Command List in Fighter Factory?
Moderator: Moderator
Command List in Fighter Factory?
Someone told me you can open characters in Fighter Factory to read their aggressor movelist on the command section. Sorry if this sounds like a dumb question, but how exactly do I get a command out of this text ? Like for example how do I know what the input is for any of these moves from this image? They all have some text I have no clue how to read and understand. https://ibb.co/zCPnQ9t
Re: Command List in Fighter Factory?
Hello.
MUGEN is pure code. You'll never find "graphical cues," like the down arrow, the up arrow, and pressing A. You'll find all of that expressed in code, but it's very easy to read and figure out what it is.
In the image you posted as an example, look in the file with the CMD extension or its equivalent that they've defined as the command file. There, you'll find the command to execute that movement expressed in code, which is in quotes, for example, with the name "godlybent," and so on.
To understand the meaning of the code, I invite you to open the CMD file for the character KFM, the example character created by the owners of MUGEN.
If you have any questions, check that file and all the documentation provided by Elecbyte. You'll find the answers there. If you don't understand anything, please don't hesitate to comment.
MUGEN is pure code. You'll never find "graphical cues," like the down arrow, the up arrow, and pressing A. You'll find all of that expressed in code, but it's very easy to read and figure out what it is.
In the image you posted as an example, look in the file with the CMD extension or its equivalent that they've defined as the command file. There, you'll find the command to execute that movement expressed in code, which is in quotes, for example, with the name "godlybent," and so on.
To understand the meaning of the code, I invite you to open the CMD file for the character KFM, the example character created by the owners of MUGEN.
If you have any questions, check that file and all the documentation provided by Elecbyte. You'll find the answers there. If you don't understand anything, please don't hesitate to comment.
- MadgearVSShadaloo
- Posts: 46
- Joined: Sat Jul 29, 2023 8:19 pm
Re: Command List in Fighter Factory?
FF studio (once you open a character .def) allow you to explore the differente files , the movelist are on a specific Tab called " Commands "
in the image you provided those are regular states
commands (in the command tab) look like this :
[Command]
name = "name-of-the-move";
command = F,D,B,U+X ; there is the actual command , its front then down then back then up + X , so a full lever circle+X
time = 30; this optional part give you a delay in frame to input the complete command.
You usually wont find command in your regular code files , there is code in the command tab , that directly use the command , its way lower down the page and usually set extra conditions for those moves like ' is the character standing when you do it ' and then a direction state into the code files.
in the image you provided those are regular states
commands (in the command tab) look like this :
[Command]
name = "name-of-the-move";
command = F,D,B,U+X ; there is the actual command , its front then down then back then up + X , so a full lever circle+X
time = 30; this optional part give you a delay in frame to input the complete command.
You usually wont find command in your regular code files , there is code in the command tab , that directly use the command , its way lower down the page and usually set extra conditions for those moves like ' is the character standing when you do it ' and then a direction state into the code files.
-
- Posts: 81
- Joined: Sun Feb 16, 2025 6:08 am
Re: Command List in Fighter Factory?
Forgive. It looks to me like you've opened up a .cns file type for a character and are looking at statedefs for their animations. This is not the file type you open to learn the inputs. You are going to want to look for the .cmd file in their folder somewhere. In some cases, it could also be a text file named as a command file. In any case, this is where you can learn about the commands for their moves. However, even looking at that, you'll need to understand that each character has seven buttons to use along with four direction keys in order for moves to work.Arahabaki wrote: ↑Thu Apr 24, 2025 9:53 pm Someone told me you can open characters in Fighter Factory to read their aggressor movelist on the command section. Sorry if this sounds like a dumb question, but how exactly do I get a command out of this text ? Like for example how do I know what the input is for any of these moves from this image? They all have some text I have no clue how to read and understand. https://ibb.co/zCPnQ9t
a, b, c, x, y, z, and start (which is "s"), and then back ("B"), forward ("F"), up ("U"), and down ("D") plus a combination of any of these in order to make moves work depending on what's coded. You'll want to look under each move's commands to learn their key inputs in the character's .cmd file.
What you want to look for in their .cmd file usually looks something like this.
[Command]
name = "blahblahblah"
command = ~D, DF, F, D, DF, F, x
time = 20
It could be all kinds of rhetoric, but this is just an example...
A better explanation below is written probably by Elecbyte.... Warning though, that even with all of this information, some people have characters that seem to follow their own key commands and things, so this info may not work universally. I've seen some strange commands that I've had to edit in order to make it work... Also keep in mind, that if you ever see a " ; " symbol in a file, everything on that same line after that symbol has been ignored by the Mugen engine and becomes useless. Some character commands can be shutoff by using this method. In order to restore the coding, that symbol would have to be deleted. Anyways, even after reading through everything, if you're still having problems, then feel free to post their command list here and we can figure them out together.

---------------------
The CMD file.
1. Command definition
Note: The commands are CASE-SENSITIVE, and so are the command names.
The eight directionals will be read by the Mugen engine as:
B, DB, D, DF, F, UF, U, UB
corresponding to back, down-back, down, down-forward, forward, up-forward, up, up-back
These will always be coded in all CAPS. These are highly recommended to be edited to move the character around, jump, duck, or perform other functions as necessary, otherwise you'll have a disabled character.
The six main symbols will be read by the Mugen engine as:
a, b, c, x, y, z
These will always be coded lower-case. These can be edited on the character to have it do anything desired. Usually though they are used to punch, kick, or use special attacks and other moves.
