Bloxodes

All 115 Skill Builder Nodes in Jujutsu Shenanigans: What Does Each Setting Do?

Updated on June 1, 2026 (3 days ago)

Skill Builder rows are the parts that turn a Jujutsu Shenanigans custom move from a normal copied skill into a working sequence. Timeline nodes decide what happens and when, Conditions decide when a branch can run, Properties change the whole move, Variant triggers recreate special move behavior, and Timing references help line up waits, hitboxes, visuals, grabs, and cancels.

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Skill Builder section

Timeline nodes

20 items

Timeline nodes are placed into the move sequence itself. Start with timing, movement, hitboxes, and branches before adding sound or visual polish, because a custom move usually breaks from bad timing before it breaks from missing effects.

Source-backed

Wait

The source uses Wait as the basic timing spacer for Skill Builder sequences.

node type
Timeline node
purpose
Adds a pause before the next node runs.
value type
Time in seconds
default / range
Default 1 second.
used for
Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.
related nodes
5
  • Hitbox
  • Animation
  • Sound
  • Hit Cancel
  • Branch
Notes
The source uses Wait as the basic timing spacer for Skill Builder sequences.

Source-backed

Skill

Speed 0 stops the skill from performing normally, though some effects may still appear.

node type
Timeline node
purpose
Runs one of the game's existing skills inside the custom move.
value type
Skill picker plus playback settings
default / range
Speed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.
used for
Reuse normal character skills, trigger skill variants, or start a move at a later point.
related nodes
4
  • Wait
  • Branch
  • Hit Cancel
  • Animation
Notes
Speed 0 stops the skill from performing normally, though some effects may still appear.

Source-backed

Special

The current issues section warns that some specials or related moves can break custom moves.

node type
Timeline node
purpose
Runs one of the game's existing special moves.
value type
Special picker plus playback settings
default / range
Speed, Cancel Last, and Variants. Specials do not have Hold For.
used for
Build custom specials or combine special behavior with timeline cancels.
related nodes
3
  • Skill
  • Wait
  • Branch
Notes
The current issues section warns that some specials or related moves can break custom moves.

Source-backed

Animation

Loop lasts until another Animation node is reached; without a later node, the source says it will not loop.

node type
Timeline node
purpose
Plays a selected skill, special, melee, awakening, or emote animation.
value type
Animation picker and playback settings
default / range
Slider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.
used for
Give the custom move a pose, motion, target animation, loop, or smoother transition.
related nodes
4
  • Wait
  • Skill
  • Visual
  • Hitbox
Notes
2
  • Loop lasts until another Animation node is reached
  • without a later node, the source says it will not loop.

Source-backed

Sound

The source points builders to the Roblox Creator Store for working audio IDs.

node type
Timeline node
purpose
Plays a custom audio ID when the timeline reaches the node.
value type
Roblox audio ID plus playback settings
default / range
Volume defaults to 0.5, Speed defaults to 1, Start defaults to 0, End defaults to 500.
used for
Add feedback, cancel matching sounds, make audio global, or attach a sound to a projectile tag.
related nodes
3
  • Projectile
  • Wait
  • Skill
Notes
The source points builders to the Roblox Creator Store for working audio IDs.

Source-backed

Velocity

The current issues section says Velocity over about 1000 can make the player jitter.

node type
Timeline node
purpose
Controls user or target movement during the custom move.
value type
XYZ force, time, and movement toggles
default / range
Force defaults to 0 on X, Y, and Z. Time is measured in seconds.
used for
Dash, launch, pull, float, track facing direction, or apply ragdoll movement.
related nodes
3
  • Hitbox
  • Branch
  • Wait
Notes
The current issues section says Velocity over about 1000 can make the player jitter.

Source-backed

Connect

The source compares Signal to the ID system used by Logic Blocks.

node type
Timeline node
purpose
Sends an activation signal to matching Connect Blocks.
value type
Signal ID, time, and range
default / range
Uses a Signal value, duration, and proximity range.
used for
Trigger Build Mode contraptions from a custom move.
related nodes
3
  • Branch
  • Tag
  • Hitbox
Notes
The source compares Signal to the ID system used by Logic Blocks.

Source-backed

Hitbox

Any Debree value over 0 can harm domains according to the source.

node type
Timeline node
purpose
Creates an area that affects targets when the keyframe is reached.
value type
Position, size, damage, stun, attack type, blocking, and branch settings
default / range
2
  • Position defaults to 0,0,4
  • Size defaults to 6 studs.
used for
Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.
related nodes
5
  • Wait
  • Projectile
  • Branch
  • Velocity
  • Hit Cancel
Notes
Any Debree value over 0 can harm domains according to the source.

Source-backed

Branch

Properties are global across branches and cannot be changed per branch as of the source revision.

node type
Timeline node
purpose
Triggers a named branch or random branch path.
value type
Branch name or comma-separated random branch list
default / range
Random branch lists use comma-separated names without spaces, such as A,B,C.
used for
Build move variants, hit-cancel paths, air/ground versions, or random outcomes.
related nodes
4
  • Conditions
  • Hitbox
  • Hit Cancel
  • Tag
Notes
Properties are global across branches and cannot be changed per branch as of the source revision.

Source-backed

Visual

Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.

node type
Timeline node
purpose
Creates a custom visual effect for a chosen amount of time.
value type
Effect picker, color, opacity, position, rotation, size, time, tags, and easing
default / range
3
  • Color and Alt Color default to 255,255,255
  • Opacity uses 0 as visible and 1 as invisible
  • Size defaults to 1.
used for
Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.
related nodes
4
  • Projectile
  • Wait
  • Animation
  • Sound
Notes
Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.

Source-backed

Grab

The current issues section says Grab can teleport the user if the ability ends before stun registers; adding a Wait for the grab duration can fix that case.

node type
Timeline node
purpose
Sticks one of a target's body parts to the user's body after damage is dealt.
value type
Limb, target limb, position, rotation, time, and Last Hit
default / range
Time defaults to 1. Last Hit defaults to -1.
used for
Hold a target in place for follow-up animation, damage, or branch timing.
related nodes
3
  • Hitbox
  • Wait
  • Animation
Notes
2
  • The current issues section says Grab can teleport the user if the ability ends before stun registers
  • adding a Wait for the grab duration can fix that case.

Source-backed

Projectile

The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.

node type
Timeline node
purpose
Creates a moving hitbox that travels from one place to another.
value type
Projectile tag, position, size, velocity, gravity, time, and hit behavior
default / range
Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.
used for
Make ranged attacks, moving collision, or projectile-attached effects.
related nodes
3
  • Hitbox
  • Visual
  • Sound
Notes
The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.

Source-backed

Counter

Multiple attack types can be countered when configured.

node type
Timeline node
purpose
Creates a counter check without normal animations or damage.
value type
Attack type, time, stun, and enemy cancel settings
default / range
Attack types include Melee, Bullet, Explosion, Swarm, and Domain.
used for
React to incoming attacks and optionally stun or interrupt the attacker.
related nodes
3
  • Hitbox
  • State
  • Branch
Notes
Multiple attack types can be countered when configured.

Source-backed

Tag

The source describes tags as variables that latch onto a player.

node type
Timeline node
purpose
Adds or checks a temporary tag on the user.
value type
Tag ID and duration/check settings
default / range
Tags last for a chosen period of time.
used for
Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.
related nodes
3
  • Variant Tag
  • Branch
  • Conditions
Notes
The source describes tags as variables that latch onto a player.

Source-backed

State

Use short state rows on cards; the full state list is too long for public card prose.

node type
Timeline node
purpose
Applies a state to the user.
value type
State picker and duration or multiplier settings
default / range
States include Stun, IFrame, NoM1, NoSprint, NoJump, NoDash, DisableChase, Block, DirectionLock, SpeedMultiplier, JumpMultiplier, and more.
used for
Control movement, blocking, invulnerability, chase, speed, jump, or stun behavior during a custom move.
related nodes
3
  • Counter
  • Velocity
  • Hitbox
Notes
2
  • Use short state rows on cards
  • the full state list is too long for public card prose.

Source-backed

Add Awakening

Keep this separate from Properties; it changes resource during the timeline.

node type
Timeline node
purpose
Adds awakening resource to the user.
value type
Awakening amount
default / range
Uses a chosen amount.
used for
Reward or drain move flow around awakening-based custom behavior.
related nodes
3
  • Has Awk Bar
  • Is Awakened
  • Add Health
Notes
2
  • Keep this separate from Properties
  • it changes resource during the timeline.

Source-backed

Add Health

Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.

node type
Timeline node
purpose
Adds or removes health when the timeline reaches the node.
value type
Health amount and targeting settings
default / range
Can target the user or recent target. Single Target controls target scope.
used for
Make healing, recoil, self-damage, or target health effects.
related nodes
3
  • Hitbox
  • Has Health
  • Grab
Notes
Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.

