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Everything posted by ・yoonybin・
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Mugen Version: WINMUGEN/IKEMEN/1.0 (Can't get him to work on 1.1) Status: Available Was worked on but discontinued by: NAS Continued and released by: me A bit of backstory on this one. NAS was a person who created amazing stages for MUGEN and primarily IKEMEN. As of 10/15/2025, he stated that he had deleted all of his works due to the toxicity of the MUGEN community (basically, dude crashed out and never looked back). I was devastated by it, because his works are amazing, sure you can still access his stages on ak1, MFFA and, in this video here. However, this character was the one he was working on to look very accurate and be very brutal. He had shown previews of it, but it had only had previews and never been released, and it is now officially deleted. I decided to take the initiative to finish where he left off to honor him and, to of course keep this version of souther alive for this souther was also his main as well to use in Ikemen battles. Now that I was able to accomplish that here are the stats: - Full auto-guard and counter behavior - Universal burst and retaliation system - Passive HP regeneration - Constant full power and control recovery - Brutal AI pressure and reactive defense This character is designed for God-tier/cheapie tier matches and is not intended for balanced gameplay. ----------------------------------- REQUIREMENTS: - Run on M.U.G.E.N 1.0 or Ikemen GO - Do not use with M.U.G.E.N 1.1b (character will not function properly) - Ensure AI level is enabled to activate counter logic
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Oni Kazuya Mishima Mugen Version: 1.0/1.1/IKEMEN Status: Available Tribute for? NAS NAS was known for having the characters Kazuya and Jin from Tekken as one of his 3 mains in Ikemen / MUGEN. This version of Kazuya is to replicate NAS's movements/strategies he uses in his battles/battle clips. so, meaning this version has brutal AI, crazy counters, and overall, would be considered nearly God (神) but fits more in the Mad/Crazy (狂) tier; therefore, that is why this version has "Oni" in it for he is DEMONIC in these matches. These originate by TEA2 but were edited by me. He even has a 12th palette in which he is monochrome (basically dark version of himself) and he's officially god tier in that palette.
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In this section, I dedicate it to assist based "characters." I call them "characters" because I honestly do not know what else to call them. they are there to assist, the player. they function similar to sad/funny assist but in their own different ways. That being said, if you are one of those people who wanted to see more assist-type "characters," this is the category/section for you. you can all thank my friend JaaShooUhh for the idea of expanding assists for characters. Enjoy this category. Note: most of them for Winmugen because it's very easy to exploit and it's very accurate for it. there will be a 1.0/1.1b version soon for most of these but they are a bit tricky so enjoy this for now (if you're a Winmugen enjoyer, it should be no problem). If you have no idea how this works, let me provide instructions: Assist characters work as follows. you go into your mugen, choose simul, get the character you want to have the assist (ie. donald, akuma, etc..) then, for the 2nd character, you choose the assist character for example, "sad assist" or "clone assist". Choose your opponent and boom now, it operates by assisting the character with it's main function. Here are the following assists that are here and a W.I.P: Clone Assist Size Assist Cheat Assist Revive Assist and, Resistance Assist More information on them is on my website: https://sites.google.com/view/mikazukithemugenitecreations/assists?authuser=0
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Status: Available Versoin: 1.0/1.1b An upgraded version of the original Uroboros that can now survive the likes of high AI level tournaments. • Permanent invulnerability and auto-regeneration • Full immunity to all hit types and reversal-based attacks • Round tracker helper logic (Round 1 vs later-round finisher logic) • Absolute round finishers (Obliterator, Obliterator2, Obliterator3) • %n bug simulation (safe overflow-based finisher) • Constant overflow var writes and full-field kill HitDefs • Infinite power and noKO assertions • Persistent watchdog helper that repairs her health on death • Compatible across M.U.G.E.N 1.0 / 1.1b • Watchdog (9900): Repairs life when 0 HP is reached. • RoundTrack (9970): Tracks and counts round phases. • Obliterator (9980): Executes finisher sequence after round 1. • Obliterator2 (8998): Secondary overflow finisher. • Obliterator3 (8996): Tertiary overflow finisher. Uroboros regenerates to maximum instantly if hurt, keeps her power maxed, and nullifies all incoming attacks. When an enemy is alive, she injects massive overflow damage and variable corruption through simulated %n-style overwrites, forcing opponents into fatal states every frame. Her AI continuously triggers kill states, spawns Obliterator helpers, and maintains absolute control of the round until the match engine ceases.
