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
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.
listed
Wait
Adds a pause before the next node runs.
- Status
- listed
- 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.
listed
Skill
Runs one of the game's existing skills inside the custom move.
- Status
- listed
- 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.
listed
Special
Runs one of the game's existing special moves.
- Status
- listed
- 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.
listed
Animation
Plays a selected skill, special, melee, awakening, or emote animation.
- Status
- listed
- 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.
listed
Sound
Plays a custom audio ID when the timeline reaches the node.
- Status
- listed
- 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.
listed
Velocity
Controls user or target movement during the custom move.
- Status
- listed
- 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.
listed
Connect
Sends an activation signal to matching Connect Blocks.
- Status
- listed
- 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.
listed
Hitbox
Creates an area that affects targets when the keyframe is reached.
- Status
- listed
- 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.
listed
Branch
Triggers a named branch or random branch path.
- Status
- listed
- 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.
listed
Visual
Creates a custom visual effect for a chosen amount of time.
- Status
- listed
- 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.
listed
Grab
Sticks one of a target's body parts to the user's body after damage is dealt.
- Status
- listed
- 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.
listed
Projectile
Creates a moving hitbox that travels from one place to another.
- Status
- listed
- 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.
listed
Counter
Creates a counter check without normal animations or damage.
- Status
- listed
- 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.
listed
Tag
Adds or checks a temporary tag on the user.
- Status
- listed
- 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.
listed
State
Applies a state to the user.
- Status
- listed
- 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.
listed
Add Awakening
Adds awakening resource to the user.
- Status
- listed
- 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.
listed
Add Health
Adds or removes health when the timeline reaches the node.
- Status
- listed
- 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.
listed
Add Evasive
Adds evasive resource or behavior to the custom move flow.
- Status
- listed
- node type
- Timeline node
- value type
- Evasive amount
- default / range
- Uses a chosen amount.
- used for
- Tie a custom move to evasive resource behavior.
listed
Hit Cancel
Cancels the remaining custom move when prior stun or damage has happened in its checked window.
- Status
- listed
- node type
- Timeline node
- 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.
listed
Loop
Loops a section of timeline behavior.
- Status
- listed
- node type
- Timeline node
- 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.
| Name | Status | node type | purpose | value type | default / range | used for | Card Summary |
|---|---|---|---|---|---|---|---|
| Wait | listed | Timeline node | Adds a pause before the next node runs. | Time in seconds | Default 1 second. | Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing. | Adds a pause before the next node runs. |
| Skill | listed | Timeline node | Runs one of the game's existing skills inside the custom move. | Skill picker plus playback settings | Speed, 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. | Runs one of the game's existing skills inside the custom move. |
| Special | listed | Timeline node | Runs one of the game's existing special moves. | Special picker plus playback settings | Speed, Cancel Last, and Variants. Specials do not have Hold For. | Build custom specials or combine special behavior with timeline cancels. | Runs one of the game's existing special moves. |
| Animation | listed | Timeline node | Plays a selected skill, special, melee, awakening, or emote animation. | Animation picker and playback settings | Slider, 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. | Plays a selected skill, special, melee, awakening, or emote animation. |
| Sound | listed | Timeline node | Plays a custom audio ID when the timeline reaches the node. | Roblox audio ID plus playback settings | Volume 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. | Plays a custom audio ID when the timeline reaches the node. |
| Velocity | listed | Timeline node | Controls user or target movement during the custom move. | XYZ force, time, and movement toggles | Force defaults to 0 on X, Y, and Z. Time is measured in seconds. | Dash, launch, pull, float, track facing direction, or apply ragdoll movement. | Controls user or target movement during the custom move. |
| Connect | listed | Timeline node | Sends an activation signal to matching Connect Blocks. | Signal ID, time, and range | Uses a Signal value, duration, and proximity range. | Trigger Build Mode contraptions from a custom move. | Sends an activation signal to matching Connect Blocks. |
| Hitbox | listed | Timeline node | Creates an area that affects targets when the keyframe is reached. | Position, size, damage, stun, attack type, blocking, and branch settings | Position defaults to 0,0,4; Size defaults to 6 studs. | Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile. | Creates an area that affects targets when the keyframe is reached. |
| Branch | listed | Timeline node | Triggers a named branch or random branch path. | Branch name or comma-separated random branch list | Random 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. | Triggers a named branch or random branch path. |
| Visual | listed | Timeline node | Creates a custom visual effect for a chosen amount of time. | Effect picker, color, opacity, position, rotation, size, time, tags, and easing | Color 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. | Creates a custom visual effect for a chosen amount of time. |
| Grab | listed | Timeline node | Sticks one of a target's body parts to the user's body after damage is dealt. | Limb, target limb, position, rotation, time, and Last Hit | Time defaults to 1. Last Hit defaults to -1. | Hold a target in place for follow-up animation, damage, or branch timing. | Sticks one of a target's body parts to the user's body after damage is dealt. |