"Start" will be read by the Mugen engine as:
s
This symbol is always coded lowercase and can be edited to charge power, use moves, attacks, or taunts, depending on how the character is made.
In default keyboard or controller config, "a", "b", and "c" are on the bottom row, and "x", "y", and "z" are on the top row. For 2 button characters, we recommend you use only "a" and "b". These can all be bound to however you like to play your character.
For 6 button characters, it's recommended to use "a", "b", and "c" for kicks and "x", "y", and "z", for punches. But again, you can edit all of these to however you like.
Start can also be free-bound and edited.
Furthermore, it is highly recommended to bind the directional symbols to easy-to-use inputs on a keyboard, or to a directional pad or stick on a controller.
Each [Command] section defines a command that you can use for state entry, as well as in the .CNS file.
The command section should look like:
[Command]
name = some_name
command = the_command
time = time (optional)
buffer.time = time (optional)
"some_name"
A name to give that command. You'll use this name to refer to that command in the state entry, as well as in the .CNS file. It is case- sensitive. QCB_a is NOT the same as Qcb_a or QCB_A, if you want to give your attack or move that name (I wouldn't recommend it).
"command" lists buttons or directions, separated by commas. Each of these buttons or directions are referred to as a "symbol". Each symbol can be bound to a button or key to press either on a controller or a keyboard.
Directionals and symbols can be preceded by special characters, giving them rules. (If the rules aren't met, the character won't use the move or attack.)
slash (/) - means the key must be held down.
egs. command = /D ;hold the down direction
command = /DB, a ;hold down-back while you press a
tilde (~) - to detect key releases
egs. command = ~a ;release the a button
command = ~D, F, a ;release down, then press fwd, then a
If you want to detect "charge moves", you can specify the time the key must be held down for (in game-ticks)
egs. command = ~30a ;hold a for at least 30 ticks, then release
dollar ($) - Direction-only: detects as 4-way directional control (for easier input)
egs. command = $D ;will detect if D, DB or DF is held
command = $B ;will detect if B, DB or UB is held
plus (+) - Main symbols only: simultaneous press
egs. command = a+b ;press a and b at the same time
command = x+y+z ;press x, y and z at the same time
greater-than (>) - means there must be no other keys pressed or released between the previous and the current symbol.
egs. command = a, >~a ;press a and release it without having hit or released any other keys in between
You can combine the symbols:
eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, then press a and b together
Note: Successive direction symbols are always expanded in a manner similar to this example:
command = F, F is expanded when MUGEN reads it, to become equivalent to:
command = F, >~F, >F
It is recommended that for most "motion" commands, eg. quarter-circle-fwd, you start off with a "release direction". This makes the command easier to do.
time (optional)
Time allowed to do the command, given in game-ticks (which is not like real world time, but much shorter). The default value for this is set in the [Defaults] section below. A typical value is 15.
buffer.time (optional)
Time that the command will be buffered for. If the command is done successfully, then it will be valid for this time. The simplest case is to set this to 1. That means that the command is valid only in the same tick it is performed. With a higher value, such as 3 or 4, you can get a "looser" feel to the command. The result is that combos can become easier to do because you can perform the command early. Attacks just as you regain control (eg. from
getting up) also become easier to do. The side effect of this is that the command is continuously asserted, so it will seem as if you had performed the move rapidly in succession during the valid time. To understand this, try setting buffer.time to 30 and hit a fast attack, such as KFM's light punch. The default value for this is set in the [Defaults] section below. This parameter does not affect hold-only commands (eg. /F). It will be assumed to be "1" for those commands.
If you have two or more commands with the same name, all of them will work. You can use it to allow multiple motions for the same move.
Some common commands examples are given below.
[Command] ;Quarter circle forward + x
name = "QCF_x" ;Could be Ryu's Hadoken for example
command = ~D, DF, F, x
[Command] ;Half circle back + a
name = "HCB_a" ;Possibly Sagat's Tiger Knee
command = ~F, DF, D, DB, B, a
[Command] ;Two quarter circles forward + y
name = "2QCF_y" ;You get the idea, right?
command = ~D, DF, F, D, DF, F, y
[Command] ;Tap b rapidly
name = "5b" ;"Possibly starting Chun-Li's lightning kick
command = b, b, b, b, b
time = 30
[Command] ;Charge back, then forward + z
name = "charge_B_F_z"
command = ~60$B, F, z
time = 10
[Command] ;Charge down, then up + c
name = "charge_D_U_c"
command = ~60$D, U, c
time = 10
If you get the idea, then you can edit moves and attacks following this logic to be as difficult or as easy as you want them to be to use, given the limit of the Mugen engine. Also since nearly all operating systems have keyboard input limits, it's recommended to not have moves using too many "+" rules at a time, or the move may not work.
---------------------
You don't necessarily have to look at any of this too deeply, because some of these references are trying to teach how to program input for a character's controls, moves, and other things (even the spicy things). XD For what you're looking for, is just the commands and input commands, and to understand what the controls mean for the "command =" line. Just know that they are all controlled in the .cmd file and thus there can be edited for all the player's inputs. I hope all of this information helps.

Re: Command List in Fighter Factory?
Oh man sorry for the late reply I stopped looking at the forum for a while. Thanks a lot for all the info I'll look into it and try to figure it out based on what you said <3