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Status: Available Version: 1.0/1.1b (WinMugen optional because he's weaker on there I think) A brutal AI + low null tier edit of Hyper Akuma Overlord, upgraded with both classic null defenses and modern exploit-tier kill mechanics. He combines absolute immunity (no flinch, infinite life/power, absolute guard) with two forms of instant kill: Direct Death (直死): Directly forces the opponent’s life to zero every tick. (but not a guarantee) Forced Freeze Direct Death (強制冻结直死): Locks the opponent in place with Pause/SuperPause while setting their life to zero. (also not a guarantee) On top of this, he spams 20 unique kill-helpers per frame with varied IDs/positions/ownpal to overwhelm reflect and shield systems like Akuma X’s. (he still couldn't defeat him btw so take it with a grain of salt) Also his palette is completely different from the original he is the shin akuma version rather than the original before.
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Status: Available Version: 1.X An old school and somewhat beloved cheapie has made his return to the M.U.G.E.N scene and yes, he’s still pretty funny too. But don’t let the laughs fool you: this version has been upgraded to survive against today’s monsters. F1, F2, reversals, lifemax tamper, instant death gimmicks. all that’s been patched up. He’s rocking absolute guard, no flinch, life lock, null anchors, and even some wild aura effects just for style. If you remember the chaos he caused back in the day, this release is that same chaotic energy brought up to modern cheapie standards. He’s here to troll, to survive, and to remind everybody why Hastur was such a name in the first place. AI: Relentless, spam-heavy, unpredictable Defense: Absolute Guard, No Flinch, Life Lock, F1/F2 Immunity, Anti-Lifemax Tamper, Anti-Reversal, Anti-Custom State Offense: Soul Erasure chances, Aura spam, Helper pressure, Reality Bubble asserts Weaknesses: Any character able to bypass his defenses tbh.
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Status: Available Version: WinMugen, 1.0/1.1b This old school cheapie is now all oni mikos in ONE. this can now survive the likes of modern-day cheapies as well since they are more advanced. just like Supreme Hige and Rare Akuma - ETERNAL I put in my absolute ALL into this character, for this does actually use an exploit. she is more stronger in WinMugen though and a little bit in 1.1b other than that. here's the details: Oni Miko is fully immune, erases enemies on hit, and passively forces invalid states until even the toughest (WinMUGEN & 1.1b) fall. She may still swing a little after the fight, but once her exploit fires, the opponent is already gone. it's best to give the character a go yourself. she isn't undefeatable btw. wish she was but yeah have fun.
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Status: Available Mugen Version: 1.0/1.1b Another character I love and been into the anime he is from (Reincarnated as a Slime) for a long time, that I've edited to be realistic and accurate. on top of that, realistically, he should be considered a cheapie even after anyone has read the manga and watched the show. Let me explain/provide info on his stats/changes that are made to be a lil more accurate. he has: 1. Core Teleport / Mobility Moves Teleport (瞬間移動) → Basic vanish/instant movement. Code: A fast PosSet with afterimages + sound effect. Time Warp (時空間跳躍) → Could work as a super move: rewinds both fighters to earlier PosX/PosY with life reset (fake time rewind). Gravity Flight (重力飛行) → Implement as constant hover/jump float (VelSet overrides). 2. Offensive Skills Black Flame / Black Thunder → Black Flame-Thunder → Make this Rimuru’s “signature” special. Combination fire/lightning projectile (bind Explod effects together). Flame / Water / Gravity Manipulation → You don’t need separate skills. Implement them as variations of projectiles/supers: Water Blade = multi-hit projectile. Gravity = suction effect (negative velocity on opponent). Flame = AoE explosion super. Voice Cannon (声震砲) → A fullscreen beam, later absorbed into Uriel, so treat it as a Lv.2 super. 3. Defensive & Passive Traits Abnormal Condition Nullification / Pain Nullification / Natural Effects Nullification → Translate these into immunities: Immune to poison states, dizzy states, guard crush (state controllers). No shake/flinch on low-damage hits. Physical / Spiritual Attack Nullification → Implement as ultra-high defense or custom hit override. I bundle them under “Immunity.” + immunity to most cheapies as well. 4. Clones & Helpers Body Double / Enhanced Body Double → Create Helpers that mimic basic attacks. Separation / Synthesis → This is more lore, but basically he summons a helper, then reabsorbs it (LifeAdd, PowerAdd). 5. Prediction / Control Skills Future Attack Prediction → Hard to simulate directly, but I made it to that rimuru automatically counters an attack constantly. Coercion (Haki) → Screen-shake stun aura that drains the opponent’s Power. Paralyzing / Poison Breath → Could be short-range projectiles (but lore says stored, so maybe optional EX moves). Note: he's full-sized, so don't be deceived by this image.