Source-backed

Add Evasive

Use this as a timeline resource row, not a global move property.

node type
Timeline node
purpose
Adds evasive resource or behavior to the custom move flow.
value type
Evasive amount
default / range
Uses a chosen amount.
used for
Tie a custom move to evasive resource behavior.
related nodes
3
  • State
  • Add Awakening
  • Add Health
Notes
Use this as a timeline resource row, not a global move property.

Source-backed

Hit Cancel

The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.

node type
Timeline node
purpose
Cancels the remaining custom move when prior stun or damage has happened in its checked window.
value type
Time window and cancel behavior
default / range
Time dictates the checked frame window.
used for
Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.
related nodes
3
  • Hitbox
  • Wait
  • Branch
Notes
The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.

Source-backed

Loop

Use with care because repeated timeline behavior can make debugging harder.

node type
Timeline node
purpose
Loops a section of timeline behavior.
value type
Loop timing and transition settings
default / range
Uses Fade In, Fade Out, and Last Hit settings in the source row.
used for
Repeat a move segment or keep a custom effect running until a later point.
related nodes
3
  • Animation
  • Wait
  • Branch
Notes
Use with care because repeated timeline behavior can make debugging harder.
NameStatusnode typepurposevalue typedefault / rangeused forrelated nodesNotes
WaitSource-backedTimeline nodeAdds a pause before the next node runs.Time in secondsDefault 1 second.Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.Hitbox; Animation; Sound; Hit Cancel; BranchThe source uses Wait as the basic timing spacer for Skill Builder sequences.
SkillSource-backedTimeline nodeRuns one of the game's existing skills inside the custom move.Skill picker plus playback settingsSpeed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.Reuse normal character skills, trigger skill variants, or start a move at a later point.Wait; Branch; Hit Cancel; AnimationSpeed 0 stops the skill from performing normally, though some effects may still appear.
SpecialSource-backedTimeline nodeRuns one of the game's existing special moves.Special picker plus playback settingsSpeed, Cancel Last, and Variants. Specials do not have Hold For.Build custom specials or combine special behavior with timeline cancels.Skill; Wait; BranchThe current issues section warns that some specials or related moves can break custom moves.
AnimationSource-backedTimeline nodePlays a selected skill, special, melee, awakening, or emote animation.Animation picker and playback settingsSlider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.Give the custom move a pose, motion, target animation, loop, or smoother transition.Wait; Skill; Visual; HitboxLoop lasts until another Animation node is reached; without a later node, the source says it will not loop.
SoundSource-backedTimeline nodePlays a custom audio ID when the timeline reaches the node.Roblox audio ID plus playback settingsVolume defaults to 0.5, Speed defaults to 1, Start defaults to 0, End defaults to 500.Add feedback, cancel matching sounds, make audio global, or attach a sound to a projectile tag.Projectile; Wait; SkillThe source points builders to the Roblox Creator Store for working audio IDs.
VelocitySource-backedTimeline nodeControls user or target movement during the custom move.XYZ force, time, and movement togglesForce defaults to 0 on X, Y, and Z. Time is measured in seconds.Dash, launch, pull, float, track facing direction, or apply ragdoll movement.Hitbox; Branch; WaitThe current issues section says Velocity over about 1000 can make the player jitter.
ConnectSource-backedTimeline nodeSends an activation signal to matching Connect Blocks.Signal ID, time, and rangeUses a Signal value, duration, and proximity range.Trigger Build Mode contraptions from a custom move.Branch; Tag; HitboxThe source compares Signal to the ID system used by Logic Blocks.
HitboxSource-backedTimeline nodeCreates an area that affects targets when the keyframe is reached.Position, size, damage, stun, attack type, blocking, and branch settingsPosition defaults to 0,0,4; Size defaults to 6 studs.Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.Wait; Projectile; Branch; Velocity; Hit CancelAny Debree value over 0 can harm domains according to the source.
BranchSource-backedTimeline nodeTriggers a named branch or random branch path.Branch name or comma-separated random branch listRandom branch lists use comma-separated names without spaces, such as A,B,C.Build move variants, hit-cancel paths, air/ground versions, or random outcomes.Conditions; Hitbox; Hit Cancel; TagProperties are global across branches and cannot be changed per branch as of the source revision.
VisualSource-backedTimeline nodeCreates a custom visual effect for a chosen amount of time.Effect picker, color, opacity, position, rotation, size, time, tags, and easingColor and Alt Color default to 255,255,255; Opacity uses 0 as visible and 1 as invisible; Size defaults to 1.Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.Projectile; Wait; Animation; SoundSome effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.
GrabSource-backedTimeline nodeSticks one of a target's body parts to the user's body after damage is dealt.Limb, target limb, position, rotation, time, and Last HitTime defaults to 1. Last Hit defaults to -1.Hold a target in place for follow-up animation, damage, or branch timing.Hitbox; Wait; AnimationThe current issues section says Grab can teleport the user if the ability ends before stun registers; adding a Wait for the grab duration can fix that case.
ProjectileSource-backedTimeline nodeCreates a moving hitbox that travels from one place to another.Projectile tag, position, size, velocity, gravity, time, and hit behaviorUses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.Make ranged attacks, moving collision, or projectile-attached effects.Hitbox; Visual; SoundThe approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.
CounterSource-backedTimeline nodeCreates a counter check without normal animations or damage.Attack type, time, stun, and enemy cancel settingsAttack types include Melee, Bullet, Explosion, Swarm, and Domain.React to incoming attacks and optionally stun or interrupt the attacker.Hitbox; State; BranchMultiple attack types can be countered when configured.
TagSource-backedTimeline nodeAdds or checks a temporary tag on the user.Tag ID and duration/check settingsTags last for a chosen period of time.Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.Variant Tag; Branch; ConditionsThe source describes tags as variables that latch onto a player.
StateSource-backedTimeline nodeApplies a state to the user.State picker and duration or multiplier settingsStates include Stun, IFrame, NoM1, NoSprint, NoJump, NoDash, DisableChase, Block, DirectionLock, SpeedMultiplier, JumpMultiplier, and more.Control movement, blocking, invulnerability, chase, speed, jump, or stun behavior during a custom move.Counter; Velocity; HitboxUse short state rows on cards; the full state list is too long for public card prose.
Add AwakeningSource-backedTimeline nodeAdds awakening resource to the user.Awakening amountUses a chosen amount.Reward or drain move flow around awakening-based custom behavior.Has Awk Bar; Is Awakened; Add HealthKeep this separate from Properties; it changes resource during the timeline.
Add HealthSource-backedTimeline nodeAdds or removes health when the timeline reaches the node.Health amount and targeting settingsCan target the user or recent target. Single Target controls target scope.Make healing, recoil, self-damage, or target health effects.Hitbox; Has Health; GrabUnlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.
Add EvasiveSource-backedTimeline nodeAdds evasive resource or behavior to the custom move flow.Evasive amountUses a chosen amount.Tie a custom move to evasive resource behavior.State; Add Awakening; Add HealthUse this as a timeline resource row, not a global move property.
Hit CancelSource-backedTimeline nodeCancels the remaining custom move when prior stun or damage has happened in its checked window.Time window and cancel behaviorTime dictates the checked frame window.Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.Hitbox; Wait; BranchThe current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.
LoopSource-backedTimeline nodeLoops a section of timeline behavior.Loop timing and transition settingsUses Fade In, Fade Out, and Last Hit settings in the source row.Repeat a move segment or keep a custom effect running until a later point.Animation; Wait; BranchUse with care because repeated timeline behavior can make debugging harder.

Skill Builder section

Conditions

9 items

Conditions decide whether a custom ability or branch can run. They are most useful when the move needs separate ground, air, target, awakening, health, domain, durability, or hold-input behavior.

