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.
Source-backed
Wait
The source uses Wait as the basic timing spacer for Skill Builder sequences.
- node type
- Timeline node
- purpose
- Adds a pause before the next node runs.
- value type
- Time in seconds
- default / range
- Default 1 second.
- used for
- Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.
- related nodes
- 5
- Hitbox
- Animation
- Sound
- Hit Cancel
- Branch
- Notes
- The source uses Wait as the basic timing spacer for Skill Builder sequences.
Source-backed
Skill
Speed 0 stops the skill from performing normally, though some effects may still appear.
- node type
- Timeline node
- purpose
- Runs one of the game's existing skills inside the custom move.
- value type
- Skill picker plus playback settings
- default / range
- Speed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.
- used for
- Reuse normal character skills, trigger skill variants, or start a move at a later point.
- related nodes
- 4
- Wait
- Branch
- Hit Cancel
- Animation
- Notes
- Speed 0 stops the skill from performing normally, though some effects may still appear.
Source-backed
Special
The current issues section warns that some specials or related moves can break custom moves.
- node type
- Timeline node
- purpose
- Runs one of the game's existing special moves.
- value type
- Special picker plus playback settings
- default / range
- Speed, Cancel Last, and Variants. Specials do not have Hold For.
- used for
- Build custom specials or combine special behavior with timeline cancels.
- related nodes
- 3
- Skill
- Wait
- Branch
- Notes
- The current issues section warns that some specials or related moves can break custom moves.
Source-backed
Animation
Loop lasts until another Animation node is reached; without a later node, the source says it will not loop.
- node type
- Timeline node
- purpose
- Plays a selected skill, special, melee, awakening, or emote animation.
- value type
- Animation picker and playback settings
- default / range
- Slider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.
- used for
- Give the custom move a pose, motion, target animation, loop, or smoother transition.
- related nodes
- 4
- Wait
- Skill
- Visual
- Hitbox
- Notes
- 2
- Loop lasts until another Animation node is reached
- without a later node, the source says it will not loop.
Source-backed
Sound
The source points builders to the Roblox Creator Store for working audio IDs.
- node type
- Timeline node
- purpose
- Plays a custom audio ID when the timeline reaches the node.
- value type
- Roblox audio ID plus playback settings
- default / range
- Volume defaults to 0.5, Speed defaults to 1, Start defaults to 0, End defaults to 500.
- used for
- Add feedback, cancel matching sounds, make audio global, or attach a sound to a projectile tag.
- related nodes
- 3
- Projectile
- Wait
- Skill
- Notes
- The source points builders to the Roblox Creator Store for working audio IDs.
Source-backed
Velocity
The current issues section says Velocity over about 1000 can make the player jitter.
- node type
- Timeline node
- purpose
- Controls user or target movement during the custom move.
- value type
- XYZ force, time, and movement toggles
- default / range
- Force defaults to 0 on X, Y, and Z. Time is measured in seconds.
- used for
- Dash, launch, pull, float, track facing direction, or apply ragdoll movement.
- related nodes
- 3
- Hitbox
- Branch
- Wait
- Notes
- The current issues section says Velocity over about 1000 can make the player jitter.
Source-backed
Connect
The source compares Signal to the ID system used by Logic Blocks.
- node type
- Timeline node
- purpose
- Sends an activation signal to matching Connect Blocks.
- value type
- Signal ID, time, and range
- default / range
- Uses a Signal value, duration, and proximity range.
- used for
- Trigger Build Mode contraptions from a custom move.
- related nodes
- 3
- Branch
- Tag
- Hitbox
- Notes
- The source compares Signal to the ID system used by Logic Blocks.
Source-backed
Hitbox
Any Debree value over 0 can harm domains according to the source.
- node type
- Timeline node
- purpose
- Creates an area that affects targets when the keyframe is reached.
- value type
- Position, size, damage, stun, attack type, blocking, and branch settings
- default / range
- 2
- Position defaults to 0,0,4
- Size defaults to 6 studs.
- used for
- Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.
- related nodes
- 5
- Wait
- Projectile
- Branch
- Velocity
- Hit Cancel
- Notes
- Any Debree value over 0 can harm domains according to the source.
Source-backed
Branch
Properties are global across branches and cannot be changed per branch as of the source revision.
- node type
- Timeline node
- purpose
- Triggers a named branch or random branch path.
- value type
- Branch name or comma-separated random branch list
- default / range
- Random branch lists use comma-separated names without spaces, such as A,B,C.
- used for
- Build move variants, hit-cancel paths, air/ground versions, or random outcomes.
- related nodes
- 4
- Conditions
- Hitbox
- Hit Cancel
- Tag
- Notes
- Properties are global across branches and cannot be changed per branch as of the source revision.
Source-backed
Visual
Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.
- node type
- Timeline node
- purpose
- Creates a custom visual effect for a chosen amount of time.
- value type
- Effect picker, color, opacity, position, rotation, size, time, tags, and easing
- default / range
- 3
- Color and Alt Color default to 255,255,255
- Opacity uses 0 as visible and 1 as invisible
- Size defaults to 1.
- used for
- Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.
- related nodes
- 4
- Projectile
- Wait
- Animation
- Sound
- Notes
- Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.
Source-backed
Grab
The current issues section says Grab can teleport the user if the ability ends before stun registers; adding a Wait for the grab duration can fix that case.
- node type
- Timeline node
- purpose
- Sticks one of a target's body parts to the user's body after damage is dealt.
- value type
- Limb, target limb, position, rotation, time, and Last Hit
- default / range
- Time defaults to 1. Last Hit defaults to -1.
- used for
- Hold a target in place for follow-up animation, damage, or branch timing.
- related nodes
- 3
- Hitbox
- Wait
- Animation
- Notes
- 2
- The current issues section says Grab can teleport the user if the ability ends before stun registers
- adding a Wait for the grab duration can fix that case.
Source-backed
Projectile
The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.
- node type
- Timeline node
- purpose
- Creates a moving hitbox that travels from one place to another.