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Status: Available Mugen Version: 1.0/1.1b Saiki Kusuo is a now more lore accurate for he is a technical psychic fighter built for explosive combos, high-speed counterplay, and stylish super finishes. His gameplay emphasizes precision timing and layered defense with his unique psychic reversal system. Full Power Mode – Instant 3-level energy with infinite regeneration. Psychic Guard System – Smart NotHitBy states that repel cheap attacks. Regeneration Passive – Auto-healing over time when below max HP. Anti-F1 & Anti-Cheat Logic – Character cannot be forcefully killed or glitched by external KO scripts. Custom Super FX – Enhanced special effects on super moves and reversals. Debug Clean – All major “Out of Range” or state ID errors resolved. Compatibility Tested – Runs cleanly against high-power characters and boss-type fighters. Note: he's bigger than this image and he's normal-sized. the only thing is that, he also has an issue where after the match ends he still attacks. so have to fix that issue..
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Status: Available Mugen Version: 1.0/1.1b I actually had no intention to, edit JUS characters because I am really just neutral on them and prefer to edit more underrated to popular things. within mugen but, I noticed when playing this ainz on a random day it was not accurate to the anime he's from which is Overlord stat wise. I've been a fan of Overlord for 3 years and counting. so... let me explain what I put in this edit: - He is 177 centimeters. so made him similar to that since there is bigger JUS characters that do exist. I noticed, there's no stats relating to his overlord/racial class skill so this was added: Arcane Vision / See Invisibility → Give Ainz permanent AssertSpecial noFG or a “detect” helper that cancels invisibility effects. Elemental Immunities (Acid, Ice, Electric) → Just code them like IgnoreHitPause + HitOverride for those attributes. Physical Immunities (below lvl 60) → Implement as HitOverride + damage reduction scaling; you can map "lvl < 60" to weak/basic attacks. Critical Hit / Status / Death Immunities → F1/F2/F3 kill prevention, NotHitBy for instant KOs. Fire Vulnerability → Balance trait: double damage taken from fire-element states. Low Tier (Skeletons, Zombies, Elder Liches, etc.) → Create multiple weak helper summons (exploding bones, skeletons with hitboxes). Middle Tier (Death Knight, Soul Eater, Corpse Collector) → Helpers with heavy armor properties, used sparingly (like once per round). High Tier (Eternal Death, Eyeball Corpse) → One big helper summon per match (acts like a tag partner or boss assist). Undead Domination / Control → Can hijack enemy helpers (rewrite them as his own helpers if feasible). Despair Aura I–V → Scale effects: I: Chance to reduce stats (attack/defense down). II: Chance to force AI “run away.” III: Random ChangeState to idle (confusion). IV: Random self-hit / disable input (insanity). V: Rare instant death trigger (like a 1% auto-KO aura). These can be a passive aura helper coded with HitDef + low damage + state changes. Negative Energy Touch → A grab or counter special that drains life. Status Damage IV → Specials that inflict poison, stun, or slow. Black Halo / Dark Soul → Could be hyper-level dark-element beams or area slashes. Instant Death Magic Enhancement → His strongest hypers have a chance to bypass block or outright kill. Recover by Negative Energy → Heal when hitting living opponents (lifeadd on successful hit). Undead Blessing / Protection / Resistances → Just layered immunities. Slashing / Piercing Resist V → Reduced damage from basic melee hitdefs. Bludgeoning Vulnerability → Bonus damage if attacked with blunt-type moves (you can simulate via attr=SA/HA checks). note: he's bigger than what this image is showing.
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Status: Available Mugen Version: 1.0/1.1b Yes, you read the title right, lore accurate arceus (well more like realistic arceus) to fit mugen's standards because really he is a GOD pokemon, therefore he would be classified as a cheapie in mugen terms. so just like I did with ainz and rimuru this divine pokemon is the same. stats and attacks and much more are now more accurate and realistic...for now they have the following: Possesses infinite life regeneration, maximum defense, and unbreakable resistance to all forms of damage. His life is set at 9999, attack and defense at 999, and his power remains constant at 9999 thanks to an endless PowerAdd loop. He cannot flinch, take real damage, or be defeated by any conventional means. The character features fall immunity, constant regeneration, and engine-safe guard properties that block every form of projectile, reversal, or grab. Even forced KO attempts such as F1, F2, F3, or debug kills are automatically negated by built-in engine-level assertions. His moveset combines canon Pokémon techniques with divine, cheap-tier logic. Judgment (↓ ↘ → + A) releases a divine beam that annihilates mortals instantly. Perish Song (↓ ↙ ← + A) sets a universal death timer, causing all opponents to collapse after a short countdown. Recover (↓ ↓ + A) restores Arceus’s health to maximum and cleanses all variable or state tampering. Calm Mind (↓ ↙ ← + B) raises Arceus’s power and regeneration, creating a stacking buff. Extreme Speed (→ ↓ ↘ + B) allows him to dash forward with invincible momentum. Cosmic Power (↓ ↓ + B) multiplies attack and defense while healing one-quarter of his total life. Earth Power (↓ ↘ → + X) creates a quake of divine energy that knocks enemies skyward. Finally, Undefined Universe (↓ ↘ → + Z) performs the ultimate act of divine judgment, resetting reality and erasing the opponent entirely. At the heart of this build lies the Anti-Cheap Watchdog Core, a complex defensive system that protects Arceus from almost every major cheap-tier exploit. It blocks instant-death projectiles, reversals, and hitdefs, prevents life overflow or underflow attacks, stops alive-value tampering, and restores corrupted variables. (NOTE: These are not a guarantee since there are cheapies nowadays that bypass this so don't think they are fully unstoppable since let's be fr every cheapie got a weakness) Each time a protection mechanism activates, it increases a counter variable (var(99)); if multiple attacks occur in succession, Arceus automatically enters his Recover state to restore balance. Debug mode provides aura flashes and sound effects whenever a defense activates, helping you track which protection fired during testing. All of this is fully compatible with both M.U.G.E.N 1.0 and 1.1b and contains no invalid controllers or malformed triggers. Update (10/14/2025):Added the option to toggle AI off. since, there wasn't this option in the first place it causes the character to operate on it's own.
