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  3. Jujutsu Shenanigans>
  4. Skill Builder Nodes

All 118 Skill Builder Nodes in Jujutsu Shenanigans: What Does Each Setting Do?

Updated on October 21, 2026 (1 day 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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section

Timeline nodes

23 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.

Wait

Adds a pause before the next node runs.

Status
-
node type
Timeline node
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
Hitbox; Animation; Sound; Hit Cancel; Branch

Skill

Runs one of the game's existing skills inside the custom move.

Status
-
node type
Timeline node
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
Wait; Branch; Hit Cancel; Animation

Special

Runs one of the game's existing special moves.

Status
-
node type
Timeline node
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
Skill; Wait; Branch

Animation

Plays a selected skill, special, melee, awakening, or emote animation.

Status
-
node type
Timeline node
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
Wait; Skill; Visual; Hitbox

Sound

Plays a custom audio ID when the timeline reaches the node.

Status
-
node type
Timeline 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
Projectile; Wait; Skill

Velocity

Controls user or target movement during the custom move.

Status
-
node type
Timeline node
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
Hitbox; Branch; Wait

Connect

Sends an activation signal to matching Connect Blocks.

Status
-
node type
Timeline node
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
Branch; Tag; Hitbox

Hitbox

Creates an area that affects targets when the keyframe is reached.

Status
-
node type
Timeline node
value type
Position, size, damage, stun, attack type, blocking, and branch settings
default / range
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
Wait; Projectile; Branch; Velocity; Hit Cancel

Branch

Triggers a named branch or random branch path.

Status
-
node type
Timeline node
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
Conditions; Hitbox; Hit Cancel; Tag

Visual

Creates a custom visual effect for a chosen amount of time.

Status
-
node type
Timeline node
value type
Effect picker, color, opacity, position, rotation, size, time, tags, and easing
default / range
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
Projectile; Wait; Animation; Sound

Grab

Sticks one of a target's body parts to the user's body after damage is dealt.

Status
-
node type
Timeline node
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
Hitbox; Wait; Animation

Projectile

Creates a moving hitbox that travels from one place to another.

Status
-
node type
Timeline node
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
Hitbox; Visual; Sound

Counter

Creates a counter check without normal animations or damage.

Status
-
node type
Timeline node
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
Hitbox; State; Branch

Tag

Adds or checks a temporary tag on the user.

Status
-
node type
Timeline node
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
Variant Tag; Branch; Conditions

State

Applies a state to the user.

Status
-
node type
Timeline node
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
Counter; Velocity; Hitbox

Add Awakening

Adds awakening resource to the user.

Status
-
node type
Timeline node
value type
Awakening amount
default / range
Uses a chosen amount.
used for
Reward or drain move flow around awakening-based custom behavior.
related nodes
Has Awk Bar; Is Awakened; Add Health

Add Health

Adds or removes health when the timeline reaches the node.

Status
-
node type
Timeline 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
Hitbox; Has Health; Grab

Add Evasive

Adds evasive resource or behavior to the custom move flow.

Status
-
node type
Timeline node
value type
Evasive amount
default / range
Uses a chosen amount.
used for
Tie a custom move to evasive resource behavior.
related nodes
State; Add Awakening; Add Health

Hit Cancel

Cancels the remaining custom move when prior stun or damage has happened in its window.

Status
-
node type
Timeline node
value type
Time window and cancel behavior
default / range
Time sets the frame window.
used for
Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.
related nodes
Hitbox; Wait; Branch

Loop

Loops a section of timeline behavior.

Status
-
node type
Timeline node
value type
Loop timing and transition settings
default / range
Uses Fade In, Fade Out, and Last Hit settings.
used for
Repeat a move segment or keep a custom effect running until a later point.
related nodes
Animation; Wait; Branch

Particle Emitter

Creates custom particle effects for attacks, projectiles, and abilities.

Status
-
node type
Timeline node
value type
-
default / range
-
used for
Build effects such as fire, smoke, sparks, and energy auras.
related nodes
Projectile

Look

Part of a custom move timeline.

Status
-
node type
Timeline node
value type
-
default / range
-
used for
-
related nodes
-

Set Melee

Part of a custom move timeline.

Status
-
node type
Timeline node
value type
-
default / range
-
used for
-
related nodes
-

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.

In Air

Gates a custom ability or branch by grounded versus airborne state.

Status
-
node type
Condition
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
Branch; Skill; Wait

Is Jumping

Gates use by whether the jump input is being held.

