Bloxodes

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

Updated on June 5, 2026 (4 days 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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Skill Builder section

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.

listed

Wait

Adds a pause before the next node runs.

Status
listed
node type
Timeline node
value type
Time in seconds
default / range
Default 1 second.
used for
Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.

listed

Skill

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

Status
listed
node type
Timeline node
value type
Skill picker plus playback settings
default / range
Speed, Cancel Last, Enable Variants, Hold For, and Start. Enable Variants is on by default.
used for
Reuse normal character skills, trigger skill variants, or start a move at a later point.

listed

Special

Runs one of the game's existing special moves.

Status
listed
node type
Timeline node
value type
Special picker plus playback settings
default / range
Speed, Cancel Last, and Variants. Specials do not have Hold For.
used for
Build custom specials or combine special behavior with timeline cancels.

listed

Animation

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

Status
listed
node type
Timeline node
value type
Animation picker and playback settings
default / range
Slider, Speed, Loop, Fade In, Fade Out, and Last Hit. Speed defaults to 1.
used for
Give the custom move a pose, motion, target animation, loop, or smoother transition.

listed

Sound

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

Status
listed
node type
Timeline node
value type
Roblox audio ID plus playback settings
default / range
Volume defaults to 0.5, Speed defaults to 1, Start defaults to 0, End defaults to 500.
used for
Add feedback, cancel matching sounds, make audio global, or attach a sound to a projectile tag.

listed

Velocity

Controls user or target movement during the custom move.

Status
listed
node type
Timeline node
value type
XYZ force, time, and movement toggles
default / range
Force defaults to 0 on X, Y, and Z. Time is measured in seconds.
used for
Dash, launch, pull, float, track facing direction, or apply ragdoll movement.

listed

Connect

Sends an activation signal to matching Connect Blocks.

Status
listed
node type
Timeline node
value type
Signal ID, time, and range
default / range
Uses a Signal value, duration, and proximity range.
used for
Trigger Build Mode contraptions from a custom move.

listed

Hitbox

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

Status
listed
node type
Timeline node
value type
Position, size, damage, stun, attack type, blocking, and branch settings
default / range
  • Position defaults to 0,0,4
  • Size defaults to 6 studs.
used for
Deal damage, stun, break debris, choose counterability, trigger branches, or attach to a projectile.

listed

Branch

Triggers a named branch or random branch path.

Status
listed
node type
Timeline node
value type
Branch name or comma-separated random branch list
default / range
Random branch lists use comma-separated names without spaces, such as A,B,C.
used for
Build move variants, hit-cancel paths, air/ground versions, or random outcomes.

listed

Visual

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

Status
listed
node type
Timeline node
value type
Effect picker, color, opacity, position, rotation, size, time, tags, and easing
default / range
  • Color and Alt Color default to 255,255,255
  • Opacity uses 0 as visible and 1 as invisible
  • Size defaults to 1.
used for
Add VFX, camera effects, mesh/billboard effects, projectile-attached visuals, or cancel tagged visuals.

listed

Grab

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

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

listed

Projectile

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

Status
listed
node type
Timeline node
value type
Projectile tag, position, size, velocity, gravity, time, and hit behavior
default / range
Uses Projectile Tag to connect visuals, sounds, and hitboxes to the same projectile.
used for
Make ranged attacks, moving collision, or projectile-attached effects.

listed

Counter

Creates a counter check without normal animations or damage.

Status
listed
node type
Timeline node
value type
Attack type, time, stun, and enemy cancel settings
default / range
Attack types include Melee, Bullet, Explosion, Swarm, and Domain.
used for
React to incoming attacks and optionally stun or interrupt the attacker.

listed

Tag

Adds or checks a temporary tag on the user.

Status
listed
node type
Timeline node
value type
Tag ID and duration/check settings
default / range
Tags last for a chosen period of time.
used for
Create temporary variables for variants, cooldown bypasses, branch checks, or chained move logic.

listed

State

Applies a state to the user.

Status
listed
node type
Timeline node
value type
State picker and duration or multiplier settings
default / range
States include Stun, IFrame, NoM1, NoSprint, NoJump, NoDash, DisableChase, Block, DirectionLock, SpeedMultiplier, JumpMultiplier, and more.
used for
Control movement, blocking, invulnerability, chase, speed, jump, or stun behavior during a custom move.

listed

Add Awakening

Adds awakening resource to the user.

Status
listed
node type
Timeline node
value type
Awakening amount
default / range
Uses a chosen amount.
used for
Reward or drain move flow around awakening-based custom behavior.

listed

Add Health

Adds or removes health when the timeline reaches the node.

Status
listed
node type
Timeline node
value type
Health amount and targeting settings
default / range
Can target the user or recent target. Single Target controls target scope.
used for
Make healing, recoil, self-damage, or target health effects.

listed

Add Evasive

Adds evasive resource or behavior to the custom move flow.

Status
listed
node type
Timeline node
value type
Evasive amount
default / range
Uses a chosen amount.
used for
Tie a custom move to evasive resource behavior.

listed

Hit Cancel

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

Status
listed
node type
Timeline node
value type
Time window and cancel behavior
default / range
Time dictates the checked frame window.
used for
Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.

listed

Loop

Loops a section of timeline behavior.