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Status: AVAILABLE Version: WINMUGEN ONLY This infamous cheapie that is known for instigating the cheapie war is now back but more dangerous than ever. this idea came from a friend of mine named JaaShooUhh. and what idea that might be? well, that an edit of A-Bomb that has all (in this case most) layers of infinite soulabyss triggered all in one. and well, here it is. and it's WINMUGEN ONLY because, winmugen is more forgiving towards chaotic cheapies such as these. So yes this edit has all layers in one... Except for the LAST layer. for it literally tampers with character files which can conflict heavily with the other layers. so, this version of A-bomb only has infinite soulabyss layers I to V. the next version of A-Bomb which will be Abyss A-Bomb (aka Infinite A-Bomb v2) will have only the last layer. But until then, enjoy for it has obviously the following: Layer I Big Damage Projectile (大伤害proj): A simple projectile that attacks the enemy with maximum damage. Big Damage Reversaldef (大伤害当身): A simple ReversalDef that, if successful, will attempt to kill the opponent through deadly poison (a TargetLifeAdd). Despite its name, doesn't actually deal any damage. Big Damage Hitdef (大伤害hitdef): A simple HitDef that attacks the enemy with maximum damage; can be reversed. Fall Instant Death (落下即死): A projectile that, instead of dealing maximum damage, deals maximum fall damage. If the opponent branches to a state with the HitFallDamage controller (such as the 5100 and 5110 common stattes), they should die instantly. Instant Death Throw (即死投): will send the opponent to a custom state using a projectile with the p2stateno parameter and set their life to 0 within the custom state. Recovery Overflow Instant Death Throw (过量回复型即死投): Same as Instant Death Throw but, in this case, will use the LifeAdd sctrl with the maximum positive value to overflow the enemy's life. Layer II Ultra Instant Death Throw (超即死投): A strengthened version of Instant Death Throw that causes the opponent to execute a HitDef to give them hitpausetime before using Null Overflow to set their alive value to 0. Ultra Instant Death Reversaldef (超即死当身): A strengthened version of Instant Death Reversaldef that gives the opponent hitpausetime on success. Uses the same technique as the above otherwise. PalNo Tampering Ultra Instant Death Throw (P数弄超即死投): Same as Ultra Instant Death Throw, but will also set the opponent's palno to 1 after hitpausetime is obtained. Variable Tampering Throw (变数弄投): Instead of setting the opponent's life to 0 within the custom state as per other instances of the Instant Death Throw, will instead tamper the variables of whatever is in the custom state, as well as its parent, if it's a helper. System-Inclusive Variable Tampering Throw (sys系含变数弄投): Same as Variable Tampering Throw, but will also tamper system variables. Impersonating Ultra Instant Death Throw (伪装超即死投): Same as Ultra Instant Death Throw, but 's life will also be set to 1... but due to a programming error, the life impersonation actually does nothing. Layer III Forced F1 (强制F1): will be forcibly set the enemy's life at 0, as the F1 key does. Forced Large Damage (强制大伤害): will forcibly assign maximum damage to the enemy and a hurt state without attacking them. Forced Fall (强制落下): will forcibly assign maximum fall damage to the enemy and put them into a common HitFallDamage state (5100,5110). Forced Instant Death Throw (强制即死投): will forcibly send the enemy to its Instant Death state to attempt to kill them instantly through a LifeSet. Forced Ultra Instant Death Throw (强制超即死投): will forcibly send the enemy to its Ultra Instant Death state with hitpausetime to attempt to kill them instantly through Null Overflow. Forced PalNo Tampering Ultra Instant Death Throw (强制P数弄超即死投): will forcibly send the enemy to its Palno Tampering Ultra Instant Death state with hitpausetime to attempt to kill them instantly through Null Overflow. Layer IV Forced Lifemax Tampering (强制lifemax弄): will change the enemy’s maximum life to a negative number to break through NoKO conditions involving life=0. Forced Enemy Variable Tampering (强制敌本体变数弄): will forcibly tamper the enemy's variables in an attempt to kill opponents that rely on variables for life processing. Forced Helper Variable Tampering (强制敌援护变数弄): Same as Forced Enemy Variable Tampering, but it affects the enemy's helpers, not the enemy themself. Forced Enemy System-Inclusive Variable Tampering (强制敌本体sys系含变数弄): Same as Forced Enemy Variable Tampering, but includes the enemy's system variables as well. Forced