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  • 🎉 WE ARE BACK ONLINE! 🎉

    After few days of alot of maintenance and work. We are back online again.

    So you might be wondering what happened?

    After the moving with the servers its been good past few weeks until the day I woke up a week ago the server has been freezing/timing out

    So I ask a Server provider what's happening they were quick to respond and told me one of the SSD have BAD sectors and needs replacing.

    I have been waiting for the past 1 -3 days as they tried to get into the live cd to let me back up all my things but not working, had to do some maintance again to do a memory tests it took a long time, booting into the system I backed up everything and then the next few days was a nightmare fixing and gathering the things I needed and now its back up and running again.

    Thank you to everyone for your support and waiting patiently to get it up and running. Sorry for the inconvenience

    - DoomJoshuaBoy

Tier 5: Null Tier (論外)

Tier 5: Null Tier (論外)

This tier represents the deep, technical underbelly of the "Cheap War" community. Unlike lower tiers that operate within the intended boundaries of MUGEN, Null Tier characters rely heavily on memory flaws and formatting bugs found in the engine to defeat opponents by directly interfering with their active data or the engine itself.

How to Make a Tier 5 (Null Tier) Cheapie

  1. Choose the Right Engine Target
    Keep in mind that this specific method is designed primarily for WinMUGEN. While Null-tier characters absolutely exist in MUGEN 1.X, documentation is much scarcer, so starting on WinMUGEN is highly recommended for compatibility.
  2. Select a Proper Base Character
    Trying to convert a standard, clean character (like a traditional Ryu or Kyo) into a Null-tier cheapie is incredibly difficult and rarely worth the manual effort. For the best results, start from a known Null skeleton or take an existing weak Null character (like a basic Crazy Catastrophe edit) to strengthen its entries and add visuals.
  3. Prepare Your Null State File
    Create a fresh text file, paste your Null Overflow data into it, and save it with a .st extension (e.g., Null.st) inside your character's folder. Open your character's main .def file and link it by adding or replacing a line under the states section (e.g., st = Null.st).
  4. Generate the Null Overflow State Def
    To trigger the memory overflow, you need hundreds of empty filler state lines structured as [State ..., filler] type = Null trigger1 = 1. You can auto-generate these 1000+ lines using Fighter Factory macros, a quick Python script (saving as generate_null.py), or by using Fighter Factory Studio's Macro Record tool to duplicate the Null state 551 times.
  5. Target the Alive Flag with Precision
    The exact index in the engine's memory where the opponent's "Alive" status sits changes slightly depending on the match context, but it usually lands in the 550–570 range. Edit the specific 553-556 lines so they feature trigger1 = 1, ignorehitpause = 1, and persistent = 256. Using persistent = 256 is critical as it safely decrements the target byte down to 0, flipping the opponent's state to "Dead."
  6. Establish Entry Methods & Backups
    Modify the HitDef of a highly active move (like a Level 3 Super or a constant full-screen strike) to inject these custom overflow states and reversal moves on hit. To ensure execution, add a backup line like [State 563, LifeSet] type = LifeSet trigger1 = 1 value = 0 right after your memory padding blocks.
  7. Configure Visuals and Testing
    Make sure to add an invisible sprite or full-screen black explode animation assigned to anim 9000 in your AIR/SFF files so the screen behaves correctly during memory manipulation. Use Fighter Factory Studio's "Test Character" feature to pit your creation against KFM. If the enemy instantly freezes, vanishes, and drops straight to the win screen, your Null script successfully executed.

Common Null Tier Mechanics

  • Null Overflow Exploits: Flooding the state engine with empty type = Null blocks to force data corruption at specific memory pointers.
  • The %n Bug: Leveraging text formatting flaws inside MUGEN's data presentation layer to actively write or overwrite specific data structures in RAM.
  • Parent Fabrication & Direct Death: Bypassing traditional damage processing entirely to manipulate target state variables straight from memory.
  • Instant KO Alternatives: While true Null tier manipulates memory, simpler cheapies use massive LifeSet = 0 or LifeAdd = -99999999 loops inside custom states. Note that these simpler methods are easily blocked by modern anti-cheapies.

Tips for Null Tier Developers

  • If your test fails or crashes, check if your pausetime is set too high, confirm your State numbers are completely unique, and verify that all referenced animations exist.
  • To add polish, complement your memory breaks with screen shakes, full-screen Explods, custom sounds, and set var(30) = 1 to cleanly trigger your AI scripting.
  • To counter potential anti-cheap defenses in WinMUGEN, incorporate reversalattr = S,A parameters to guarantee full operational coverage.
  • A Step Further (Void Tier): Advanced 2025+ variations expand beyond basic Null by utilizing the %f exploit and DisplayToClipboard text overflows to load custom shellcode, execute external DLLs, or interact with elements completely outside the MUGEN application window.

With Tier 5 mastered, your character has left traditional fighting games behind and entered the absolute limit of executable engine exploitation! If you're ready please progress unto Tier 6: Secretary

— DJB Staff

  • Published
    Jun 17, 2026
  • Page views
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