Undefined Universe

Undefined Universe
Character's portrait.
Author: | minase & Nothing2Lose |
Tier: | Ultranull:Invoker |
Current Ver: | v4.3b |
Private: | No |
MUGEN Ver: | 1.x |
Undefined Universe is a "test character" inspired by a character called Infinite Soulabyss. They have the same task: testing the enemy's defense using various attacks. Undefined Universe was initially created by Minase in early 2023. Later, it became a collaboration with a Vietnamese author named Nothing2Lose.
This character tests the opponent's defense through attacks (called universes) divided into so-called layers. In total, Undefined Universe has 57 attacks divided into 13 layers. Her options are flexible: you can disable layers, certain universes, change language (English, Chinese, or Japanese), disable external options, and choose whether to activate ultranull or not.
Unfortunately, the character is very heavy, requiring a very powerful computer, the minimum requirements being 4 threads and 8GB RAM. If you have a weak computer, so will Undefined Universe, it will be much easier to beat her.
The way to make her more stable and less laggy is to put the following requirements in your mugen.cfg:
HelperMax = 56 ExplodMax = 4096 SysExplodMax = 2048 LayeredSpriteMax = 4096 PlayerProjectileMax = 10000 RenderMode = DirectX (DirectX/OpenGLScreen are recommended.)
- - Apply the 3GB Patch on your MUGEN.
- - Resize your MUGEN screen to a smaller size. (like 640x480)
- - Deactivate all external options in the .def file.
Layers (General Info)
- - Layer α: Uses generic OHKO mechanics to kill the enemy, these are trivial to endure if you're a cheap character.
- - Layer β: Still uses generic OHKO mechanics and some low-class god tricks to kill the enemy, which are more lethal than the previous layer.
- - Layer γ: Uses “stronger” god tricks/throws to kill the enemy.
- - Layer δ: Here forced attacks begin, the character should start defending himself with %n or antitampering techniques, effective layer for rather weak cheap characters.
- - Layer ε: Uses most forced throws attacks. These are often somewhat dangerous for cheap characters.
- - Layer ζ: Uses attacks that depend entirely on the enemy. We can call this layer as a... test layer?
- - Layer η: A kind of extension of the Zeta layer, but now we start to include very strong %n attacks.
- - Layer ι: Here cheap characters have little hope of enduring. Threads are about to become essential.
- - Layer κ: Uses threads to ensure the opponent’s demise. From here on, threads are mandatory.
- - Layer λ: The strongest attacks in the game, really deadly I might add. Without threads the enemy will never win, and not only that, they must also defend the engine.
Layers (Attacks)
Layer α:
- - Instant Death Projectile: A simple projectile that attacks the enemy with maximum damage. (2147483647 dmg)
- - Instant Death Reversal: A simple ReversalDef that, if successful, will attempt to kill the opponent through deadly poison. (2147483647 dmg)
- - Instant Death Hitdef: A simple HitDef that attacks the enemy with maximum damage. (2147483647 dmg)
- - Precision Underflow Damage: This is the opposite of Instant Death Projectile. By using the maximum possible negative damage, you can overflow the enemy's life. The enemy’s life can't be represented in a 32-bit integer and it becomes a very large negative value, killing them instantly. (-2147483648 dmg)
- - Instant Death Fall: A projectile that, instead of dealing maximum damage, deals maximum fall.damage. If the opponent branches to a state with the HitFallDamage state controller (such as the 5100 and 5110 common states), they should die instantly. (2147483647 fall.dmg + Random State 5100/5110)
Layer β:
- - Instant Death Throw: UU 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. (Custom State 4: LifeSet at 0)
- - Recovery Overflow Instant Death Throw: Same as Instant Death Throw, but in this case UU will use the LifeAdd sctrl to overflow the enemy's life. Killing them instantly. (Custom State 8: LifeAdd at 2147483647)
- - Super Instant Death Throw: A strengthened version of Instant Death Throw that causes the opponent to execute a HitDef to give them hitpausetime before UU sets their alive value to 0. (Custom State 16: Alive at 0)