Source-backed

In Air

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates a custom ability or branch by grounded versus airborne state.
value type
True/False air-state condition
default / range
True side: ground-only. False side: airborne-only.
used for
Split ground and air variants.
related nodes
3
  • Branch
  • Skill
  • Wait
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Is Jumping

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates use by whether the jump input is being held.
value type
True/False input condition
default / range
True side: not holding jump. False side: holding jump.
used for
Make hold-jump alternate starts.
related nodes
2
  • Branch
  • Conditions
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Has Target

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates use by whether a valid target is in sight through the cursor.
value type
True/False target condition
default / range
True side: no valid target in sight. False side: valid target in sight.
used for
Separate lock-on or no-target behavior.
related nodes
2
  • Branch
  • Hitbox
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Is Awakened

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates use by base state versus awakening state.
value type
True/False form condition
default / range
True side: base state. False side: awakening state.
used for
Make base-only or awakening-only custom moves.
related nodes
2
  • Hide in Awakening
  • Hide in Base
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Has Awk Bar

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Checks the user's awakening percentage against a chosen amount.
value type
Awakening threshold
default / range
Default 5%. True side: less than or equal. False side: greater than or equal.
used for
Lock moves behind awakening meter checks.
related nodes
2
  • Add Awakening
  • Is Awakened
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Durability

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gives the custom ability or branch a use limit.
value type
Use-limit value
default / range
Default 1. The source says the false side cannot be toggled.
used for
Erase or expire custom moves after limited uses.
related nodes
2
  • Use When Obtained
  • Use On Death
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Is In Domain

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates use by whether the user is inside a domain.
value type
True/False domain condition
default / range
True side: outside a domain. False side: inside a domain.
used for
Make domain-only or outside-domain variants.
related nodes
2
  • Branch
  • Properties
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Has Health

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Checks the user's health against a chosen amount.
value type
Health threshold
default / range
True side: less than or equal. False side: greater than or equal.
used for
Trigger low-health or high-health behavior.
related nodes
2
  • Add Health
  • Branch
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Source-backed

Is Holding

The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

node type
Condition
purpose
Gates use by whether the player is holding the keybind.
value type
True/False hold condition
default / range
True side: not holding the keybind. False side: holding the keybind.
used for
Build hold-input custom behavior.
related nodes
2
  • Skill
  • Branch
Notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
NameStatusnode typepurposevalue typedefault / rangeused forrelated nodesNotes
In AirSource-backedConditionGates a custom ability or branch by grounded versus airborne state.True/False air-state conditionTrue side: ground-only. False side: airborne-only.Split ground and air variants.Branch; Skill; WaitThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is JumpingSource-backedConditionGates use by whether the jump input is being held.True/False input conditionTrue side: not holding jump. False side: holding jump.Make hold-jump alternate starts.Branch; ConditionsThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has TargetSource-backedConditionGates use by whether a valid target is in sight through the cursor.True/False target conditionTrue side: no valid target in sight. False side: valid target in sight.Separate lock-on or no-target behavior.Branch; HitboxThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is AwakenedSource-backedConditionGates use by base state versus awakening state.True/False form conditionTrue side: base state. False side: awakening state.Make base-only or awakening-only custom moves.Hide in Awakening; Hide in BaseThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has Awk BarSource-backedConditionChecks the user's awakening percentage against a chosen amount.Awakening thresholdDefault 5%. True side: less than or equal. False side: greater than or equal.Lock moves behind awakening meter checks.Add Awakening; Is AwakenedThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
DurabilitySource-backedConditionGives the custom ability or branch a use limit.Use-limit valueDefault 1. The source says the false side cannot be toggled.Erase or expire custom moves after limited uses.Use When Obtained; Use On DeathThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is In DomainSource-backedConditionGates use by whether the user is inside a domain.True/False domain conditionTrue side: outside a domain. False side: inside a domain.Make domain-only or outside-domain variants.Branch; PropertiesThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has HealthSource-backedConditionChecks the user's health against a chosen amount.Health thresholdTrue side: less than or equal. False side: greater than or equal.Trigger low-health or high-health behavior.Add Health; BranchThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is HoldingSource-backedConditionGates use by whether the player is holding the keybind.True/False hold conditionTrue side: not holding the keybind. False side: holding the keybind.Build hold-input custom behavior.Skill; BranchThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Skill Builder section

Properties

13 items

Properties change the custom move as a whole instead of one moment on the timeline. Use them for slot replacement, base or awakening visibility, automatic activation, interrupt rules, and variant tags.

Source-backed

Damage Multiplier

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Multiplies the custom ability's overall damage.
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune total damage after the timeline is built.
related nodes
Hitbox
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Knockback Multiplier

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Multiplies the custom ability's overall knockback.
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune launch or push strength across the move.
related nodes
2
  • Velocity
  • Hitbox
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Invincible

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Grants total i-frames while the ability runs.
value type
Toggle
default / range
On or off.
used for
Protect the user during a custom move.
related nodes
2
  • State
  • Counter
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Replace Skill if Occupied

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Lets the custom move replace an already occupied move slot.
value type
Toggle
default / range
On or off.
used for
Force a custom move into a chosen Moveset Block slot.
related nodes
Prevent Override
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Prevent Override

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Prevents another ability from replacing this custom ability through replacement behavior.
value type
Toggle
default / range
On or off.
used for
Protect an installed custom move from being overwritten.
related nodes
Replace Skill if Occupied
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Hide in Awakening

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Hides the custom ability while the user is in awakening.
value type
Toggle
default / range
On or off.
used for
Keep a move base-only.
related nodes
2
  • Is Awakened
  • Hide in Base
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Keep When Moveset Switches

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Keeps the custom ability when the user's moveset switches between base and awakening.
value type
Toggle
default / range
On or off.
used for
Carry custom move access through form switching.
related nodes
3
  • Is Awakened
  • Hide in Awakening
  • Hide in Base
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Hide in Base

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Hides the custom ability while the user is in base state.
value type
Toggle
default / range
On or off.
used for
Keep a move awakening-only.
related nodes
2
  • Is Awakened
  • Hide in Awakening
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Use When Obtained

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Immediately activates the custom ability when the user obtains it.
value type
Toggle
default / range
On or off.
used for
Trigger automatic move behavior from obtainment.
related nodes
2
  • Durability
  • Use On Death
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Use On Death

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Immediately activates the custom ability when the user dies.
value type
Toggle
default / range
On or off.
used for
Create death-triggered custom behavior.
related nodes
2
  • Use When Obtained
  • Add Health
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

No Stun

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Disables skill checks on the custom ability.
value type
Toggle
default / range
On or off.
used for
Bypass normal skill-check behavior for the custom move.
related nodes
2
  • No Cancel
  • Variant Tag
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

No Cancel

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Makes the ability uninterruptible.
value type
Toggle
default / range
On or off.
used for
Prevent interruption during the custom move.
related nodes
2
  • No Stun
  • Invincible
Notes
Properties apply to the custom move as a whole rather than one timeline moment.

Source-backed

Variant Tag

Properties apply to the custom move as a whole rather than one timeline moment.

node type
Property
purpose
Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.
value type
Tag value
default / range
Uses an inputted tag.
used for
Connect Tag-node behavior to variant or cooldown behavior.
related nodes
2
  • Tag
  • Skill
Notes
Properties apply to the custom move as a whole rather than one timeline moment.
NameStatusnode typepurposevalue typedefault / rangeused forrelated nodesNotes
Damage MultiplierSource-backedPropertyMultiplies the custom ability's overall damage.Numeric multiplierChosen value.Tune total damage after the timeline is built.HitboxProperties apply to the custom move as a whole rather than one timeline moment.
Knockback MultiplierSource-backedPropertyMultiplies the custom ability's overall knockback.Numeric multiplierChosen value.Tune launch or push strength across the move.Velocity; HitboxProperties apply to the custom move as a whole rather than one timeline moment.
InvincibleSource-backedPropertyGrants total i-frames while the ability runs.ToggleOn or off.Protect the user during a custom move.State; CounterProperties apply to the custom move as a whole rather than one timeline moment.
Replace Skill if OccupiedSource-backedPropertyLets the custom move replace an already occupied move slot.ToggleOn or off.Force a custom move into a chosen Moveset Block slot.Prevent OverrideProperties apply to the custom move as a whole rather than one timeline moment.
Prevent OverrideSource-backedPropertyPrevents another ability from replacing this custom ability through replacement behavior.ToggleOn or off.Protect an installed custom move from being overwritten.Replace Skill if OccupiedProperties apply to the custom move as a whole rather than one timeline moment.
Hide in AwakeningSource-backedPropertyHides the custom ability while the user is in awakening.ToggleOn or off.Keep a move base-only.Is Awakened; Hide in BaseProperties apply to the custom move as a whole rather than one timeline moment.
Keep When Moveset SwitchesSource-backedPropertyKeeps the custom ability when the user's moveset switches between base and awakening.ToggleOn or off.Carry custom move access through form switching.Is Awakened; Hide in Awakening; Hide in BaseProperties apply to the custom move as a whole rather than one timeline moment.
Hide in BaseSource-backedPropertyHides the custom ability while the user is in base state.ToggleOn or off.Keep a move awakening-only.Is Awakened; Hide in AwakeningProperties apply to the custom move as a whole rather than one timeline moment.
Use When ObtainedSource-backedPropertyImmediately activates the custom ability when the user obtains it.ToggleOn or off.Trigger automatic move behavior from obtainment.Durability; Use On DeathProperties apply to the custom move as a whole rather than one timeline moment.
Use On DeathSource-backedPropertyImmediately activates the custom ability when the user dies.ToggleOn or off.Create death-triggered custom behavior.Use When Obtained; Add HealthProperties apply to the custom move as a whole rather than one timeline moment.
No StunSource-backedPropertyDisables skill checks on the custom ability.ToggleOn or off.Bypass normal skill-check behavior for the custom move.No Cancel; Variant TagProperties apply to the custom move as a whole rather than one timeline moment.
No CancelSource-backedPropertyMakes the ability uninterruptible.ToggleOn or off.Prevent interruption during the custom move.No Stun; InvincibleProperties apply to the custom move as a whole rather than one timeline moment.
Variant TagSource-backedPropertyAllows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.Tag valueUses an inputted tag.Connect Tag-node behavior to variant or cooldown behavior.Tag; SkillProperties apply to the custom move as a whole rather than one timeline moment.