| Projectile | listed | Timeline node | Creates a moving hitbox that travels from one place to another. | Projectile tag, position, size, velocity, gravity, time, and hit behavior | Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile. | Make ranged attacks, moving collision, or projectile-attached effects. | Creates a moving hitbox that travels from one place to another. |
| Counter | listed | Timeline node | Creates a counter check without normal animations or damage. | Attack type, time, stun, and enemy cancel settings | Attack types include Melee, Bullet, Explosion, Swarm, and Domain. | React to incoming attacks and optionally stun or interrupt the attacker. | Creates a counter check without normal animations or damage. |
| Tag | listed | Timeline node | Adds or checks a temporary tag on the user. | Tag ID and duration/check settings | Tags last for a chosen period of time. | Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic. | Adds or checks a temporary tag on the user. |
| State | listed | Timeline node | Applies a state to the user. | State picker and duration or multiplier settings | States 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. | Applies a state to the user. |
| Add Awakening | listed | Timeline node | Adds awakening resource to the user. | Awakening amount | Uses a chosen amount. | Reward or drain move flow around awakening-based custom behavior. | Adds awakening resource to the user. |
| Add Health | listed | Timeline node | Adds or removes health when the timeline reaches the node. | Health amount and targeting settings | Can target the user or recent target. Single Target controls target scope. | Make healing, recoil, self-damage, or target health effects. | Adds or removes health when the timeline reaches the node. |
| Add Evasive | listed | Timeline node | Adds evasive resource or behavior to the custom move flow. | Evasive amount | Uses a chosen amount. | Tie a custom move to evasive resource behavior. | Adds evasive resource or behavior to the custom move flow. |
| Hit Cancel | listed | Timeline node | Cancels the remaining custom move when prior stun or damage has happened in its checked window. | Time window and cancel behavior | Time dictates the checked frame window. | Stop a move after hit confirmation, build blockable starts, or route hit and miss branches. | Cancels the remaining custom move when prior stun or damage has happened in its checked window. |
| Loop | listed | Timeline node | Loops a section of timeline behavior. | Loop timing and transition settings | Uses 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. | Loops a section of timeline behavior. |
Skill Builder section
Conditions
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.
listed
In Air
Gates a custom ability or branch by grounded versus airborne state.
- Status
- listed
- 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.
listed
Is Jumping
Gates use by whether the jump input is being held.
- Status
- listed
- 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.
listed
Has Target
Gates use by whether a valid target is in sight through the cursor.
- Status
- listed
- 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.
listed
Is Awakened
Gates use by base state versus awakening state.
- Status
- listed
- 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.
listed
Has Awk Bar
Checks the user's awakening percentage against a chosen amount.
- Status
- listed
- 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.
listed
Durability
Gives the custom ability or branch a use limit.
- Status
- listed
- node type
- Condition
- 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.
listed
Is In Domain
Gates use by whether the user is inside a domain.
- Status
- listed
- 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.
listed
Has Health
Checks the user's health against a chosen amount.
- Status
- listed
- 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.
listed
Is Holding
Gates use by whether the player is holding the keybind.
- Status
- listed
- 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.
| Name | Status | node type | purpose | value type | default / range | used for | Card Summary |
|---|---|---|---|---|---|---|---|
| In Air | listed | Condition | Gates a custom ability or branch by grounded versus airborne state. | True/False air-state condition | True side: ground-only. False side: airborne-only. | Split ground and air variants. | Gates a custom ability or branch by grounded versus airborne state. |
| Is Jumping | listed | Condition | Gates use by whether the jump input is being held. | True/False input condition | True side: not holding jump. False side: holding jump. | Make hold-jump alternate starts. | Gates use by whether the jump input is being held. |
| Has Target | listed | Condition | Gates use by whether a valid target is in sight through the cursor. | True/False target condition | True side: no valid target in sight. False side: valid target in sight. | Separate lock-on or no-target behavior. | Gates use by whether a valid target is in sight through the cursor. |
| Is Awakened | listed | Condition | Gates use by base state versus awakening state. | True/False form condition | True side: base state. False side: awakening state. | Make base-only or awakening-only custom moves. | Gates use by base state versus awakening state. |
| Has Awk Bar | listed | Condition | Checks the user's awakening percentage against a chosen amount. | Awakening threshold | Default 5%. True side: less than or equal. False side: greater than or equal. | Lock moves behind awakening meter checks. | Checks the user's awakening percentage against a chosen amount. |
| Durability | listed | Condition | Gives the custom ability or branch a use limit. | Use-limit value | Default 1. The source says the false side cannot be toggled. | Erase or expire custom moves after limited uses. | Gives the custom ability or branch a use limit. |
| Is In Domain | listed | Condition | Gates use by whether the user is inside a domain. | True/False domain condition | True side: outside a domain. False side: inside a domain. | Make domain-only or outside-domain variants. | Gates use by whether the user is inside a domain. |
| Has Health | listed | Condition | Checks the user's health against a chosen amount. | Health threshold | True side: less than or equal. False side: greater than or equal. | Trigger low-health or high-health behavior. | Checks the user's health against a chosen amount. |
| Is Holding | listed | Condition | Gates use by whether the player is holding the keybind. | True/False hold condition | True side: not holding the keybind. False side: holding the keybind. | Build hold-input custom behavior. | Gates use by whether the player is holding the keybind. |
Skill Builder section
Properties
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.
listed
Damage Multiplier
Multiplies the custom ability's overall damage.