- - Super Instant Death Reversal: A strengthened version of Instant Death Reversal, that gives the opponent hitpausetime on success. Uses the same technique as the above otherwise. (Custom State 4: LifeSet at 0)
- - Ayu Ayu Killer: UU will send the opponent to custom/invalid states to take advantage of the guard states' natural movetype=H or to take advantage of movetype=H. (2147483647 dmg + Random State 150~155/5000~5120/above)
Layer γ:
- !time Penetration: Same as Instant Death Throw, but in this case UU will send the enemy to an invalid state. The enemy’s time won't be reset. (Custom State -1: Invalid)
- PalNo Tampering Throw: Same as Instant Death Throw, but in this case UU will tamper the enemy's PalNo, more info in Forced PalNo Tampering. (Custom State 32: PalNo at 1)
- Variable Tampering Throw: Same as Instant Death Throw, but instead of setting the opponent's life to 0 within the custom state, UU will instead tamper the variables of whatever is in the custom state. (Custom State 64: var(0)~var(59)/fvar(0)~fvar(39) at random)
- Sys-Inclusive Variable Tampering Throw: Same as Instant Death Throw, but in this case UU will tamper the enemy’s system and float system variables. More info in Forced Body Variables Tampering. (Custom State 128: All variables at random)
- Gametime Penetration Throw: Same as Instant Death Throw, but in this case UU will tamper all the enemy’s variables to try to bypass the character's gametime defense. (Custom State 512: Vars and Fvars at gametime+1 + LifeSet at 0)
Layer δ:
- - Super PalNo Tampering Throw: A strengthened version of PalNo Tampering Throw, now UU will also change the enemy's alive value. (Custom State 256: PalNo at 1 + Alive at 0)
- - Forced Target Instant Death: Here the forced attacks begin, as the name implies, UU will forcibly remove the enemy's NotHitBy so the enemy can be attacked by a projectile throw, sending him to a custom state. (Target State 4: LifeSet at 0)
- - Forced F1: UU will be forcibly set the enemy's life at 0, as the F1 key does, killing them instantly. (Forced Life at 0)
- - Forced High Damage: UU will forcibly assign maximum damage to the enemy without attacking him. Killing them instantly. (Forced 2147483647 dmg)
- - Forced Fall: UU will forcibly assign maximum fall.damage to the enemy and put them into a common HitFallDamage state (5100,5110). (Forced State 5070~5110 + Forced 2147483647 fall.dmg)
Layer ε:
- - Forced Instant Death Throw: UU will forcibly send the enemy to its Instant Death state to attempt to kill them instantly through a LifeSet. (Forced Custom State 4: LifeSet at 0)
- - Forced Super Instant Death Throw: UU will forcibly send the enemy to its Super Instant Death Throw state with hitpausetime to attempt to kill them instantly, changing their alive value. (Forced Custom State 16: Alive at 0)
- - Forced Super PalNo Tampering Throw: UU will forcibly send the enemy to its Super PalNo Tampering state with hitpausetime to attempt to kill them instantly, changing their alive value. (Forced Custom State 256: PalNo at 1 + Alive at 0)
- - Forced Sys-Inclusive Variable Tampering Throw: UU will forcibly send the enemy to its Sys-Inclusive Variable Tampering Throw state with hitpausetime to attempt to kill them instantly, changing their alive value. (Forced Custom State 128: All variables at random)
- - Lifemax Tampering: One of the biggest obstacles for cheap characters to overcome, many die here. UU will change the enemy’s maximum life to a negative number to break through NoKO conditions involving life=0. (Lifemax at -1)
Layer ζ:
- - Forced Enemy Variable Tampering: This attack checks whether the enemy has any variables that could kill it. Some of these variables may contain life, some death conditions, and more. This depends entirely on the enemy. UU will forcibly tamper the variables and float variables (body only), and not of the helpers! This attack will be applied up to Forced Helper Sys-Inclusive Variable Tampering. (Force sets var(0)~var(59)/fvar(0)~fvar(39) at random)
- - Forced Helper Variable Tampering: Same as Forced Enemy Variable Tampering, but tampers the helpers’ variables, instead of the enemy's body variables. This attack will be applied up to Forced Helper Sys-Inclusive Variable Tampering. (Force sets var(0)~var(59)/fvar(0)~fvar(39) at random)
