Bloxodes

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

Updated on (about 2 months ago)

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

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Timeline nodes

20 items

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

Wait

Adds a pause before the next node runs.

Status
listed
node type
Timeline node
value type
Time in seconds
default / range
Default 1 second.
used for
Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.
related nodes
Hitbox; Animation; Sound; Hit Cancel; Branch
notes
The source uses Wait as the basic timing spacer for Skill Builder sequences.

Skill

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

Status
listed
node type
Timeline node
value type
Skill picker plus playback settings
default / range
Speed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.
used for
Reuse normal character skills, trigger skill variants, or start a move at a later point.
related nodes
Wait; Branch; Hit Cancel; Animation
notes
Speed 0 stops the skill from performing normally, though some effects may still appear.

Special

Runs one of the game's existing special moves.

Status
listed
node type
Timeline node
value type
Special picker plus playback settings
default / range
Speed, Cancel Last, and Variants. Specials do not have Hold For.
used for
Build custom specials or combine special behavior with timeline cancels.
related nodes
Skill; Wait; Branch
notes
The current issues section warns that some specials or related moves can break custom moves.

Animation

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

Status
listed
node type
Timeline node
value type
Animation picker and playback settings
default / range
Slider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.
used for
Give the custom move a pose, motion, target animation, loop, or smoother transition.
related nodes
Wait; Skill; Visual; Hitbox
notes
Loop lasts until another Animation node is reached; without a later node, the source says it will not loop.

Sound

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

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

Velocity

Controls user or target movement during the custom move.

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

Connect

Sends an activation signal to matching Connect Blocks.

Status
listed
node type
Timeline node
value type
Signal ID, time, and range
default / range
Uses a Signal value, duration, and proximity range.
used for
Trigger Build Mode contraptions from a custom move.
related nodes
Branch; Tag; Hitbox
notes
The source compares Signal to the ID system used by Logic Blocks.

Hitbox

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

Status
listed
node type
Timeline node
value type
Position, size, damage, stun, attack type, blocking, and branch settings
default / range
Position defaults to 0,0,4; Size defaults to 6 studs.
used for
Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.
related nodes
Wait; Projectile; Branch; Velocity; Hit Cancel
notes
Any Debree value over 0 can harm domains according to the source.

Branch

Triggers a named branch or random branch path.

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

Visual

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

Status
listed
node type
Timeline node
value type
Effect picker, color, opacity, position, rotation, size, time, tags, and easing
default / range
Color and Alt Color default to 255,255,255; Opacity uses 0 as visible and 1 as invisible; Size defaults to 1.
used for
Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.
related nodes
Projectile; Wait; Animation; Sound
notes
Some effects need specific settings, such as Dismantle and Mass Hit needing Position and Alt Position.

Grab

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

Status
listed
node type
Timeline node
value type
Limb, target limb, position, rotation, time, and Last Hit
default / range
Time defaults to 1. Last Hit defaults to -1.
used for
Hold a target in place for follow-up animation, damage, or branch timing.
related nodes
Hitbox; Wait; Animation
notes
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

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

Status
listed
node type
Timeline node
value type
Projectile tag, position, size, velocity, gravity, time, and hit behavior
default / range
Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.
used for
Make ranged attacks, moving collision, or projectile-attached effects.
related nodes
Hitbox; Visual; Sound
notes
The approved data shape keeps projectile-specific rows together with tags so builders can see what links to it.

Counter

Creates a counter check without normal animations or damage.

Status
listed
node type
Timeline node
value type
Attack type, time, stun, and enemy cancel settings
default / range
Attack types include Melee, Bullet, Explosion, Swarm, and Domain.
used for
React to incoming attacks and optionally stun or interrupt the attacker.
related nodes
Hitbox; State; Branch
notes
Multiple attack types can be countered when configured.

Tag

Adds or checks a temporary tag on the user.

Status
listed
node type
Timeline node
value type
Tag ID and duration/check settings
default / range
Tags last for a chosen period of time.
used for
Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.
related nodes
Variant Tag; Branch; Conditions
notes
The source describes tags as variables that latch onto a player.

State

Applies a state to the user.

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

Add Awakening

Adds awakening resource to the user.

