I'm still learning, maybe I can help you with some specific questions or you can open a thread in M.U.G.E.N Development Help for how to do X move o whatever you want.
About the link, can help you fixing bugs, maybe some thing can be difficult to understand, but just look at the clns section:
Spoiler, click to toggle visibilty
Collision boxes
These few basic tips actually make Clsn2 easier to make while making characters more functional:
Do not use too many Clsn2 boxes in each frame, 2 (old SNK standard) or 3 (old Capcom standard) will pretty much always get the job done. For Clsn1, one is enough
Basic animations like standing, crouching or walking should use the same boxes for all frames
The Clsn2 on jumping animations shouldn't come all the way down to the feet, characters aren't supposed to be sweeped during jumps
Standing get hit (anims 5000-5017), turning (5) and guarding (120, 130, 140, 150) animations should use the same Clsn as the standing animation (anim 0)
Likewise, crouching get hit (anims 5020-5027), turning (6) and guarding (121, 131, 141, 151) animations should use the same Clsn as the crouching animation (anim 11)
Walking animations should use Clsn2 similar to anim 0 as well
Make sure the air get hit Clsn2 (anims from 5030 to 5071) aren't too skimpy, no one likes missing juggles because of bad Clsn on the opponent
let see some examples:
Spoiler, click to toggle visibilty
instead of this
you can use some clns like this
or
this attack has infinity priority:
(more info:
http://mugen.wikia.com/wiki/Priority)
add a clns2 and problem solved
this attack use standar clns (the green boxs) and have a lot of issues
use some clns like this
Finally more tutorials http://kod.trinitymugen.net/K.O.D%27s_Basic_CLSN_Tutorial.html