- - Forced Enemy Sys-Inclusive Variable Tampering: Same as Forced Enemy Variable Tampering, but includes the enemy's system variables as well. This attack will be applied up to Forced Helper Sys-Inclusive Variable Tampering. (Force sets all variables at random)
- - Forced Helper Sys-Inclusive Variable Tampering: Same as Forced Helper Variable Tampering, but includes the helpers' system variables as well. (Force sets all variables at random)
- - Forced PlayerID Tampering: This attack is not very strong and rarely defeats cheap characters. UU will tamper the enemy’s ID, this too, if there are some ID conditions in the enemy's code. (Force sets ID at 0)
Layer η:
- - Forced PalNo Tampering: UU will forcibly change the enemy's PalNo to a random value between 1 and 12. This is to weaken or instantly kill the enemy; some cheap characters have certain palettes that commit suicide. (Force sets PalNo at 1~12)
- - Forced Helper PalNo Tampering: UU will forcibly change the helper's PalNo to a random value between 1 and 12. This is to weaken or instantly kill the enemy. (Force sets PalNo at 1~12)
- - Forced HelperID Tampering: UU will tamper the enemy helpers' HelperID value in an attempt to prevent certain branching conditions from activating. (Force sets HelperID at 0)
- - Forced Helper Normalization: This attack changes the enemy’s helpers’ helpertype. So that armors (or other) helpers will become useless. (Force sets helpertype to Normal)
- - Forced Helper Deletion: UU will delete all of the enemy's helpers in an attempt to prevent unconditional helper NoKO from executing.
Layer θ:
- - Direct Death: This, too, is a very important attack. UU will forcibly put the enemy’s alive to 0. After the previous attacks, this could be very dangerous. (Force sets Alive at 0)
- - Persistent Tampering: A slightly stronger attack than Direct Death. UU will put all enemy’s persistent bytes so that its state controllers will not be executed. Time and hitpausetime are set to a non-zero value to make this attack slightly stronger, as it’s not very powerful. (Force sets persistent bytes, time and hitpausetime to a non-zero value)
- - Action Flag Tampering: A slightly stronger attack than Direct Death. This causes most of the enemy's data not to be processed, so they pseudo-freeze. Action Flag is often forgotten in defense. This is not your classic attack though, UU reinforces it by also putting random values, specifically for characters who actually defend themselves against this attack. (Action Flag at gametime/random + Alive at 0)
- - Forced Freeze Direct Death: UU will freeze the enemy using the isFrozen flag and Pause/SuperPause while setting the enemy's alive to 0. (isFrozen at 1 + Alive at 0)
- - Forced NoKO Deletion: UU will disable the game's NoKO only in this attack and change the enemy's alive. (NoKO Disabled + Alive at 0)
Layer ι:
- - Helper Obliteration: If the enemy's helpers resist so much, it may be time to delete the helper's "cns". This causes the helpers to stop working.
- - Forced Freeze Helper Direct Death: If the enemy's helpers are persistent, UU will freeze the enemy’s helpers and change the enemy's alive. Very dangerous. (Helpers’ isFrozen at 1 + Alive at 0)
- - Helper Flag Direct Death: UU will forcibly tamper the enemy's isHelper flag, making the enemy's system behaviour totally useless if they use the ishelper trigger. Changes the enemy’s alive too. May be unstable for some characters! (isHelper at -1 + Alive at 0)
- - Quasi Super Direct Death: It’s clear that the enemy resists %n attacks/tamperings very well. So UU will increase the attack level a little bit. This tecnology will execute code that is saved in the engine memory. The attack level is stronger than %n but weaker than threads. It’s almost equivalent to winmugen's %f exploit. UU’s pseudo-thread changes the enemy’s alive to 0. (Force sets Alive at 0)
- - Quasi Absolute Freeze: UU’s pseudo-thread will freeze the enemy and change the enemy's alive. (Force sets isFrozen at 1 and Alive at 0)
Layer κ:
- - Quasi .cns Obliteration: UU's pseudo-thread will set the enemy's statedef count to 0, so that the enemy's code cannot execute, while setting their alive value to 0.
