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Shiro Tokisada Amakusa (MUGEN Character)

Table of Contents


Introduction

Shiro Tokisada Amakusa (天草 四郎 時貞) is a MUGEN fighting game character based on the antagonist from SNK's Samurai Shodown (Samurai Spirits) series. This implementation uses a Pots Style / Infinite Style gameplay framework with Kung Fu Man mechanics as the base, featuring both standard and EX Mode (Aku-Amakusa) variants.

Attribute Value
Display Name Amakusa
Full Name Shiro Tokisada Amakusa
Version Date 04,14,2002
MUGEN Version 04,14,2002
Base Style Pots / Infinite (Kung Fu Man)

Credits & Original Creators

Role Creator
Original Character & Sprites KUSAREMIYABI
Base Coding Testament
EX Mode / Aku-Amakusa Edit Aumio Khan
AI Reference Masquer's Amakusa (AI by Houtou)
Thanks AVOICEFORMEN (Antimisandry site)

Edit Notes (Aumio)

  • Added Aku-Amakusa / EX Mode variant
  • Added common portrait
  • CNS files adapted from Masquer's Amakusa differences to enable Aku-Amakusa in Pots Style
  • Author notes: "I am not a coder. Just checking it out."

Character Storyline

Amakusa Shirō (天草 四郎) is historically based on Masuda Shirō Tokisada (益田 四郎 時貞, c. 1621–1638), a Japanese Christian leader of the Shimabara Rebellion against the Tokugawa Shogunate. In the Edo period, he was known as "Heaven's messenger" to his Catholic followers. The rebellion was defeated; Shirō was executed at age 17 and his head displayed in Nagasaki as a warning.

In Samurai Shodown, Amakusa is reimagined as a dark sorcerer who sold his soul for power. He seeks to resurrect the demon Ambrosia and rule the world. His moves reference Mekai (魔界, "Demon World") and dark invocation techniques.


System Architecture

File Structure

Amakusa/
├── Amakusa.def          # Main character definition (standard mode)
├── Aku-Amakusa.def      # EX Mode / Aku-Amakusa variant
├── Amakusa.cmd          # Command definitions & input handling
├── Amakusa.air          # Animation definitions
├── amakusaend.def       # Arcade ending storyboard
├── Coding/              # Standard mode CNS
│   ├── System.cns       # Core states, physics, variables
│   ├── Normal.cns       # Normals, throws, jumps
│   ├── Specials.cns     # Special moves
│   ├── Supers.cns       # Super moves
│   └── Helpers.cns      # Helper objects (projectiles, sparks)
├── Coding(EX Mode)/     # EX Mode CNS (Aku-Amakusa)
│   ├── System.cns
│   ├── Normal.cns
│   ├── Specials.cns
│   ├── Supers.cns
│   └── Helpers.cns
└── Colors/             # Palette files

State Machine Overview

State Range Purpose
-3, -2, -1 Global / persistent logic (AI, cancel checks, command parsing)
0–52 Idle, walk, crouch, jump, landing
100–106 Run forward/back
120–155 Guard states
170–195 Win, intro, taunt
200–250 Standing normals
252–253 Tiger Thrust (counter)
400–450 Crouching normals
600–650 Air normals
700–731 Dodge, roll, power charge, MAX mode
800–821 Throw
1000–1400 Specials (Hadouken, Baihu, Teleport, Bomba)
1500–1530 Invitation to Mekai (super)
3000–3213 Kung Fu Barrage, Lightning Lookout, Darkness Illusion
3250–3260 Fuoco (Evil Hornet Gang)
4590–4600 Ambrosia Invocation (Level 3)
5000–5210 Hit states, recovery
8000–8600 Helpers (sparks, FX, super finish)

Variable Reference (System.cns)