Skill Builder section

Variant triggers

25 items

Variant triggers show the wait, hold, special, or use-again setups that can make existing skills behave differently. Keep the TBA and W.I.P. notes visible when testing because some windows are still marked as unfinished or uncertain.

Source-backed

Focus Strike Black Flash

Black Flashes

node type
Use Twice/Again trigger
purpose
Focus Strike can trigger a Black Flash style variant.
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Line up a second Focus Strike input for the variant.
related nodes
2
  • Skill
  • Wait
Notes
Black Flashes

Source-backed

Divergent Fist Black Flash

Black Flashes

node type
Use Twice/Again trigger
purpose
Divergent Fist can trigger a Black Flash window.
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Time a second Divergent Fist input for the Black Flash window.
related nodes
2
  • Skill
  • Wait
Notes
Black Flashes

Source-backed

Cleave Rush Black Flash

Black Flashes

node type
Use Twice/Again trigger
purpose
Cleave Rush can trigger a Black Flash style variant.
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Time the repeated Cleave Rush setup.
related nodes
2
  • Skill
  • Wait
Notes
Black Flashes

Source-backed

Idle Transfiguration via Focus Strike

Black Flashes

node type
Use Twice/Again trigger
purpose
Idle Transfiguration can be triggered with Focus Strike timing.
value type
Wait time
default / range
0.75 to 1 second, depending on target distance.
used for
Build a distance-sensitive variant chain.
related nodes
3
  • Skill
  • Wait
  • Has Target
Notes
Black Flashes

Source-backed

Brute Force via Earthquake

Black Flashes

node type
Use Twice/Again trigger
purpose
Brute Force can be triggered through Earthquake timing.
value type
Wait time
default / range
0.6 to 0.7 seconds.
used for
Line up Earthquake into Brute Force behavior.
related nodes
2
  • Skill
  • Wait
Notes
Black Flashes

Source-backed

Reserve Balls into Shutter Doors

Other

node type
Use Twice/Again trigger
purpose
Reserve Balls can use Shutter Doors as the follow-up trigger.
value type
Wait time
default / range
0.01 to 1 second.
used for
Make a fast Reserve Balls to Shutter Doors sequence.
related nodes
2
  • Skill
  • Wait
Notes
Other

Source-backed

Toad into Nue

Other; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.

node type
Use Twice/Again trigger
purpose
Toad can use Nue timing for Well's Unknown Abyss-style behavior.
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Build the Toad and Nue interaction while controlling the unwanted Nue summon.
related nodes
3
  • Skill
  • Wait
  • Cancel
Notes
2
  • Other
  • source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.

TBA

Body Repel via Focus Strike

Other; keep the TBA status visible.

node type
Use Twice/Again trigger
purpose
Body Repel has a listed Focus Strike trigger but the exact value is not final.
value type
Wait time
default / range
2
  • TBA
  • source says it can be 0.7 seconds.
used for
Test a Focus Strike-linked Body Repel variant.
related nodes
2
  • Skill
  • Wait
Notes
2
  • Other
  • keep the TBA status visible.

TBA

Revolve use-again trigger

Other

node type
Use Twice/Again trigger
purpose
Revolve can trigger again within a short wait.
value type
Wait time
default / range
2
  • Less than 1 second
  • source says exact limit is TBA.
used for
Build quick repeated Revolve behavior.
related nodes
2
  • Skill
  • Wait
Notes
Other

Source-backed

Veilstep use-again trigger

Other

node type
Use Twice/Again trigger
purpose
Veilstep does not need a wait time for its listed variant behavior.
value type
Immediate cancel option
default / range
No Wait needed. Use an immediate Cancel if you want the other result.
used for
Switch Veilstep behavior immediately.
related nodes
2
  • Skill
  • Cancel
Notes
Other

Source-backed

Garuda Rebound use-again trigger

Other

node type
Use Twice/Again trigger
purpose
Garuda Rebound has separate normal and held wait windows.
value type
Wait time
default / range
2
  • 1.27 to 1.53 seconds
  • 2.47 to 2.73 seconds if held.
used for
Time normal or held Garuda Rebound variants.
related nodes
3
  • Skill
  • Wait
  • Hold For
Notes
Other

Source-backed

Rika moves via True Love Beam

Other

node type
Use Twice/Again trigger
purpose
Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.
value type
Wait time
default / range
0.6 seconds.
used for
Build Rika move sequences around True Love Beam.
related nodes
2
  • Skill
  • Wait
Notes
Other

Source-backed

Max Elephant hold

Hold

node type
Hold trigger
purpose
Max Elephant uses Hold For timing for its variant behavior.
value type
Hold duration
default / range
As long as needed.
used for
Trigger held Max Elephant behavior.
related nodes
2
  • Skill
  • Hold For
Notes
Hold

Source-backed

Earthquake hold

Hold

node type
Hold trigger
purpose
Earthquake has an ideal hold range listed by the source.
value type
Hold duration
default / range
2
  • 0.75 to 0.9 seconds
  • ideally 0.85 seconds.
used for
Trigger held Earthquake behavior.
related nodes
2
  • Skill
  • Hold For
Notes
Hold

Source-backed

Piercing Blood hold

Hold

node type
Hold trigger
purpose
Piercing Blood requires Convergence Orb for the listed hold variant.
value type
Hold duration
default / range
2
  • 1.4 seconds or more
  • requires Convergence Orb.
used for
Build the charged Piercing Blood setup.
related nodes
3
  • Skill
  • Hold For
  • Convergence Orb
Notes
Hold

Source-backed

Garuda Rebound hold

Hold

node type
Hold trigger
purpose
Garuda Rebound has a hold-triggered variant window.
value type
Hold duration
default / range
0.55 seconds or more.
used for
Trigger held Garuda Rebound behavior.
related nodes
2
  • Skill
  • Hold For
Notes
Hold

Source-backed

Ultra Cannon hold

Hold

node type
Hold trigger
purpose
Ultra Cannon has a listed hold threshold.
value type
Hold duration
default / range
1.2 seconds or more.
used for
Trigger held Ultra Cannon behavior.
related nodes
2
  • Skill
  • Hold For
Notes
Hold

Source-backed

World Cutting Slash special chain

Special

node type
Special trigger
purpose
World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.
value type
Wait time
default / range
1.2 seconds between Open and Cleave.
used for
Line up the World Cutting Slash special chain.
related nodes
3
  • Special
  • Skill
  • Wait
Notes
Special

Source caveat

Incantation x3 into Strong Dismantle

Special; preserve the source's unusual timing notation.

node type
Special trigger
purpose
Incantation x3 can stack into Strong Dismantle timing.
value type
Wait time
default / range
Source writes 0.6< for the Incantation timing.
used for
Build stacked incantation behavior.
related nodes
3
  • Special
  • Skill
  • Wait
Notes
2
  • Special
  • preserve the source's unusual timing notation.

Source-backed

Reversal Red into Limitless

Special

node type
Special trigger
purpose
Reversal Red can trigger Limitless within the listed range.
value type
Wait time
default / range
0.5 to 1.2 seconds.
used for
Build a Reversal Red to Limitless special trigger.
related nodes
3
  • Special
  • Skill
  • Wait
Notes
Special

Source-backed

Reversal Red MAX into Limitless

Special

node type
Special trigger
purpose
Reversal Red MAX has a shorter Limitless trigger window.
value type
Wait time
default / range
Less than 1.2 seconds.
used for
Build a MAX Reversal Red to Limitless trigger.
related nodes
3
  • Special
  • Skill
  • Wait
Notes
Special

Source-backed

Nue into Lurking Shadow

Special

node type
Special trigger
purpose
Nue can trigger Lurking Shadow without a wait requirement.
value type
Wait time
default / range
None required.
used for
Build a summon-to-shadow trigger without adding extra delay.
related nodes
2
  • Special
  • Skill
Notes
Special

Source-backed

Slicing Exorcism into Convergence

Special

node type
Special trigger
purpose
Slicing Exorcism can trigger Convergence without a wait requirement.
value type
Wait time
default / range
None required.
used for
Build a direct Slicing Exorcism to Convergence trigger.
related nodes
2
  • Special
  • Skill
Notes
Special

Source-backed

Mass Buildup charge triggers

Special

node type
Special trigger
purpose
Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.
value type
Wait time
default / range
2
  • None required
  • source says two Mass Buildup nodes charge Rising Rage twice.
used for
Build Mass Buildup charge behavior for listed moves.
related nodes
2
  • Special
  • Skill
Notes
Special