Status
listed
node type
Timeline node
value type
Loop timing and transition settings
default / range
Uses Fade In, Fade Out, and Last Hit settings in the source row.
used for
Repeat a move segment or keep a custom effect running until a later point.
NameStatusnode typepurposevalue typedefault / rangeused forCard Summary
WaitlistedTimeline nodeAdds a pause before the next node runs.Time in secondsDefault 1 second.Line up hitboxes, visuals, sounds, cancels, branch checks, and variant timing.Adds a pause before the next node runs.
SkilllistedTimeline nodeRuns one of the game's existing skills inside the custom move.Skill 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.Runs one of the game's existing skills inside the custom move.
SpeciallistedTimeline nodeRuns one of the game's existing special moves.Special picker plus playback settingsSpeed, Cancel Last, and Variants. Specials do not have Hold For.Build custom specials or combine special behavior with timeline cancels.Runs one of the game's existing special moves.
AnimationlistedTimeline nodePlays a selected skill, special, melee, awakening, or emote animation.Animation 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.Plays a selected skill, special, melee, awakening, or emote animation.
SoundlistedTimeline nodePlays a custom audio ID when the timeline reaches the node.Roblox 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.Plays a custom audio ID when the timeline reaches the node.
VelocitylistedTimeline nodeControls user or target movement during the custom move.XYZ 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.Controls user or target movement during the custom move.
ConnectlistedTimeline nodeSends an activation signal to matching Connect Blocks.Signal ID, time, and rangeUses a Signal value, duration, and proximity range.Trigger Build Mode contraptions from a custom move.Sends an activation signal to matching Connect Blocks.
HitboxlistedTimeline nodeCreates an area that affects targets when the keyframe is reached.Position, 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.Creates an area that affects targets when the keyframe is reached.
BranchlistedTimeline nodeTriggers a named branch or random branch path.Branch 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.Triggers a named branch or random branch path.
VisuallistedTimeline nodeCreates a custom visual effect for a chosen amount of time.Effect 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.Creates a custom visual effect for a chosen amount of time.
GrablistedTimeline nodeSticks one of a target's body parts to the user's body after damage is dealt.Limb, 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.Sticks one of a target's body parts to the user's body after damage is dealt.
ProjectilelistedTimeline nodeCreates a moving hitbox that travels from one place to another.Projectile 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.Creates a moving hitbox that travels from one place to another.
CounterlistedTimeline nodeCreates a counter check without normal animations or damage.Attack 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.Creates a counter check without normal animations or damage.
TaglistedTimeline nodeAdds or checks a temporary tag on the user.Tag 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.Adds or checks a temporary tag on the user.
StatelistedTimeline nodeApplies a state to the user.State 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.Applies a state to the user.
Add AwakeninglistedTimeline nodeAdds awakening resource to the user.Awakening amountUses a chosen amount.Reward or drain move flow around awakening-based custom behavior.Adds awakening resource to the user.
Add HealthlistedTimeline nodeAdds or removes health when the timeline reaches the node.Health amount and targeting settingsCan target the user or recent target. Single Target controls target scope.Make healing, recoil, self-damage, or target health effects.Adds or removes health when the timeline reaches the node.
Add EvasivelistedTimeline nodeAdds evasive resource or behavior to the custom move flow.Evasive amountUses a chosen amount.Tie a custom move to evasive resource behavior.Adds evasive resource or behavior to the custom move flow.
Hit CancellistedTimeline nodeCancels the remaining custom move when prior stun or damage has happened in its checked window.Time window and cancel behaviorTime dictates the checked frame window.Stop a move after hit confirmation, build blockable starts, or route hit and miss branches.Cancels the remaining custom move when prior stun or damage has happened in its checked window.
LooplistedTimeline nodeLoops a section of timeline behavior.Loop 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.Loops a section of timeline behavior.

Skill Builder 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.

listed

In Air

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

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

listed

Is Jumping

Gates use by whether the jump input is being held.

Status
listed
node type
Condition
value type
True/False input condition
default / range
True side: not holding jump. False side: holding jump.
used for
Make hold-jump alternate starts.

listed

Has Target

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

Status
listed
node type
Condition
value type
True/False target condition
default / range
True side: no valid target in sight. False side: valid target in sight.
used for
Separate lock-on or no-target behavior.

listed

Is Awakened

Gates use by base state versus awakening state.

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

listed

Has Awk Bar

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

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

listed

Durability

Gives the custom ability or branch a use limit.

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

listed

Is In Domain

Gates use by whether the user is inside a domain.

Status
listed
node type
Condition
value type
True/False domain condition
default / range
True side: outside a domain. False side: inside a domain.
used for
Make domain-only or outside-domain variants.

listed

Has Health

Checks the user's health against a chosen amount.

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

listed

Is Holding

Gates use by whether the player is holding the keybind.

Status
listed
node type
Condition
value type
True/False hold condition
default / range
True side: not holding the keybind. False side: holding the keybind.
used for
Build hold-input custom behavior.
NameStatusnode typepurposevalue typedefault / rangeused forCard Summary
In AirlistedConditionGates a custom ability or branch by grounded versus airborne state.True/False air-state conditionTrue side: ground-only. False side: airborne-only.Split ground and air variants.Gates a custom ability or branch by grounded versus airborne state.
Is JumpinglistedConditionGates use by whether the jump input is being held.True/False input conditionTrue side: not holding jump. False side: holding jump.Make hold-jump alternate starts.Gates use by whether the jump input is being held.
Has TargetlistedConditionGates use by whether a valid target is in sight through the cursor.True/False target conditionTrue side: no valid target in sight. False side: valid target in sight.Separate lock-on or no-target behavior.Gates use by whether a valid target is in sight through the cursor.
Is AwakenedlistedConditionGates use by base state versus awakening state.True/False form conditionTrue side: base state. False side: awakening state.Make base-only or awakening-only custom moves.Gates use by base state versus awakening state.
Has Awk BarlistedConditionChecks the user's awakening percentage against a chosen amount.Awakening thresholdDefault 5%. True side: less than or equal. False side: greater than or equal.Lock moves behind awakening meter checks.Checks the user's awakening percentage against a chosen amount.
DurabilitylistedConditionGives the custom ability or branch a use limit.Use-limit valueDefault 1. The source says the false side cannot be toggled.Erase or expire custom moves after limited uses.Gives the custom ability or branch a use limit.
Is In DomainlistedConditionGates use by whether the user is inside a domain.True/False domain conditionTrue side: outside a domain. False side: inside a domain.Make domain-only or outside-domain variants.Gates use by whether the user is inside a domain.
Has HealthlistedConditionChecks the user's health against a chosen amount.Health thresholdTrue side: less than or equal. False side: greater than or equal.Trigger low-health or high-health behavior.Checks the user's health against a chosen amount.
Is HoldinglistedConditionGates use by whether the player is holding the keybind.True/False hold conditionTrue side: not holding the keybind. False side: holding the keybind.Build hold-input custom behavior.Gates use by whether the player is holding the keybind.

Skill Builder section

Properties

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.

listed

Damage Multiplier

Multiplies the custom ability's overall damage.

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

listed

Knockback Multiplier

Multiplies the custom ability's overall knockback.

Status
listed
node type
Property
value type
Numeric multiplier
default / range
Chosen value.
used for
Tune launch or push strength across the move.

listed

Invincible

Grants total i-frames while the ability runs.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect the user during a custom move.

listed

Replace Skill if Occupied

Lets the custom move replace an already occupied move slot.