Status
listed
node type
Timeline node
value type
Awakening amount
default / range
Uses a chosen amount.
used for
Reward or drain move flow around awakening-based custom behavior.
related nodes
Has Awk Bar; Is Awakened; Add Health
notes
Keep this separate from Properties; it changes resource during the timeline.

Add Health

Adds or removes health when the timeline reaches the node.

Status
listed
node type
Timeline node
value type
Health amount and targeting settings
default / range
Can target the user or recent target. Single Target controls target scope.
used for
Make healing, recoil, self-damage, or target health effects.
related nodes
Hitbox; Has Health; Grab
notes
Unlike Hitbox self-damage, the source distinguishes health effects from lethal hitbox damage behavior.

Add Evasive

Adds evasive resource or behavior to the custom move flow.

Status
listed
node type
Timeline node
value type
Evasive amount
default / range
Uses a chosen amount.
used for
Tie a custom move to evasive resource behavior.
related nodes
State; Add Awakening; Add Health
notes
Use this as a timeline resource row, not a global move property.

Hit Cancel

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

Status
listed
node type
Timeline node
value type
Time window and cancel behavior
default / range
Time dictates the checked frame window.
used for
Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.
related nodes
Hitbox; Wait; Branch
notes
The current issues section says Hit Cancel can register stun from outside the custom move if Time goes beyond startup.

Loop

Loops a section of timeline behavior.

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

section

Conditions

9 items

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

In Air

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

Status
listed
node type
Condition
value type
True/False air-state condition
default / range
True side: ground-only. False side: airborne-only.
used for
Split ground and air variants.
related nodes
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.

Is Jumping

Gates use by whether the jump input is being held.

Status
listed
node type
Condition
value type
True/False input condition
default / range
True side: not holding jump. False side: holding jump.
used for
Make hold-jump alternate starts.
related nodes
Branch; Conditions
notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Has Target

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

Status
listed
node type
Condition
value type
True/False target condition
default / range
True side: no valid target in sight. False side: valid target in sight.
used for
Separate lock-on or no-target behavior.
related nodes
Branch; Hitbox
notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Is Awakened

Gates use by base state versus awakening state.

Status
listed
node type
Condition
value type
True/False form condition
default / range
True side: base state. False side: awakening state.
used for
Make base-only or awakening-only custom moves.
related nodes
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.

Has Awk Bar

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

Status
listed
node type
Condition
value type
Awakening threshold
default / range
Default 5%. True side: less than or equal. False side: greater than or equal.
used for
Lock moves behind awakening meter checks.
related nodes
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.

Durability

Gives the custom ability or branch a use limit.

Status
listed
node type
Condition
value type
Use-limit value
default / range
Default 1. The source says the false side cannot be toggled.
used for
Erase or expire custom moves after limited uses.
related nodes
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.

Is In Domain

Gates use by whether the user is inside a domain.

Status
listed
node type
Condition
value type
True/False domain condition
default / range
True side: outside a domain. False side: inside a domain.
used for
Make domain-only or outside-domain variants.
related nodes
Branch; Properties
notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

Has Health

Checks the user's health against a chosen amount.

Status
listed
node type
Condition
value type
Health threshold
default / range
True side: less than or equal. False side: greater than or equal.
used for
Trigger low-health or high-health behavior.
related nodes
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.

Is Holding

Gates use by whether the player is holding the keybind.