Source-backed

Garuda Rebound special timing

Special

node type
Special trigger
purpose
Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.
value type
Wait time
default / range
1 to 1.4 seconds.
used for
Line up Garuda Rebound's special trigger timing.
related nodes
3
  • Special
  • Skill
  • Wait
Notes
Special
NameStatusnode typepurposevalue typedefault / rangeused forrelated nodesNotes
Focus Strike Black FlashSource-backedUse Twice/Again triggerFocus Strike can trigger a Black Flash style variant.Wait time0.3 to 0.4 seconds.Line up a second Focus Strike input for the variant.Skill; WaitBlack Flashes
Divergent Fist Black FlashSource-backedUse Twice/Again triggerDivergent Fist can trigger a Black Flash window.Wait time0.3 to 0.4 seconds.Time a second Divergent Fist input for the Black Flash window.Skill; WaitBlack Flashes
Cleave Rush Black FlashSource-backedUse Twice/Again triggerCleave Rush can trigger a Black Flash style variant.Wait time0.3 to 0.4 seconds.Time the repeated Cleave Rush setup.Skill; WaitBlack Flashes
Idle Transfiguration via Focus StrikeSource-backedUse Twice/Again triggerIdle Transfiguration can be triggered with Focus Strike timing.Wait time0.75 to 1 second, depending on target distance.Build a distance-sensitive variant chain.Skill; Wait; Has TargetBlack Flashes
Brute Force via EarthquakeSource-backedUse Twice/Again triggerBrute Force can be triggered through Earthquake timing.Wait time0.6 to 0.7 seconds.Line up Earthquake into Brute Force behavior.Skill; WaitBlack Flashes
Reserve Balls into Shutter DoorsSource-backedUse Twice/Again triggerReserve Balls can use Shutter Doors as the follow-up trigger.Wait time0.01 to 1 second.Make a fast Reserve Balls to Shutter Doors sequence.Skill; WaitOther
Toad into NueSource-backedUse Twice/Again triggerToad can use Nue timing for Well's Unknown Abyss-style behavior.Wait time0.3 to 0.4 seconds.Build the Toad and Nue interaction while controlling the unwanted Nue summon.Skill; Wait; CancelOther; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.
Body Repel via Focus StrikeTBAUse Twice/Again triggerBody Repel has a listed Focus Strike trigger but the exact value is not final.Wait timeTBA; source says it can be 0.7 seconds.Test a Focus Strike-linked Body Repel variant.Skill; WaitOther; keep the TBA status visible.
Revolve use-again triggerTBAUse Twice/Again triggerRevolve can trigger again within a short wait.Wait timeLess than 1 second; source says exact limit is TBA.Build quick repeated Revolve behavior.Skill; WaitOther
Veilstep use-again triggerSource-backedUse Twice/Again triggerVeilstep does not need a wait time for its listed variant behavior.Immediate cancel optionNo Wait needed. Use an immediate Cancel if you want the other result.Switch Veilstep behavior immediately.Skill; CancelOther
Garuda Rebound use-again triggerSource-backedUse Twice/Again triggerGaruda Rebound has separate normal and held wait windows.Wait time1.27 to 1.53 seconds; 2.47 to 2.73 seconds if held.Time normal or held Garuda Rebound variants.Skill; Wait; Hold ForOther
Rika moves via True Love BeamSource-backedUse Twice/Again triggerRika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.Wait time0.6 seconds.Build Rika move sequences around True Love Beam.Skill; WaitOther
Max Elephant holdSource-backedHold triggerMax Elephant uses Hold For timing for its variant behavior.Hold durationAs long as needed.Trigger held Max Elephant behavior.Skill; Hold ForHold
Earthquake holdSource-backedHold triggerEarthquake has an ideal hold range listed by the source.Hold duration0.75 to 0.9 seconds; ideally 0.85 seconds.Trigger held Earthquake behavior.Skill; Hold ForHold
Piercing Blood holdSource-backedHold triggerPiercing Blood requires Convergence Orb for the listed hold variant.Hold duration1.4 seconds or more; requires Convergence Orb.Build the charged Piercing Blood setup.Skill; Hold For; Convergence OrbHold
Garuda Rebound holdSource-backedHold triggerGaruda Rebound has a hold-triggered variant window.Hold duration0.55 seconds or more.Trigger held Garuda Rebound behavior.Skill; Hold ForHold
Ultra Cannon holdSource-backedHold triggerUltra Cannon has a listed hold threshold.Hold duration1.2 seconds or more.Trigger held Ultra Cannon behavior.Skill; Hold ForHold
World Cutting Slash special chainSource-backedSpecial triggerWorld Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.Wait time1.2 seconds between Open and Cleave.Line up the World Cutting Slash special chain.Special; Skill; WaitSpecial
Incantation x3 into Strong DismantleSource caveatSpecial triggerIncantation x3 can stack into Strong Dismantle timing.Wait timeSource writes 0.6< for the Incantation timing.Build stacked incantation behavior.Special; Skill; WaitSpecial; preserve the source's unusual timing notation.
Reversal Red into LimitlessSource-backedSpecial triggerReversal Red can trigger Limitless within the listed range.Wait time0.5 to 1.2 seconds.Build a Reversal Red to Limitless special trigger.Special; Skill; WaitSpecial
Reversal Red MAX into LimitlessSource-backedSpecial triggerReversal Red MAX has a shorter Limitless trigger window.Wait timeLess than 1.2 seconds.Build a MAX Reversal Red to Limitless trigger.Special; Skill; WaitSpecial
Nue into Lurking ShadowSource-backedSpecial triggerNue can trigger Lurking Shadow without a wait requirement.Wait timeNone required.Build a summon-to-shadow trigger without adding extra delay.Special; SkillSpecial
Slicing Exorcism into ConvergenceSource-backedSpecial triggerSlicing Exorcism can trigger Convergence without a wait requirement.Wait timeNone required.Build a direct Slicing Exorcism to Convergence trigger.Special; SkillSpecial
Mass Buildup charge triggersSource-backedSpecial triggerRising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.Wait timeNone required; source says two Mass Buildup nodes charge Rising Rage twice.Build Mass Buildup charge behavior for listed moves.Special; SkillSpecial
Garuda Rebound special timingSource-backedSpecial triggerGaruda Rebound has a special timing row with Garuda Rebound listed as its trigger.Wait time1 to 1.4 seconds.Line up Garuda Rebound's special trigger timing.Special; Skill; WaitSpecial

Skill Builder section

Timing references

48 items

Timing references are move-specific windows for windups, hitboxes, grabs, VFX, domains, and full-move points. Treat them as builder timing help, not as guaranteed combat frame data.