- value type
- Projectile tag, position, size, velocity, gravity, time, and hit behavior
- default / range
- Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.
- used for
- Make ranged attacks, moving collision, or projectile-attached effects.
- related nodes
- 3
- Hitbox
- Visual
- Sound
- Notes
- The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.
Source-backed
Counter
Multiple attack types can be countered when configured.
- node type
- Timeline node
- purpose
- Creates a counter check without normal animations or damage.
- value type
- Attack type, time, stun, and enemy cancel settings
- default / range
- Attack types include Melee, Bullet, Explosion, Swarm, and Domain.
- used for
- React to incoming attacks and optionally stun or interrupt the attacker.
- related nodes
- 3
- Hitbox
- State
- Branch
- Notes
- Multiple attack types can be countered when configured.
Source-backed
Tag
The source describes tags as variables that latch onto a player.
- node type
- Timeline node
- purpose
- Adds or checks a temporary tag on the user.
- value type
- Tag ID and duration/check settings
- default / range
- Tags last for a chosen period of time.
- used for
- Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.
- related nodes
- 3
- Variant Tag
- Branch
- Conditions
- Notes
- The source describes tags as variables that latch onto a player.
Source-backed
State
Use short state rows on cards; the full state list is too long for public card prose.
- node type
- Timeline node
- purpose
- Applies a state to the user.
- value type
- State picker and duration or multiplier settings
- default / range
- States include Stun, IFrame, NoM1, NoSprint, NoJump, NoDash, DisableChase, Block, DirectionLock, SpeedMultiplier, JumpMultiplier, and more.
- used for
- Control movement, blocking, invulnerability, chase, speed, jump, or stun behavior during a custom move.
- related nodes
- 3
- Counter
- Velocity
- Hitbox
- Notes
- 2
- Use short state rows on cards
- the full state list is too long for public card prose.
Source-backed
Add Awakening
Keep this separate from Properties; it changes resource during the timeline.
- node type
- Timeline node
- purpose
- Adds awakening resource to the user.
- value type
- Awakening amount
- default / range
- Uses a chosen amount.
- used for
- Reward or drain move flow around awakening-based custom behavior.
- related nodes
- 3
- Has Awk Bar
- Is Awakened
- Add Health
- Notes
- 2
- Keep this separate from Properties
- it changes resource during the timeline.
Source-backed
Add Health
Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.
- node type
- Timeline node
- purpose
- Adds or removes health when the timeline reaches the node.
- value type
- Health amount and targeting settings
- default / range
- Can target the user or recent target. Single Target controls target scope.
- used for
- Make healing, recoil, self-damage, or target health effects.
- related nodes
- 3
- Hitbox
- Has Health
- Grab
- Notes
- Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.
Source-backed
Add Evasive
Use this as a timeline resource row, not a global move property.
- node type
- Timeline node
- purpose
- Adds evasive resource or behavior to the custom move flow.
- value type
- Evasive amount
- default / range
- Uses a chosen amount.
- used for
- Tie a custom move to evasive resource behavior.
- related nodes
- 3
- State
- Add Awakening
- Add Health
- Notes
- Use this as a timeline resource row, not a global move property.
Source-backed
Hit Cancel
The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.
- node type
- Timeline node
- purpose
- Cancels the remaining custom move when prior stun or damage has happened in its checked window.
- value type
- Time window and cancel behavior
- default / range
- Time dictates the checked frame window.
- used for
- Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.
- related nodes
- 3
- Hitbox
- Wait
- Branch
- Notes
- The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.
Source-backed
Loop
Use with care because repeated timeline behavior can make debugging harder.
- node type
- Timeline node
- purpose
- Loops a section of timeline behavior.
- value type
- Loop timing and transition settings
- default / range
- Uses Fade In, Fade Out, and Last Hit settings in the source row.
- used for
- Repeat a move segment or keep a custom effect running until a later point.
- related nodes
- 3
- Animation
- Wait
- Branch
- Notes
- Use with care because repeated timeline behavior can make debugging harder.
| Name | Status | node type | purpose | value type | default / range | used for | related nodes | Notes |
|---|---|---|---|---|---|---|---|---|
| Wait | Source-backed | 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. | Hitbox; Animation; Sound; Hit Cancel; Branch | The source uses Wait as the basic timing spacer for Skill Builder sequences. |
| Skill | Source-backed | 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. | Wait; Branch; Hit Cancel; Animation | Speed 0 stops the skill from performing normally, though some effects may still appear. |
| Special | Source-backed | 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. | Skill; Wait; Branch | The current issues section warns that some specials or related moves can break custom moves. |
| Animation | Source-backed | 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. | Wait; Skill; Visual; Hitbox | Loop lasts until another Animation node is reached; without a later node, the source says it will not loop. |
| Sound | Source-backed | 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. | Projectile; Wait; Skill | The source points builders to the Roblox Creator Store for working audio IDs. |
| Velocity | Source-backed | 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. | Hitbox; Branch; Wait | The current issues section says Velocity over about 1000 can make the player jitter. |
| Connect | Source-backed | 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. | Branch; Tag; Hitbox | The source compares Signal to the ID system used by Logic Blocks. |
| Hitbox | Source-backed | 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. | Wait; Projectile; Branch; Velocity; Hit Cancel | Any Debree value over 0 can harm domains according to the source. |
| Branch | Source-backed | 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. | Conditions; Hitbox; Hit Cancel; Tag | Properties are global across branches and cannot be changed per branch as of the source revision. |
| Visual | Source-backed | 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. | Projectile; Wait; Animation; Sound | Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position. |
| Grab | Source-backed | 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. | Hitbox; Wait; Animation | The current issues section says Grab can teleport the user if the ability ends before stun registers; adding a Wait for the grab duration can fix that case. |
| Projectile | Source-backed | 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. | Hitbox; Visual; Sound | The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it. |
| Counter | Source-backed | 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. | Hitbox; State; Branch | Multiple attack types can be countered when configured. |
| Tag | Source-backed | 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. | Variant Tag; Branch; Conditions | The source describes tags as variables that latch onto a player. |
| State | Source-backed | 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. | Counter; Velocity; Hitbox | Use short state rows on cards; the full state list is too long for public card prose. |
| Add Awakening | Source-backed | Timeline node | Adds awakening resource to the user. | Awakening amount | Uses a chosen amount. | Reward or drain move flow around awakening-based custom behavior. | Has Awk Bar; Is Awakened; Add Health | Keep this separate from Properties; it changes resource during the timeline. |
| Add Health | Source-backed | 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. | Hitbox; Has Health; Grab | Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior. |
| Add Evasive | Source-backed | 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. | State; Add Awakening; Add Health | Use this as a timeline resource row, not a global move property. |
| Hit Cancel | Source-backed | 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. | Hitbox; Wait; Branch | The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup. |
| Loop | Source-backed | 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. | Animation; Wait; Branch | Use with care because repeated timeline behavior can make debugging harder. |
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.
