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.
Showing 70 of 118 items.
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.
Wait
Adds a pause before the next node runs.
- Status
- -
- node type
- Timeline node
- value type
- Time in seconds
- default / range
- Default 1 second.
- used for
- Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.
- related nodes
- Hitbox; Animation; Sound; Hit Cancel; Branch
Skill
Runs one of the game's existing skills inside the custom move.
- Status
- -
- node type
- Timeline node
- value type
- Skill picker plus playback settings
- default / range
- Speed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.
- used for
- Reuse normal character skills, trigger skill variants, or start a move at a later point.
- related nodes
- Wait; Branch; Hit Cancel; Animation
Special
Runs one of the game's existing special moves.
- Status
- -
- node type
- Timeline node
- value type
- Special picker plus playback settings
- default / range
- Speed, Cancel Last, and Variants. Specials do not have Hold For.
- used for
- Build custom specials or combine special behavior with timeline cancels.
- related nodes
- Skill; Wait; Branch
Animation
Plays a selected skill, special, melee, awakening, or emote animation.
- Status
- -
- node type
- Timeline node
- value type
- Animation picker and playback settings
- default / range
- Slider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.
- used for
- Give the custom move a pose, motion, target animation, loop, or smoother transition.
- related nodes
- Wait; Skill; Visual; Hitbox
Sound
Plays a custom audio ID when the timeline reaches the node.
- Status
- -
- node type
- Timeline node
- value type
- Roblox audio ID plus playback settings
- default / range
- Volume defaults to 0.5, Speed defaults to 1, Start defaults to 0, End defaults to 500.
- used for
- Add feedback, cancel matching sounds, make audio global, or attach a sound to a projectile tag.
- related nodes
- Projectile; Wait; Skill
Velocity
Controls user or target movement during the custom move.
- Status
- -
- node type
- Timeline node
- value type
- XYZ force, time, and movement toggles
- default / range
- Force defaults to 0 on X, Y, and Z. Time is measured in seconds.
- used for
- Dash, launch, pull, float, track facing direction, or apply ragdoll movement.
- related nodes
- Hitbox; Branch; Wait
Connect
Sends an activation signal to matching Connect Blocks.
- Status
- -
- node type
- Timeline node
- value type
- Signal ID, time, and range
- default / range
- Uses a Signal value, duration, and proximity range.
- used for
- Trigger Build Mode contraptions from a custom move.
- related nodes
- Branch; Tag; Hitbox
Hitbox
Creates an area that affects targets when the keyframe is reached.
- Status
- -
- node type
- Timeline node
- value type
- Position, size, damage, stun, attack type, blocking, and branch settings
- default / range
- Position defaults to 0,0,4; Size defaults to 6 studs.
- used for
- Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.
- related nodes
- Wait; Projectile; Branch; Velocity; Hit Cancel
Branch
Triggers a named branch or random branch path.
- Status
- -
- node type
- Timeline node
- value type
- Branch name or comma-separated random branch list
- default / range
- Random branch lists use comma-separated names without spaces, such as A,B,C.
- used for
- Build move variants, hit-cancel paths, air/ground versions, or random outcomes.
- related nodes
- Conditions; Hitbox; Hit Cancel; Tag
Visual
Creates a custom visual effect for a chosen amount of time.
- Status
- -
- node type
- Timeline node
- value type
- Effect picker, color, opacity, position, rotation, size, time, tags, and easing
- default / range
- Color and Alt Color default to 255,255,255; Opacity uses 0 as visible and 1 as invisible; Size defaults to 1.
- used for
- Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.
- related nodes
- Projectile; Wait; Animation; Sound
Grab
Sticks one of a target's body parts to the user's body after damage is dealt.
- Status
- -
- node type
- Timeline node
- value type
- Limb, target limb, position, rotation, time, and Last Hit
- default / range
- Time defaults to 1. Last Hit defaults to -1.
- used for
- Hold a target in place for follow-up animation, damage, or branch timing.
- related nodes
- Hitbox; Wait; Animation
Projectile
Creates a moving hitbox that travels from one place to another.
- Status
- -
- node type
- Timeline node
- value type
- Projectile tag, position, size, velocity, gravity, time, and hit behavior
- default / range
- Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.
- used for
- Make ranged attacks, moving collision, or projectile-attached effects.
- related nodes
- Hitbox; Visual; Sound
Counter
Creates a counter check without normal animations or damage.
- Status
- -
- node type
- Timeline node
- value type
- Attack type, time, stun, and enemy cancel settings
- default / range
- Attack types include Melee, Bullet, Explosion, Swarm, and Domain.
- used for
- React to incoming attacks and optionally stun or interrupt the attacker.
- related nodes
- Hitbox; State; Branch
Tag
Adds or checks a temporary tag on the user.