W.I.P. source reference

Lapse Blue timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Lapse Blue.
value type
Move timing windows
default / range
4
  • 0 - 0.55: No pull
  • 0.8 - 1: Full pull
  • 1 - 1.75: Suspension
  • 1.76+ : Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Reversal Red timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Reversal Red.
value type
Move timing windows
default / range
3
  • 0 - 0.2: SFX + Red light
  • 0.2 - 0.5: Reversal Red's VFX
  • 0.51+ : Full move and special window.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Rapid Punches timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Rapid Punches.
value type
Move timing windows
default / range
5
  • 0 - 0.5: Windup, no grab.
  • 0.5 - 0.6: Grab + 1 punch.
  • 3.7: No final punch.
  • 3.7 - 3.8: Full move, chance of final punch depending on how long it took for the move to connect.
  • 3.8+: Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Twofold Kick timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Twofold Kick.
value type
Move timing windows
default / range
5
  • 0.35+: No hit. First kick's VFX appears.
  • 0.41+: First kick hitbox.
  • 0.94+: Second kick VSFX appears.
  • 1.09+: Second kick's hitbox.
  • 1.3+: Full move (just the rest of the animation)
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Lapse Blue MAX timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Lapse Blue MAX.
value type
Move timing windows
default / range
2
  • 0.07+: Blue light, possiblity of Blue's VFX
  • 0.53+: Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Reversal Red MAX timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Reversal Red MAX.
value type
Move timing windows
default / range
3
  • 0.37+: VFX appears.
  • 0.5+: SFX appears.
  • 1.21+: Full move and special window.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Hollow Purple timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Hollow Purple.
value type
Move timing windows
default / range
4
  • 0+: SFX appears.
  • 0.10+: VFX appears.
  • 1.25+: Both infinites are smashed together.
  • 2.72+: Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Infinite Void timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Infinite Void.
value type
Move timing windows
default / range
2
  • 0+: Pop-up cutscene appears.
  • 1.25+: Domain Expansion, Infinite Void.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Cursed Strikes timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Cursed Strikes.
value type
Move timing windows
default / range
8
  • 0.3+ SFX appears.
  • 0.6+ Dash.
  • 1+ First punch's hitbox.
  • 1.15+ Second punch's hitbox.
  • 1.47+ Third punch's hitbox.
  • 1.73+ Fourth punch's hitbox.
  • +2 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Aerial Cursed Strikes timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Aerial Cursed Strikes.
value type
Move timing windows
default / range
3
  • 0-0.66 Ascent/Windup.
  • 0.67+ Descent (no hitbox).
  • 0.7 Hitbox activates.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Crushing Blow timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Crushing Blow.
value type
Move timing windows
default / range
5
  • 0.02+ SFX appears.
  • 0.45+ Windup, no slam.
  • 0.6+ First slam's hitbox.
  • 1+ Grab, no second slam.
  • 1.2+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Divergent Fist timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Divergent Fist.
value type
Move timing windows
default / range
5
  • 0.3+ VSFX appears.
  • 0.36 (exact) is the Black Flash Window (if another Divergent Fist is added)
  • 0.4+ Special window.
  • 0.5+ Grab and hit's VSFX appears.
  • 0.55+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Manji Kick timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Manji Kick.
value type
Move timing windows
default / range
4
  • 0.02+ SFX appears.
  • 0.05+ Animation begins.
  • 0.06-0.4+ Dodge.
  • 0.5+ Full Move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Dismantle timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Dismantle.
value type
Move timing windows
default / range
3
  • 0-0.4 Windup.
  • 0.41+ Hitbox.
  • 1.1+ Full move. Dismantles stopped.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Aerial Dismantle timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Aerial Dismantle.
value type
Move timing windows
default / range
3
  • 0-0.61 Ascent/Windup.
  • 0.62+ Dismantle hitbox.
  • 1+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Rush timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Rush.
value type
Move timing windows
default / range
6
  • 0.4666 Dash begins
  • 1.1-2.1 Running after hitting first Dash
  • 2.2 Kick
  • 2.3-2.95 Jump
  • 3.5 Hit back down
  • 3.9 End of move and fall
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Open timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Open.
value type
Move timing windows
default / range
5
  • 0.02 Hand particles appears.
  • 0.89 Open VFX.
  • 2+ Arrow is fully drawn.
  • 2.7+ Arrow is shot.
  • 3.7 Full lifetime of Arrow.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Malevolent Shrine timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Malevolent Shrine.
value type
Move timing windows
default / range
2
  • 0+ Pop-up cutscene appears.
  • 1.25+ Domain Expansion, Malevolent Shrine.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Reserve Balls timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Reserve Balls.
value type
Move timing windows
default / range
2
  • 0.11+ SFX appears.
  • 0.32+ Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Shutter Doors timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Shutter Doors.
value type
Move timing windows
default / range
2
  • 0.15 VSFX appears.
  • 0.435 Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Rough Energy timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Rough Energy.
value type
Move timing windows
default / range
3
  • 0.1+ VSFX appears.
  • 0.71 Full windup.
  • 0.72+ Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Fever Breaker timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Fever Breaker.
value type
Move timing windows
default / range
6
  • 0.44 Windup animation.
  • 0.45 First kick hitbox.
  • 0.5-0.8 Knockback and VFX.
  • 1-1.25 User rushes to target.
  • 1.32-1.35 Second hitbox and VFX.
  • 1.40+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Lucky Volley timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Lucky Volley.
value type
Move timing windows
default / range
7
  • 0-0.4 Windup.
  • 0.405 First punch.
  • 0.41+ Flurry of Punches.
  • 1.37 Flurry of Punches end.
  • 1.4 End strike VFX appears.
  • 1.4-1.64 End strike windup.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Lucky Rushdown timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Lucky Rushdown.
value type
Move timing windows
default / range
7
  • 0-0.55 Windup.
  • 0.56-0.61 Running Animation (No hitbox).
  • 0.62 First hitbox.
  • 0.56 to about 1.54 Full running animation (No grab).
  • 0.56 to about 2.2 Drag time.
  • 0.75 Throw windup.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Overwhelming Luck timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Overwhelming Luck.
value type
Move timing windows
default / range
11
  • 0.05 VSFX appears.
  • 0.05-1.15 Full windup before forward rush.
  • 1.15-2.05 First forward dash.
  • 2.1 First Punch.
  • 2.15-4.1 User continues running animation.
  • 4.17 Second Punch.
  • +5 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Energy Surge timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Energy Surge.
value type
Move timing windows
default / range
9
  • 0.05 VSFX appears.
  • 0.05-0.56 Windup/Dash.
  • 0.57 First hitbox.
  • 0.95+ First pose animation.
  • 1.15+ Second pose animation.
  • 1.55 Pre-teleport.
  • +3 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Rabbit Escape timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Rabbit Escape.
value type
Move timing windows
default / range
3
  • 0-0.5 Rabbit Escape handsign.
  • 0.51+ Rabbits appear.
  • 1.75 Rabbits stop appearing.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Nue timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Nue.
value type
Move timing windows
default / range
5
  • 0-0.4 Nue handsign.
  • 0.41+ Nue appears.
  • 0.9+ Nue reaches the peak of it's flight.
  • 1.4+ Nue reaches target.
  • 2.2+ Nue disappears.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Nue Variant timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Nue Variant.
value type
Move timing windows
default / range
7
  • 0-0.4 Nue handsign.
  • 0.41+ Nue appears.
  • 0.75+ User starts ascending.
  • 0.9+ Nue reaches the peak of it's flight.
  • 1.1+ User flies with Nue.
  • 1.4+ Nue reaches target.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Toad timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Toad.
value type
Move timing windows
default / range
2
  • 0-0.4 Toad handsign.
  • 0.41+ Toad appears and attack continues.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Well's Unknown Abyss timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Well's Unknown Abyss.
value type
Move timing windows
default / range
6
  • 0-0.4 Toad handsign.
  • 0.41+ Toads appear.
  • 1.2+ Grab.
  • 1.7+ Toads start lifting.
  • 2.1+ Slam.
  • 3+ Toads disappear.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Divine Dog: Totality (First Use) timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Divine Dog: Totality (First Use).
value type
Move timing windows
default / range
3
  • 0-0.16 Before appearance.
  • 0.17+ Divine Dog appears.
  • 1+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

Source caveat

Divine Dog: Totality (Second Use) timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Divine Dog: Totality (Second Use).
value type
Move timing windows
default / range
The second use is currently impossible to activate in the Skill Builder.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Great Serpent timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Great Serpent.
value type
Move timing windows
default / range
3
  • 0-0.5 Jump
  • 1.2+ Summon
  • 2.8+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Shadow Swarm timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Shadow Swarm.
value type
Move timing windows
default / range
4
  • 0-0.55 Summon
  • 0.95+ Run
  • 2.95+ Clones disappear
  • 3.65+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Divine Pummel timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Divine Pummel.
value type
Move timing windows
default / range
6
  • 0-0.68 Windup
  • 0.66 Actual grab part
  • 0.69-1.26 Grab, No slam
  • 1.27-1.81 First slam
  • 1.82-2.41 Second slam
  • 2.42+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Ground Pitch timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Ground Pitch.
value type
Move timing windows
default / range
3
  • 0-0.38 Windup
  • 0.39-1.81 Grab
  • 1.82+ Throw
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Earthquake timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Earthquake.
value type
Move timing windows
default / range
4
  • 0-0.46 Windup
  • 0.47+ No-hold full move
  • 0.47-0.96 Hold, First smash
  • 0.97+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Takedown timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Takedown.
value type
Move timing windows
default / range
3
  • 0-0.4 Windup
  • 0.41-0.83 Teleport
  • 0.84+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

World Slash timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for World Slash.
value type
Move timing windows
default / range
5
  • 0-0.16 Windup, Pre-vfx
  • 0.17-0.99 First VFX
  • 1-1.23 Second VFX
  • 1-1.36 Screen effects
  • 1.37+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Stockpile timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Stockpile.
value type
Move timing windows
default / range
3
  • 0-0.48 Windup
  • 0.49-0.74 First hit
  • 0.75+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Aerial Stockpile timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Aerial Stockpile.
value type
Move timing windows
default / range
3
  • 0-0.38 Ascent/Windup
  • 0.39-0.6 Descent, No hit
  • 0.61+ Full move (Hits at 0.61 may be inconsistent)
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Soul Fire timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Soul Fire.
value type
Move timing windows
default / range
4
  • 0-0.45 Windup
  • 0.46-0.58 First bean
  • 0.59-0.73 Second bean
  • 0.74+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Focus Strike timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Focus Strike.
value type
Move timing windows
default / range
2
  • 0-0.4 Windup
  • 0.41+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Chainwhip timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Chainwhip.
value type
Move timing windows
default / range
3
  • 0-0.45 Windup
  • 0.46+ Hit
  • 1.03+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Homerun timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Homerun.
value type
Move timing windows
default / range
3
  • 0-0.96 Windup
  • 0.97+ Hit
  • 1.88+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Body Repel timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Body Repel.
value type
Move timing windows
default / range
4
  • 0-1.04 Windup
  • 1.05-1.23 First VFX
  • 1.24-1.39 Second VFX
  • 1.4+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.

