Hi gang, I'm writing on behalf of my friend who is an author of the code below. Before we will have this be able to use this option freely in shugendo I asked
Armor_Cage to write this little code for me... For those who never played guilty gear here are some screens that will give you the general idea. Original Source:
M.U.G.E.N SAMOUCZEKCode allows to display mini characters which you can place anyhere on screen, works good as interactive portrait sorta thing.

That's how it looks on stimul mode!

I came across different code in the past but it had many flaws, during jump mini character didn't stayed "pinned" to the screen. Also depending on the stage position character was placed highter or lower on the screen which wasn't too esthetically. this code solves all the problems.
[StateDef -2]
;--------------------------------------------
;minaiturki postaci na wzor Guilty Gear
;autor = ARMOR_CAGE
;--------------------------------------------
[State -2, Wywolanie miniaturek]
type = helper
trigger1 = numhelper(88888) = 0 && time = 0
helpertype = normal
ID = 88888
stateno = 88888
name = "MiniGG"
postype = back
facing = facing
pos = 0, 0
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = 99999
ownpal = 0
persistent = 1
ignorehitpause = 1;--------------------------------------------
[Statedef 88888]
type = S
movetype = I
physics = N
sprpriority = -5
velset = 0,0
ctrl = 0
[State 88888, Obracanie sie miniatur]
type = Turn
trigger1 = parent,facing != facing
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1
[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
trigger1 = time = 0
trigger1 = NumPartner = 0
v = 0
value = 0
[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
triggerall = time = 0
triggerall = NumPartner = 1
trigger1 = teamside = 1
trigger1 = partner, Pos X <= parent, Pos X
trigger2 = teamside = 2
trigger2 = partner, Pos X > parent, Pos X
v = 0
value = 1
[State 88888, Ustalanie kolejnosci pozycji]
type = VarSet
triggerall = time = 0
triggerall = NumPartner = 1
trigger1 = teamside = 1
trigger1 = partner, Pos X > parent, Pos X
trigger2 = teamside = 2
trigger2 = partner, Pos X <= parent, Pos X
v = 0
value = 2
[State 88888, ustawienie na ekranie dla pojedynczego P1]
type = OffSet
trigger1 = Var(0) = 0
x = IfElse(teamside = 1, -ScreenPos X +20, -ScreenPos X +300)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1
[State 88888, ustawienie na ekranie P1 dla druzyny]
type = OffSet
trigger1 = Var(0) = 1
x = IfElse(teamside = 1, -ScreenPos X +20, -ScreenPos X +300)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1
[State 88888, ustawienie na ekranie P3 dla druzyny]
type = OffSet
trigger1 = Var(0) = 2
x = IfElse(teamside = 1, -ScreenPos X +50, -ScreenPos X +270)
y = -ScreenPos Y +60
ignorehitpause = 1
persistent = 1
[State 88888, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
persistent = 1
[State 88888, Zmiany animacji]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim
[State 88888, Usowanie miniaturki]
type = Destroyself
trigger1 = !parent,alive
;--------------------------------------------For those who don't understand how to deal with it here's a little tutorial. The easiest way would be to make a new text file, copy those two codes and past them there. Let's name it
mini.cns. Basicly all left to do is open the character def file and add a new states line. So if for example there is:
[Files]
cmd = baiken.cmd ;Command set
cns = baiken.cns ;Constants
st = baiken.cns ;States
st2 = AI.txt
stcommon = common1.cns ;Common states
sprite = baiken.sff ;Sprite
we should add
st3 = mini.cns[Files]
cmd = baiken.cmd ;Command set
cns = baiken.cns ;Constants
st = baiken.cns ;States
st2 = AI.txt
st3 = mini.cns
stcommon = common1.cns ;Common states
sprite = baiken.sff ;Sprite
Now run mugen, if it's working than it's ok. If now it means you'll have to find statedef -2 section in one character's cns files. If you manage to do that place the first part of the code there! It should work.
Armor_Cage asked me to write about certain parts that anyone can change according to their needs. The order of characters in the code is: P1 + P3 vs P4 + P2 but if anyone wants to change that just look for Var(0) and change 2 to 1 and vice versa. The mini characters also change their direction according to the side the big fighter is facing. To prevent that just null "type = Turn" section. Also minis have the same fixed position so if you play on stimul with Ryu and Ken. Ryu jumps over Ken and is in front, mini character position will not change. Mini Ryu will be displayed as a second character there, you can change that by finding time = 0 and setting it to time>= 0. Obviously messing with the offset section will change their position on the screen. Well that's about it. We wish you fun!