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  1. Home>
  2. Wiki>
  3. Jujutsu Shenanigans>
  4. Skill Builder Nodes page 2

All 118 Skill Builder Nodes in Jujutsu Shenanigans: What Does Each Setting Do? - Page 2

Updated on October 21, 2026 (1 day ago)

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Showing 48 of 118 items.

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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.

Lapse Blue timing

Timing windows for Lapse Blue.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Reversal Red timing

Timing windows for Reversal Red.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Rapid Punches timing

Timing windows for Rapid Punches.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Twofold Kick timing

Timing windows for Twofold Kick.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Lapse Blue MAX timing

Timing windows for Lapse Blue MAX.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Reversal Red MAX timing

Timing windows for Reversal Red MAX.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Hollow Purple timing

Timing windows for Hollow Purple.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Infinite Void timing

Timing windows for Infinite Void.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Cursed Strikes timing

Timing windows for Cursed Strikes.

Status
Work in progress
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.
  • 1.9+ Fifth punch's hitbox.
  • 2.2+ Full move.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Aerial Cursed Strikes timing

Timing windows for Aerial Cursed Strikes.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Crushing Blow timing

Timing windows for Crushing Blow.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Divergent Fist timing

Timing windows for Divergent Fist.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Manji Kick timing

Timing windows for Manji Kick.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Dismantle timing

Timing windows for Dismantle.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Aerial Dismantle timing

Timing windows for Aerial Dismantle.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Rush timing

Timing windows for Rush.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Open timing

Timing windows for Open.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Malevolent Shrine timing

Timing windows for Malevolent Shrine.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Reserve Balls timing

Timing windows for Reserve Balls.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Shutter Doors timing

Timing windows for Shutter Doors.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Rough Energy timing

Timing windows for Rough Energy.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Fever Breaker timing

Timing windows for Fever Breaker.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Lucky Volley timing

Timing windows for Lucky Volley.

Status
Work in progress
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.
  • 1.65 End Strike hitbox.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Lucky Rushdown timing

Timing windows for Lucky Rushdown.

Status
Work in progress
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.
  • 0.85 Full throwing animation.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Overwhelming Luck timing

Timing windows for Overwhelming Luck.

Status
Work in progress
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.
  • 4.18-5.6 Continue forward running.
  • 5.7 Third Punch.
  • 5.9 Fourth Punch.
  • 6.27 Fifth Punch.
  • 7.17 Final Punch.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Energy Surge timing

Timing windows for Energy Surge.

Status
Work in progress
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.
  • 1.6 Teleport.
  • 1.6-1.94 Kick windup animation.
  • 1.95 Aerial kick.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Rabbit Escape timing

Timing windows for Rabbit Escape.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Nue timing

Timing windows for Nue.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Nue Variant timing

Timing windows for Nue Variant.

Status
Work in progress
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.
  • 2.2+ Nue disappears.
used for
Line up waits, hitboxes, animations, VFX, grabs, branches, or cancels around this move.
related nodes
Wait; Skill; Animation; Hitbox

Toad timing

Timing windows for Toad.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Well's Unknown Abyss timing

Timing windows for Well's Unknown Abyss.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Divine Dog: Totality (First Use) timing

Timing windows for Divine Dog: Totality (First Use).

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Divine Dog: Totality (Second Use) timing

Timing windows for Divine Dog: Totality (Second Use).

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Great Serpent timing

Timing windows for Great Serpent.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Shadow Swarm timing

Timing windows for Shadow Swarm.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Divine Pummel timing

Timing windows for Divine Pummel.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Ground Pitch timing

Timing windows for Ground Pitch.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Earthquake timing

Timing windows for Earthquake.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Takedown timing

Timing windows for Takedown.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

World Slash timing

Timing windows for World Slash.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Stockpile timing

Timing windows for Stockpile.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Aerial Stockpile timing

Timing windows for Aerial Stockpile.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Soul Fire timing

Timing windows for Soul Fire.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Focus Strike timing

Timing windows for Focus Strike.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Chainwhip timing

Timing windows for Chainwhip.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Homerun timing

Timing windows for Homerun.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Body Repel timing

Timing windows for Body Repel.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox

Idle Transfiguration timing

Timing windows for Idle Transfiguration.

Status
Work in progress
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.
related nodes
Wait; Skill; Animation; Hitbox
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