Status
listed
node type
Condition
value type
True/False hold condition
default / range
True side: not holding the keybind. False side: holding the keybind.
used for
Build hold-input custom behavior.
related nodes
Skill; Branch
notes
The source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
NamePurposeStatusnode typevalue typedefault / rangeused forrelated nodesnotes
In AirGates a custom ability or branch by grounded versus airborne state.listedConditionTrue/False air-state conditionTrue side: ground-only. False side: airborne-only.Split ground and air variants.Branch; Skill; WaitThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is JumpingGates use by whether the jump input is being held.listedConditionTrue/False input conditionTrue side: not holding jump. False side: holding jump.Make hold-jump alternate starts.Branch; ConditionsThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has TargetGates use by whether a valid target is in sight through the cursor.listedConditionTrue/False target conditionTrue side: no valid target in sight. False side: valid target in sight.Separate lock-on or no-target behavior.Branch; HitboxThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is AwakenedGates use by base state versus awakening state.listedConditionTrue/False form conditionTrue side: base state. False side: awakening state.Make base-only or awakening-only custom moves.Hide in Awakening; Hide in BaseThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has Awk BarChecks the user's awakening percentage against a chosen amount.listedConditionAwakening thresholdDefault 5%. True side: less than or equal. False side: greater than or equal.Lock moves behind awakening meter checks.Add Awakening; Is AwakenedThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
DurabilityGives the custom ability or branch a use limit.listedConditionUse-limit valueDefault 1. The source says the false side cannot be toggled.Erase or expire custom moves after limited uses.Use When Obtained; Use On DeathThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is In DomainGates use by whether the user is inside a domain.listedConditionTrue/False domain conditionTrue side: outside a domain. False side: inside a domain.Make domain-only or outside-domain variants.Branch; PropertiesThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Has HealthChecks the user's health against a chosen amount.listedConditionHealth thresholdTrue side: less than or equal. False side: greater than or equal.Trigger low-health or high-health behavior.Add Health; BranchThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.
Is HoldingGates use by whether the player is holding the keybind.listedConditionTrue/False hold conditionTrue side: not holding the keybind. False side: holding the keybind.Build hold-input custom behavior.Skill; BranchThe source table names true and false sides, so cards should preserve the side labels instead of guessing the UI wording.

section

Properties

13 items

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

Damage Multiplier

Multiplies the custom ability's overall damage.

Status
listed
node type
Property
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.

Knockback Multiplier

Multiplies the custom ability's overall knockback.

Status
listed
node type
Property
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune launch or push strength across the move.
related nodes
Velocity; Hitbox
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Invincible

Grants total i-frames while the ability runs.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect the user during a custom move.
related nodes
State; Counter
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Replace Skill if Occupied

Lets the custom move replace an already occupied move slot.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Force a custom move into a chosen Moveset Block slot.
related nodes
Prevent Override
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Prevent Override

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect an installed custom move from being overwritten.
related nodes
Replace Skill if Occupied
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Hide in Awakening

Hides the custom ability while the user is in awakening.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move base-only.
related nodes
Is Awakened; Hide in Base
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Keep When Moveset Switches

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Carry custom move access through form switching.
related nodes
Is Awakened; Hide in Awakening; Hide in Base
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Hide in Base

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move awakening-only.
related nodes
Is Awakened; Hide in Awakening
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Use When Obtained

Immediately activates the custom ability when the user obtains it.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Trigger automatic move behavior from obtainment.
related nodes
Durability; Use On Death
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Use On Death

Immediately activates the custom ability when the user dies.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Create death-triggered custom behavior.
related nodes
Use When Obtained; Add Health
notes
Properties apply to the custom move as a whole rather than one timeline moment.

No Stun

Disables skill checks on the custom ability.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Bypass normal skill-check behavior for the custom move.
related nodes
No Cancel; Variant Tag
notes
Properties apply to the custom move as a whole rather than one timeline moment.

No Cancel

Makes the ability uninterruptible.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Prevent interruption during the custom move.
related nodes
No Stun; Invincible
notes
Properties apply to the custom move as a whole rather than one timeline moment.

