MUGEN Cheat Sheet
A one-page printable reference for MUGEN file structure, CMD command syntax, CNS state definitions, triggers, controllers and hit detection. Pin it next to your monitor!
A one-page printable reference for MUGEN file structure, CMD command syntax, CNS state definitions, triggers, controllers and hit detection. Pin it next to your monitor!
| .def | Main definition links all other files |
| .cmd | Command inputs for special moves |
| .cns | State/logic constants for the character |
| .air | Animation frame & collision box data |
| .sff | Sprite file all character images |
| .snd | Sound file voice clips & SFX |
Fighter Factory edits all of these together in one project.
; Quarter-circle forward + punch [Command] name = "QCF_P" command = ~D, DF, F, x time = 15 ; Charge back then forward [Command] name = "Charge_F" command = /$B, F, x time = 60
~ means release, /$ means hold for the charge duration.
[StateDef 200] type = S movetype = A physics = S anim = 200 ctrl = 0 velset = 0,0 poweradd = 30 juggle = 3
type: S=stand, C=crouch, A=air. movetype: I=idle, A=attack, H=hit.
| Time | Ticks since state began |
| AnimElem | Current animation element/frame |
| Command | Checks if a CMD input matched |
| StateNo | Current state number |
| Vel X / Vel Y | Current velocity |
| MoveContact | True the frame a hit lands |
[State 200, ChangeState] type = ChangeState trigger1 = Time = 10 value = 0 [State 200, VelSet] type = VelSet trigger1 = Time = 0 x = 3 [State 200, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 1,0
Controllers run actions when their trigger lines evaluate true.
[State 200, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 80,0 guardflag = MA animtype = Light ground.type = High air.type = High sparkno = 0 hitsound = 5,0
HitDef parameters describe damage, what it hits, and how the opponent reacts.
[Begin Action 200] Clsn1: 1 Clsn1[0] = -10,-60,10,0 Clsn2: 1 Clsn2[0] = -8,-58,8,2 0,0, 0,0, 5 0,1, 0,0, 5 0,2, 0,0, 8
Clsn1 = attack box, Clsn2 = vulnerable box. Each animation line is group,image, x,y, time.
; A simple special move: command + state [Command] name = "QCF_P" command = ~D, DF, F, x time = 15 [Statedef -1] [State -1, Fireball] type = ChangeState value = 1000 triggerall = Command = "QCF_P" triggerall = StateNo = [0,199] trigger1 = ctrl [Statedef 1000] type = S movetype = A physics = S anim = 1000 ctrl = 0 [State 1000, HitDef] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 60,0 guardflag = MA [State 1000, Explod] type = Explod trigger1 = AnimElem = 3 anim = 1001 pos = 60,-60 vel = 6,0
A -1 state watches for the CMD input, switches to the move's own state, fires a HitDef on the active frame, and spawns an Explod for the projectile visual.
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