- Status
- -
- node type
- Timeline node
- value type
- Tag ID and duration/check settings
- default / range
- Tags last for a chosen period of time.
- used for
- Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.
- related nodes
- Variant Tag; Branch; Conditions
State
Applies a state to the user.
- Status
- -
- node type
- Timeline node
- value type
- State picker and duration or multiplier settings
- default / range
- States include Stun, IFrame, NoM1, NoSprint, NoJump, NoDash, DisableChase, Block, DirectionLock, SpeedMultiplier, JumpMultiplier, and more.
- used for
- Control movement, blocking, invulnerability, chase, speed, jump, or stun behavior during a custom move.
- related nodes
- Counter; Velocity; Hitbox
Add Awakening
Adds awakening resource to the user.
- Status
- -
- node type
- Timeline node
- value type
- Awakening amount
- default / range
- Uses a chosen amount.
- used for
- Reward or drain move flow around awakening-based custom behavior.
- related nodes
- Has Awk Bar; Is Awakened; Add Health
Add Health
Adds or removes health when the timeline reaches the node.
- Status
- -
- node type
- Timeline node
- value type
- Health amount and targeting settings
- default / range
- Can target the user or recent target. Single Target controls target scope.
- used for
- Make healing, recoil, self-damage, or target health effects.
- related nodes
- Hitbox; Has Health; Grab
Add Evasive
Adds evasive resource or behavior to the custom move flow.
- Status
- -
- node type
- Timeline node
- value type
- Evasive amount
- default / range
- Uses a chosen amount.
- used for
- Tie a custom move to evasive resource behavior.
- related nodes
- State; Add Awakening; Add Health
Hit Cancel
Cancels the remaining custom move when prior stun or damage has happened in its window.
- Status
- -
- node type
- Timeline node
- value type
- Time window and cancel behavior
- default / range
- Time sets the frame window.
- used for
- Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.
- related nodes
- Hitbox; Wait; Branch
Loop
Loops a section of timeline behavior.
- Status
- -
- node type
- Timeline node
- value type
- Loop timing and transition settings
- default / range
- Uses Fade In, Fade Out, and Last Hit settings.
- used for
- Repeat a move segment or keep a custom effect running until a later point.
- related nodes
- Animation; Wait; Branch
Particle Emitter
Creates custom particle effects for attacks, projectiles, and abilities.
- Status
- -
- node type
- Timeline node
- value type
- -
- default / range
- -
- used for
- Build effects such as fire, smoke, sparks, and energy auras.
- related nodes
- Projectile
Look
Part of a custom move timeline.
- Status
- -
- node type
- Timeline node
- value type
- -
- default / range
- -
- used for
- -
- related nodes
- -
Set Melee
Part of a custom move timeline.
- Status
- -
- node type
- Timeline node
- value type
- -
- default / range
- -
- used for
- -
- related nodes
- -
section
Conditions
Conditions decide whether a custom ability or branch can run. They are most useful when the move needs separate ground, air, target, awakening, health, domain, durability, or hold-input behavior.
In Air
Gates a custom ability or branch by grounded versus airborne state.
- Status
- -
- node type
- Condition
- value type
- True/False air-state condition
- default / range
- True side: ground-only. False side: airborne-only.
- used for
- Split ground and air variants.
- related nodes
- Branch; Skill; Wait
Is Jumping
Gates use by whether the jump input is being held.
- Status
- -
- node type
- Condition
- value type
- True/False input condition
- default / range
- True side: not holding jump. False side: holding jump.
- used for
- Make hold-jump alternate starts.
- related nodes
- Branch; Conditions
Has Target
Gates use by whether a valid target is in sight through the cursor.
- Status
- -
- node type
- Condition
- value type
- True/False target condition
- default / range
- True side: no valid target in sight. False side: valid target in sight.
- used for
- Separate lock-on or no-target behavior.
- related nodes
- Branch; Hitbox
Is Awakened
Gates use by base state versus awakening state.
- Status
- -
- node type
- Condition
- value type
- True/False form condition
- default / range
- True side: base state. False side: awakening state.
- used for
- Make base-only or awakening-only custom moves.
- related nodes
- Hide in Awakening; Hide in Base
Has Awk Bar
Checks the user's awakening percentage against a chosen amount.
- Status
- -
- node type
- Condition
- value type
- Awakening threshold
- default / range
- Default 5%. True side: less than or equal. False side: greater than or equal.
- used for
- Lock moves behind awakening meter checks.
- related nodes
- Add Awakening; Is Awakened
Durability
Gives the custom ability or branch a use limit.
- Status
- -
- node type
- Condition
- value type
- Use-limit value
- default / range
- Default 1. The false side can't be toggled.
- used for
- Erase or expire custom moves after limited uses.
- related nodes
- Use When Obtained; Use On Death
Is In Domain
Gates use by whether the user is inside a domain.