Source-backed
In Air
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates a custom ability or branch by grounded versus airborne state.
- value type
- True/False air-state condition
- default / range
- True side: ground-only. False side: airborne-only.
- used for
- Split ground and air variants.
- related nodes
- 3
- Branch
- Skill
- Wait
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Is Jumping
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates use by whether the jump input is being held.
- value type
- True/False input condition
- default / range
- True side: not holding jump. False side: holding jump.
- used for
- Make hold-jump alternate starts.
- related nodes
- 2
- Branch
- Conditions
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Has Target
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates use by whether a valid target is in sight through the cursor.
- value type
- True/False target condition
- default / range
- True side: no valid target in sight. False side: valid target in sight.
- used for
- Separate lock-on or no-target behavior.
- related nodes
- 2
- Branch
- Hitbox
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Is Awakened
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates use by base state versus awakening state.
- value type
- True/False form condition
- default / range
- True side: base state. False side: awakening state.
- used for
- Make base-only or awakening-only custom moves.
- related nodes
- 2
- Hide in Awakening
- Hide in Base
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Has Awk Bar
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Checks the user's awakening percentage against a chosen amount.
- value type
- Awakening threshold
- default / range
- Default 5%. True side: less than or equal. False side: greater than or equal.
- used for
- Lock moves behind awakening meter checks.
- related nodes
- 2
- Add Awakening
- Is Awakened
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Durability
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gives the custom ability or branch a use limit.
- value type
- Use-limit value
- default / range
- Default 1. The source says the false side cannot be toggled.
- used for
- Erase or expire custom moves after limited uses.
- related nodes
- 2
- Use When Obtained
- Use On Death
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Is In Domain
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates use by whether the user is inside a domain.
- value type
- True/False domain condition
- default / range
- True side: outside a domain. False side: inside a domain.
- used for
- Make domain-only or outside-domain variants.
- related nodes
- 2
- Branch
- Properties
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Has Health
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Checks the user's health against a chosen amount.
- value type
- Health threshold
- default / range
- True side: less than or equal. False side: greater than or equal.
- used for
- Trigger low-health or high-health behavior.
- related nodes
- 2
- Add Health
- Branch
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Source-backed
Is Holding
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
- node type
- Condition
- purpose
- Gates use by whether the player is holding the keybind.
- value type
- True/False hold condition
- default / range
- True side: not holding the keybind. False side: holding the keybind.
- used for
- Build hold-input custom behavior.
- related nodes
- 2
- Skill
- Branch
- Notes
- The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
| Name | Status | node type | purpose | value type | default / range | used for | related nodes | Notes |
|---|---|---|---|---|---|---|---|---|
| In Air | Source-backed | 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. | Branch; Skill; Wait | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Is Jumping | Source-backed | 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. | Branch; Conditions | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Has Target | Source-backed | 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. | Branch; Hitbox | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Is Awakened | Source-backed | 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. | Hide in Awakening; Hide in Base | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Has Awk Bar | Source-backed | 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. | Add Awakening; Is Awakened | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Durability | Source-backed | 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. | Use When Obtained; Use On Death | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Is In Domain | Source-backed | 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. | Branch; Properties | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Has Health | Source-backed | 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. | Add Health; Branch | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
| Is Holding | Source-backed | 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. | Skill; Branch | The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording. |
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.
Source-backed
Damage Multiplier
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Multiplies the custom ability's overall damage.
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune total damage after the timeline is built.
- related nodes
- Hitbox
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Knockback Multiplier
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Multiplies the custom ability's overall knockback.
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune launch or push strength across the move.
- related nodes
- 2
- Velocity
- Hitbox
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Invincible
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Grants total i-frames while the ability runs.
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect the user during a custom move.
- related nodes
- 2
- State
- Counter
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Replace Skill if Occupied
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Lets the custom move replace an already occupied move slot.
- value type
- Toggle
- default / range
- On or off.
- used for
- Force a custom move into a chosen Moveset Block slot.
- related nodes
- Prevent Override
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Prevent Override
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Prevents another ability from replacing this custom ability through replacement behavior.
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect an installed custom move from being overwritten.
- related nodes
- Replace Skill if Occupied
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Hide in Awakening
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Hides the custom ability while the user is in awakening.
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move base-only.
- related nodes
- 2
- Is Awakened
- Hide in Base
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Keep When Moveset Switches
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Keeps the custom ability when the user's moveset switches between base and awakening.
- value type
- Toggle
- default / range
- On or off.
- used for
- Carry custom move access through form switching.
- related nodes
- 3
- Is Awakened
- Hide in Awakening
- Hide in Base
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Hide in Base
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Hides the custom ability while the user is in base state.
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move awakening-only.
- related nodes
- 2
- Is Awakened
- Hide in Awakening
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Use When Obtained
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Immediately activates the custom ability when the user obtains it.
- value type
- Toggle
- default / range
- On or off.
- used for
- Trigger automatic move behavior from obtainment.