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

listed

Prevent Override

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Protect an installed custom move from being overwritten.

listed

Hide in Awakening

Hides the custom ability while the user is in awakening.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move base-only.

listed

Keep When Moveset Switches

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Carry custom move access through form switching.

listed

Hide in Base

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

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Keep a move awakening-only.

listed

Use When Obtained

Immediately activates the custom ability when the user obtains it.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Trigger automatic move behavior from obtainment.

listed

Use On Death

Immediately activates the custom ability when the user dies.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Create death-triggered custom behavior.

listed

No Stun

Disables skill checks on the custom ability.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Bypass normal skill-check behavior for the custom move.

listed

No Cancel

Makes the ability uninterruptible.

Status
listed
node type
Property
value type
Toggle
default / range
On or off.
used for
Prevent interruption during the custom move.

listed

Variant Tag

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

Status
listed
node type
Property
value type
Tag value
default / range
Uses an inputted tag.
used for
Connect Tag-node behavior to variant or cooldown behavior.
NameStatusnode typepurposevalue typedefault / rangeused forCard Summary
Damage MultiplierlistedPropertyMultiplies the custom ability's overall damage.Numeric multiplierChosen value.Tune total damage after the timeline is built.Multiplies the custom ability's overall damage.
Knockback MultiplierlistedPropertyMultiplies the custom ability's overall knockback.Numeric multiplierChosen value.Tune launch or push strength across the move.Multiplies the custom ability's overall knockback.
InvinciblelistedPropertyGrants total i-frames while the ability runs.ToggleOn or off.Protect the user during a custom move.Grants total i-frames while the ability runs.
Replace Skill if OccupiedlistedPropertyLets the custom move replace an already occupied move slot.ToggleOn or off.Force a custom move into a chosen Moveset Block slot.Lets the custom move replace an already occupied move slot.
Prevent OverridelistedPropertyPrevents another ability from replacing this custom ability through replacement behavior.ToggleOn or off.Protect an installed custom move from being overwritten.Prevents another ability from replacing this custom ability through replacement behavior.
Hide in AwakeninglistedPropertyHides the custom ability while the user is in awakening.ToggleOn or off.Keep a move base-only.Hides the custom ability while the user is in awakening.
Keep When Moveset SwitcheslistedPropertyKeeps the custom ability when the user's moveset switches between base and awakening.ToggleOn or off.Carry custom move access through form switching.Keeps the custom ability when the user's moveset switches between base and awakening.
Hide in BaselistedPropertyHides the custom ability while the user is in base state.ToggleOn or off.Keep a move awakening-only.Hides the custom ability while the user is in base state.
Use When ObtainedlistedPropertyImmediately activates the custom ability when the user obtains it.ToggleOn or off.Trigger automatic move behavior from obtainment.Immediately activates the custom ability when the user obtains it.
Use On DeathlistedPropertyImmediately activates the custom ability when the user dies.ToggleOn or off.Create death-triggered custom behavior.Immediately activates the custom ability when the user dies.
No StunlistedPropertyDisables skill checks on the custom ability.ToggleOn or off.Bypass normal skill-check behavior for the custom move.Disables skill checks on the custom ability.
No CancellistedPropertyMakes the ability uninterruptible.ToggleOn or off.Prevent interruption during the custom move.Makes the ability uninterruptible.
Variant TaglistedPropertyAllows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.Tag valueUses an inputted tag.Connect Tag-node behavior to variant or cooldown behavior.Allows the ability to ignore cooldown or skill checks while an inputted tag is active on the user.

Skill Builder section

Variant triggers

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.

listed

Focus Strike Black Flash

Focus Strike can trigger a Black Flash style variant.

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

listed

Divergent Fist Black Flash

Divergent Fist can trigger a Black Flash window.

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

listed

Cleave Rush Black Flash

Cleave Rush can trigger a Black Flash style variant.

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

listed

Idle Transfiguration via Focus Strike

Idle Transfiguration can be triggered with Focus Strike timing.

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.75 to 1 second, depending on target distance.
used for
Build a distance-sensitive variant chain.

listed

Brute Force via Earthquake

Brute Force can be triggered through Earthquake timing.

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

listed

Reserve Balls into Shutter Doors

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

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

listed

Toad into Nue

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

Status
listed
node type
Use Twice/Again trigger
value type
Wait time
default / range
0.3 to 0.4 seconds.
used for
Build the Toad and Nue interaction while controlling the unwanted Nue summon.

TBA

Body Repel via Focus Strike

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

Status
TBA
node type
Use Twice/Again trigger
value type
Wait time
default / range
  • TBA
  • source says it can be 0.7 seconds.
used for
Test a Focus Strike-linked Body Repel variant.

TBA

Revolve use-again trigger

Revolve can trigger again within a short wait.

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

listed

Veilstep use-again trigger

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

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

listed

Garuda Rebound use-again trigger

Garuda Rebound has separate normal and held wait windows.

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

listed

Rika moves via True Love Beam

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

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

listed

Max Elephant hold

Max Elephant uses Hold For timing for its variant behavior.

Status
listed
node type
Hold trigger
value type
Hold duration
default / range
As long as needed.
used for
Trigger held Max Elephant behavior.

listed

Earthquake hold

Earthquake has an ideal hold range listed by the source.

Status
listed
node type
Hold trigger
value type
Hold duration
default / range
  • 0.75 to 0.9 seconds
  • ideally 0.85 seconds.
used for
Trigger held Earthquake behavior.

listed

Piercing Blood hold

Piercing Blood requires Convergence Orb for the listed hold variant.

Status
listed
node type
Hold trigger
value type
Hold duration
default / range
  • 1.4 seconds or more
  • requires Convergence Orb.
used for
Build the charged Piercing Blood setup.

listed

Garuda Rebound hold

Garuda Rebound has a hold-triggered variant window.

Status
listed
node type
Hold trigger
value type
Hold duration
default / range
0.55 seconds or more.
used for
Trigger held Garuda Rebound behavior.

listed

Ultra Cannon hold

Ultra Cannon has a listed hold threshold.