- Status
- listed
- node type
- Property
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune total damage after the timeline is built.
listed
Knockback Multiplier
Multiplies the custom ability's overall knockback.
- Status
- listed
- node type
- Property
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune launch or push strength across the move.
listed
Invincible
Grants total i-frames while the ability runs.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect the user during a custom move.
listed
Replace Skill if Occupied
Lets the custom move replace an already occupied move slot.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Force a custom move into a chosen Moveset Block slot.
listed
Prevent Override
Prevents another ability from replacing this custom ability through replacement behavior.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect an installed custom move from being overwritten.
listed
Hide in Awakening
Hides the custom ability while the user is in awakening.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move base-only.
listed
Keep When Moveset Switches
Keeps the custom ability when the user's moveset switches between base and awakening.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Carry custom move access through form switching.
listed
Hide in Base
Hides the custom ability while the user is in base state.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move awakening-only.
listed
Use When Obtained
Immediately activates the custom ability when the user obtains it.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Trigger automatic move behavior from obtainment.
listed
Use On Death
Immediately activates the custom ability when the user dies.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Create death-triggered custom behavior.
listed
No Stun
Disables skill checks on the custom ability.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Bypass normal skill-check behavior for the custom move.
listed
No Cancel
Makes the ability uninterruptible.
- Status
- listed
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Prevent interruption during the custom move.
listed
Variant Tag
Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.
- Status
- listed
- node type
- Property
- value type
- Tag value
- default / range
- Uses an inputted tag.
- used for
- Connect Tag-node behavior to variant or cooldown behavior.
| Name | Status | node type | purpose | value type | default / range | used for | Card Summary |
|---|---|---|---|---|---|---|---|
| Damage Multiplier | listed | Property | Multiplies the custom ability's overall damage. | Numeric multiplier | Chosen value. | Tune total damage after the timeline is built. | Multiplies the custom ability's overall damage. |
| Knockback Multiplier | listed | Property | Multiplies the custom ability's overall knockback. | Numeric multiplier | Chosen value. | Tune launch or push strength across the move. | Multiplies the custom ability's overall knockback. |
| Invincible | listed | Property | Grants total i-frames while the ability runs. | Toggle | On or off. | Protect the user during a custom move. | Grants total i-frames while the ability runs. |
| Replace Skill if Occupied | listed | Property | Lets the custom move replace an already occupied move slot. | Toggle | On or off. | Force a custom move into a chosen Moveset Block slot. | Lets the custom move replace an already occupied move slot. |
| Prevent Override | listed | Property | Prevents another ability from replacing this custom ability through replacement behavior. | Toggle | On or off. | Protect an installed custom move from being overwritten. | Prevents another ability from replacing this custom ability through replacement behavior. |
| Hide in Awakening | listed | Property | Hides the custom ability while the user is in awakening. | Toggle | On or off. | Keep a move base-only. | Hides the custom ability while the user is in awakening. |
| Keep When Moveset Switches | listed | Property | Keeps the custom ability when the user's moveset switches between base and awakening. | Toggle | On or off. | Carry custom move access through form switching. | Keeps the custom ability when the user's moveset switches between base and awakening. |
| Hide in Base | listed | Property | Hides the custom ability while the user is in base state. | Toggle | On or off. | Keep a move awakening-only. | Hides the custom ability while the user is in base state. |
| Use When Obtained | listed | Property | Immediately activates the custom ability when the user obtains it. | Toggle | On or off. | Trigger automatic move behavior from obtainment. | Immediately activates the custom ability when the user obtains it. |
| Use On Death | listed | Property | Immediately activates the custom ability when the user dies. | Toggle | On or off. | Create death-triggered custom behavior. | Immediately activates the custom ability when the user dies. |
| No Stun | listed | Property | Disables skill checks on the custom ability. | Toggle | On or off. | Bypass normal skill-check behavior for the custom move. | Disables skill checks on the custom ability. |
| No Cancel | listed | Property | Makes the ability uninterruptible. | Toggle | On or off. | Prevent interruption during the custom move. | Makes the ability uninterruptible. |
| Variant Tag | listed | Property | Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user. | Tag value | Uses an inputted tag. | Connect Tag-node behavior to variant or cooldown behavior. | Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user. |
Skill Builder section
Variant triggers
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.
listed
Focus Strike Black Flash
Focus Strike can trigger a Black Flash style variant.
- Status
- listed
- 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.
listed
Divergent Fist Black Flash
Divergent Fist can trigger a Black Flash window.
- Status
- listed
- 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.
listed
Cleave Rush Black Flash
Cleave Rush can trigger a Black Flash style variant.
- Status
- listed
- 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.
listed
Idle Transfiguration via Focus Strike
Idle Transfiguration can be triggered with Focus Strike timing.
- Status
- listed
- 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.
listed
Brute Force via Earthquake
Brute Force can be triggered through Earthquake timing.