- related nodes
- 2
- Durability
- Use On Death
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Use On Death
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Immediately activates the custom ability when the user dies.
- value type
- Toggle
- default / range
- On or off.
- used for
- Create death-triggered custom behavior.
- related nodes
- 2
- Use When Obtained
- Add Health
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
No Stun
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Disables skill checks on the custom ability.
- value type
- Toggle
- default / range
- On or off.
- used for
- Bypass normal skill-check behavior for the custom move.
- related nodes
- 2
- No Cancel
- Variant Tag
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
No Cancel
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Makes the ability uninterruptible.
- value type
- Toggle
- default / range
- On or off.
- used for
- Prevent interruption during the custom move.
- related nodes
- 2
- No Stun
- Invincible
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
Source-backed
Variant Tag
Properties apply to the custom move as a whole rather than one timeline moment.
- node type
- Property
- purpose
- Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.
- value type
- Tag value
- default / range
- Uses an inputted tag.
- used for
- Connect Tag-node behavior to variant or cooldown behavior.
- related nodes
- 2
- Tag
- Skill
- Notes
- Properties apply to the custom move as a whole rather than one timeline moment.
| Name | Status | node type | purpose | value type | default / range | used for | related nodes | Notes |
|---|---|---|---|---|---|---|---|---|
| Damage Multiplier | Source-backed | Property | Multiplies the custom ability's overall damage. | Numeric multiplier | Chosen value. | Tune total damage after the timeline is built. | Hitbox | Properties apply to the custom move as a whole rather than one timeline moment. |
| Knockback Multiplier | Source-backed | Property | Multiplies the custom ability's overall knockback. | Numeric multiplier | Chosen value. | Tune launch or push strength across the move. | Velocity; Hitbox | Properties apply to the custom move as a whole rather than one timeline moment. |
| Invincible | Source-backed | Property | Grants total i-frames while the ability runs. | Toggle | On or off. | Protect the user during a custom move. | State; Counter | Properties apply to the custom move as a whole rather than one timeline moment. |
| Replace Skill if Occupied | Source-backed | 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. | Prevent Override | Properties apply to the custom move as a whole rather than one timeline moment. |
| Prevent Override | Source-backed | Property | Prevents another ability from replacing this custom ability through replacement behavior. | Toggle | On or off. | Protect an installed custom move from being overwritten. | Replace Skill if Occupied | Properties apply to the custom move as a whole rather than one timeline moment. |
| Hide in Awakening | Source-backed | Property | Hides the custom ability while the user is in awakening. | Toggle | On or off. | Keep a move base-only. | Is Awakened; Hide in Base | Properties apply to the custom move as a whole rather than one timeline moment. |
| Keep When Moveset Switches | Source-backed | 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. | Is Awakened; Hide in Awakening; Hide in Base | Properties apply to the custom move as a whole rather than one timeline moment. |
| Hide in Base | Source-backed | Property | Hides the custom ability while the user is in base state. | Toggle | On or off. | Keep a move awakening-only. | Is Awakened; Hide in Awakening | Properties apply to the custom move as a whole rather than one timeline moment. |
| Use When Obtained | Source-backed | Property | Immediately activates the custom ability when the user obtains it. | Toggle | On or off. | Trigger automatic move behavior from obtainment. | Durability; Use On Death | Properties apply to the custom move as a whole rather than one timeline moment. |
| Use On Death | Source-backed | Property | Immediately activates the custom ability when the user dies. | Toggle | On or off. | Create death-triggered custom behavior. | Use When Obtained; Add Health | Properties apply to the custom move as a whole rather than one timeline moment. |
| No Stun | Source-backed | Property | Disables skill checks on the custom ability. | Toggle | On or off. | Bypass normal skill-check behavior for the custom move. | No Cancel; Variant Tag | Properties apply to the custom move as a whole rather than one timeline moment. |
| No Cancel | Source-backed | Property | Makes the ability uninterruptible. | Toggle | On or off. | Prevent interruption during the custom move. | No Stun; Invincible | Properties apply to the custom move as a whole rather than one timeline moment. |
| Variant Tag | Source-backed | 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. | Tag; Skill | Properties apply to the custom move as a whole rather than one timeline moment. |
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.
Source-backed
Focus Strike Black Flash
Black Flashes
- node type
- Use Twice/Again trigger
- purpose
- Focus Strike can trigger a Black Flash style variant.
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Line up a second Focus Strike input for the variant.
- related nodes
- 2
- Skill
- Wait
- Notes
- Black Flashes
Source-backed
Divergent Fist Black Flash
Black Flashes
- node type
- Use Twice/Again trigger
- purpose
- Divergent Fist can trigger a Black Flash window.
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Time a second Divergent Fist input for the Black Flash window.
- related nodes
- 2
- Skill
- Wait
- Notes
- Black Flashes
Source-backed
Cleave Rush Black Flash
Black Flashes
- node type
- Use Twice/Again trigger
- purpose
- Cleave Rush can trigger a Black Flash style variant.
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Time the repeated Cleave Rush setup.
- related nodes
- 2
- Skill
- Wait
- Notes
- Black Flashes
Source-backed
Idle Transfiguration via Focus Strike
Black Flashes
- node type
- Use Twice/Again trigger
- purpose
- Idle Transfiguration can be triggered with Focus Strike timing.
- value type
- Wait time
- default / range
- 0.75 to 1 second, depending on target distance.
- used for
- Build a distance-sensitive variant chain.
- related nodes
- 3
- Skill
- Wait
- Has Target
- Notes
- Black Flashes
Source-backed
Brute Force via Earthquake
Black Flashes
- node type
- Use Twice/Again trigger
- purpose
- Brute Force can be triggered through Earthquake timing.
- value type
- Wait time
- default / range
- 0.6 to 0.7 seconds.
- used for
- Line up Earthquake into Brute Force behavior.
- related nodes
- 2
- Skill
- Wait
- Notes
- Black Flashes
Source-backed
Reserve Balls into Shutter Doors
Other
- node type
- Use Twice/Again trigger
- purpose
- Reserve Balls can use Shutter Doors as the follow-up trigger.