W.I.P. source reference

Idle Transfiguration timing

The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

node type
Timing reference
purpose
Lists source timing windows for Idle Transfiguration.
value type
Move timing windows
default / range
4
  • 0-0.81 Windup
  • 0.82-0.88 Dash, No hit
  • 0.89+ Hit
  • 1.65+ Full move/running distance
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
4
  • Wait
  • Skill
  • Animation
  • Hitbox
Notes
2
  • The source marks the Timings tab as W.I.P.
  • treat this as builder reference timing, not guaranteed competitive frame data.
NameStatusnode typepurposevalue typedefault / rangeused forrelated nodesNotes
Lapse Blue timingW.I.P. source referenceTiming referenceLists source timing windows for Lapse Blue.Move timing windows0 - 0.55: No pull;; 0.8 - 1: Full pull;; 1 - 1.75: Suspension;; 1.76+ : Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Reversal Red timingW.I.P. source referenceTiming referenceLists source timing windows for Reversal Red.Move timing windows0 - 0.2: SFX + Red light;; 0.2 - 0.5: Reversal Red's VFX;; 0.51+ : Full move and special window.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Rapid Punches timingW.I.P. source referenceTiming referenceLists source timing windows for Rapid Punches.Move timing windows0 - 0.5: Windup, no grab.;; 0.5 - 0.6: Grab + 1 punch.;; 3.7: No final punch.;; 3.7 - 3.8: Full move, chance of final punch depending on how long it took for the move to connect.;; 3.8+: Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Twofold Kick timingW.I.P. source referenceTiming referenceLists source timing windows for Twofold Kick.Move timing windows0.35+: No hit. First kick's VFX appears.;; 0.41+: First kick hitbox.;; 0.94+: Second kick VSFX appears.;; 1.09+: Second kick's hitbox.;; 1.3+: Full move (just the rest of the animation)Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Lapse Blue MAX timingW.I.P. source referenceTiming referenceLists source timing windows for Lapse Blue MAX.Move timing windows0.07+: Blue light, possiblity of Blue's VFX;; 0.53+: Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Reversal Red MAX timingW.I.P. source referenceTiming referenceLists source timing windows for Reversal Red MAX.Move timing windows0.37+: VFX appears.;; 0.5+: SFX appears.;; 1.21+: Full move and special window.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Hollow Purple timingW.I.P. source referenceTiming referenceLists source timing windows for Hollow Purple.Move timing windows0+: SFX appears.;; 0.10+: VFX appears.;; 1.25+: Both infinites are smashed together.;; 2.72+: Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Infinite Void timingW.I.P. source referenceTiming referenceLists source timing windows for Infinite Void.Move timing windows0+: Pop-up cutscene appears.;; 1.25+: Domain Expansion, Infinite Void.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Cursed Strikes timingW.I.P. source referenceTiming referenceLists source timing windows for Cursed Strikes.Move timing windows0.3+ SFX appears.;; 0.6+ Dash.;; 1+ First punch's hitbox.;; 1.15+ Second punch's hitbox.;; 1.47+ Third punch's hitbox.;; 1.73+ Fourth punch's hitbox.;; 1.9+ Fifth punch's hitbox.;; 2.2+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Aerial Cursed Strikes timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Cursed Strikes.Move timing windows0-0.66 Ascent/Windup.; 0.67+ Descent (no hitbox).; 0.7 Hitbox activates.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Crushing Blow timingW.I.P. source referenceTiming referenceLists source timing windows for Crushing Blow.Move timing windows0.02+ SFX appears.;; 0.45+ Windup, no slam.;; 0.6+ First slam's hitbox.;; 1+ Grab, no second slam.;; 1.2+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Divergent Fist timingW.I.P. source referenceTiming referenceLists source timing windows for Divergent Fist.Move timing windows0.3+ VSFX appears.;; 0.36 (exact) is the Black Flash Window (if another Divergent Fist is added) ;; 0.4+ Special window.;; 0.5+ Grab and hit's VSFX appears.;; 0.55+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Manji Kick timingW.I.P. source referenceTiming referenceLists source timing windows for Manji Kick.Move timing windows0.02+ SFX appears.;; 0.05+ Animation begins.;; 0.06-0.4+ Dodge.;; 0.5+ Full Move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Dismantle timingW.I.P. source referenceTiming referenceLists source timing windows for Dismantle.Move timing windows0-0.4 Windup.; 0.41+ Hitbox.; 1.1+ Full move. Dismantles stopped.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Aerial Dismantle timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Dismantle.Move timing windows0-0.61 Ascent/Windup.; 0.62+ Dismantle hitbox.; 1+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Rush timingW.I.P. source referenceTiming referenceLists source timing windows for Rush.Move timing windows0.4666 Dash begins; 1.1-2.1 Running after hitting first Dash; 2.2 Kick; 2.3-2.95 Jump; 3.5 Hit back down; 3.9 End of move and fallLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Open timingW.I.P. source referenceTiming referenceLists source timing windows for Open.Move timing windows0.02 Hand particles appears.; 0.89 Open VFX.; 2+ Arrow is fully drawn.; 2.7+ Arrow is shot.; 3.7 Full lifetime of Arrow.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Malevolent Shrine timingW.I.P. source referenceTiming referenceLists source timing windows for Malevolent Shrine.Move timing windows0+ Pop-up cutscene appears.; 1.25+ Domain Expansion, Malevolent Shrine.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Reserve Balls timingW.I.P. source referenceTiming referenceLists source timing windows for Reserve Balls.Move timing windows0.11+ SFX appears.;; 0.32+ Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Shutter Doors timingW.I.P. source referenceTiming referenceLists source timing windows for Shutter Doors.Move timing windows0.15 VSFX appears.;; 0.435 Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Rough Energy timingW.I.P. source referenceTiming referenceLists source timing windows for Rough Energy.Move timing windows0.1+ VSFX appears.;; 0.71 Full windup.;; 0.72+ Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Fever Breaker timingW.I.P. source referenceTiming referenceLists source timing windows for Fever Breaker.Move timing windows0.44 Windup animation.;; 0.45 First kick hitbox.;; 0.5-0.8 Knockback and VFX.;; 1-1.25 User rushes to target.;; 1.32-1.35 Second hitbox and VFX.;; 1.40+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Lucky Volley timingW.I.P. source referenceTiming referenceLists source timing windows for Lucky Volley.Move timing windows0-0.4 Windup.; 0.405 First punch.; 0.41+ Flurry of Punches.; 1.37 Flurry of Punches end.; 1.4 End strike VFX appears.; 1.4-1.64 End strike windup.; 1.65 End Strike hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Lucky Rushdown timingW.I.P. source referenceTiming referenceLists source timing windows for Lucky Rushdown.Move timing windows0-0.55 Windup.; 0.56-0.61 Running Animation (No hitbox).; 0.62 First hitbox.; 0.56 to about 1.54 Full running animation (No grab).; 0.56 to about 2.2 Drag time.; 0.75 Throw windup.; 0.85 Full throwing animation.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Overwhelming Luck timingW.I.P. source referenceTiming referenceLists source timing windows for Overwhelming Luck.Move timing windows0.05 VSFX appears.; 0.05-1.15 Full windup before forward rush.; 1.15-2.05 First forward dash.; 2.1 First Punch.; 2.15-4.1 User continues running animation.; 4.17 Second Punch.; 4.18-5.6 Continue forward running.; 5.7 Third Punch.; 5.9 Fourth Punch.; 6.27 Fifth Punch.; 7.17 Final Punch.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Energy Surge timingW.I.P. source referenceTiming referenceLists source timing windows for Energy Surge.Move timing windows0.05 VSFX appears.; 0.05-0.56 Windup/Dash.; 0.57 First hitbox.; 0.95+ First pose animation.; 1.15+ Second pose animation.; 1.55 Pre-teleport.; 1.6 Teleport.; 1.6-1.94 Kick windup animation.; 1.95 Aerial kick.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Rabbit Escape timingW.I.P. source referenceTiming referenceLists source timing windows for Rabbit Escape.Move timing windows0-0.5 Rabbit Escape handsign.; 0.51+ Rabbits appear.; 1.75 Rabbits stop appearing.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Nue timingW.I.P. source referenceTiming referenceLists source timing windows for Nue.Move timing windows0-0.4 Nue handsign.; 0.41+ Nue appears.; 0.9+ Nue reaches the peak of it's flight.; 1.4+ Nue reaches target.; 2.2+ Nue disappears.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Nue Variant timingW.I.P. source referenceTiming referenceLists source timing windows for Nue Variant.Move timing windows0-0.4 Nue handsign.; 0.41+ Nue appears.; 0.75+ User starts ascending.; 0.9+ Nue reaches the peak of it's flight.; 1.1+ User flies with Nue.; 1.4+ Nue reaches target.; 2.2+ Nue disappears.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Toad timingW.I.P. source referenceTiming referenceLists source timing windows for Toad.Move timing windows0-0.4 Toad handsign.; 0.41+ Toad appears and attack continues.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Well's Unknown Abyss timingW.I.P. source referenceTiming referenceLists source timing windows for Well's Unknown Abyss.Move timing windows0-0.4 Toad handsign.; 0.41+ Toads appear.; 1.2+ Grab.; 1.7+ Toads start lifting.; 2.1+ Slam.; 3+ Toads disappear.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Divine Dog: Totality (First Use) timingW.I.P. source referenceTiming referenceLists source timing windows for Divine Dog: Totality (First Use).Move timing windows0-0.16 Before appearance.; 0.17+ Divine Dog appears.; 1+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Divine Dog: Totality (Second Use) timingSource caveatTiming referenceLists source timing windows for Divine Dog: Totality (Second Use).Move timing windowsThe second use is currently impossible to activate in the Skill Builder.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Great Serpent timingW.I.P. source referenceTiming referenceLists source timing windows for Great Serpent.Move timing windows0-0.5 Jump; 1.2+ Summon; 2.8+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Shadow Swarm timingW.I.P. source referenceTiming referenceLists source timing windows for Shadow Swarm.Move timing windows0-0.55 Summon; 0.95+ Run; 2.95+ Clones disappear; 3.65+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Divine Pummel timingW.I.P. source referenceTiming referenceLists source timing windows for Divine Pummel.Move timing windows0-0.68 Windup; 0.66 Actual grab part; 0.69-1.26 Grab, No slam; 1.27-1.81 First slam; 1.82-2.41 Second slam; 2.42+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Ground Pitch timingW.I.P. source referenceTiming referenceLists source timing windows for Ground Pitch.Move timing windows0-0.38 Windup; 0.39-1.81 Grab; 1.82+ ThrowLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Earthquake timingW.I.P. source referenceTiming referenceLists source timing windows for Earthquake.Move timing windows0-0.46 Windup; 0.47+ No-hold full move; 0.47-0.96 Hold, First smash; 0.97+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Takedown timingW.I.P. source referenceTiming referenceLists source timing windows for Takedown.Move timing windows0-0.4 Windup; 0.41-0.83 Teleport; 0.84+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
World Slash timingW.I.P. source referenceTiming referenceLists source timing windows for World Slash.Move timing windows0-0.16 Windup, Pre-vfx; 0.17-0.99 First VFX; 1-1.23 Second VFX; 1-1.36 Screen effects; 1.37+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Stockpile timingW.I.P. source referenceTiming referenceLists source timing windows for Stockpile.Move timing windows0-0.48 Windup; 0.49-0.74 First hit; 0.75+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Aerial Stockpile timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Stockpile.Move timing windows0-0.38 Ascent/Windup; 0.39-0.6 Descent, No hit; 0.61+ Full move (Hits at 0.61 may be inconsistent)Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Soul Fire timingW.I.P. source referenceTiming referenceLists source timing windows for Soul Fire.Move timing windows0-0.45 Windup; 0.46-0.58 First bean; 0.59-0.73 Second bean; 0.74+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Focus Strike timingW.I.P. source referenceTiming referenceLists source timing windows for Focus Strike.Move timing windows0-0.4 Windup; 0.41+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Chainwhip timingW.I.P. source referenceTiming referenceLists source timing windows for Chainwhip.Move timing windows0-0.45 Windup; 0.46+ Hit; 1.03+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Homerun timingW.I.P. source referenceTiming referenceLists source timing windows for Homerun.Move timing windows0-0.96 Windup; 0.97+ Hit; 1.88+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Body Repel timingW.I.P. source referenceTiming referenceLists source timing windows for Body Repel.Move timing windows0-1.04 Windup; 1.05-1.23 First VFX; 1.24-1.39 Second VFX; 1.4+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
Idle Transfiguration timingW.I.P. source referenceTiming referenceLists source timing windows for Idle Transfiguration.Move timing windows0-0.81 Windup; 0.82-0.88 Dash, No hit; 0.89+ Hit; 1.65+ Full move/running distanceLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Wait; Skill; Animation; HitboxThe source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.

