using the tool.
Configuration files are completely unrelated, so there's no need to do this.
For _inmm.dll, be sure to copy the correct file.
If you haven't done this before, follow these steps:
1. Place _inmm.dll in the same location as the MUGEN game.
2. Open the MUGEN game with a binary editor.
3. Search for the string WINMM.dll.
4. Rename it to _INMM.dll.
5. Save. (It's a good idea to save it with a different filename just to be safe.)
6. Launch the modified MUGEN and use the debugger or Onimikyo to check if it works.
If the debugger indicates VISTA, you've succeeded.
*As for the binary editor mentioned in ②, if you have a text editor called xyzzy, you can use it to open MUGEN itself with encoding set to Binary and line breaks set to LF, and then perform the same search and edit operations.
◆Tested Features
・OS: Windows 2000 SP4, Windows XP 64-bit
・Version: winmugen-hi.exe (There's also the original version, but these should work too.)
・Debugger Modified
・Demon Priestess Zero (1P/2P Color)
・Demon Priestess Hollow (1P, 2P)
◆Impact on Existing Evil Characters
This feature only intercepts the memory management API call once when MUGEN starts, and then does nothing else until MUGEN is closed, so there should be no impact.
◆Notes
Due to the nature of instant death, it may fail, become unstable, or even crash depending on the number of matches played since launch and the opposing character. Megami Kanna 11P, etc...
Also, when exiting MUGEN, an error dialog box sometimes appears. I've tried everything but it doesn't really affect the game.
◆If it won't start due to a DLL error
Install Visual C++ Runtime 2008 (SP1, 32-bit).
http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=ja
The runtime is SP1 compatible, but if that doesn't work, try this (32-bit, no SP).
http://www.microsoft.com/downloads/details.aspx?familyid=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=ja
This was created using VC2008 because it calls APIs that are also available on Windows 2000.
You can get it here
Pass is: 直死の魔眼
Note: It's a patch for winmugen itself NOT a character
www1.axfc.net/uploader/Sc/so/177718
^Like above though, is a very old direct death test from late 2010 which was meant to showcase direct death on winxp.
Create Thread Test & Def Ptr Test
Made by Shui_gui_chong