- - Super Direct Death: This is where the threaded attacks begin. Without threaded defenses, the cheap characater has no hope of withstanding this attack. UU’s thread changes the alive to 0. The thread is much more persistent than %n and pseudo-threads. (Force sets Alive at 0)
- - Absolute Freeze: UU’s thread will freeze the enemy and change the enemy's alive. (Frozen at 1 + Alive at 0)
- - .cns Obliteration: UU's thread will set the enemy's StateDef count to 0, so that the enemy's code cannot execute, while setting their alive value to 0.
- - Enemy Info Modification: UU's thread will change the enemy's name and authorname at the same time (unlike Infinite Soulabyss) to break through any based defenses while setting the enemy's alive value to 0.
Layer λ:
- - Player Deletion: One of the strongest attacks in the game, UU will totally erase the enemy from the match. If the enemy no longer exists, UU will win. If not, the match will continue. (Force sets Exist to 0)
- - Engine Image Restoring: UU will focus on taking an area of MUGEN memory (in this case, called “image”) and restoring it continuously so that the enemy cannot modify the executable and its internal functions. UU will delete the enemy in the meantime. (Force sets Exist to 0)
- - Private Reserved Memory Tampering: UU will scan to a certain address range in MUGEN's memory and as soon as it finds the enemy's allocated memory (if any), it will modify its data to weaken the enemy. UU will delete the enemy in the meantime. Very dangerous. (Force sets Exist to 0)
- - Enemy Thread Suspension: You have to be good with threads and programming to survive this universe. This attack is really difficult to resist since UU suspends the enemy's threads and delete the enemy in the meantime. (Force sets Exist to 0)
- - Forced Victory Declaration: UU will force the main program to declare herself victorious. The main program will ignore the opponent’s defense. This was ISA’s old attack after it was removed, now re-added.
Layer μ:
- - Full Interference Execution: All universes explained previously will be used in this layer.
Layer v:
- - Forced Executable Disintegration: Undefined Universe will surrender and attack MUGEN this time. From here you could say that the enemy or your character won the match!
Trivia

UU's background.
- - Undefined Universe is an edit of Kannabi no Mikoto, a character from AIR (anime).
- - Currently, Undefined Universe is the strongest character among all the characters created by minase.
- - The black orbs you see while UU is in match are universes. The white space, on the other hand, is undefined. In summary, Undefined Universe's task is to check all universes and see if the opponent exits its universe. When the opponent is defeated (or punished, in this case), he will re-enter in its proper universe, indicated by a Roman number.
- - Minase also took inspiration from a "YTP" created by Achille12345, in the video (Incomplete) CD-I The Universal Prison 2/2 (Without context). (at 13:00) In fact, they are very similar.
- - Undefined Universe was also ported to Wallpaper Engine, Roblox (both as a script and as a fumo on Scuffed Become Fumo) and Minecraft.
Versions
- 0.8i: Initial release, Undefined Universe had 42 universes (only %n attacks) + %n defense using variable expansion.
- 1.20e: Major update, some universes were replaced and added (47 universes), threaded attacks and defenses were added. Many effects and sounds were added as well and as extra, some easter eggs.
- 1.21d: Bugs and softlock fixes.
- 3.2c: Another major update, new threaded defense technology, anti-cheat system, improved stability, new BGMs, file integrity using an external dll, and finally, effects when selected. (animated displayname + voice). Ah yes, more easter eggs, why not.
- 4.3b: Major update, new threaded defense technology, new BGMs, ASM encryption, animated portrait, 3v3/4v4 support, 1.0 support, ultranull, DLL optimization, new options.
- 5.4a: ?