Status
listed
node type
Hold trigger
value type
Hold duration
default / range
1.2 seconds or more.
used for
Trigger held Ultra Cannon behavior.

listed

World Cutting Slash special chain

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

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

Source caveat

Incantation x3 into Strong Dismantle

Incantation x3 can stack into Strong Dismantle timing.

Status
Source caveat
node type
Special trigger
value type
Wait time
default / range
Source writes 0.6< for the Incantation timing.
used for
Build stacked incantation behavior.

listed

Reversal Red into Limitless

Reversal Red can trigger Limitless within the listed range.

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

listed

Reversal Red MAX into Limitless

Reversal Red MAX has a shorter Limitless trigger window.

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

listed

Nue into Lurking Shadow

Nue can trigger Lurking Shadow without a wait requirement.

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

listed

Slicing Exorcism into Convergence

Slicing Exorcism can trigger Convergence without a wait requirement.

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

listed

Mass Buildup charge triggers

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

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

listed

Garuda Rebound special timing

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

Status
listed
node type
Special trigger
value type
Wait time
default / range
1 to 1.4 seconds.
used for
Line up Garuda Rebound's special trigger timing.
NameStatusnode typepurposevalue typedefault / rangeused forCard Summary
Focus Strike Black FlashlistedUse Twice/Again triggerFocus Strike can trigger a Black Flash style variant.Wait time0.3 to 0.4 seconds.Line up a second Focus Strike input for the variant.Focus Strike can trigger a Black Flash style variant.
Divergent Fist Black FlashlistedUse Twice/Again triggerDivergent Fist can trigger a Black Flash window.Wait time0.3 to 0.4 seconds.Time a second Divergent Fist input for the Black Flash window.Divergent Fist can trigger a Black Flash window.
Cleave Rush Black FlashlistedUse Twice/Again triggerCleave Rush can trigger a Black Flash style variant.Wait time0.3 to 0.4 seconds.Time the repeated Cleave Rush setup.Cleave Rush can trigger a Black Flash style variant.
Idle Transfiguration via Focus StrikelistedUse Twice/Again triggerIdle Transfiguration can be triggered with Focus Strike timing.Wait time0.75 to 1 second, depending on target distance.Build a distance-sensitive variant chain.Idle Transfiguration can be triggered with Focus Strike timing.
Brute Force via EarthquakelistedUse Twice/Again triggerBrute Force can be triggered through Earthquake timing.Wait time0.6 to 0.7 seconds.Line up Earthquake into Brute Force behavior.Brute Force can be triggered through Earthquake timing.
Reserve Balls into Shutter DoorslistedUse Twice/Again triggerReserve Balls can use Shutter Doors as the follow-up trigger.Wait time0.01 to 1 second.Make a fast Reserve Balls to Shutter Doors sequence.Reserve Balls can use Shutter Doors as the follow-up trigger.
Toad into NuelistedUse Twice/Again triggerToad can use Nue timing for Well's Unknown Abyss-style behavior.Wait time0.3 to 0.4 seconds.Build the Toad and Nue interaction while controlling the unwanted Nue summon.Toad can use Nue timing for Well's Unknown Abyss-style behavior.
Body Repel via Focus StrikeTBAUse Twice/Again triggerBody Repel has a listed Focus Strike trigger but the exact value is not final.Wait timeTBA; source says it can be 0.7 seconds.Test a Focus Strike-linked Body Repel variant.Body Repel has a listed Focus Strike trigger but the exact value is not final.
Revolve use-again triggerTBAUse Twice/Again triggerRevolve can trigger again within a short wait.Wait timeLess than 1 second; source says exact limit is TBA.Build quick repeated Revolve behavior.Revolve can trigger again within a short wait.
Veilstep use-again triggerlistedUse Twice/Again triggerVeilstep does not need a wait time for its listed variant behavior.Immediate cancel optionNo Wait needed. Use an immediate Cancel if you want the other result.Switch Veilstep behavior immediately.Veilstep does not need a wait time for its listed variant behavior.
Garuda Rebound use-again triggerlistedUse Twice/Again triggerGaruda Rebound has separate normal and held wait windows.Wait time1.27 to 1.53 seconds; 2.47 to 2.73 seconds if held.Time normal or held Garuda Rebound variants.Garuda Rebound has separate normal and held wait windows.
Rika moves via True Love BeamlistedUse Twice/Again triggerRika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.Wait time0.6 seconds.Build Rika move sequences around True Love Beam.Rika Downslam, Rika Slam, and Rika Haymaker can use True Love Beam timing.
Max Elephant holdlistedHold triggerMax Elephant uses Hold For timing for its variant behavior.Hold durationAs long as needed.Trigger held Max Elephant behavior.Max Elephant uses Hold For timing for its variant behavior.
Earthquake holdlistedHold triggerEarthquake has an ideal hold range listed by the source.Hold duration0.75 to 0.9 seconds; ideally 0.85 seconds.Trigger held Earthquake behavior.Earthquake has an ideal hold range listed by the source.
Piercing Blood holdlistedHold triggerPiercing Blood requires Convergence Orb for the listed hold variant.Hold duration1.4 seconds or more; requires Convergence Orb.Build the charged Piercing Blood setup.Piercing Blood requires Convergence Orb for the listed hold variant.
Garuda Rebound holdlistedHold triggerGaruda Rebound has a hold-triggered variant window.Hold duration0.55 seconds or more.Trigger held Garuda Rebound behavior.Garuda Rebound has a hold-triggered variant window.
Ultra Cannon holdlistedHold triggerUltra Cannon has a listed hold threshold.Hold duration1.2 seconds or more.Trigger held Ultra Cannon behavior.Ultra Cannon has a listed hold threshold.
World Cutting Slash special chainlistedSpecial triggerWorld Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.Wait time1.2 seconds between Open and Cleave.Line up the World Cutting Slash special chain.World Cutting Slash can be built from Dismantle, Rush, Open, and Cleave timing.
Incantation x3 into Strong DismantleSource caveatSpecial triggerIncantation x3 can stack into Strong Dismantle timing.Wait timeSource writes 0.6< for the Incantation timing.Build stacked incantation behavior.Incantation x3 can stack into Strong Dismantle timing.
Reversal Red into LimitlesslistedSpecial triggerReversal Red can trigger Limitless within the listed range.Wait time0.5 to 1.2 seconds.Build a Reversal Red to Limitless special trigger.Reversal Red can trigger Limitless within the listed range.
Reversal Red MAX into LimitlesslistedSpecial triggerReversal Red MAX has a shorter Limitless trigger window.Wait timeLess than 1.2 seconds.Build a MAX Reversal Red to Limitless trigger.Reversal Red MAX has a shorter Limitless trigger window.
Nue into Lurking ShadowlistedSpecial triggerNue can trigger Lurking Shadow without a wait requirement.Wait timeNone required.Build a summon-to-shadow trigger without adding extra delay.Nue can trigger Lurking Shadow without a wait requirement.
Slicing Exorcism into ConvergencelistedSpecial triggerSlicing Exorcism can trigger Convergence without a wait requirement.Wait timeNone required.Build a direct Slicing Exorcism to Convergence trigger.Slicing Exorcism can trigger Convergence without a wait requirement.
Mass Buildup charge triggerslistedSpecial triggerRising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.Wait timeNone required; source says two Mass Buildup nodes charge Rising Rage twice.Build Mass Buildup charge behavior for listed moves.Rising Rage, Mass Breaker, and Garuda Stab can use Mass Buildup behavior.
Garuda Rebound special timinglistedSpecial triggerGaruda Rebound has a special timing row with Garuda Rebound listed as its trigger.Wait time1 to 1.4 seconds.Line up Garuda Rebound's special trigger timing.Garuda Rebound has a special timing row with Garuda Rebound listed as its trigger.

