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Mugen Characters With Fatalities | New

Updated: January 2025

The king of one-liners finally has a modern MUGEN release. Unlike older versions where Ash just had a boomstick, this new version includes three separate fatalities. The best is "Kandarian Dagger," where Ash shrinks the opponent, places them on his workbench (classic Army of Darkness style), and slices them in half with a rusty spoon. The voice clips are ripped directly from Bruce Campbell’s archives.

  • Evaluate by:
  • Implementation approaches:
  • Variability in quality: newer characters may range from small, tasteful finishers to elaborate, graphic fatalities depending on creator intent and community guidelines.
  • Old MUGEN veterans remember the days of "Reu's MUGEN" or "Pots's" high-quality but sterile characters. Before 2020, most "fatalities" in MUGEN were basic screenpack gore or cheap instant kills. Today, the scene has evolved. mugen characters with fatalities new

    Newer creators are using advanced Lua scripting and custom state controllers to create fatalities that rival NetherRealm Studios. We are talking about:

    If you are downloading characters from 2015, you are missing out. Here are the newest (2023–2025 era) must-have bloody combatants. Updated: January 2025 The king of one-liners finally

    Here is a simplified example of how a developer codes a finisher trigger in the -2 or -3 state section:

    [State -1, Fatality Starter]
    type = ChangeState
    value = 8000  ; The state where your character performs the fatality animation
    trigger1 = command = "fatality1" ; The command defined in CMD
    trigger1 = statetype = S
    trigger1 = ctrl = 1
    trigger1 = p2bodydist x <= 30 ; Must be close to opponent
    trigger1 = p2stateno = 5150   ; Opponent must be KO'd (lying down)
    

    The Victim Logic (Forcing P2 to react):

    [State 8000, Bind P2]
    type = TargetBind
    trigger1 = animelem = 1
    pos = 0, 0 ; Stick opponent to your character
    

    [State 8000, Force P2 Animation] type = TargetState trigger1 = animelem = 3 ; Timing of the kill value = 8001 ; P2 is sent to state 8001 (You must define how P2 acts in their CNS, or force a custom animation) persistent = 0