Variant Tag

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

Status
listed
node type
Property
value type
Tag value
default / range
Uses an inputted tag.
used for
Connect Tag-node behavior to variant or cooldown behavior.
related nodes
Tag; Skill
notes
Properties apply to the custom move as a whole rather than one timeline moment.
NamePurposeStatusnode typevalue typedefault / rangeused forrelated nodesnotes
Damage MultiplierMultiplies the custom ability's overall damage.listedPropertyNumeric multiplierChosen value.Tune total damage after the timeline is built.HitboxProperties apply to the custom move as a whole rather than one timeline moment.
Knockback MultiplierMultiplies the custom ability's overall knockback.listedPropertyNumeric multiplierChosen value.Tune launch or push strength across the move.Velocity; HitboxProperties apply to the custom move as a whole rather than one timeline moment.
InvincibleGrants total i-frames while the ability runs.listedPropertyToggleOn or off.Protect the user during a custom move.State; CounterProperties apply to the custom move as a whole rather than one timeline moment.
Replace Skill if OccupiedLets the custom move replace an already occupied move slot.listedPropertyToggleOn or off.Force a custom move into a chosen Moveset Block slot.Prevent OverrideProperties apply to the custom move as a whole rather than one timeline moment.
Prevent OverridePrevents another ability from replacing this custom ability through replacement behavior.listedPropertyToggleOn or off.Protect an installed custom move from being overwritten.Replace Skill if OccupiedProperties apply to the custom move as a whole rather than one timeline moment.
Hide in AwakeningHides the custom ability while the user is in awakening.listedPropertyToggleOn or off.Keep a move base-only.Is Awakened; Hide in BaseProperties apply to the custom move as a whole rather than one timeline moment.
Keep When Moveset SwitchesKeeps the custom ability when the user's moveset switches between base and awakening.listedPropertyToggleOn or off.Carry custom move access through form switching.Is Awakened; Hide in Awakening; Hide in BaseProperties apply to the custom move as a whole rather than one timeline moment.
Hide in BaseHides the custom ability while the user is in base state.listedPropertyToggleOn or off.Keep a move awakening-only.Is Awakened; Hide in AwakeningProperties apply to the custom move as a whole rather than one timeline moment.
Use When ObtainedImmediately activates the custom ability when the user obtains it.listedPropertyToggleOn or off.Trigger automatic move behavior from obtainment.Durability; Use On DeathProperties apply to the custom move as a whole rather than one timeline moment.
Use On DeathImmediately activates the custom ability when the user dies.listedPropertyToggleOn or off.Create death-triggered custom behavior.Use When Obtained; Add HealthProperties apply to the custom move as a whole rather than one timeline moment.
No StunDisables skill checks on the custom ability.listedPropertyToggleOn or off.Bypass normal skill-check behavior for the custom move.No Cancel; Variant TagProperties apply to the custom move as a whole rather than one timeline moment.
No CancelMakes the ability uninterruptible.listedPropertyToggleOn or off.Prevent interruption during the custom move.No Stun; InvincibleProperties apply to the custom move as a whole rather than one timeline moment.
Variant TagAllows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.listedPropertyTag valueUses an inputted tag.Connect Tag-node behavior to variant or cooldown behavior.Tag; SkillProperties apply to the custom move as a whole rather than one timeline moment.

section

Variant triggers

25 items

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

Focus Strike Black Flash

Focus Strike can trigger a Black Flash style variant.

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Line up a second Focus Strike input for the variant.
related nodes
Skill; Wait
notes
Black Flashes

Divergent Fist Black Flash

Divergent Fist can trigger a Black Flash window.

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Time a second Divergent Fist input for the Black Flash window.
related nodes
Skill; Wait
notes
Black Flashes

Cleave Rush Black Flash

Cleave Rush can trigger a Black Flash style variant.

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

Idle Transfiguration via Focus Strike

Idle Transfiguration can be triggered with Focus Strike timing.

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.75 to 1 second, depending on target distance.
used for
Build a distance-sensitive variant chain.
related nodes
Skill; Wait; Has Target
notes
Black Flashes

Brute Force via Earthquake

Brute Force can be triggered through Earthquake timing.

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

Reserve Balls into Shutter Doors

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

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.01 to 1 second.
used for
Make a fast Reserve Balls to Shutter Doors sequence.
related nodes
Skill; Wait
notes
Other

Toad into Nue

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

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Build the Toad and Nue interaction while controlling the unwanted Nue summon.
related nodes
Skill; Wait; Cancel
notes
Other; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.

Body Repel via Focus Strike

Body Repel has a listed Focus Strike trigger but the exact value is not final.

Status
TBA
node type
Use Twice/Again trigger
value type
Wait time
default / range
TBA; source says it can be 0.7 seconds.
used for
Test a Focus Strike-linked Body Repel variant.
related nodes
Skill; Wait
notes
Other; keep the TBA status visible.

Revolve use-again trigger

Revolve can trigger again within a short wait.

Status
TBA
node type
Use Twice/Again trigger
value type
Wait time
default / range
Less than 1 second; source says exact limit is TBA.
used for
Build quick repeated Revolve behavior.
related nodes
Skill; Wait
notes
Other

Veilstep use-again trigger

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

Status
listed
node type
Use Twice/Again trigger
value type
Immediate cancel option
default / range
No Wait needed. Use an immediate Cancel if you want the other result.
used for
Switch Veilstep behavior immediately.
related nodes
Skill; Cancel
notes
Other

Garuda Rebound use-again trigger

Garuda Rebound has separate normal and held wait windows.

