It’s Been a Long Time... I Need Help Relearning MUGEN

Can't find a character or stage? Ask here. Don't spam!

Moderator: Moderator

AVGS
Posts: 15
Joined: Sat Jul 16, 2022 1:15 am

It’s Been a Long Time... I Need Help Relearning MUGEN

Post by AVGS »

Hello everyone,

It’s been years since I last worked on anything related to MUGEN. Between personal reasons, losing motivation, and also losing several projects and files I had worked hard on, I slowly drifted away from the community.

Recently I started getting interested in MUGEN again and wanted to come back to it, only to realize that the site and community seem to be nearing their end. That made me want to create something one more time, both to reconnect with something I used to enjoy and to preserve a small piece of it for myself.

To clarify, I still understand the basic side of MUGEN itself, like adding characters, organizing the game, and general setup. The part where I feel completely lost now is the actual character editing and creation side inside Fighter Factory.

I barely remember how aggressor/victim characters worked, how compatibility was handled, how to identify the correct groups, states, animations, and all the technical details involved when modifying old characters or creating new content. Years ago I understood these things perfectly, but now I feel like I’m starting from zero again.

So I wanted to ask if anyone would be willing to help guide me a little while I relearn all of this. Even small explanations or advice about compatibility, states, coding workflow, or Fighter Factory would mean a lot to me.

Thank you very much for reading.
(T^T)
UmbreonLover
Moderator
Moderator
Posts: 469
Joined: Wed Jan 26, 2022 12:03 am

Re: It’s Been a Long Time... I Need Help Relearning MUGEN

Post by UmbreonLover »

AVGS wrote: Sun May 10, 2026 8:45 pm Hello everyone,

It’s been years since I last worked on anything related to MUGEN. Between personal reasons, losing motivation, and also losing several projects and files I had worked hard on, I slowly drifted away from the community.

Recently I started getting interested in MUGEN again and wanted to come back to it, only to realize that the site and community seem to be nearing their end. That made me want to create something one more time, both to reconnect with something I used to enjoy and to preserve a small piece of it for myself.

To clarify, I still understand the basic side of MUGEN itself, like adding characters, organizing the game, and general setup. The part where I feel completely lost now is the actual character editing and creation side inside Fighter Factory.

I barely remember how aggressor/victim characters worked, how compatibility was handled, how to identify the correct groups, states, animations, and all the technical details involved when modifying old characters or creating new content. Years ago I understood these things perfectly, but now I feel like I’m starting from zero again.

So I wanted to ask if anyone would be willing to help guide me a little while I relearn all of this. Even small explanations or advice about compatibility, states, coding workflow, or Fighter Factory would mean a lot to me.

Thank you very much for reading.
(T^T)
In short and quick summary about support or missing sprite...

An aggressor will requires the bottom/victim to have certain group animations, or the sprite group for that animation.

For an example:
Missionary, the aggressor is going to seek inside the victim for the anim group of (12250, 0) up to (12250, X)
If the victim/bottom has it. The animation will be display, and if the sprite are not available . you only see the attacker in missionary.

here are some old tutorial related to the things your aiming for.
Tetchi: viewtopic.php?t=611
Viket: viewtopic.php?t=1141
I visit this forum when I remember I exist!
AVGS
Posts: 15
Joined: Sat Jul 16, 2022 1:15 am

Re: It’s Been a Long Time... I Need Help Relearning MUGEN

Post by AVGS »

UmbreonLover wrote: Sun May 10, 2026 11:32 pm
AVGS wrote: Sun May 10, 2026 8:45 pm Hello everyone,

It’s been years since I last worked on anything related to MUGEN. Between personal reasons, losing motivation, and also losing several projects and files I had worked hard on, I slowly drifted away from the community.

Recently I started getting interested in MUGEN again and wanted to come back to it, only to realize that the site and community seem to be nearing their end. That made me want to create something one more time, both to reconnect with something I used to enjoy and to preserve a small piece of it for myself.