- Status
- listed
- 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.
listed
Reserve Balls into Shutter Doors
Reserve Balls can use Shutter Doors as the follow-up trigger.
- Status
- listed
- 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.
listed
Toad into Nue
Toad can use Nue timing for Well's Unknown Abyss-style behavior.
- Status
- listed
- 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.
TBA
Body Repel via Focus Strike
Body Repel has a listed Focus Strike trigger but the exact value is not final.
- Status
- TBA
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- TBA
- source says it can be 0.7 seconds.
- used for
- Test a Focus Strike-linked Body Repel variant.
TBA
Revolve use-again trigger
Revolve can trigger again within a short wait.
- Status
- TBA
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- Less than 1 second
- source says exact limit is TBA.
- used for
- Build quick repeated Revolve behavior.
listed
Veilstep use-again trigger
Veilstep does not need a wait time for its listed variant behavior.
- Status
- listed
- 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.
listed
Garuda Rebound use-again trigger
Garuda Rebound has separate normal and held wait windows.
- Status
- listed
- 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.
listed
Rika moves via True Love Beam
Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.
- Status
- listed
- 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.
listed
Max Elephant hold
Max Elephant uses Hold For timing for its variant behavior.
- Status
- listed
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- As long as needed.
- used for
- Trigger held Max Elephant behavior.
listed
Earthquake hold
Earthquake has an ideal hold range listed by the source.
- Status
- listed
- 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.
listed
Piercing Blood hold
Piercing Blood requires Convergence Orb for the listed hold variant.
- Status
- listed
- 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.
listed
Garuda Rebound hold
Garuda Rebound has a hold-triggered variant window.
- Status
- listed
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 0.55 seconds or more.
- used for
- Trigger held Garuda Rebound behavior.
listed
Ultra Cannon hold
Ultra Cannon has a listed hold threshold.
- Status
- listed
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 1.2 seconds or more.
- used for
- Trigger held Ultra Cannon behavior.
listed
World Cutting Slash special chain
World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.
- Status
- listed
- 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.
Source caveat
Incantation x3 into Strong Dismantle
Incantation x3 can stack into Strong Dismantle timing.
- Status
- Source caveat
- node type
- Special trigger
- value type
- Wait time
- default / range
- Source writes 0.6< for the Incantation timing.
- used for
- Build stacked incantation behavior.
listed
Reversal Red into Limitless
Reversal Red can trigger Limitless within the listed range.
- Status
- listed
- 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.
listed
Reversal Red MAX into Limitless
Reversal Red MAX has a shorter Limitless trigger window.
- Status
- listed
- 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.
listed
Nue into Lurking Shadow
Nue can trigger Lurking Shadow without a wait requirement.
- Status
- listed
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required.
- used for
- Build a summon-to-shadow trigger without adding extra delay.
listed
Slicing Exorcism into Convergence
Slicing Exorcism can trigger Convergence without a wait requirement.
- Status
- listed
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required.
- used for
- Build a direct Slicing Exorcism to Convergence trigger.
listed
Mass Buildup charge triggers
Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.
- Status
- listed
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required
- source says two Mass Buildup nodes charge Rising Rage twice.
- used for
- Build Mass Buildup charge behavior for listed moves.
listed
Garuda Rebound special timing
Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.
- Status
- listed
- 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.
| Name | Status | node type | purpose | value type | default / range | used for | Card Summary |
|---|---|---|---|---|---|---|---|
| Focus Strike Black Flash | listed | Use Twice/Again trigger | Focus Strike can trigger a Black Flash style variant. | Wait time | 0.3 to 0.4 seconds. | Line up a second Focus Strike input for the variant. | Focus Strike can trigger a Black Flash style variant. |
| Divergent Fist Black Flash | listed | Use Twice/Again trigger | Divergent Fist can trigger a Black Flash window. | Wait time | 0.3 to 0.4 seconds. | Time a second Divergent Fist input for the Black Flash window. | Divergent Fist can trigger a Black Flash window. |
| Cleave Rush Black Flash | listed | Use Twice/Again trigger | Cleave Rush can trigger a Black Flash style variant. | Wait time | 0.3 to 0.4 seconds. | Time the repeated Cleave Rush setup. | Cleave Rush can trigger a Black Flash style variant. |
| Idle Transfiguration via Focus Strike | listed | Use Twice/Again trigger | Idle Transfiguration can be triggered with Focus Strike timing. | Wait time | 0.75 to 1 second, depending on target distance. | Build a distance-sensitive variant chain. | Idle Transfiguration can be triggered with Focus Strike timing. |
| Brute Force via Earthquake | listed | Use Twice/Again trigger | Brute Force can be triggered through Earthquake timing. | Wait time | 0.6 to 0.7 seconds. | Line up Earthquake into Brute Force behavior. | Brute Force can be triggered through Earthquake timing. |
| Reserve Balls into Shutter Doors | listed | Use Twice/Again trigger | Reserve Balls can use Shutter Doors as the follow-up trigger. | Wait time | 0.01 to 1 second. | Make a fast Reserve Balls to Shutter Doors sequence. | Reserve Balls can use Shutter Doors as the follow-up trigger. |
| Toad into Nue | listed | Use Twice/Again trigger | Toad can use Nue timing for Well's Unknown Abyss-style behavior. | Wait time | 0.3 to 0.4 seconds. | Build the Toad and Nue interaction while controlling the unwanted Nue summon. | Toad can use Nue timing for Well's Unknown Abyss-style behavior. |
| Body Repel via Focus Strike | TBA | Use Twice/Again trigger | Body Repel has a listed Focus Strike trigger but the exact value is not final. | Wait time | TBA; source says it can be 0.7 seconds. | Test a Focus Strike-linked Body Repel variant. | Body Repel has a listed Focus Strike trigger but the exact value is not final. |
| Revolve use-again trigger | TBA | Use Twice/Again trigger | Revolve can trigger again within a short wait. | Wait time | Less than 1 second; source says exact limit is TBA. | Build quick repeated Revolve behavior. | Revolve can trigger again within a short wait. |