Skill Builder section

Timing references

48 items

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

W.I.P. source reference

Lapse Blue timing

Lists source timing windows for Lapse Blue.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0 - 0.55: No pull
  • 0.8 - 1: Full pull
  • 1 - 1.75: Suspension
  • 1.76+ : Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Reversal Red timing

Lists source timing windows for Reversal Red.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0 - 0.2: SFX + Red light
  • 0.2 - 0.5: Reversal Red's VFX
  • 0.51+ : Full move and special window.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Rapid Punches timing

Lists source timing windows for Rapid Punches.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0 - 0.5: Windup, no grab.
  • 0.5 - 0.6: Grab + 1 punch.
  • 3.7: No final punch.
  • 3.7 - 3.8: Full move, chance of final punch depending on how long it took for the move to connect.
  • 3.8+: Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Twofold Kick timing

Lists source timing windows for Twofold Kick.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.35+: No hit. First kick's VFX appears.
  • 0.41+: First kick hitbox.
  • 0.94+: Second kick VSFX appears.
  • 1.09+: Second kick's hitbox.
  • 1.3+: Full move (just the rest of the animation)
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Lapse Blue MAX timing

Lists source timing windows for Lapse Blue MAX.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.07+: Blue light, possiblity of Blue's VFX
  • 0.53+: Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Reversal Red MAX timing

Lists source timing windows for Reversal Red MAX.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.37+: VFX appears.
  • 0.5+: SFX appears.
  • 1.21+: Full move and special window.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Hollow Purple timing

Lists source timing windows for Hollow Purple.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0+: SFX appears.
  • 0.10+: VFX appears.
  • 1.25+: Both infinites are smashed together.
  • 2.72+: Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Infinite Void timing

Lists source timing windows for Infinite Void.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0+: Pop-up cutscene appears.
  • 1.25+: Domain Expansion, Infinite Void.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Cursed Strikes timing

Lists source timing windows for Cursed Strikes.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.3+ SFX appears.
  • 0.6+ Dash.
  • 1+ First punch's hitbox.
  • 1.15+ Second punch's hitbox.
  • 1.47+ Third punch's hitbox.
  • 1.73+ Fourth punch's hitbox.
  • +2 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Aerial Cursed Strikes timing

Lists source timing windows for Aerial Cursed Strikes.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.66 Ascent/Windup.
  • 0.67+ Descent (no hitbox).
  • 0.7 Hitbox activates.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Crushing Blow timing

Lists source timing windows for Crushing Blow.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.02+ SFX appears.
  • 0.45+ Windup, no slam.
  • 0.6+ First slam's hitbox.
  • 1+ Grab, no second slam.
  • 1.2+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Divergent Fist timing

Lists source timing windows for Divergent Fist.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.3+ VSFX appears.
  • 0.36 (exact) is the Black Flash Window (if another Divergent Fist is added)
  • 0.4+ Special window.
  • 0.5+ Grab and hit's VSFX appears.
  • 0.55+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Manji Kick timing

Lists source timing windows for Manji Kick.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.02+ SFX appears.
  • 0.05+ Animation begins.
  • 0.06-0.4+ Dodge.
  • 0.5+ Full Move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Dismantle timing

Lists source timing windows for Dismantle.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Windup.
  • 0.41+ Hitbox.
  • 1.1+ Full move. Dismantles stopped.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Aerial Dismantle timing

Lists source timing windows for Aerial Dismantle.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.61 Ascent/Windup.
  • 0.62+ Dismantle hitbox.
  • 1+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Rush timing

Lists source timing windows for Rush.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.4666 Dash begins
  • 1.1-2.1 Running after hitting first Dash
  • 2.2 Kick
  • 2.3-2.95 Jump
  • 3.5 Hit back down
  • 3.9 End of move and fall
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Open timing

Lists source timing windows for Open.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.02 Hand particles appears.
  • 0.89 Open VFX.
  • 2+ Arrow is fully drawn.
  • 2.7+ Arrow is shot.
  • 3.7 Full lifetime of Arrow.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Malevolent Shrine timing

Lists source timing windows for Malevolent Shrine.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0+ Pop-up cutscene appears.
  • 1.25+ Domain Expansion, Malevolent Shrine.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Reserve Balls timing

Lists source timing windows for Reserve Balls.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.11+ SFX appears.
  • 0.32+ Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Shutter Doors timing

Lists source timing windows for Shutter Doors.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.15 VSFX appears.
  • 0.435 Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Rough Energy timing

Lists source timing windows for Rough Energy.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.1+ VSFX appears.
  • 0.71 Full windup.
  • 0.72+ Hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Fever Breaker timing

Lists source timing windows for Fever Breaker.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.44 Windup animation.
  • 0.45 First kick hitbox.
  • 0.5-0.8 Knockback and VFX.
  • 1-1.25 User rushes to target.
  • 1.32-1.35 Second hitbox and VFX.
  • 1.40+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Lucky Volley timing