To clarify, I still understand the basic side of MUGEN itself, like adding characters, organizing the game, and general setup. The part where I feel completely lost now is the actual character editing and creation side inside Fighter Factory.

I barely remember how aggressor/victim characters worked, how compatibility was handled, how to identify the correct groups, states, animations, and all the technical details involved when modifying old characters or creating new content. Years ago I understood these things perfectly, but now I feel like I’m starting from zero again.

So I wanted to ask if anyone would be willing to help guide me a little while I relearn all of this. Even small explanations or advice about compatibility, states, coding workflow, or Fighter Factory would mean a lot to me.

Thank you very much for reading.
(T^T)
In short and quick summary about support or missing sprite...

An aggressor will requires the bottom/victim to have certain group animations, or the sprite group for that animation.

For an example:
Missionary, the aggressor is going to seek inside the victim for the anim group of (12250, 0) up to (12250, X)
If the victim/bottom has it. The animation will be display, and if the sprite are not available . you only see the attacker in missionary.

here are some old tutorial related to the things your aiming for.
Tetchi: viewtopic.php?t=611
Viket: viewtopic.php?t=1141
Hello, and thanks in advance.

I’m currently trying to understand how aggressor characters activate victim animations/custom states during interactions in MUGEN.

In this case, I’m referring to the aggressor character “Buta Yaro”.

The move command is:
Down + Z
(or Down + the button assigned to Z in MUGEN controls)

I’ll attach a reference image of the move so it’s clear which interaction I’m referring to.

What I’m specifically trying to learn is:

- How exactly does the aggressor activate the victim animation/state?
- How can I find the exact victim animation number being used?
- How can I identify the victim state number being forced during the interaction?
- Where exactly should I look in Fighter Factory/CNS files to trace this properly?

I’m basically trying to understand the process used by aggressor characters to force victim animations/states during custom interactions.

I’m currently relearning MUGEN/Fighter Factory after being away from it for a long time, so a clear explanation of how to trace this would help me a lot.

Thanks.
Image
MadgearVSShadaloo
Posts: 71
Joined: Sat Jul 29, 2023 8:19 pm

Re: It’s Been a Long Time... I Need Help Relearning MUGEN

Post by MadgearVSShadaloo »

AVGS wrote: Mon May 11, 2026 6:46 am

- How exactly does the aggressor activate the victim animation/state?
- How can I find the exact victim animation number being used?
- How can I identify the victim state number being forced during the interaction?
- Where exactly should I look in Fighter Factory/CNS files to trace this properly?

AM not toutching Butayaro (gross) so a non specific explanation will have to do

1) - How exactly does the aggressor activate the victim animation/state?

Through what are intended as 'throw moves' (grab) the agressor put the victim in a serie of custom states in HIS coded instead of victim code
This is happening through or right after an 'hitdef' type state in the agressor code , that state generally being part of the mentionned grab attack

Further interactions are then happening in parralel in both agressor states and victim custom states, you'll generally want agressor to be able to redirect victim into others custom states, to do that the main tool is the 'targetstate ' type state , but, to use it you need to have maintained a target on the victim , a target is created in the initial hitdef interaction but, is lost if any of the following agressor state stop being an attack state and any of the next victim state stop being an 'hurt' state.

2) - How can I find the exact victim animation number being used?

During gameplay you hit ctrl+ d to open debut (small text) , hitting it again to scroll trough in match entity , maainly and including character
you can thus see agressor current state and animation
For the victim when the state is in yellow in debug it mean victim is in a custom state in the agressor code instead of whithin its own code
When the victim animID is yellow in Debug it means an alternate method (changeanim2 ) is used to animate her , so you'll find that animation in the agressor air file instead of the victim air file.

3)- How can I identify the victim state number being forced during the interaction?

Outside of checking the interaction trough debug with an already compatible victim you could try to find the whole interaction (both states) in the agresor's code
that and obivously knowing what pose has wich animation number in advance so you can schearch those.