Helper System-Inclusive Variable Tampering (强制敌援护sys系含变数弄): Same as Forced Helper Variable Tampering, but includes the affected helpers' system variables as well. Forced PalNo Tampering (强制P数变更): will forcibly change the enemy's PalNo to a random value between 1 and 11. This is to weaken or instantly kill the enemy; some cheap characters have certain palettes that commit suicide. Layer V Forced HelperID Tampering (强制敌援护ID变更): will tamper the enemy helpers' helperID value in an attempt to prevent certain branching conditions from activating. Forced Helper Deletion (强制敌援护抹消): will delete all of the enemy's helpers in an attempt to prevent unconditional helper NoKO from executing. Direct Death (直死): will forcibly set the enemy’s alive to 0. Forced Freeze Direct Death (强制冻结直死): will freeze the enemy using the isFrozen flag and Pause/SuperPause while setting the enemy's alive to 0. Forced NoKO Deletion (强制NOKO解除): will attempt to de-assert the NoKO flag while setting the enemy's alive value to 0. Forced Helper Freezing (敌援护强制冻结): will freeze the enemy's helpers while setting the enemy's alive value to 0. That is all. enjoy. I wish anyone luck to whatever character you try this on because, one thing for sure this is definitely one of my strongest edits / creations in my portfolio. If your character somehow survives this one, you are indeed blessed. I have tested them again dark nirvana s (a lowkey supernull) and they won. so do what you can. think of him a test defense character or whatever. don't expect perfection.
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Status: Available Version: 1.0/1.1 (Originally Winmugen) Desc: A joke char… with depth. Anti-JUS Form Sora is based on old-school KH chibi Sora (WinMUGEN era) and plays off the community meme about hating JUS characters. Vs Normal opponents: Invincible cheapie with unblockable chip damage, shadow clone spam, and a rare OHKO finisher. Vs JUS Opponents: Activates Anti-Form → freezes helpers, drains lifemax, and wipes them out fast. Extra: Stacked with immunity (F1/F2, reversals, most cheap-kills), but still not invincible he won’t survive things like Spatial Rift. This is a parody release, but still layered enough to be fun for brutal AI tests and meme matches. ---------- Update as of 09/20/2025 Fixed spazzing opponents after KO – Added a global failsafe + cleanup state that automatically releases binds when enemies are defeated. Removed unstable code – Stripped out Time Freeze, Enemy Freeze, Timer Lock, and Slow Motion (all 1.0+ only or unsafe). Ensured KO safety – Opponents now fall into proper death animations instead of staying locked. Stable across WinMUGEN & 1.X – All controllers double-checked for compatibility.
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Status: Available Mugen ver: 1.0/1.1 Tier: HEAVY BRUTAL AI + NULL Info? SUPER CENA IS HERE! since this has never been done in mugen I decide to step up myself and finally do it! if you are a wrestling fan, then you should already know what super cena is and means. but if you don't, it basically is a call back or a reference within the wwe community in how busted cena is in WWE aka meaning this dude has max power, immense speed, absolute no hit boxes, is immune to some of spatial rift tiers, attack boost, defense boost, and so much more it is honestly best you give him a go and see how crazy he can be. since, we are currently on Cena's retirement tour in WWE. he is busted with him spamming the same moves fr I decided to show my tribute by making a edit of his fiction fight self to be accurate aka SUPER. this is for funsies and, as you can tell I do love cena and appreciate him since I was a kid so this was a great and fun character to work on and hope any wwe/wrestling fans appreciate this character on their roster.
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Status: Available Mugen ver: 1.0/1.1 Tier: HEAVILY BRUTAL AI (no surprise there) Info? This one is for the wrestling fans, this version of rhea is an edit of fiction fight's Rhea Ripley to be more accurate. meaning, she is pushed (in wrestling terms, promoted as a top star) to the point where she is unstoppable, auto max power, insane AI, inconsistent hit boxes, and unpredictable specials. this is to sorta reference how heavily pushed she is in WWE lol so if you get it you get it. she is basically cracked out busted. BUT, this is also in no way to disrespect her. this is just a more accurate version of her that I think is more suitable and is definitely roster worthy. I love rhea she is one of my favorite top 5 current day wwe women wrestlers.