Status
-
node type
Condition
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
Branch; Conditions

Has Target

Gates use by whether a valid target is in sight through the cursor.

Status
-
node type
Condition
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
Branch; Hitbox

Is Awakened

Gates use by base state versus awakening state.

Status
-
node type
Condition
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
Hide in Awakening; Hide in Base

Has Awk Bar

Checks the user's awakening percentage against a chosen amount.

Status
-
node type
Condition
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
Add Awakening; Is Awakened

Durability

Gives the custom ability or branch a use limit.

Status
-
node type
Condition
value type
Use-limit value
default / range
Default 1. The false side can't be toggled.
used for
Erase or expire custom moves after limited uses.
related nodes
Use When Obtained; Use On Death

Is In Domain

Gates use by whether the user is inside a domain.

Status
-
node type
Condition
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
Branch; Properties

Has Health

Checks the user's health against a chosen amount.

Status
-
node type
Condition
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
Add Health; Branch

Is Holding

Gates use by whether the player is holding the keybind.

Status
-
node type
Condition
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
Skill; Branch

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.

Damage Multiplier

Multiplies the custom ability's overall damage.

Status
-
node type
Property
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune total damage after the timeline is built.
related nodes
Hitbox

Knockback Multiplier

Multiplies the custom ability's overall knockback.

Status
-
node type
Property
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune launch or push strength across the move.
related nodes
Velocity; Hitbox

Invincible

Grants total i-frames while the ability runs.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect the user during a custom move.
related nodes
State; Counter

Replace Skill if Occupied

Lets the custom move replace an already occupied move slot.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Force a custom move into a chosen Moveset Block slot.
related nodes
Prevent Override

Prevent Override

Prevents another ability from replacing this custom ability through replacement behavior.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect an installed custom move from being overwritten.
related nodes
Replace Skill if Occupied

Hide in Awakening

Hides the custom ability while the user is in awakening.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move base-only.
related nodes
Is Awakened; Hide in Base

Keep When Moveset Switches

Keeps the custom ability when the user's moveset switches between base and awakening.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Carry custom move access through form switching.
related nodes
Is Awakened; Hide in Awakening; Hide in Base

Hide in Base

Hides the custom ability while the user is in base state.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move awakening-only.
related nodes
Is Awakened; Hide in Awakening

Use When Obtained

Immediately activates the custom ability when the user obtains it.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Trigger automatic move behavior from obtainment.
related nodes
Durability; Use On Death

Use On Death

Immediately activates the custom ability when the user dies.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Create death-triggered custom behavior.
related nodes
Use When Obtained; Add Health

No Stun

Disables skill checks on the custom ability.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Bypass normal skill-check behavior for the custom move.
related nodes
No Cancel; Variant Tag

No Cancel

Makes the ability uninterruptible.

Status
-
node type
Property
value type
Toggle
default / range
On or off.
used for
Prevent interruption during the custom move.
related nodes
No Stun; Invincible

Variant Tag

Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.

Status
-
node type
Property
value type
Tag value
default / range
Uses an inputted tag.
used for
Connect Tag-node behavior to variant or cooldown behavior.
related nodes
Tag; Skill

section

Variant triggers

25 items

Variant triggers show the wait, hold, special, or use-again setups that can make existing skills behave differently. Some windows are still unfinished, so check them when you test.

Focus Strike Black Flash

Focus Strike can trigger a Black Flash style variant.

Status
-
node type
Use Twice/Again trigger
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
Skill; Wait

Divergent Fist Black Flash

Divergent Fist can trigger a Black Flash window.

Status
-
node type
Use Twice/Again trigger
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
Skill; Wait

Cleave Rush Black Flash

Cleave Rush can trigger a Black Flash style variant.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Time the repeated Cleave Rush setup.
related nodes
Skill; Wait

Idle Transfiguration via Focus Strike

Idle Transfiguration can be triggered with Focus Strike timing.

Status
-
node type
Use Twice/Again trigger
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
Skill; Wait; Has Target

Brute Force via Earthquake

Brute Force can be triggered through Earthquake timing.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.6 to 0.7 seconds.
used for
Line up Earthquake into Brute Force behavior.
related nodes
Skill; Wait

Reserve Balls into Shutter Doors

Reserve Balls can use Shutter Doors as the follow-up trigger.

Status
-
node type
Use Twice/Again 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
Skill; Wait

Toad into Nue

Toad can use Nue timing for Well's Unknown Abyss-style behavior.