| Veilstep use-again trigger | listed | Use Twice/Again trigger | Veilstep does not need a wait time for its listed variant behavior. | Immediate cancel option | No Wait needed. Use an immediate Cancel if you want the other result. | Switch Veilstep behavior immediately. | Veilstep does not need a wait time for its listed variant behavior. |
| Garuda Rebound use-again trigger | listed | Use Twice/Again trigger | Garuda Rebound has separate normal and held wait windows. | Wait time | 1.27 to 1.53 seconds; 2.47 to 2.73 seconds if held. | Time normal or held Garuda Rebound variants. | Garuda Rebound has separate normal and held wait windows. |
| Rika moves via True Love Beam | listed | Use Twice/Again trigger | Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing. | Wait time | 0.6 seconds. | Build Rika move sequences around True Love Beam. | Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing. |
| Max Elephant hold | listed | Hold trigger | Max Elephant uses Hold For timing for its variant behavior. | Hold duration | As long as needed. | Trigger held Max Elephant behavior. | Max Elephant uses Hold For timing for its variant behavior. |
| Earthquake hold | listed | Hold trigger | Earthquake has an ideal hold range listed by the source. | Hold duration | 0.75 to 0.9 seconds; ideally 0.85 seconds. | Trigger held Earthquake behavior. | Earthquake has an ideal hold range listed by the source. |
| Piercing Blood hold | listed | Hold trigger | Piercing Blood requires Convergence Orb for the listed hold variant. | Hold duration | 1.4 seconds or more; requires Convergence Orb. | Build the charged Piercing Blood setup. | Piercing Blood requires Convergence Orb for the listed hold variant. |
| Garuda Rebound hold | listed | Hold trigger | Garuda Rebound has a hold-triggered variant window. | Hold duration | 0.55 seconds or more. | Trigger held Garuda Rebound behavior. | Garuda Rebound has a hold-triggered variant window. |
| Ultra Cannon hold | listed | Hold trigger | Ultra Cannon has a listed hold threshold. | Hold duration | 1.2 seconds or more. | Trigger held Ultra Cannon behavior. | Ultra Cannon has a listed hold threshold. |
| World Cutting Slash special chain | listed | Special trigger | World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing. | Wait time | 1.2 seconds between Open and Cleave. | Line up the World Cutting Slash special chain. | World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing. |
| Incantation x3 into Strong Dismantle | Source caveat | Special trigger | Incantation x3 can stack into Strong Dismantle timing. | Wait time | Source writes 0.6< for the Incantation timing. | Build stacked incantation behavior. | Incantation x3 can stack into Strong Dismantle timing. |
| Reversal Red into Limitless | listed | Special trigger | Reversal Red can trigger Limitless within the listed range. | Wait time | 0.5 to 1.2 seconds. | Build a Reversal Red to Limitless special trigger. | Reversal Red can trigger Limitless within the listed range. |
| Reversal Red MAX into Limitless | listed | Special trigger | Reversal Red MAX has a shorter Limitless trigger window. | Wait time | Less than 1.2 seconds. | Build a MAX Reversal Red to Limitless trigger. | Reversal Red MAX has a shorter Limitless trigger window. |
| Nue into Lurking Shadow | listed | Special trigger | Nue can trigger Lurking Shadow without a wait requirement. | Wait time | None required. | Build a summon-to-shadow trigger without adding extra delay. | Nue can trigger Lurking Shadow without a wait requirement. |
| Slicing Exorcism into Convergence | listed | Special trigger | Slicing Exorcism can trigger Convergence without a wait requirement. | Wait time | None required. | Build a direct Slicing Exorcism to Convergence trigger. | Slicing Exorcism can trigger Convergence without a wait requirement. |
| Mass Buildup charge triggers | listed | Special trigger | Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior. | Wait time | None required; source says two Mass Buildup nodes charge Rising Rage twice. | Build Mass Buildup charge behavior for listed moves. | Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior. |
| Garuda Rebound special timing | listed | Special trigger | Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger. | Wait time | 1 to 1.4 seconds. | Line up Garuda Rebound's special trigger timing. | Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger. |
Skill Builder section
Timing references
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
Lists source timing windows for Lapse Blue.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Reversal Red timing
Lists source timing windows for Reversal Red.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Rapid Punches timing
Lists source timing windows for Rapid Punches.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Twofold Kick timing
Lists source timing windows for Twofold Kick.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Lapse Blue MAX timing
Lists source timing windows for Lapse Blue MAX.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Reversal Red MAX timing
Lists source timing windows for Reversal Red MAX.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Hollow Purple timing
Lists source timing windows for Hollow Purple.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Infinite Void timing
Lists source timing windows for Infinite Void.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Cursed Strikes timing
Lists source timing windows for Cursed Strikes.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Aerial Cursed Strikes timing
Lists source timing windows for Aerial Cursed Strikes.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Crushing Blow timing
Lists source timing windows for Crushing Blow.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Divergent Fist timing
Lists source timing windows for Divergent Fist.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Manji Kick timing
Lists source timing windows for Manji Kick.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Dismantle timing
Lists source timing windows for Dismantle.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Aerial Dismantle timing
Lists source timing windows for Aerial Dismantle.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Rush timing
Lists source timing windows for Rush.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Open timing
Lists source timing windows for Open.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Malevolent Shrine timing
Lists source timing windows for Malevolent Shrine.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Reserve Balls timing
Lists source timing windows for Reserve Balls.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 0.11+ SFX appears.