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Status: Available Version: 1.0/1.1 (can work for WINMUGEN TOO) Tier: BRUTAL AI RYUKO2nd EX was originally created and edited behind the scenes as a benchmark opponent for testing brutal AI fighters. While she has code intended for god-mode style immunity, this does not function fully in practice. Despite this, she remains a powerful and brutal character, capable of standing up to heavy AI opponents and serving as a reliable test wall in survival matches. ------------------------------------------- Core Features - Max power (always fights at 3000). - Attack boost (3.5x global damage multiplier). - Resilient against many forms of punishment, though not completely immune. - Designed specifically as a test boss for brutal AI characters. - Functions cleanly in WinMUGEN/pre-1.0 builds. ------------------------------------------- Playstyle RYUKO2nd EX is built for chaos and stress testing. She keeps her power topped off, hits extremely hard, and can survive long enough to make her a true benchmark opponent. She is not invincible, but her brutal attack boost ensures she is still a major threat in extended battles. She is also one of my personal AI benchmark characters, used to test and refine brutal AI edits before release.
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Status: Available Mugen Version: WINMUGEN & 1.X (1.0/1.1) Overview: classRE has been reforged into a cheapie-class powerhouse designed to overwhelm even the strongest rosters. This version combines Brutal AI aggression with Null-tier exploits and unique defensive mechanics, making her nearly impossible to defeat by standard means. Features: - Brutal AI Core – CPU spams her most dangerous supers relentlessly, never idling. - OHKO Special (Auto/Manual) – Instant-KO attack that the AI will abuse, while still being player-accessible. - Immortal Mechanics – Infinite power, HP regeneration, and permanent afterimage aura. - Evade & Counter – Automatic teleport + OHKO retaliation when struck. - No Hitboxes Mode – She cannot be hit under normal conditions, forcing opponents to rely on other cheapies. Commands - Standard moves, supers, and hypers are intact. - OHKO Attack is triggered automatically by AI; can be bound manually if desired.
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Status: AVAILABLE Mugen Version: 1.X ONLY Tier: Null Info? She believes you are the flesh that maggots adore! Holy Rudra is a more holy and cheap version of the Original Stella Rudra she embodies twisted divinity she views mortals as nothing but “flesh that maggots adore.” This release is designed as a two-phase Null boss fight, so here's some information: - Round 1: Brutal AI with relentless special spam, max power, invulnerability, and regeneration. - Round 2 (if she loses once): Activates Ultra Direct Death (超直死) → every move becomes a thread-severing instant kill. Constant teleportation makes escape nearly impossible. - **Defense Core:** Complete invulnerability to damage, projectiles, throws, and reversals. - **Max Power:** Always starts and remains at 3000 power. - **Regeneration:** Passive healing aura, plus emergency regen near death. - **Special Spam:** AI relentlessly uses specials and supers in Round 1. - **Ultra Direct Death (超直死):** In Round 2, every attack is a guaranteed kill (life = 0, bypasses NoKO). - **Constant Teleportation:** Erratic movement across the stage; in Round 2, teleports behind opponent for deadly kills. - **Failsafe Reset:** If she ever tries to act after match end, she snaps back to idle. - **Visual Aura & Flash Effects:** AfterImage glow aura, stronger in Round 2; custom flash/flicker on Ultra Direct Death. - Designed as a **cheap boss character** → not intended for balanced play. - Can handle SOME **Null / Supernull / Hypernull opponents**. - **Normals + specials** connect properly (not disabled by defense). - AI will transform into “Thread-Killer Mode” automatically after first defeat.