- value type
- Wait time
- default / range
- 0.01 to 1 second.
- used for
- Make a fast Reserve Balls to Shutter Doors sequence.
- related nodes
- 2
- Skill
- Wait
- Notes
- Other
Source-backed
Toad into Nue
Other; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.
- node type
- Use Twice/Again trigger
- purpose
- Toad can use Nue timing for Well's Unknown Abyss-style behavior.
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Build the Toad and Nue interaction while controlling the unwanted Nue summon.
- related nodes
- 3
- Skill
- Wait
- Cancel
- Notes
- 2
- Other
- source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.
TBA
Body Repel via Focus Strike
Other; keep the TBA status visible.
- node type
- Use Twice/Again trigger
- purpose
- Body Repel has a listed Focus Strike trigger but the exact value is not final.
- value type
- Wait time
- default / range
- 2
- TBA
- source says it can be 0.7 seconds.
- used for
- Test a Focus Strike-linked Body Repel variant.
- related nodes
- 2
- Skill
- Wait
- Notes
- 2
- Other
- keep the TBA status visible.
TBA
Revolve use-again trigger
Other
- node type
- Use Twice/Again trigger
- purpose
- Revolve can trigger again within a short wait.
- value type
- Wait time
- default / range
- 2
- Less than 1 second
- source says exact limit is TBA.
- used for
- Build quick repeated Revolve behavior.
- related nodes
- 2
- Skill
- Wait
- Notes
- Other
Source-backed
Veilstep use-again trigger
Other
- node type
- Use Twice/Again trigger
- purpose
- Veilstep does not need a wait time for its listed variant behavior.
- value type
- Immediate cancel option
- default / range
- No Wait needed. Use an immediate Cancel if you want the other result.
- used for
- Switch Veilstep behavior immediately.
- related nodes
- 2
- Skill
- Cancel
- Notes
- Other
Source-backed
Garuda Rebound use-again trigger
Other
- node type
- Use Twice/Again trigger
- purpose
- Garuda Rebound has separate normal and held wait windows.
- value type
- Wait time
- default / range
- 2
- 1.27 to 1.53 seconds
- 2.47 to 2.73 seconds if held.
- used for
- Time normal or held Garuda Rebound variants.
- related nodes
- 3
- Skill
- Wait
- Hold For
- Notes
- Other
Source-backed
Rika moves via True Love Beam
Other
- node type
- Use Twice/Again trigger
- purpose
- Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.
- value type
- Wait time
- default / range
- 0.6 seconds.
- used for
- Build Rika move sequences around True Love Beam.
- related nodes
- 2
- Skill
- Wait
- Notes
- Other
Source-backed
Max Elephant hold
Hold
- node type
- Hold trigger
- purpose
- Max Elephant uses Hold For timing for its variant behavior.
- value type
- Hold duration
- default / range
- As long as needed.
- used for
- Trigger held Max Elephant behavior.
- related nodes
- 2
- Skill
- Hold For
- Notes
- Hold
Source-backed
Earthquake hold
Hold
- node type
- Hold trigger
- purpose
- Earthquake has an ideal hold range listed by the source.
- value type
- Hold duration
- default / range
- 2
- 0.75 to 0.9 seconds
- ideally 0.85 seconds.
- used for
- Trigger held Earthquake behavior.
- related nodes
- 2
- Skill
- Hold For
- Notes
- Hold
Source-backed
Piercing Blood hold
Hold
- node type
- Hold trigger
- purpose
- Piercing Blood requires Convergence Orb for the listed hold variant.
- value type
- Hold duration
- default / range
- 2
- 1.4 seconds or more
- requires Convergence Orb.
- used for
- Build the charged Piercing Blood setup.
- related nodes
- 3
- Skill
- Hold For
- Convergence Orb
- Notes
- Hold
Source-backed
Garuda Rebound hold
Hold
- node type
- Hold trigger
- purpose
- Garuda Rebound has a hold-triggered variant window.
- value type
- Hold duration
- default / range
- 0.55 seconds or more.
- used for
- Trigger held Garuda Rebound behavior.
- related nodes
- 2
- Skill
- Hold For
- Notes
- Hold
Source-backed
Ultra Cannon hold
Hold
- node type
- Hold trigger
- purpose
- Ultra Cannon has a listed hold threshold.
- value type
- Hold duration
- default / range
- 1.2 seconds or more.
- used for
- Trigger held Ultra Cannon behavior.
- related nodes
- 2
- Skill
- Hold For
- Notes
- Hold
Source-backed
World Cutting Slash special chain
Special
- node type
- Special trigger
- purpose
- World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.
- value type
- Wait time
- default / range
- 1.2 seconds between Open and Cleave.
- used for
- Line up the World Cutting Slash special chain.
- related nodes
- 3
- Special
- Skill
- Wait
- Notes
- Special
Source caveat
Incantation x3 into Strong Dismantle
Special; preserve the source's unusual timing notation.
- node type
- Special trigger
- purpose
- Incantation x3 can stack into Strong Dismantle timing.
- value type
- Wait time
- default / range
- Source writes 0.6< for the Incantation timing.
- used for
- Build stacked incantation behavior.
- related nodes
- 3
- Special
- Skill
- Wait
- Notes
- 2
- Special
- preserve the source's unusual timing notation.
Source-backed
Reversal Red into Limitless
Special
- node type
- Special trigger
- purpose
- Reversal Red can trigger Limitless within the listed range.
- value type
- Wait time
- default / range
- 0.5 to 1.2 seconds.
- used for
- Build a Reversal Red to Limitless special trigger.
- related nodes
- 3
- Special
- Skill
- Wait
- Notes
- Special
Source-backed
Reversal Red MAX into Limitless
Special
- node type
- Special trigger
- purpose
- Reversal Red MAX has a shorter Limitless trigger window.
- value type
- Wait time
- default / range
- Less than 1.2 seconds.