- Status
- -
- node type
- Condition
- value type
- True/False domain condition
- default / range
- True side: outside a domain. False side: inside a domain.
- used for
- Make domain-only or outside-domain variants.
- related nodes
- Branch; Properties
Has Health
Checks the user's health against a chosen amount.
- Status
- -
- node type
- Condition
- value type
- Health threshold
- default / range
- True side: less than or equal. False side: greater than or equal.
- used for
- Trigger low-health or high-health behavior.
- related nodes
- Add Health; Branch
Is Holding
Gates use by whether the player is holding the keybind.
- Status
- -
- node type
- Condition
- value type
- True/False hold condition
- default / range
- True side: not holding the keybind. False side: holding the keybind.
- used for
- Build hold-input custom behavior.
- related nodes
- Skill; Branch
section
Properties
Properties change the custom move as a whole instead of one moment on the timeline. Use them for slot replacement, base or awakening visibility, automatic activation, interrupt rules, and variant tags.
Damage Multiplier
Multiplies the custom ability's overall damage.
- Status
- -
- node type
- Property
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune total damage after the timeline is built.
- related nodes
- Hitbox
Knockback Multiplier
Multiplies the custom ability's overall knockback.
- Status
- -
- node type
- Property
- value type
- Numeric multiplier
- default / range
- Chosen value.
- used for
- Tune launch or push strength across the move.
- related nodes
- Velocity; Hitbox
Invincible
Grants total i-frames while the ability runs.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect the user during a custom move.
- related nodes
- State; Counter
Replace Skill if Occupied
Lets the custom move replace an already occupied move slot.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Force a custom move into a chosen Moveset Block slot.
- related nodes
- Prevent Override
Prevent Override
Prevents another ability from replacing this custom ability through replacement behavior.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Protect an installed custom move from being overwritten.
- related nodes
- Replace Skill if Occupied
Hide in Awakening
Hides the custom ability while the user is in awakening.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move base-only.
- related nodes
- Is Awakened; Hide in Base
Keep When Moveset Switches
Keeps the custom ability when the user's moveset switches between base and awakening.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Carry custom move access through form switching.
- related nodes
- Is Awakened; Hide in Awakening; Hide in Base
Hide in Base
Hides the custom ability while the user is in base state.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Keep a move awakening-only.
- related nodes
- Is Awakened; Hide in Awakening
Use When Obtained
Immediately activates the custom ability when the user obtains it.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Trigger automatic move behavior from obtainment.
- related nodes
- Durability; Use On Death
Use On Death
Immediately activates the custom ability when the user dies.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Create death-triggered custom behavior.
- related nodes
- Use When Obtained; Add Health
No Stun
Disables skill checks on the custom ability.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Bypass normal skill-check behavior for the custom move.
- related nodes
- No Cancel; Variant Tag
No Cancel
Makes the ability uninterruptible.
- Status
- -
- node type
- Property
- value type
- Toggle
- default / range
- On or off.
- used for
- Prevent interruption during the custom move.
- related nodes
- No Stun; Invincible
Variant Tag
Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.
- Status
- -
- node type
- Property
- value type
- Tag value
- default / range
- Uses an inputted tag.
- used for
- Connect Tag-node behavior to variant or cooldown behavior.
- related nodes
- Tag; Skill
section
Variant triggers
Variant triggers show the wait, hold, special, or use-again setups that can make existing skills behave differently. Some windows are still unfinished, so check them when you test.
Focus Strike Black Flash
Focus Strike can trigger a Black Flash style variant.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Line up a second Focus Strike input for the variant.
- related nodes
- Skill; Wait
Divergent Fist Black Flash
Divergent Fist can trigger a Black Flash window.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Time a second Divergent Fist input for the Black Flash window.
- related nodes
- Skill; Wait
Cleave Rush Black Flash
Cleave Rush can trigger a Black Flash style variant.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Time the repeated Cleave Rush setup.
- related nodes
- Skill; Wait
Idle Transfiguration via Focus Strike
Idle Transfiguration can be triggered with Focus Strike timing.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.75 to 1 second, depending on target distance.
- used for
- Build a distance-sensitive variant chain.
- related nodes
- Skill; Wait; Has Target
Brute Force via Earthquake
Brute Force can be triggered through Earthquake timing.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.6 to 0.7 seconds.
- used for
- Line up Earthquake into Brute Force behavior.
- related nodes
- Skill; Wait
Reserve Balls into Shutter Doors
Reserve Balls can use Shutter Doors as the follow-up trigger.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.01 to 1 second.
- used for
- Make a fast Reserve Balls to Shutter Doors sequence.
- related nodes
- Skill; Wait
Toad into Nue
Toad can use Nue timing for Well's Unknown Abyss-style behavior.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.3 to 0.4 seconds.