Status
-
node type
Use Twice/Again trigger
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
Skill; Wait; Cancel

Body Repel via Focus Strike

Body Repel triggers off Focus Strike. The exact timing is not final.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
About 0.7 seconds
used for
Test a Focus Strike-linked Body Repel variant.
related nodes
Skill; Wait

Revolve use-again trigger

Revolve can trigger again within a short wait.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
Less than 1 second.
used for
Build quick repeated Revolve behavior.
related nodes
Skill; Wait

Veilstep use-again trigger

Veilstep does not need a wait time for its listed variant behavior.

Status
-
node type
Use Twice/Again trigger
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
Skill; Cancel

Garuda Rebound use-again trigger

Garuda Rebound has separate normal and held wait windows.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
  • 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
Skill; Wait; Hold For

Rika moves via True Love Beam

Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.

Status
-
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.6 seconds.
used for
Build Rika move sequences around True Love Beam.
related nodes
Skill; Wait

Max Elephant hold

Max Elephant uses Hold For timing for its variant behavior.

Status
-
node type
Hold trigger
value type
Hold duration
default / range
As long as needed.
used for
Trigger held Max Elephant behavior.
related nodes
Skill; Hold For

Earthquake hold

Earthquake has an ideal hold range.

Status
-
node type
Hold trigger
value type
Hold duration
default / range
0.75 to 0.9 seconds; ideally 0.85 seconds.
used for
Trigger held Earthquake behavior.
related nodes
Skill; Hold For

Piercing Blood hold

Piercing Blood requires Convergence Orb for the listed hold variant.

Status
-
node type
Hold trigger
value type
Hold duration
default / range
1.4 seconds or more; requires Convergence Orb.
used for
Build the charged Piercing Blood setup.
related nodes
Skill; Hold For; Convergence Orb

Garuda Rebound hold

Garuda Rebound has a hold-triggered variant window.

Status
-
node type
Hold trigger
value type
Hold duration
default / range
0.55 seconds or more.
used for
Trigger held Garuda Rebound behavior.
related nodes
Skill; Hold For

Ultra Cannon hold

Ultra Cannon has a listed hold threshold.

Status
-
node type
Hold trigger
value type
Hold duration
default / range
1.2 seconds or more.
used for
Trigger held Ultra Cannon behavior.
related nodes
Skill; Hold For

World Cutting Slash special chain

World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.

Status
-
node type
Special trigger
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
Special; Skill; Wait

Incantation x3 into Strong Dismantle

Incantation x3 can stack into Strong Dismantle timing.

Status
-
node type
Special trigger
value type
Wait time
default / range
Less than 0.6 seconds for the Incantation timing.
used for
Build stacked incantation behavior.
related nodes
Special; Skill; Wait

Reversal Red into Limitless

Reversal Red can trigger Limitless within the listed range.

Status
-
node type
Special trigger
value type
Wait time
default / range
0.5 to 1.2 seconds.
used for
Build a Reversal Red to Limitless special trigger.
related nodes
Special; Skill; Wait

Reversal Red MAX into Limitless

Reversal Red MAX has a shorter Limitless trigger window.

Status
-
node type
Special trigger
value type
Wait time
default / range
Less than 1.2 seconds.
used for
Build a MAX Reversal Red to Limitless trigger.
related nodes
Special; Skill; Wait

Nue into Lurking Shadow

Nue can trigger Lurking Shadow without a wait requirement.

Status
-
node type
Special trigger
value type
Wait time
default / range
None required.
used for
Build a summon-to-shadow trigger without adding extra delay.
related nodes
Special; Skill

Slicing Exorcism into Convergence

Slicing Exorcism can trigger Convergence without a wait requirement.

Status
-
node type
Special trigger
value type
Wait time
default / range
None required.
used for
Build a direct Slicing Exorcism to Convergence trigger.
related nodes
Special; Skill

Mass Buildup charge triggers

Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.

Status
-
node type
Special trigger
value type
Wait time
default / range
None required. Two Mass Buildup nodes charge Rising Rage twice.
used for
Build Mass Buildup charge behavior for listed moves.
related nodes
Special; Skill

Garuda Rebound special timing

Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.

Status
-
node type
Special trigger
value type
Wait time
default / range
1 to 1.4 seconds.
used for
Line up Garuda Rebound's special trigger timing.
related nodes
Special; Skill; Wait
Prev12Next

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.

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.

FAQ

Q.

How many Skill Builder rows are listed for Jujutsu Shenanigans?

There are 118 entries: 23 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.

Are tricks or combos listed here?

No. It covers the nodes and their settings.

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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