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
  • 1.27 to 1.53 seconds
  • 2.47 to 2.73 seconds if held.
used for
Time normal or held Garuda Rebound variants.
related nodes
Skill; Wait; Hold For
notes
Other

Rika moves via True Love Beam

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

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

Max Elephant hold

Max Elephant uses Hold For timing for its variant behavior.

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

Earthquake hold

Earthquake has an ideal hold range listed by the source.

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

Piercing Blood hold

Piercing Blood requires Convergence Orb for the listed hold variant.

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

Garuda Rebound hold

Garuda Rebound has a hold-triggered variant window.

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

Ultra Cannon hold

Ultra Cannon has a listed hold threshold.

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

World Cutting Slash special chain

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

Status
listed
node type
Special trigger
value type
Wait time
default / range
1.2 seconds between Open and Cleave.
used for
Line up the World Cutting Slash special chain.
related nodes
Special; Skill; Wait
notes
Special

Incantation x3 into Strong Dismantle

Incantation x3 can stack into Strong Dismantle timing.

Status
Source caveat
node type
Special trigger
value type
Wait time
default / range
Source writes 0.6< for the Incantation timing.
used for
Build stacked incantation behavior.
related nodes
Special; Skill; Wait
notes
Special; preserve the source's unusual timing notation.

Reversal Red into Limitless

Reversal Red can trigger Limitless within the listed range.

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

Reversal Red MAX into Limitless

Reversal Red MAX has a shorter Limitless trigger window.

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

Nue into Lurking Shadow

Nue can trigger Lurking Shadow without a wait requirement.

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

Slicing Exorcism into Convergence

Slicing Exorcism can trigger Convergence without a wait requirement.