- 0.32+ Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
W.I.P. source reference
Shutter Doors timing
Lists source timing windows for Shutter Doors.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 0.15 VSFX appears.
- 0.435 Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
W.I.P. source reference
Rough Energy timing
Lists source timing windows for Rough Energy.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Fever Breaker timing
Lists source timing windows for Fever Breaker.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Lucky Volley timing
Lists source timing windows for Lucky Volley.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Lucky Rushdown timing
Lists source timing windows for Lucky Rushdown.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Overwhelming Luck timing
Lists source timing windows for Overwhelming Luck.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Energy Surge timing
Lists source timing windows for Energy Surge.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Rabbit Escape timing
Lists source timing windows for Rabbit Escape.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Nue timing
Lists source timing windows for Nue.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Nue Variant timing
Lists source timing windows for Nue Variant.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Toad timing
Lists source timing windows for Toad.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Well's Unknown Abyss timing
Lists source timing windows for Well's Unknown Abyss.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Divine Dog: Totality (First Use) timing
Lists source timing windows for Divine Dog: Totality (First Use).
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
Source caveat
Divine Dog: Totality (Second Use) timing
Lists source timing windows for Divine Dog: Totality (Second Use).
- Status
- Source caveat
- node type
- Timing reference
- 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.
W.I.P. source reference
Great Serpent timing
Lists source timing windows for Great Serpent.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Shadow Swarm timing
Lists source timing windows for Shadow Swarm.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Divine Pummel timing
Lists source timing windows for Divine Pummel.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Ground Pitch timing
Lists source timing windows for Ground Pitch.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Earthquake timing
Lists source timing windows for Earthquake.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Takedown timing
Lists source timing windows for Takedown.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
World Slash timing
Lists source timing windows for World Slash.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Stockpile timing
Lists source timing windows for Stockpile.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Aerial Stockpile timing
Lists source timing windows for Aerial Stockpile.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Soul Fire timing
Lists source timing windows for Soul Fire.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Focus Strike timing
Lists source timing windows for Focus Strike.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 0-0.4 Windup
- 0.41+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
W.I.P. source reference
Chainwhip timing
Lists source timing windows for Chainwhip.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Homerun timing
Lists source timing windows for Homerun.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Body Repel timing
Lists source timing windows for Body Repel.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
W.I.P. source reference
Idle Transfiguration timing
Lists source timing windows for Idle Transfiguration.
- Status
- W.I.P. source reference
- node type
- Timing reference
- value type
- Move timing windows
- default / range
- 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.