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Status: AVAILABLE Mugen Version: 1.X ONLY Tier: Null Light Purple Dream is a boss-style edit created as an experiment in null-tier defenses and brutal AI. While he has life/power locks, self-escape logic, and Omega escalation, he fails against true null gods like Infinite SoulAbyss and does not survive ISA's first layer. Author's note: This is actually a fusion of murochi / purple dream because the original purple dream had suicide code, yes code where I GUESS if you were to add more code or edit the character it would kill itself in every round. I tried to find a fix but it was impossible. so the person who created purple dream originally just didn't want anyone to I guess make the character stronger and more unqiue very unforunate. so had to get murochi and do a swap/combine the two. you'll notice it visually with the game play. Let's continue... - Always full life and max power - Teleport-heavy brutal AI - KO finisher logic - NotHitBy vs standard attacks - Escape logic for some throws/custom states - Helper core (9999) for erasure support - Fails against Infinite SoulAbyss (Layer I) - Vulnerable to advanced grabs and forced state hacks - Omega escalation is not reliable - More of a boss AI than a real null survivor - Play him as a boss character for mid-tier cheapies - Works best as a fun AI opponent, not a serious null counter - Expect spectacle, not perfect survivals
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Status: Available Version: 1.1 ONLY Tier: Null Light Kulou is the “Light” counterpart to the original Kulou, rebuilt into an ISA-class test fighter. Stronger than the original, he embodies a mix of Ultra Direct Death offense and layered anti-null / anti-postman defense. He is designed for brutal test battles and high-tier cheapie matchups, yet still acknowledges the limits of what can be protected against. ----------------------------------------------------- Core Features ● Ultra Direct Death (超直死) - Activates at the start of each round. - Forces opponent’s alive value to 0. - Visualized by his intro screen flash & aura. - Always running in the background. ● Phase 2 Kill Failsafe - If the opponent somehow resists Ultra Direct Death, Kulou executes Forced Authorname Modification (强制作者名变更) to bypass defenses tied to name/author checks. ● Auto-Regen - Constant health recovery every tick. - Cannot be drained through normal damage. ● Chaos Aura & Visual Overload - Screen flashes, palette distortions, and FX emphasize ISA dominance. ● Projectile Flood Core - Dummy state blast tied to Kulou’s body for added pressure and flair. ----------------------------------------------------- Anti-ISA / Anti-Postman Protections Light Kulou resists many known ISA and Postman-tier methods, including: - Ultra Direct Death (超直死) from opponents - Absolute Freeze (绝对冻结) - Forced F1 kills (life=0) - Direct Death (直死) - Fall Instant Death (5100/5110 common states) - PalNo tampering (palette swaps used for suicide triggers) - Variable tampering (enemy/system vars) - Helper deletion/freezing attacks Kulou also includes hidden “Core Helpers” (states 777 and 778). These immortal helpers constantly respawn, protecting him against Postman-tier techniques that target helpers for deletion. ----------------------------------------------------- Important Disclaimer Light Kulou is *not* guaranteed to be 100% immune. While he resists most known ISA / Null / Postman-tier attacks, there are edge cases and specialized characters that can bypass even these protections. Use him as a high-end test fighter, not as an absolutely unbreakable solution. Update as of 09/20/2025: Light Kulou has been updated since it's been reported he was neck and neck with his original version which should not be a thing since he has specials that contain Ultra Direct Death (超直死) and Forced Authorname Modification (强制作者名变更) Other than that, he nows has the following: If somehow the enemy survives, Kulou triggers a Final Special that chains: - !time Penetration → forces enemy into Invalid State (9001). - PalNo Tampering Throw → scrambles palettes. - Variable Tampering Throw → randomizes enemy vars/fvars. - Sys-Inclusive Tamper → corrupts system vars. - Gametime Penetration → bypasses gametime defenses, sets Life = 0.
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Status: Available Version: 1.0/1.1 Tier: Brutal AI Light Shizuru has been transformed into an unstoppable Heavy Brutal Boss. This version does not rely on Null-tier exploits, but instead leverages unique survivability mechanics and oppressive energy-based abilities to stand out as a tournament-ready, chaos-inducing powerhouse. He is designed to be as relentless as possible while still functioning cleanly in pre-1.0 M.U.G.E.N builds. Core Features - Always fights at MAX Power (3000). - Enlarged hitboxes for brutal pressure and consistent connections. - Heal-on-hit mechanic (life steal style). - Energy Drain Aura: drains opponent’s power when standing near them. - Revenge Damage: hitting Shizuru causes the attacker to lose HP. - Death-Trigger Super: when reduced to 0 HP, he auto-fires his strongest super before going down. - Retains his original aggressive AI, enhanced with boss-like powers. Playstyle Light Shizuru thrives as a boss-tier character who constantly pressures opponents. With life-steal on every hit, power-draining aura, and backlash damage, he punishes both defensive and offensive strategies. His death-trigger super ensures that even when cornered, he remains a threat until his last breath.
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Status: Available Tier: Null Mugen Ver: 1.0/1.1 Light Flandre Scarlet enters the battlefield as one of the most dangerous OverKILL characters ever created. She is designed to end fights instantly, cutting through defenses with escalating kill moves that leave no room for survival. Abilities Round Start OHKO: the match begins, and her first act is an immediate attempt to erase her opponent’s life bar. PalNo Tampering Death Throw: if her enemy resists, she triggers a 10-second failsafe that forces their defeat. Forced Freeze Death: Should resistance continue, after 15 seconds she freezes the entire battle and ends it in a cold, absolute finish. Design Philosophy Light Flandre Scarlet is not made for fair competition. She is a spectacle, a weapon, and a statement. Perfect for cheap/null battles, she embodies pure escalation and OverKILL dominance. Warning Not suitable for standard or balanced rosters. Only use in environments prepared for cheapies and null-class warfare.