- used for
- Build a MAX Reversal Red to Limitless trigger.
- related nodes
- 3
- Special
- Skill
- Wait
- Notes
- Special
Source-backed
Nue into Lurking Shadow
Special
- node type
- Special trigger
- purpose
- Nue can trigger Lurking Shadow without a wait requirement.
- value type
- Wait time
- default / range
- None required.
- used for
- Build a summon-to-shadow trigger without adding extra delay.
- related nodes
- 2
- Special
- Skill
- Notes
- Special
Source-backed
Slicing Exorcism into Convergence
Special
- node type
- Special trigger
- purpose
- Slicing Exorcism can trigger Convergence without a wait requirement.
- value type
- Wait time
- default / range
- None required.
- used for
- Build a direct Slicing Exorcism to Convergence trigger.
- related nodes
- 2
- Special
- Skill
- Notes
- Special
Source-backed
Mass Buildup charge triggers
Special
- node type
- Special trigger
- purpose
- Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.
- value type
- Wait time
- default / range
- 2
- None required
- source says two Mass Buildup nodes charge Rising Rage twice.
- used for
- Build Mass Buildup charge behavior for listed moves.
- related nodes
- 2
- Special
- Skill
- Notes
- Special
Source-backed
Garuda Rebound special timing
Special
- node type
- Special trigger
- purpose
- Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.
- value type
- Wait time
- default / range
- 1 to 1.4 seconds.
- used for
- Line up Garuda Rebound's special trigger timing.
- related nodes
- 3
- Special
- Skill
- Wait
- Notes
- Special
| Name | Status | node type | purpose | value type | default / range | used for | related nodes | Notes |
|---|---|---|---|---|---|---|---|---|
| Focus Strike Black Flash | Source-backed | 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. | Skill; Wait | Black Flashes |
| Divergent Fist Black Flash | Source-backed | 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. | Skill; Wait | Black Flashes |
| Cleave Rush Black Flash | Source-backed | 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. | Skill; Wait | Black Flashes |
| Idle Transfiguration via Focus Strike | Source-backed | 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. | Skill; Wait; Has Target | Black Flashes |
| Brute Force via Earthquake | Source-backed | 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. | Skill; Wait | Black Flashes |
| Reserve Balls into Shutter Doors | Source-backed | 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. | Skill; Wait | Other |
| Toad into Nue | Source-backed | 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. | Skill; Wait; Cancel | Other; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon. |
| 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. | Skill; Wait | Other; keep the TBA status visible. |
| 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. | Skill; Wait | Other |
| Veilstep use-again trigger | Source-backed | 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. | Skill; Cancel | Other |
| Garuda Rebound use-again trigger | Source-backed | 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. | Skill; Wait; Hold For | Other |
| Rika moves via True Love Beam | Source-backed | 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. | Skill; Wait | Other |
| Max Elephant hold | Source-backed | Hold trigger | Max Elephant uses Hold For timing for its variant behavior. | Hold duration | As long as needed. | Trigger held Max Elephant behavior. | Skill; Hold For | Hold |
| Earthquake hold | Source-backed | 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. | Skill; Hold For | Hold |
| Piercing Blood hold | Source-backed | 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. | Skill; Hold For; Convergence Orb | Hold |
| Garuda Rebound hold | Source-backed | Hold trigger | Garuda Rebound has a hold-triggered variant window. | Hold duration | 0.55 seconds or more. | Trigger held Garuda Rebound behavior. | Skill; Hold For | Hold |
| Ultra Cannon hold | Source-backed | Hold trigger | Ultra Cannon has a listed hold threshold. | Hold duration | 1.2 seconds or more. | Trigger held Ultra Cannon behavior. | Skill; Hold For | Hold |
| World Cutting Slash special chain | Source-backed | 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. | Special; Skill; Wait | Special |
| 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. | Special; Skill; Wait | Special; preserve the source's unusual timing notation. |
| Reversal Red into Limitless | Source-backed | 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. | Special; Skill; Wait | Special |
| Reversal Red MAX into Limitless | Source-backed | 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. | Special; Skill; Wait | Special |
| Nue into Lurking Shadow | Source-backed | 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. | Special; Skill | Special |
| Slicing Exorcism into Convergence | Source-backed | Special trigger | Slicing Exorcism can trigger Convergence without a wait requirement. | Wait time | None required. | Build a direct Slicing Exorcism to Convergence trigger. | Special; Skill | Special |
| Mass Buildup charge triggers | Source-backed | 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. | Special; Skill | Special |
| Garuda Rebound special timing | Source-backed | 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. | Special; Skill; Wait | Special |
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
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Lapse Blue.
- value type
- Move timing windows
- default / range
- 4
- 0 - 0.55: No pull
- 0.8 - 1: Full pull
- 1 - 1.75: Suspension
- 1.76+ : Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Reversal Red timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Reversal Red.
- value type
- Move timing windows
- default / range
- 3
- 0 - 0.2: SFX + Red light
- 0.2 - 0.5: Reversal Red's VFX
- 0.51+ : Full move and special window.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Rapid Punches timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Rapid Punches.
- value type
- Move timing windows
- default / range
- 5
- 0 - 0.5: Windup, no grab.
- 0.5 - 0.6: Grab + 1 punch.
- 3.7: No final punch.
- 3.7 - 3.8: Full move, chance of final punch depending on how long it took for the move to connect.
- 3.8+: Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Twofold Kick timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Twofold Kick.
- value type
- Move timing windows
- default / range
- 5
- 0.35+: No hit. First kick's VFX appears.
- 0.41+: First kick hitbox.
- 0.94+: Second kick VSFX appears.
- 1.09+: Second kick's hitbox.
- 1.3+: Full move (just the rest of the animation)
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Lapse Blue MAX timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Lapse Blue MAX.
- value type
- Move timing windows
- default / range
- 2
- 0.07+: Blue light, possiblity of Blue's VFX
- 0.53+: Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Reversal Red MAX timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Reversal Red MAX.