4) - Where exactly should I look in Fighter Factory/CNS files to trace this properly?

Inside the Cns/text file (little text button wich say 'state' when you hover over it) , that is were the code is , you can use shcearch ctrl+f in said files to find the statedefs with the value seen in debug or use the same feature to find the animation in the .air file so you can confirm those are the correct ones. Only the number in statedefs matter , the number used in sub-states names is irrelevant and can be anything.
UmbreonLover
Moderator
Moderator
Posts: 469
Joined: Wed Jan 26, 2022 12:03 am

Re: It’s Been a Long Time... I Need Help Relearning MUGEN

Post by UmbreonLover »

Just like MvS said, and for a quick short summary, or as a directory tree structure example of MvS words

Code: Select all

[StateNo XXX]
	| --> HitDef
		IF Sucessful
			| -->	Attacker StateNo XXX
			| -->	Defender StateNo YYY

[Defender StateNo YYY]
	| --> AnimChange
		IF ANIM_FOUND
			| --> Animation
		IF ALT_FOUND
			| --> Alt-Animation

		IF NOT_FOUND
			| -->	AnimChange2
				| --> Animation
Defender is an alt name for victim/bottom, and how to find it faster would be debug mode (Ctrl+D)
In FF (Fighter Factory), you will have to use (Ctrl+F) to find the number, because everyone will set it up differently
I visit this forum when I remember I exist!
AnEvilVisitor
Posts: 6
Joined: Thu Apr 16, 2026 8:25 pm

Re: It’s Been a Long Time... I Need Help Relearning MUGEN

Post by AnEvilVisitor »

AVGS wrote: Mon May 11, 2026 6:46 am What I’m specifically trying to learn is:

- How exactly does the aggressor activate the victim animation/state?
- How can I find the exact victim animation number being used?
- How can I identify the victim state number being forced during the interaction?
- Where exactly should I look in Fighter Factory/CNS files to trace this properly?
So, without looking at the character:

1.
Ignoring the specific details of [input -> attack state -> grab -> grab state]...

The victim is sent to a state within the aggressor's code. The state command responsible for this is the type "TargetState", with the value variable being the state number they're sent to. The victim state is not always in the same CNS file, so you might have to look through all of the aggressor's CNS files.

In that state, the victim usually plays an animation the aggressor has instead of one the victim has. If it was the victim's animation, the aggressor would be stuck at whatever speed the victim's animations are. Instead, the aggressor has an animation they give to the victim. When the victim plays the animation, they use their own sprites, not the aggressors.

Sometimes aggressors do use animations the victim has, but that's rare for the reason above.

2.
Usually what you're looking for is the sprite, not the animation, but you need to find the animation to find the sprites. First you need to locate the aggressor state. As Madgear said, ctrl + D during gameplay will show you the state the aggressor is in t any given time (if you're playing as them). Do a sex attack and record the number it says the aggressor is in. Then find the state in the CMD files. From there find the TargetState command and find the state it sends you to. That should be the victim state and from there locating the animation should be easy.

Alternatively you can try sifting through the animations manually. Most aggressor's victim animations are empty because they don't have any victim sprites themselves.

Once you've found the animations, editing via text (or just looking at the numbers on the left) will show you a group and an ID, like 12550 and 0. Each ID of a group is probably related to the rest of the sprites in a group. You can confirm if it's correct by going to a compatible victim char and looking at the corresponding grouping and index.

3.
See above. Alternatively you could add this into the aggressor's cmd file after the state definition:

[State -1, print]
type = DisplayToClipboard
trigger1 = 1
text = "Enemy current state: %d" ; the %d is replaced with params.
params = enemynear,stateno

With this, you can press ctrl + d and at the bottom left will be the state ID.

4.
If it has sex, maru or H in the title it's probably related. Ctrl + F is also very, very useful.
Post Reply