| Name | Status | node type | purpose | value type | default / range | used for | Card Summary |
|---|---|---|---|---|---|---|---|
| Lapse Blue timing | W.I.P. source reference | Timing reference | Lists source timing windows for Lapse Blue. | Move timing windows | 0 - 0.55: No pull;; 0.8 - 1: Full pull;; 1 - 1.75: Suspension;; 1.76+ : Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Lapse Blue. |
| Reversal Red timing | W.I.P. source reference | Timing reference | Lists source timing windows for Reversal Red. | Move timing windows | 0 - 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. | Lists source timing windows for Reversal Red. |
| Rapid Punches timing | W.I.P. source reference | Timing reference | Lists source timing windows for Rapid Punches. | Move timing windows | 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. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Rapid Punches. |
| Twofold Kick timing | W.I.P. source reference | Timing reference | Lists source timing windows for Twofold Kick. | Move timing windows | 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) | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Twofold Kick. |
| Lapse Blue MAX timing | W.I.P. source reference | Timing reference | Lists source timing windows for Lapse Blue MAX. | Move timing windows | 0.07+: Blue light, possiblity of Blue's VFX;; 0.53+: Hitbox. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Lapse Blue MAX. |
| Reversal Red MAX timing | W.I.P. source reference | Timing reference | Lists source timing windows for Reversal Red MAX. | Move timing windows | 0.37+: 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. | Lists source timing windows for Reversal Red MAX. |
| Hollow Purple timing | W.I.P. source reference | Timing reference | Lists source timing windows for Hollow Purple. | Move timing windows | 0+: 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. | Lists source timing windows for Hollow Purple. |
| Infinite Void timing | W.I.P. source reference | Timing reference | Lists source timing windows for Infinite Void. | Move timing windows | 0+: Pop-up cutscene appears.;; 1.25+: Domain Expansion, Infinite Void. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Infinite Void. |
| Cursed Strikes timing | W.I.P. source reference | Timing reference | Lists source timing windows for Cursed Strikes. | Move timing windows | 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.;; 1.9+ Fifth punch's hitbox.;; 2.2+ Full move. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Cursed Strikes. |
| Aerial Cursed Strikes timing | W.I.P. source reference | Timing reference | Lists source timing windows for Aerial Cursed Strikes. | Move timing windows | 0-0.66 Ascent/Windup.; 0.67+ Descent (no hitbox).; 0.7 Hitbox activates. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Aerial Cursed Strikes. |
| Crushing Blow timing | W.I.P. source reference | Timing reference | Lists source timing windows for Crushing Blow. | Move timing windows | 0.02+ 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. | Lists source timing windows for Crushing Blow. |
| Divergent Fist timing | W.I.P. source reference | Timing reference | Lists source timing windows for Divergent Fist. | Move timing windows | 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. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Divergent Fist. |
| Manji Kick timing | W.I.P. source reference | Timing reference | Lists source timing windows for Manji Kick. | Move timing windows | 0.02+ 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. | Lists source timing windows for Manji Kick. |
| Dismantle timing | W.I.P. source reference | Timing reference | Lists source timing windows for Dismantle. | Move timing windows | 0-0.4 Windup.; 0.41+ Hitbox.; 1.1+ Full move. Dismantles stopped. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Dismantle. |
| Aerial Dismantle timing | W.I.P. source reference | Timing reference | Lists source timing windows for Aerial Dismantle. | Move timing windows | 0-0.61 Ascent/Windup.; 0.62+ Dismantle hitbox.; 1+ Full move. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Aerial Dismantle. |
| Rush timing | W.I.P. source reference | Timing reference | Lists source timing windows for Rush. | Move timing windows | 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 | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Rush. |
| Open timing | W.I.P. source reference | Timing reference | Lists source timing windows for Open. | Move timing windows | 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. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Open. |
| Malevolent Shrine timing | W.I.P. source reference | Timing reference | Lists source timing windows for Malevolent Shrine. | Move timing windows | 0+ Pop-up cutscene appears.; 1.25+ Domain Expansion, Malevolent Shrine. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Malevolent Shrine. |
| Reserve Balls timing | W.I.P. source reference | Timing reference | Lists source timing windows for Reserve Balls. | Move timing windows | 0.11+ SFX appears.;; 0.32+ Hitbox. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Reserve Balls. |
| Shutter Doors timing | W.I.P. source reference | Timing reference | Lists source timing windows for Shutter Doors. | Move timing windows | 0.15 VSFX appears.;; 0.435 Hitbox. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Shutter Doors. |
| Rough Energy timing | W.I.P. source reference | Timing reference | Lists source timing windows for Rough Energy. | Move timing windows | 0.1+ VSFX appears.;; 0.71 Full windup.;; 0.72+ Hitbox. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Rough Energy. |
| Fever Breaker timing | W.I.P. source reference | Timing reference | Lists source timing windows for Fever Breaker. | Move timing windows | 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. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Fever Breaker. |
| Lucky Volley timing | W.I.P. source reference | Timing reference | Lists source timing windows for Lucky Volley. | Move timing windows | 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.; 1.65 End Strike hitbox. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Lucky Volley. |
| Lucky Rushdown timing | W.I.P. source reference | Timing reference | Lists source timing windows for Lucky Rushdown. | Move timing windows | 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.; 0.85 Full throwing animation. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Lucky Rushdown. |
| Overwhelming Luck timing | W.I.P. source reference | Timing reference | Lists source timing windows for Overwhelming Luck. | Move timing windows | 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.; 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. | Lists source timing windows for Overwhelming Luck. |
| Energy Surge timing | W.I.P. source reference | Timing reference | Lists source timing windows for Energy Surge. | Move timing windows | 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.; 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. | Lists source timing windows for Energy Surge. |