- used for
- Build the Toad and Nue interaction while controlling the unwanted Nue summon.
- related nodes
- Skill; Wait; Cancel
Body Repel via Focus Strike
Body Repel triggers off Focus Strike. The exact timing is not final.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- About 0.7 seconds
- used for
- Test a Focus Strike-linked Body Repel variant.
- related nodes
- Skill; Wait
Revolve use-again trigger
Revolve can trigger again within a short wait.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- Less than 1 second.
- used for
- Build quick repeated Revolve behavior.
- related nodes
- Skill; Wait
Veilstep use-again trigger
Veilstep does not need a wait time for its listed variant behavior.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Immediate cancel option
- default / range
- No Wait needed. Use an immediate Cancel if you want the other result.
- used for
- Switch Veilstep behavior immediately.
- related nodes
- Skill; Cancel
Garuda Rebound use-again trigger
Garuda Rebound has separate normal and held wait windows.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 1.27 to 1.53 seconds
- 2.47 to 2.73 seconds if held.
- used for
- Time normal or held Garuda Rebound variants.
- related nodes
- Skill; Wait; Hold For
Rika moves via True Love Beam
Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.
- Status
- -
- node type
- Use Twice/Again trigger
- value type
- Wait time
- default / range
- 0.6 seconds.
- used for
- Build Rika move sequences around True Love Beam.
- related nodes
- Skill; Wait
Max Elephant hold
Max Elephant uses Hold For timing for its variant behavior.
- Status
- -
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- As long as needed.
- used for
- Trigger held Max Elephant behavior.
- related nodes
- Skill; Hold For
Earthquake hold
Earthquake has an ideal hold range.
- Status
- -
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 0.75 to 0.9 seconds; ideally 0.85 seconds.
- used for
- Trigger held Earthquake behavior.
- related nodes
- Skill; Hold For
Piercing Blood hold
Piercing Blood requires Convergence Orb for the listed hold variant.
- Status
- -
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 1.4 seconds or more; requires Convergence Orb.
- used for
- Build the charged Piercing Blood setup.
- related nodes
- Skill; Hold For; Convergence Orb
Garuda Rebound hold
Garuda Rebound has a hold-triggered variant window.
- Status
- -
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 0.55 seconds or more.
- used for
- Trigger held Garuda Rebound behavior.
- related nodes
- Skill; Hold For
Ultra Cannon hold
Ultra Cannon has a listed hold threshold.
- Status
- -
- node type
- Hold trigger
- value type
- Hold duration
- default / range
- 1.2 seconds or more.
- used for
- Trigger held Ultra Cannon behavior.
- related nodes
- Skill; Hold For
World Cutting Slash special chain
World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- 1.2 seconds between Open and Cleave.
- used for
- Line up the World Cutting Slash special chain.
- related nodes
- Special; Skill; Wait
Incantation x3 into Strong Dismantle
Incantation x3 can stack into Strong Dismantle timing.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- Less than 0.6 seconds for the Incantation timing.
- used for
- Build stacked incantation behavior.
- related nodes
- Special; Skill; Wait
Reversal Red into Limitless
Reversal Red can trigger Limitless within the listed range.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- 0.5 to 1.2 seconds.
- used for
- Build a Reversal Red to Limitless special trigger.
- related nodes
- Special; Skill; Wait
Reversal Red MAX into Limitless
Reversal Red MAX has a shorter Limitless trigger window.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- Less than 1.2 seconds.
- used for
- Build a MAX Reversal Red to Limitless trigger.
- related nodes
- Special; Skill; Wait
Nue into Lurking Shadow
Nue can trigger Lurking Shadow without a wait requirement.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required.
- used for
- Build a summon-to-shadow trigger without adding extra delay.
- related nodes
- Special; Skill
Slicing Exorcism into Convergence
Slicing Exorcism can trigger Convergence without a wait requirement.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required.
- used for
- Build a direct Slicing Exorcism to Convergence trigger.
- related nodes
- Special; Skill
Mass Buildup charge triggers
Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- None required. Two Mass Buildup nodes charge Rising Rage twice.
- used for
- Build Mass Buildup charge behavior for listed moves.
- related nodes
- Special; Skill
Garuda Rebound special timing
Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.
- Status
- -
- node type
- Special trigger
- value type
- Wait time
- default / range
- 1 to 1.4 seconds.
- used for
- Line up Garuda Rebound's special trigger timing.
- related nodes
- Special; Skill; Wait
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.
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
How many Skill Builder rows are listed for Jujutsu Shenanigans?
There are 118 entries: 23 Timeline nodes, 9 Conditions, 13 Properties, 25 Variant triggers, and 48 Timing references.
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.
Are tricks or combos listed here?
No. It covers the nodes and their settings.
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.