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Status: Available Tier: Brutal AI + Null Info? Is very loud, has crazy attacks and she regenerates AND, she has a instant KO attack. This character was quite the handleful but worth it I guess? up to you because let me explain. ORIGINALLY, this character was suppose to be the usual cheapie where, they are unstoppable, crazy defense, crazy hits, spams, and much more and of course had a instant unpredictable KO hit. BUT, her AI had some issues thus resulting in this chaotic version of what you are seeing here. I did try to fix it and maybe upload like two versions? but it was simply unfixable so that's why you still see her act like a sad claps character and spam specials even at the end of the match. Other than that..I did get some opinions on this character before release so yes there was thought behind this and that's why I decided to release her like this anyways. sooo...if you like CHAOTIC edits of characters like this? she may be for you. here's her stats: Description: Divine Aura → permanent holy afterimage glow. Infinite Power → starts and stays at 999999999. Enemy Power Drain → opponents lose meter constantly, can’t charge. Pure Immunity → invincible to all normal, projectile, throw, reversal, and cheap-layer attacks. NoKO Assert → cannot be KO’d by normal methods. Alive Reset → anti-F1 / anti-direct-death, keeps her “alive” unless divine kill triggers. Attack Boost: 3x normal damage. Damage Enforcer: Every hit always deals damage (prevents “nullified” hits). Defense: Untouchable, no chip damage possible. Regen:Constant passive regen (+2 per tick). Emergency regen (+20 when under 25% HP). Aggressive AI (but unstable) → her natural AI pushes her into attacks frequently, sometimes spams. Randomized OHKO attempts (controlled by cooldowns): Teleport OHKO (3600 → 3500 → 3501): teleports behind the enemy and instantly executes them. Divine OHKO (3700 → 3701): sudden “holy execution” that drains the opponent’s life to 0. OHKO Cooldowns: 10 sec (teleport), 20 sec (divine). Damage Multiplier: 5.0 when landing hits (her hits shred). Failsafe Reset: auto-returns to idle if stuck or frozen. Anti-Spam/Anti-Stall: breaks loops if she stays in one attack too long. Post-KO Safety (partial): tries to end fights cleanly, but can sometimes still spam due to stubborn AI. Overwhelms with relentless regen + divine OHKOs. Opponents cannot charge or rely on cheap tactics because she nullifies them. Match usually ends in sudden divine execution rather than slow grind. Nonethless, despite all of this. she's nuts and well while she wasn't suppose to be like this originally for my vision for her she's still your angelic executioner — a divine presence that keeps healing, denies meter, and randomly ends matches with holy judgment (that's pretty crazy). Tukihime blends brutal AI + divine cheapie mechanics, which makes her unpredictable and thematic. (aka just instantly kills yo ass atp) NOW, I will say this. before THOSE people test her against the likes of infinite soulabyss, I will admit this again and remind you all again my coding isn't perfect. (as you can clearly tell) so this is not a 100% guarantee! I test my characters against other crazy characters to see if they can defeat them but never characters beyond that. I'm open to feedback
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Status: Available Tier: Null tier Mugen Version: 1.X (I think she can be ran in WINMUGEN too can be wrong though) Info? HIGH Attacks + Instakill KO Hit + High Defense. she can be easily beaten with a highter tier cheapie. - Absolute Immunity: NotHitBy to everything (no damage, no grabs, no projectiles). - Passive OHKO: Every single landed hit sets the opponent’s life to 0. - Surprise Finisher: Random chance (~1.5% per tick, with 10 sec cooldown) to trigger a special OHKO state (3400 → 3401) that forces the opponent’s life to 0. - AI Flag: Always on (WinMUGEN safe). - Behavior: Keeps fighting like a normal AI while randomly dropping lethal executions. - Weakness: Only beatable by higher-tier cheapies
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Status: Available Tier: Brutal AI Mugen Version: 1.X Info? She can be beaten with pure skill and with cheapies of course. she will still be a bit difficult to beat if you've played fighting games on legend mode, she is is on that mode. Brutal / Aggressive AI → she parries, counters, and pressures constantly. High AI Awareness → reacts fast, like a “Legend Mode” CPU. Balanced Immunity → no cheap null-tier invincibility, she can still take hits. Skill-Check Boss → meant to be beatable with enough skill or other cheapies. Improved Hurtbox → harder to hit cleanly. Better Defense Handling → absorbs pressure without breaking. Can Parry & Counter → punishes unsafe enemy attacks. No Hard Nulls → unlike Sekhbell/Tukihime, she doesn’t cheat death. Aggressive Attack Loops → rushes down with close/mid-range pressure. Whiff Punish Logic → punishes enemy idle or missed moves. Less Laggy AI → smoother than default brutal AIs, less “frozen” moments. Tournament Ready → behaves like a CPU on “max difficulty” in a fighting game. Wears down the opponent with constant aggression + parries. Doesn’t rely on OHKOs or regen like other Holy characters. Beatable, but only with strong skill or cheapie-level characters.