| Rabbit Escape timing | W.I.P. source reference | Timing reference | Lists source timing windows for Rabbit Escape. | Move timing windows | 0-0.5 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. | Lists source timing windows for Rabbit Escape. |
| Nue timing | W.I.P. source reference | Timing reference | Lists source timing windows for Nue. | Move timing windows | 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. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Nue. |
| Nue Variant timing | W.I.P. source reference | Timing reference | Lists source timing windows for Nue Variant. | Move timing windows | 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.; 2.2+ Nue disappears. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Nue Variant. |
| Toad timing | W.I.P. source reference | Timing reference | Lists source timing windows for Toad. | Move timing windows | 0-0.4 Toad handsign.; 0.41+ Toad appears and attack continues. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Toad. |
| Well's Unknown Abyss timing | W.I.P. source reference | Timing reference | Lists source timing windows for Well's Unknown Abyss. | Move timing windows | 0-0.4 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. | Lists source timing windows for Well's Unknown Abyss. |
| Divine Dog: Totality (First Use) timing | W.I.P. source reference | Timing reference | Lists source timing windows for Divine Dog: Totality (First Use). | Move timing windows | 0-0.16 Before appearance.; 0.17+ Divine Dog appears.; 1+ Full move. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Divine Dog: Totality (First Use). |
| Divine Dog: Totality (Second Use) timing | Source caveat | Timing reference | Lists source timing windows for Divine Dog: Totality (Second Use). | Move timing windows | The second use is currently impossible to activate in the Skill Builder. | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Divine Dog: Totality (Second Use). |
| Great Serpent timing | W.I.P. source reference | Timing reference | Lists source timing windows for Great Serpent. | Move timing windows | 0-0.5 Jump; 1.2+ Summon; 2.8+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Great Serpent. |
| Shadow Swarm timing | W.I.P. source reference | Timing reference | Lists source timing windows for Shadow Swarm. | Move timing windows | 0-0.55 Summon; 0.95+ Run; 2.95+ Clones disappear; 3.65+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Shadow Swarm. |
| Divine Pummel timing | W.I.P. source reference | Timing reference | Lists source timing windows for Divine Pummel. | Move timing windows | 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 | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Divine Pummel. |
| Ground Pitch timing | W.I.P. source reference | Timing reference | Lists source timing windows for Ground Pitch. | Move timing windows | 0-0.38 Windup; 0.39-1.81 Grab; 1.82+ Throw | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Ground Pitch. |
| Earthquake timing | W.I.P. source reference | Timing reference | Lists source timing windows for Earthquake. | Move timing windows | 0-0.46 Windup; 0.47+ No-hold full move; 0.47-0.96 Hold, First smash; 0.97+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Earthquake. |
| Takedown timing | W.I.P. source reference | Timing reference | Lists source timing windows for Takedown. | Move timing windows | 0-0.4 Windup; 0.41-0.83 Teleport; 0.84+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Takedown. |
| World Slash timing | W.I.P. source reference | Timing reference | Lists source timing windows for World Slash. | Move timing windows | 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 | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for World Slash. |
| Stockpile timing | W.I.P. source reference | Timing reference | Lists source timing windows for Stockpile. | Move timing windows | 0-0.48 Windup; 0.49-0.74 First hit; 0.75+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Stockpile. |
| Aerial Stockpile timing | W.I.P. source reference | Timing reference | Lists source timing windows for Aerial Stockpile. | Move timing windows | 0-0.38 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. | Lists source timing windows for Aerial Stockpile. |
| Soul Fire timing | W.I.P. source reference | Timing reference | Lists source timing windows for Soul Fire. | Move timing windows | 0-0.45 Windup; 0.46-0.58 First bean; 0.59-0.73 Second bean; 0.74+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Soul Fire. |
| Focus Strike timing | W.I.P. source reference | Timing reference | Lists source timing windows for Focus Strike. | Move timing windows | 0-0.4 Windup; 0.41+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Focus Strike. |
| Chainwhip timing | W.I.P. source reference | Timing reference | Lists source timing windows for Chainwhip. | Move timing windows | 0-0.45 Windup; 0.46+ Hit; 1.03+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Chainwhip. |
| Homerun timing | W.I.P. source reference | Timing reference | Lists source timing windows for Homerun. | Move timing windows | 0-0.96 Windup; 0.97+ Hit; 1.88+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Homerun. |
| Body Repel timing | W.I.P. source reference | Timing reference | Lists source timing windows for Body Repel. | Move timing windows | 0-1.04 Windup; 1.05-1.23 First VFX; 1.24-1.39 Second VFX; 1.4+ Full move | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Body Repel. |
| Idle Transfiguration timing | W.I.P. source reference | Timing reference | Lists source timing windows for Idle Transfiguration. | Move timing windows | 0-0.81 Windup; 0.82-0.88 Dash, No hit; 0.89+ Hit; 1.65+ Full move/running distance | Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move. | Lists source timing windows for Idle Transfiguration. |
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 problem | Start with | What to check first |
|---|---|---|
| The move fires too early or too late | Wait, Timing references | The second mark where the hitbox, grab, VFX, or cancel should happen |
| The move needs to damage or stun | Hitbox | Position, size, attack type, blockability, damage, stun, and branch triggers |
| The move needs a projectile | Projectile | Projectile Tag, then matching Visual, Sound, or Hitbox rows |
| The move needs air, hold, or form logic | Conditions, Branch | The true and false side of the condition before adding more nodes |
| The whole move should change access rules | Properties | Visibility, 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
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.
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.
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.
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.
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.
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.