How Skill Builder rows fit into a custom move

Skill Builder opens through custom moveset, awakening, special, or character editing in Build Mode. The timeline is the move's spine: Wait sets delays, Skill and Special reuse existing moves, Animation controls pose and motion, Hitbox creates damage or stun, Velocity moves the user or target, and Branch splits the sequence into alternate paths. Sound and Visual make the move feel finished after the core timing works.

Conditions and Properties sit around that timeline. Conditions decide whether a branch is allowed to run, such as only in the air, only while awakened, only with a target, or only above a health threshold. Properties decide broader rules, such as whether a move stays through a moveset switch, hides in base or awakening, activates on death, ignores cancellation, or uses a tag to bypass cooldown and skill checks.

Builder problemStart withWhat to check first
The move fires too early or too lateWait, Timing referencesThe second mark where the hitbox, grab, VFX, or cancel should happen
The move needs to damage or stunHitboxPosition, size, attack type, blockability, damage, stun, and branch triggers
The move needs a projectileProjectileProjectile Tag, then matching Visual, Sound, or Hitbox rows
The move needs air, hold, or form logicConditions, BranchThe true and false side of the condition before adding more nodes
The whole move should change access rulesPropertiesVisibility, replacement, interrupt, automatic-use, and Variant Tag settings

What to test before adding more effects

Build the move in layers. First test the core sequence with Wait, Skill or Animation, and Hitbox so you know the target can actually be reached. Then add Branch or Condition logic. Add Sound and Visual last, especially if a visual depends on a Projectile Tag, Visual Tag, Last Hit window, or server-side setting.

Several Skill Builder issues affect normal testing. Custom abilities can lag the first time they are used, so a move may feel broken before its assets warm up. Visual rows can cut animations unless a Wait covers the animation length. Hit Cancel can read stun or damage from outside the custom move if its Time setting reaches too far back. Velocity values over about 1000 can jitter, and Grab can teleport the user if the ability ends before the stun check finishes.

How to read variant and timing rows

Variant triggers are setup rows. A Black Flash-style setup might need a 0.3 to 0.4 second wait, while a hold variant can depend on Hold For timing or a required move such as Convergence Orb. Some special chains need several named moves in order, so the related nodes matter as much as the timing value.

Timing references are move-by-move windows. They help answer questions like when Lapse Blue starts pulling, when Divergent Fist reaches the Black Flash window, when Open fires the arrow, or when a grab actually becomes active. Use those rows to place Wait, Hitbox, Branch, Visual, and Cancel behavior closer to the move's real animation instead of guessing from the full move length.

How to Use This Jujutsu Shenanigans Skill Builder Nodes List

Rows are grouped by the Skill Builder section a builder is likely to use first. Node type tells whether the row is a timeline node, condition, property, variant trigger, or timing reference. Purpose gives the plain job of the row. Value type and Default or range explain the setting, threshold, wait window, or toggle shape. Used for says what a builder would normally try to solve with it. Related nodes shows rows that often need to be configured together, while Notes keeps limits, W.I.P. timing, and bug-prone behavior close to the row.

FAQ

Q.

How many Skill Builder rows are listed for Jujutsu Shenanigans?

There are 115 rows: 20 Timeline nodes, 9 Conditions, 13 Properties, 25 Variant triggers, and 48 Timing references.

Q.

Where do you open Skill Builder?

Skill Builder opens from Build Mode through custom Moveset, Awakening, Special, or Character Block editing. Ability name, cooldown, and key bind are edited from the block menu, not from the timeline row itself.

Q.

What should a beginner add first in Skill Builder?

Start with Wait, Skill or Animation, and Hitbox so the move has timing, motion, and an effect that can be tested. Add Branch, Condition, Sound, Visual, Projectile, and Property rows after the basic sequence works.

Q.

Are the timing rows exact frame data?

No. The timing rows are builder timing references for waits, hitboxes, grabs, VFX, domains, and full-move points. Ping, asset loading, and Skill Builder bugs can still change how a custom move feels in testing.

Q.

Why are Known Tricks not counted as normal rows?

Known Tricks are examples and experiments, and some are marked as possibly outdated or purposeless. Stable trick details belong as caveats or use notes only when they clearly attach to a normal node, setting, variant trigger, or timing row.

Q.

What usually breaks a custom move first?

Bad timing usually breaks the move before missing polish does. Check Wait length, Hitbox position and size, Branch conditions, Projectile Tags, Visual Tags, and cancel timing before adding more effects.

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