Lists source timing windows for Lucky Volley.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Windup.
  • 0.405 First punch.
  • 0.41+ Flurry of Punches.
  • 1.37 Flurry of Punches end.
  • 1.4 End strike VFX appears.
  • 1.4-1.64 End strike windup.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Lucky Rushdown timing

Lists source timing windows for Lucky Rushdown.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.55 Windup.
  • 0.56-0.61 Running Animation (No hitbox).
  • 0.62 First hitbox.
  • 0.56 to about 1.54 Full running animation (No grab).
  • 0.56 to about 2.2 Drag time.
  • 0.75 Throw windup.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Overwhelming Luck timing

Lists source timing windows for Overwhelming Luck.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.05 VSFX appears.
  • 0.05-1.15 Full windup before forward rush.
  • 1.15-2.05 First forward dash.
  • 2.1 First Punch.
  • 2.15-4.1 User continues running animation.
  • 4.17 Second Punch.
  • +5 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Energy Surge timing

Lists source timing windows for Energy Surge.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0.05 VSFX appears.
  • 0.05-0.56 Windup/Dash.
  • 0.57 First hitbox.
  • 0.95+ First pose animation.
  • 1.15+ Second pose animation.
  • 1.55 Pre-teleport.
  • +3 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Rabbit Escape timing

Lists source timing windows for Rabbit Escape.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.5 Rabbit Escape handsign.
  • 0.51+ Rabbits appear.
  • 1.75 Rabbits stop appearing.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Nue timing

Lists source timing windows for Nue.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Nue handsign.
  • 0.41+ Nue appears.
  • 0.9+ Nue reaches the peak of it's flight.
  • 1.4+ Nue reaches target.
  • 2.2+ Nue disappears.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Nue Variant timing

Lists source timing windows for Nue Variant.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Nue handsign.
  • 0.41+ Nue appears.
  • 0.75+ User starts ascending.
  • 0.9+ Nue reaches the peak of it's flight.
  • 1.1+ User flies with Nue.
  • 1.4+ Nue reaches target.
  • +1 more
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Toad timing

Lists source timing windows for Toad.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Toad handsign.
  • 0.41+ Toad appears and attack continues.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Well's Unknown Abyss timing

Lists source timing windows for Well's Unknown Abyss.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Toad handsign.
  • 0.41+ Toads appear.
  • 1.2+ Grab.
  • 1.7+ Toads start lifting.
  • 2.1+ Slam.
  • 3+ Toads disappear.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Divine Dog: Totality (First Use) timing

Lists source timing windows for Divine Dog: Totality (First Use).

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.16 Before appearance.
  • 0.17+ Divine Dog appears.
  • 1+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

Source caveat

Divine Dog: Totality (Second Use) timing

Lists source timing windows for Divine Dog: Totality (Second Use).

Status
Source caveat
node type
Timing reference
value type
Move timing windows
default / range
The second use is currently impossible to activate in the Skill Builder.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Great Serpent timing

Lists source timing windows for Great Serpent.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.5 Jump
  • 1.2+ Summon
  • 2.8+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Shadow Swarm timing

Lists source timing windows for Shadow Swarm.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.55 Summon
  • 0.95+ Run
  • 2.95+ Clones disappear
  • 3.65+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Divine Pummel timing

Lists source timing windows for Divine Pummel.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.68 Windup
  • 0.66 Actual grab part
  • 0.69-1.26 Grab, No slam
  • 1.27-1.81 First slam
  • 1.82-2.41 Second slam
  • 2.42+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Ground Pitch timing

Lists source timing windows for Ground Pitch.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.38 Windup
  • 0.39-1.81 Grab
  • 1.82+ Throw
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Earthquake timing

Lists source timing windows for Earthquake.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.46 Windup
  • 0.47+ No-hold full move
  • 0.47-0.96 Hold, First smash
  • 0.97+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Takedown timing

Lists source timing windows for Takedown.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Windup
  • 0.41-0.83 Teleport
  • 0.84+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

World Slash timing

Lists source timing windows for World Slash.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.16 Windup, Pre-vfx
  • 0.17-0.99 First VFX
  • 1-1.23 Second VFX
  • 1-1.36 Screen effects
  • 1.37+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Stockpile timing

Lists source timing windows for Stockpile.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.48 Windup
  • 0.49-0.74 First hit
  • 0.75+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Aerial Stockpile timing

Lists source timing windows for Aerial Stockpile.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.38 Ascent/Windup
  • 0.39-0.6 Descent, No hit
  • 0.61+ Full move (Hits at 0.61 may be inconsistent)
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Soul Fire timing

Lists source timing windows for Soul Fire.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.45 Windup
  • 0.46-0.58 First bean
  • 0.59-0.73 Second bean
  • 0.74+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Focus Strike timing

Lists source timing windows for Focus Strike.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.4 Windup
  • 0.41+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Chainwhip timing

Lists source timing windows for Chainwhip.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.45 Windup
  • 0.46+ Hit
  • 1.03+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Homerun timing

Lists source timing windows for Homerun.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.96 Windup
  • 0.97+ Hit
  • 1.88+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Body Repel timing

Lists source timing windows for Body Repel.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-1.04 Windup
  • 1.05-1.23 First VFX
  • 1.24-1.39 Second VFX
  • 1.4+ Full move
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.

W.I.P. source reference

Idle Transfiguration timing

Lists source timing windows for Idle Transfiguration.

