📖 Open the full, detailed guide ↗ — the complete manual (concepts, every control, hitboxes, input notation, walkthrough, troubleshooting). Quick version below.
What this is: build a fighter from scratch or from a sprite sheet, give it moves, test it vs the AI below, and Publish it for everyone. It exports real MUGEN files (SFF/AIR/CNS/CMD/SND).
① Get sprites in. Click 🖼 Import sprite sheet… → load a PNG/JPG (the top-left pixel becomes transparent) → drag a box around a sprite, set Frames + an Action #, then Import row or + Add 1 frame. Repeat per move. To fix a clipped frame: click it in the strip, drag a wider box, ↻ Replace selected. (Or draw frame-by-frame with the pixel tools.)
② Use the standard Action #s so the engine finds them: 0 idle (required) · 11 crouch · 20 walk · 40 jump · 100 run · 200 attack · 5000 hurt · 190 intro · 180 win.
③ Add hit boxes (below the editor): Clsn2 (blue) = body/hurtbox on every frame; Clsn1 (red) = attack box on an attack's active frames. An attack only lands if its frame has a red box and the target frame has a blue box.
④ Map a move in 🥊 MOVES: set Input (e.g. x, or a motion like ~D,DF,F,x) and Anim/state # = the action it plays (e.g. 200). For Player 1, attack buttons a b c x y z = the keys F G H V B N (move = WASD).
⑤ Test in ⚔ Test Your Fighter below: → Add to test roster, add an opponent, click both, set P1 to a controller, FIGHT. Press P / Esc / Start to pause and see the move list.
⑥ Save & publish (☁ account panel): 💾 Save to account to resume later, ⬆ Publish to community to share, ⬇ Download files for the raw MUGEN folder.
Tips: a pose cut off? raise that frame's width (px). White speckles on an imported JPG? raise BG tolerance. → Read the full guide.