Var Purpose
Var(0) StateDef
Var(3) Jump type (0=Normal, 1=Low, 2=Long Low, 3=Long)
Var(5) Special cancel flag
Var(6) Super cancel flag
Var(7) MAX cancel flag
Var(9) Counter flag
Var(10) Button strength (0=Light, 1=Medium, 2=Heavy)
Var(13) Hit count
Var(15) Juggle points
Var(16) Juggle flag
Var(20) MAX mode timer
Var(59) AI mode flag

Skills & Moves Reference

Normal Moves (from READ ME.txt)

Move Input Notes
Miasma Plasma F,F or B,B Double-tap dash
Throw F+pp Forward + 2 punches
Gem Diagonal F,x Forward + Light punch
Gem Force F,y Forward + Medium punch
Gem Surprise F,z Forward + Strong punch
Slide DF,a Crouch-forward + Light kick
Gem Slide DF,b Crouch-forward + Medium kick

Special Moves

Move Input State Notes
Evil Hornet QCF+p/pp 1000 Hadouken-style projectile
Mekai Invocation F,D,DF+p/pp 1050/1060 Baihu (charge projectile)
Teleport Flash QCB+p/pp 1100/1130 Teleport attack
Mekai Trap QCF+k 1400 Bomba (trap)
Mekai Portal QCB+k 1300 Teleport (defensive)

Hypers / Supers

Move Input State Power Cost
Evil Hornet Gang 2QCF+p 3250 1000
Mekai Invitation 2QCF+k 1500/1502 1000
Lightning Lookout QCB+p 3150 1000
Amakusa Revenge 2QCF+kk 3200 (Darkness Illusion) 2000 (LV.2)
Ambrosia Invocation 2QCF+pk 4590 3000 (LV.3)

Command Aliases (Amakusa.cmd)

Alias Motion Used For
SpecialX/Y/Z D,DF,F + x/y/z Hadouken variants
EX Special D,F + x+y/y+z/x+z EX Hadouken
sp1 F,D,DF + x/y/z Baihu
EX sp1 F,D,DF + z+x/x+y/z+y EX Baihu
smart1/2/3 D,DF,F + a/b/c Bomba (trap)
qcb_a/b/c D,DB,B + a/b/c Teleport
tobutama1/2/3 QCB + a+b/b+c/c+a Mekai Invitation
QCF_KK QCF + a+b/b+c/c+a Darkness Illusion
fuoco QCF + x+y/y+z/x+z Evil Hornet Gang
infl QCF + x+a/y+b/z+c Ambrosia Invocation

Animation & State Mapping

Key Animation ↔ State Pairs

Anim# State(s) Description
0–11 0 Standing idle
40–47 40, 50, 52 Jump, air, landing
100–101 100, 101 Run forward
105–106 105, 106 Run back
120–155 120–155 Guard
200–250 200–250 Standing normals
400–450 400–450 Crouching normals
600–650 600–650 Air normals
1000–1030 1000, 1030 Hadouken, EX Hadouken
1050–1060 1050, 1060 Baihu, EX Baihu
1100–1120 1100, 1130, 1120 Teleport attack
1300–1330 1300, 1310, 1320, 1330 Mekai Portal (throw)
1400–1415 1400, 1410, 1415 Bomba (trap)
1500–1530 1500, 1501, 1502, 1520–1530 Mekai Invitation
3000–3050 3000, 3050 Kung Fu Barrage
3150–3152 3150, 3151, 3152 Lightning Lookout
3200–3222 3200–3222 Darkness Illusion
3250–3260 3250, 3260 Fuoco (Evil Hornet Gang)
4585–4600 4590–4600 Ambrosia Invocation

Helper / Explod Counterpart

Helper ID Purpose
1005, 1007 Hadouken projectile
1410, 1415 Bomba trap
1520, 1521 Mekai Invitation orb
3152 Lightning strike
3221 Darkness Illusion clone
7008, 3260 Fuoco projectiles
8000–8014 Hit/guard sparks
8100, 8103 Jump/dash dust
8500–8520 Super pause FX
8600 Super finish text

Translation Table (Garbled Comments)

Many CNS and CMD comments contain ???? or similar sequences due to encoding corruption (likely Shift-JIS/CP932 viewed as UTF-8 or Latin-1). Below are inferred translations based on context and common MUGEN terminology.