Status
W.I.P. source reference
node type
Timing reference
value type
Move timing windows
default / range
  • 0-0.81 Windup
  • 0.82-0.88 Dash, No hit
  • 0.89+ Hit
  • 1.65+ Full move/running distance
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
NameStatusnode typepurposevalue typedefault / rangeused forCard Summary
Lapse Blue timingW.I.P. source referenceTiming referenceLists source timing windows for Lapse Blue.Move timing windows0 - 0.55: No pull;; 0.8 - 1: Full pull;; 1 - 1.75: Suspension;; 1.76+ : Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Lapse Blue.
Reversal Red timingW.I.P. source referenceTiming referenceLists source timing windows for Reversal Red.Move timing windows0 - 0.2: SFX + Red light;; 0.2 - 0.5: Reversal Red's VFX;; 0.51+ : Full move and special window.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Reversal Red.
Rapid Punches timingW.I.P. source referenceTiming referenceLists source timing windows for Rapid Punches.Move timing windows0 - 0.5: Windup, no grab.;; 0.5 - 0.6: Grab + 1 punch.;; 3.7: No final punch.;; 3.7 - 3.8: Full move, chance of final punch depending on how long it took for the move to connect.;; 3.8+: Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Rapid Punches.
Twofold Kick timingW.I.P. source referenceTiming referenceLists source timing windows for Twofold Kick.Move timing windows0.35+: No hit. First kick's VFX appears.;; 0.41+: First kick hitbox.;; 0.94+: Second kick VSFX appears.;; 1.09+: Second kick's hitbox.;; 1.3+: Full move (just the rest of the animation)Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Twofold Kick.
Lapse Blue MAX timingW.I.P. source referenceTiming referenceLists source timing windows for Lapse Blue MAX.Move timing windows0.07+: Blue light, possiblity of Blue's VFX;; 0.53+: Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Lapse Blue MAX.
Reversal Red MAX timingW.I.P. source referenceTiming referenceLists source timing windows for Reversal Red MAX.Move timing windows0.37+: VFX appears.;; 0.5+: SFX appears.;; 1.21+: Full move and special window.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Reversal Red MAX.
Hollow Purple timingW.I.P. source referenceTiming referenceLists source timing windows for Hollow Purple.Move timing windows0+: SFX appears.;; 0.10+: VFX appears.;; 1.25+: Both infinites are smashed together.;; 2.72+: Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Hollow Purple.
Infinite Void timingW.I.P. source referenceTiming referenceLists source timing windows for Infinite Void.Move timing windows0+: Pop-up cutscene appears.;; 1.25+: Domain Expansion, Infinite Void.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Infinite Void.
Cursed Strikes timingW.I.P. source referenceTiming referenceLists source timing windows for Cursed Strikes.Move timing windows0.3+ SFX appears.;; 0.6+ Dash.;; 1+ First punch's hitbox.;; 1.15+ Second punch's hitbox.;; 1.47+ Third punch's hitbox.;; 1.73+ Fourth punch's hitbox.;; 1.9+ Fifth punch's hitbox.;; 2.2+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Cursed Strikes.
Aerial Cursed Strikes timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Cursed Strikes.Move timing windows0-0.66 Ascent/Windup.; 0.67+ Descent (no hitbox).; 0.7 Hitbox activates.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Aerial Cursed Strikes.
Crushing Blow timingW.I.P. source referenceTiming referenceLists source timing windows for Crushing Blow.Move timing windows0.02+ SFX appears.;; 0.45+ Windup, no slam.;; 0.6+ First slam's hitbox.;; 1+ Grab, no second slam.;; 1.2+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Crushing Blow.
Divergent Fist timingW.I.P. source referenceTiming referenceLists source timing windows for Divergent Fist.Move timing windows0.3+ VSFX appears.;; 0.36 (exact) is the Black Flash Window (if another Divergent Fist is added) ;; 0.4+ Special window.;; 0.5+ Grab and hit's VSFX appears.;; 0.55+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Divergent Fist.
Manji Kick timingW.I.P. source referenceTiming referenceLists source timing windows for Manji Kick.Move timing windows0.02+ SFX appears.;; 0.05+ Animation begins.;; 0.06-0.4+ Dodge.;; 0.5+ Full Move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Manji Kick.
Dismantle timingW.I.P. source referenceTiming referenceLists source timing windows for Dismantle.Move timing windows0-0.4 Windup.; 0.41+ Hitbox.; 1.1+ Full move. Dismantles stopped.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Dismantle.
Aerial Dismantle timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Dismantle.Move timing windows0-0.61 Ascent/Windup.; 0.62+ Dismantle hitbox.; 1+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Aerial Dismantle.
Rush timingW.I.P. source referenceTiming referenceLists source timing windows for Rush.Move timing windows0.4666 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 fallLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Rush.
Open timingW.I.P. source referenceTiming referenceLists source timing windows for Open.Move timing windows0.02 Hand particles appears.; 0.89 Open VFX.; 2+ Arrow is fully drawn.; 2.7+ Arrow is shot.; 3.7 Full lifetime of Arrow.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Open.
Malevolent Shrine timingW.I.P. source referenceTiming referenceLists source timing windows for Malevolent Shrine.Move timing windows0+ Pop-up cutscene appears.; 1.25+ Domain Expansion, Malevolent Shrine.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Malevolent Shrine.
Reserve Balls timingW.I.P. source referenceTiming referenceLists source timing windows for Reserve Balls.Move timing windows0.11+ SFX appears.;; 0.32+ Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Reserve Balls.
Shutter Doors timingW.I.P. source referenceTiming referenceLists source timing windows for Shutter Doors.Move timing windows0.15 VSFX appears.;; 0.435 Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Shutter Doors.
Rough Energy timingW.I.P. source referenceTiming referenceLists source timing windows for Rough Energy.Move timing windows0.1+ VSFX appears.;; 0.71 Full windup.;; 0.72+ Hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Rough Energy.
Fever Breaker timingW.I.P. source referenceTiming referenceLists source timing windows for Fever Breaker.Move timing windows0.44 Windup animation.;; 0.45 First kick hitbox.;; 0.5-0.8 Knockback and VFX.;; 1-1.25 User rushes to target.;; 1.32-1.35 Second hitbox and VFX.;; 1.40+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Fever Breaker.
Lucky Volley timingW.I.P. source referenceTiming referenceLists source timing windows for Lucky Volley.Move timing windows0-0.4 Windup.; 0.405 First punch.; 0.41+ Flurry of Punches.; 1.37 Flurry of Punches end.; 1.4 End strike VFX appears.; 1.4-1.64 End strike windup.; 1.65 End Strike hitbox.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Lucky Volley.
Lucky Rushdown timingW.I.P. source referenceTiming referenceLists source timing windows for Lucky Rushdown.Move timing windows0-0.55 Windup.; 0.56-0.61 Running Animation (No hitbox).; 0.62 First hitbox.; 0.56 to about 1.54 Full running animation (No grab).; 0.56 to about 2.2 Drag time.; 0.75 Throw windup.; 0.85 Full throwing animation.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Lucky Rushdown.