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

Mass Buildup charge triggers

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

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

Garuda Rebound special timing

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

Status
listed
node type
Special trigger
value type
Wait time
default / range
1 to 1.4 seconds.
used for
Line up Garuda Rebound's special trigger timing.
related nodes
Special; Skill; Wait
notes
Special
NamePurposeStatusnode typevalue typedefault / rangeused forrelated nodesnotes
Focus Strike Black FlashFocus Strike can trigger a Black Flash style variant.listedUse Twice/Again triggerWait time0.3 to 0.4 seconds.Line up a second Focus Strike input for the variant.Skill; WaitBlack Flashes
Divergent Fist Black FlashDivergent Fist can trigger a Black Flash window.listedUse Twice/Again triggerWait time0.3 to 0.4 seconds.Time a second Divergent Fist input for the Black Flash window.Skill; WaitBlack Flashes
Cleave Rush Black FlashCleave Rush can trigger a Black Flash style variant.listedUse Twice/Again triggerWait time0.3 to 0.4 seconds.Time the repeated Cleave Rush setup.Skill; WaitBlack Flashes
Idle Transfiguration via Focus StrikeIdle Transfiguration can be triggered with Focus Strike timing.listedUse Twice/Again triggerWait time0.75 to 1 second, depending on target distance.Build a distance-sensitive variant chain.Skill; Wait; Has TargetBlack Flashes
Brute Force via EarthquakeBrute Force can be triggered through Earthquake timing.listedUse Twice/Again triggerWait time0.6 to 0.7 seconds.Line up Earthquake into Brute Force behavior.Skill; WaitBlack Flashes
Reserve Balls into Shutter DoorsReserve Balls can use Shutter Doors as the follow-up trigger.listedUse Twice/Again triggerWait time0.01 to 1 second.Make a fast Reserve Balls to Shutter Doors sequence.Skill; WaitOther
Toad into NueToad can use Nue timing for Well's Unknown Abyss-style behavior.listedUse Twice/Again triggerWait time0.3 to 0.4 seconds.Build the Toad and Nue interaction while controlling the unwanted Nue summon.Skill; Wait; CancelOther; source notes that a Cancel 0.2 seconds after Nue can prohibit the Nue summon.
Body Repel via Focus StrikeBody Repel has a listed Focus Strike trigger but the exact value is not final.TBAUse Twice/Again triggerWait timeTBA; source says it can be 0.7 seconds.Test a Focus Strike-linked Body Repel variant.Skill; WaitOther; keep the TBA status visible.
Revolve use-again triggerRevolve can trigger again within a short wait.TBAUse Twice/Again triggerWait timeLess than 1 second; source says exact limit is TBA.Build quick repeated Revolve behavior.Skill; WaitOther
Veilstep use-again triggerVeilstep does not need a wait time for its listed variant behavior.listedUse Twice/Again triggerImmediate cancel optionNo Wait needed. Use an immediate Cancel if you want the other result.Switch Veilstep behavior immediately.Skill; CancelOther
Garuda Rebound use-again triggerGaruda Rebound has separate normal and held wait windows.listedUse Twice/Again triggerWait 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 ForOther
Rika moves via True Love BeamRika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.listedUse Twice/Again triggerWait time0.6 seconds.Build Rika move sequences around True Love Beam.Skill; WaitOther
Max Elephant holdMax Elephant uses Hold For timing for its variant behavior.listedHold triggerHold durationAs long as needed.Trigger held Max Elephant behavior.Skill; Hold ForHold
Earthquake holdEarthquake has an ideal hold range listed by the source.listedHold triggerHold duration0.75 to 0.9 seconds; ideally 0.85 seconds.Trigger held Earthquake behavior.Skill; Hold ForHold
Piercing Blood holdPiercing Blood requires Convergence Orb for the listed hold variant.listedHold triggerHold duration1.4 seconds or more; requires Convergence Orb.Build the charged Piercing Blood setup.Skill; Hold For; Convergence OrbHold
Garuda Rebound holdGaruda Rebound has a hold-triggered variant window.listedHold triggerHold duration0.55 seconds or more.Trigger held Garuda Rebound behavior.Skill; Hold ForHold
Ultra Cannon holdUltra Cannon has a listed hold threshold.listedHold triggerHold duration1.2 seconds or more.Trigger held Ultra Cannon behavior.Skill; Hold ForHold
World Cutting Slash special chainWorld Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.listedSpecial triggerWait time1.2 seconds between Open and Cleave.Line up the World Cutting Slash special chain.Special; Skill; WaitSpecial
Incantation x3 into Strong DismantleIncantation x3 can stack into Strong Dismantle timing.Source caveatSpecial triggerWait timeSource writes 0.6< for the Incantation timing.Build stacked incantation behavior.Special; Skill; WaitSpecial; preserve the source's unusual timing notation.
Reversal Red into LimitlessReversal Red can trigger Limitless within the listed range.listedSpecial triggerWait time0.5 to 1.2 seconds.Build a Reversal Red to Limitless special trigger.Special; Skill; WaitSpecial
Reversal Red MAX into LimitlessReversal Red MAX has a shorter Limitless trigger window.listedSpecial triggerWait timeLess than 1.2 seconds.Build a MAX Reversal Red to Limitless trigger.Special; Skill; WaitSpecial
Nue into Lurking ShadowNue can trigger Lurking Shadow without a wait requirement.listedSpecial triggerWait timeNone required.Build a summon-to-shadow trigger without adding extra delay.Special; SkillSpecial
Slicing Exorcism into ConvergenceSlicing Exorcism can trigger Convergence without a wait requirement.listedSpecial triggerWait timeNone required.Build a direct Slicing Exorcism to Convergence trigger.Special; SkillSpecial
Mass Buildup charge triggersRising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.listedSpecial triggerWait timeNone required; source says two Mass Buildup nodes charge Rising Rage twice.Build Mass Buildup charge behavior for listed moves.Special; SkillSpecial
Garuda Rebound special timingGaruda Rebound has a special timing row with Garuda Rebound listed as its trigger.listedSpecial triggerWait time1 to 1.4 seconds.Line up Garuda Rebound's special trigger timing.Special; Skill; WaitSpecial

How Skill Builder rows fit into a custom move

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

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

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

What to test before adding more effects

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

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

How to read variant and timing rows

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

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

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

FAQ

Q.

How many Skill Builder rows are listed for Jujutsu Shenanigans?

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

Q.

Where do you open Skill Builder?

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

Q.

What should a beginner add first in Skill Builder?

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

Q.

Are the timing rows exact frame data?

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

Q.

Why are Known Tricks not counted as normal rows?

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

Q.

What usually breaks a custom move first?

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

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