Amakusa.cmd

Garbled Inferred Meaning
Discover integrators ;??????3 Discover integrators (Ambrosia Invocation trigger)
[State -1, ?????] (tobutama) Mekai Invitation (tobutama = 飛び霊, flying spirit)

Coding/System.cns

Garbled Inferred Meaning
[State 200, ?????] Voice / Sound effect
[State 200, ?????] Swing sound

Coding/Normal.cns

Garbled Inferred Meaning
[State 220, ?????] ChangeAnim on hit (combo extension)
[State 220, ???????] SprPriority (sprite layer)
[State 0, ?????] VelSet (velocity)

Coding/Specials.cns

Garbled Inferred Meaning
[State -2, ????] VarSet (variable set)
[State 1];??????? NotHitBy (invincibility)
[State 450, ?????] PlaySnd (sound)
[State 2];????? Projectile spawn

Coding/Supers.cns

Garbled Inferred Meaning
;????? Section header (Mekai Invitation)
enfeite bola (Portuguese) "ornament ball" / decorative orb
[State 1220, ?????] PlaySnd
[State 3110, ???????] Helper spawn (status ball)
[State 1412, ??????] ChangeState
[State 1301, ????] AssertSpecial
flag = NoShadow ;???? NoShadow flag
[State 640, ?????] HitDef
[State 1305, ???????] DestroySelf
;???????????? Statedef section
[State 3032, ????] TargetBind
[State 3102, ?????] Explod
[State 3103, ?????] TargetLifeAdd
[State 3103, ????????] ChangeAnim2
[State 3058, ?????????] ChangeState (fall recovery)
;???????????????0.4??????? Gravity / VelAdd (0.4)
[State 3050, ????????????] NotHitBy
[State 3030, ?????] PlaySnd
[State 1200, ????] Projectile / HitDef
offset = ... ;??????????? Projectile offset (X, Y)
velocity = ... ;????????? Projectile velocity
accel = ... ;???????? Projectile acceleration
projID = ... ;?????ID???? Projectile ID
projanim = ... ;???????? Projectile animation
projhitanim = ... ;???????????? Projectile hit animation
projremanim = ... ;???????????? Projectile remain animation
projscale = ... ;???????? Projectile scale
projshadow = ... ;?????????? Projectile shadow
projhits = ... ;????????? Projectile hits
projmisstime = ... ;???????????????? Projectile miss time
projpriority = ... ;???????? Projectile priority
projremovetime = ... ;????????????? Projectile remove time
;-----------------------------------????????????docs??????? See docs for details
[State 3051, ?????] Explod / PlaySnd / VarSet
feixos de luz (Portuguese) "light beams"
transparencia (Portuguese) "transparency"

Amakusa.air

Garbled Inferred Meaning
bad darkness???????????? Bad darkness (animation note)

Version History

Git Log (Repository)

Commit Author Date Message
a161ece corewarex (uonce09@gmail.com) 2026-02-16 first change

Documented Edit History (from Read Me files)

Editor Changes
Aumio Khan Added Aku-Amakusa/EX Mode, common portrait; adapted CNS from Masquer's Amakusa for Pots Style
Testament Base character coding (Pots/Kung Fu Man style)
KUSAREMIYABI Original character creation and sprite rip

Related Documentation

Document Path Description
README README.md This file – overview and reference
Docs Index docs/README.md Index of all documentation files
Read Me (Edit) Read Me(Edit).txt Aumio's edit notes
READ ME READ ME.txt Move list and credits
CHANGELOG docs/CHANGELOG.md Version history and creator edits
System Architecture docs/system-architecture.md Detailed state/var reference

Quick Reference: Button Layout

Button Punch Kick
Light x a
Medium y b
Strong z c
Special s -

Last updated: 2026-02-16

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