Overwhelming Luck timingW.I.P. source referenceTiming referenceLists source timing windows for Overwhelming Luck.Move timing windows0.05 VSFX appears.; 0.05-1.15 Full windup before forward rush.; 1.15-2.05 First forward dash.; 2.1 First Punch.; 2.15-4.1 User continues running animation.; 4.17 Second Punch.; 4.18-5.6 Continue forward running.; 5.7 Third Punch.; 5.9 Fourth Punch.; 6.27 Fifth Punch.; 7.17 Final Punch.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Overwhelming Luck.
Energy Surge timingW.I.P. source referenceTiming referenceLists source timing windows for Energy Surge.Move timing windows0.05 VSFX appears.; 0.05-0.56 Windup/Dash.; 0.57 First hitbox.; 0.95+ First pose animation.; 1.15+ Second pose animation.; 1.55 Pre-teleport.; 1.6 Teleport.; 1.6-1.94 Kick windup animation.; 1.95 Aerial kick.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Energy Surge.
Rabbit Escape timingW.I.P. source referenceTiming referenceLists source timing windows for Rabbit Escape.Move timing windows0-0.5 Rabbit Escape handsign.; 0.51+ Rabbits appear.; 1.75 Rabbits stop appearing.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Rabbit Escape.
Nue timingW.I.P. source referenceTiming referenceLists source timing windows for Nue.Move timing windows0-0.4 Nue handsign.; 0.41+ Nue appears.; 0.9+ Nue reaches the peak of it's flight.; 1.4+ Nue reaches target.; 2.2+ Nue disappears.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Nue.
Nue Variant timingW.I.P. source referenceTiming referenceLists source timing windows for Nue Variant.Move timing windows0-0.4 Nue handsign.; 0.41+ Nue appears.; 0.75+ User starts ascending.; 0.9+ Nue reaches the peak of it's flight.; 1.1+ User flies with Nue.; 1.4+ Nue reaches target.; 2.2+ Nue disappears.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Nue Variant.
Toad timingW.I.P. source referenceTiming referenceLists source timing windows for Toad.Move timing windows0-0.4 Toad handsign.; 0.41+ Toad appears and attack continues.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Toad.
Well's Unknown Abyss timingW.I.P. source referenceTiming referenceLists source timing windows for Well's Unknown Abyss.Move timing windows0-0.4 Toad handsign.; 0.41+ Toads appear.; 1.2+ Grab.; 1.7+ Toads start lifting.; 2.1+ Slam.; 3+ Toads disappear.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Well's Unknown Abyss.
Divine Dog: Totality (First Use) timingW.I.P. source referenceTiming referenceLists source timing windows for Divine Dog: Totality (First Use).Move timing windows0-0.16 Before appearance.; 0.17+ Divine Dog appears.; 1+ Full move.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Divine Dog: Totality (First Use).
Divine Dog: Totality (Second Use) timingSource caveatTiming referenceLists source timing windows for Divine Dog: Totality (Second Use).Move timing windowsThe second use is currently impossible to activate in the Skill Builder.Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Divine Dog: Totality (Second Use).
Great Serpent timingW.I.P. source referenceTiming referenceLists source timing windows for Great Serpent.Move timing windows0-0.5 Jump; 1.2+ Summon; 2.8+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Great Serpent.
Shadow Swarm timingW.I.P. source referenceTiming referenceLists source timing windows for Shadow Swarm.Move timing windows0-0.55 Summon; 0.95+ Run; 2.95+ Clones disappear; 3.65+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Shadow Swarm.
Divine Pummel timingW.I.P. source referenceTiming referenceLists source timing windows for Divine Pummel.Move timing windows0-0.68 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 moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Divine Pummel.
Ground Pitch timingW.I.P. source referenceTiming referenceLists source timing windows for Ground Pitch.Move timing windows0-0.38 Windup; 0.39-1.81 Grab; 1.82+ ThrowLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Ground Pitch.
Earthquake timingW.I.P. source referenceTiming referenceLists source timing windows for Earthquake.Move timing windows0-0.46 Windup; 0.47+ No-hold full move; 0.47-0.96 Hold, First smash; 0.97+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Earthquake.
Takedown timingW.I.P. source referenceTiming referenceLists source timing windows for Takedown.Move timing windows0-0.4 Windup; 0.41-0.83 Teleport; 0.84+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Takedown.
World Slash timingW.I.P. source referenceTiming referenceLists source timing windows for World Slash.Move timing windows0-0.16 Windup, Pre-vfx; 0.17-0.99 First VFX; 1-1.23 Second VFX; 1-1.36 Screen effects; 1.37+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for World Slash.
Stockpile timingW.I.P. source referenceTiming referenceLists source timing windows for Stockpile.Move timing windows0-0.48 Windup; 0.49-0.74 First hit; 0.75+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Stockpile.
Aerial Stockpile timingW.I.P. source referenceTiming referenceLists source timing windows for Aerial Stockpile.Move timing windows0-0.38 Ascent/Windup; 0.39-0.6 Descent, No hit; 0.61+ Full move (Hits at 0.61 may be inconsistent)Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Aerial Stockpile.
Soul Fire timingW.I.P. source referenceTiming referenceLists source timing windows for Soul Fire.Move timing windows0-0.45 Windup; 0.46-0.58 First bean; 0.59-0.73 Second bean; 0.74+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Soul Fire.
Focus Strike timingW.I.P. source referenceTiming referenceLists source timing windows for Focus Strike.Move timing windows0-0.4 Windup; 0.41+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Focus Strike.
Chainwhip timingW.I.P. source referenceTiming referenceLists source timing windows for Chainwhip.Move timing windows0-0.45 Windup; 0.46+ Hit; 1.03+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Chainwhip.
Homerun timingW.I.P. source referenceTiming referenceLists source timing windows for Homerun.Move timing windows0-0.96 Windup; 0.97+ Hit; 1.88+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Homerun.
Body Repel timingW.I.P. source referenceTiming referenceLists source timing windows for Body Repel.Move timing windows0-1.04 Windup; 1.05-1.23 First VFX; 1.24-1.39 Second VFX; 1.4+ Full moveLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Body Repel.
Idle Transfiguration timingW.I.P. source referenceTiming referenceLists source timing windows for Idle Transfiguration.Move timing windows0-0.81 Windup; 0.82-0.88 Dash, No hit; 0.89+ Hit; 1.65+ Full move/running distanceLine up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.Lists source timing windows for Idle Transfiguration.

How Skill Builder rows fit into a custom move

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

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

Builder 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.

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

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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