- value type
- Move timing windows
- default / range
- 3
- 0.37+: VFX appears.
- 0.5+: SFX appears.
- 1.21+: Full move and special window.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Hollow Purple timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Hollow Purple.
- value type
- Move timing windows
- default / range
- 4
- 0+: SFX appears.
- 0.10+: VFX appears.
- 1.25+: Both infinites are smashed together.
- 2.72+: Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Infinite Void timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Infinite Void.
- value type
- Move timing windows
- default / range
- 2
- 0+: Pop-up cutscene appears.
- 1.25+: Domain Expansion, Infinite Void.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Cursed Strikes timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Cursed Strikes.
- value type
- Move timing windows
- default / range
- 8
- 0.3+ SFX appears.
- 0.6+ Dash.
- 1+ First punch's hitbox.
- 1.15+ Second punch's hitbox.
- 1.47+ Third punch's hitbox.
- 1.73+ Fourth punch's hitbox.
- +2 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Aerial Cursed Strikes timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Aerial Cursed Strikes.
- value type
- Move timing windows
- default / range
- 3
- 0-0.66 Ascent/Windup.
- 0.67+ Descent (no hitbox).
- 0.7 Hitbox activates.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Crushing Blow timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Crushing Blow.
- value type
- Move timing windows
- default / range
- 5
- 0.02+ SFX appears.
- 0.45+ Windup, no slam.
- 0.6+ First slam's hitbox.
- 1+ Grab, no second slam.
- 1.2+ Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Divergent Fist timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Divergent Fist.
- value type
- Move timing windows
- default / range
- 5
- 0.3+ VSFX appears.
- 0.36 (exact) is the Black Flash Window (if another Divergent Fist is added)
- 0.4+ Special window.
- 0.5+ Grab and hit's VSFX appears.
- 0.55+ Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Manji Kick timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Manji Kick.
- value type
- Move timing windows
- default / range
- 4
- 0.02+ SFX appears.
- 0.05+ Animation begins.
- 0.06-0.4+ Dodge.
- 0.5+ Full Move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Dismantle timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Dismantle.
- value type
- Move timing windows
- default / range
- 3
- 0-0.4 Windup.
- 0.41+ Hitbox.
- 1.1+ Full move. Dismantles stopped.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Aerial Dismantle timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Aerial Dismantle.
- value type
- Move timing windows
- default / range
- 3
- 0-0.61 Ascent/Windup.
- 0.62+ Dismantle hitbox.
- 1+ Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Rush timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Rush.
- value type
- Move timing windows
- default / range
- 6
- 0.4666 Dash begins
- 1.1-2.1 Running after hitting first Dash
- 2.2 Kick
- 2.3-2.95 Jump
- 3.5 Hit back down
- 3.9 End of move and fall
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Open timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Open.
- value type
- Move timing windows
- default / range
- 5
- 0.02 Hand particles appears.
- 0.89 Open VFX.
- 2+ Arrow is fully drawn.
- 2.7+ Arrow is shot.
- 3.7 Full lifetime of Arrow.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Malevolent Shrine timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Malevolent Shrine.
- value type
- Move timing windows
- default / range
- 2
- 0+ Pop-up cutscene appears.
- 1.25+ Domain Expansion, Malevolent Shrine.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Reserve Balls timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Reserve Balls.
- value type
- Move timing windows
- default / range
- 2
- 0.11+ SFX appears.
- 0.32+ Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Shutter Doors timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Shutter Doors.
- value type
- Move timing windows
- default / range
- 2
- 0.15 VSFX appears.
- 0.435 Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Rough Energy timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Rough Energy.
- value type
- Move timing windows
- default / range
- 3
- 0.1+ VSFX appears.
- 0.71 Full windup.
- 0.72+ Hitbox.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Fever Breaker timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Fever Breaker.
- value type
- Move timing windows
- default / range
- 6
- 0.44 Windup animation.
- 0.45 First kick hitbox.
- 0.5-0.8 Knockback and VFX.
- 1-1.25 User rushes to target.
- 1.32-1.35 Second hitbox and VFX.
- 1.40+ Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Lucky Volley timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Lucky Volley.
- value type
- Move timing windows
- default / range
- 7
- 0-0.4 Windup.
- 0.405 First punch.
- 0.41+ Flurry of Punches.
- 1.37 Flurry of Punches end.
- 1.4 End strike VFX appears.
- 1.4-1.64 End strike windup.
- +1 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Lucky Rushdown timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Lucky Rushdown.
- value type
- Move timing windows
- default / range
- 7
- 0-0.55 Windup.
- 0.56-0.61 Running Animation (No hitbox).
- 0.62 First hitbox.
- 0.56 to about 1.54 Full running animation (No grab).
- 0.56 to about 2.2 Drag time.
- 0.75 Throw windup.
- +1 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Overwhelming Luck timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Overwhelming Luck.
- value type
- Move timing windows
- default / range
- 11
- 0.05 VSFX appears.
- 0.05-1.15 Full windup before forward rush.
- 1.15-2.05 First forward dash.
- 2.1 First Punch.
- 2.15-4.1 User continues running animation.
- 4.17 Second Punch.
- +5 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Energy Surge timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Energy Surge.
- value type
- Move timing windows
- default / range
- 9
- 0.05 VSFX appears.
- 0.05-0.56 Windup/Dash.
- 0.57 First hitbox.
- 0.95+ First pose animation.
- 1.15+ Second pose animation.
- 1.55 Pre-teleport.
- +3 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Rabbit Escape timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Rabbit Escape.
- value type
- Move timing windows
- default / range
- 3
- 0-0.5 Rabbit Escape handsign.
- 0.51+ Rabbits appear.
- 1.75 Rabbits stop appearing.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Nue timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Nue.
- value type
- Move timing windows
- default / range
- 5
- 0-0.4 Nue handsign.
- 0.41+ Nue appears.
- 0.9+ Nue reaches the peak of it's flight.
- 1.4+ Nue reaches target.
- 2.2+ Nue disappears.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Nue Variant timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Nue Variant.
- value type
- Move timing windows
- default / range
- 7
- 0-0.4 Nue handsign.
- 0.41+ Nue appears.
- 0.75+ User starts ascending.
- 0.9+ Nue reaches the peak of it's flight.
- 1.1+ User flies with Nue.
- 1.4+ Nue reaches target.
- +1 more
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Toad timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Toad.
- value type
- Move timing windows
- default / range
- 2
- 0-0.4 Toad handsign.
- 0.41+ Toad appears and attack continues.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Well's Unknown Abyss timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Well's Unknown Abyss.
- value type
- Move timing windows
- default / range
- 6
- 0-0.4 Toad handsign.
- 0.41+ Toads appear.
- 1.2+ Grab.
- 1.7+ Toads start lifting.
- 2.1+ Slam.
- 3+ Toads disappear.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Divine Dog: Totality (First Use) timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Divine Dog: Totality (First Use).
- value type
- Move timing windows
- default / range
- 3
- 0-0.16 Before appearance.
- 0.17+ Divine Dog appears.
- 1+ Full move.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
Source caveat
Divine Dog: Totality (Second Use) timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Divine Dog: Totality (Second Use).
- value type
- Move timing windows
- default / range
- The second use is currently impossible to activate in the Skill Builder.
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Great Serpent timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Great Serpent.
- value type
- Move timing windows
- default / range
- 3
- 0-0.5 Jump
- 1.2+ Summon
- 2.8+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Shadow Swarm timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Shadow Swarm.
- value type
- Move timing windows
- default / range
- 4
- 0-0.55 Summon
- 0.95+ Run
- 2.95+ Clones disappear
- 3.65+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Divine Pummel timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Divine Pummel.
- value type
- Move timing windows
- default / range
- 6
- 0-0.68 Windup
- 0.66 Actual grab part
- 0.69-1.26 Grab, No slam
- 1.27-1.81 First slam
- 1.82-2.41 Second slam
- 2.42+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Ground Pitch timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Ground Pitch.
- value type
- Move timing windows
- default / range
- 3
- 0-0.38 Windup
- 0.39-1.81 Grab
- 1.82+ Throw
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Earthquake timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Earthquake.
- value type
- Move timing windows
- default / range
- 4
- 0-0.46 Windup
- 0.47+ No-hold full move
- 0.47-0.96 Hold, First smash
- 0.97+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Takedown timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Takedown.
- value type
- Move timing windows
- default / range
- 3
- 0-0.4 Windup
- 0.41-0.83 Teleport
- 0.84+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
World Slash timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for World Slash.
- value type
- Move timing windows
- default / range
- 5
- 0-0.16 Windup, Pre-vfx
- 0.17-0.99 First VFX
- 1-1.23 Second VFX
- 1-1.36 Screen effects
- 1.37+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Stockpile timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Stockpile.
- value type
- Move timing windows
- default / range
- 3
- 0-0.48 Windup
- 0.49-0.74 First hit
- 0.75+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Aerial Stockpile timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Aerial Stockpile.
- value type
- Move timing windows
- default / range
- 3
- 0-0.38 Ascent/Windup
- 0.39-0.6 Descent, No hit
- 0.61+ Full move (Hits at 0.61 may be inconsistent)
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Soul Fire timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Soul Fire.
- value type
- Move timing windows
- default / range
- 4
- 0-0.45 Windup
- 0.46-0.58 First bean
- 0.59-0.73 Second bean
- 0.74+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Focus Strike timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Focus Strike.
- value type
- Move timing windows
- default / range
- 2
- 0-0.4 Windup
- 0.41+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Chainwhip timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Chainwhip.
- value type
- Move timing windows
- default / range
- 3
- 0-0.45 Windup
- 0.46+ Hit
- 1.03+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Homerun timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Homerun.
- value type
- Move timing windows
- default / range
- 3
- 0-0.96 Windup
- 0.97+ Hit
- 1.88+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Body Repel timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Body Repel.
- value type
- Move timing windows
- default / range
- 4
- 0-1.04 Windup
- 1.05-1.23 First VFX
- 1.24-1.39 Second VFX
- 1.4+ Full move
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
W.I.P. source reference
Idle Transfiguration timing
The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data.
- node type
- Timing reference
- purpose
- Lists source timing windows for Idle Transfiguration.
- value type
- Move timing windows
- default / range
- 4
- 0-0.81 Windup
- 0.82-0.88 Dash, No hit
- 0.89+ Hit
- 1.65+ Full move/running distance
- used for
- Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
- related nodes
- 4
- Wait
- Skill
- Animation
- Hitbox
- Notes
- 2
- The source marks the Timings tab as W.I.P.
- treat this as builder reference timing, not guaranteed competitive frame data.
| Name | Status | node type | purpose | value type | default / range | used for | related nodes | Notes |
|---|---|---|---|---|---|---|---|---|
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| Divine Dog: Totality (First Use) 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| Divine Dog: Totality (Second Use) 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
| 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. | Wait; Skill; Animation; Hitbox | The source marks the Timings tab as W.I.P.; treat this as builder reference timing, not guaranteed competitive frame data. |
How Skill Builder rows fit into a custom move
Skill Builder opens through custom moveset, awakening, special, or character editing in Build Mode. The timeline is the move's spine: Wait sets delays, Skill and Special reuse existing moves, Animation controls pose and motion, Hitbox creates damage or stun, Velocity moves the user or target, and Branch splits the sequence into alternate paths. Sound and Visual make the move feel finished after the core timing works.
Conditions and Properties sit around that timeline. Conditions decide whether a branch is allowed to run, such as only in the air, only while awakened, only with a target, or only above a health threshold. Properties decide broader rules, such as whether a move stays through a moveset switch, hides in base or awakening, activates on death, ignores cancellation, or uses a tag to bypass cooldown and skill checks.
| Builder 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.

