How do you build a custom moveset in Jujutsu Shenanigans?
Start a private server, press M for Free Build and place a Moveset, Special or Awakening Block, then choose "Custom"; a Character Block reaches the same editor through Configure. You stack timeline nodes, add conditions and properties, then share the result as an export code or a Workshop upload, which needs more than 50 kills.
One warning first. The wiki's Skill Builder page carries an "Outdated" banner, so every number here is what that page said on 24 October 2026, checked against the update logs wherever the logs speak to it. Re-check anything you plan to publish on a dummy before it reaches the Workshop.
What you need before the builder opens
Build Mode arrived in V1.15 (the update log has the full history) and only works in a private server. The Skill Builder joined Free Build in V1.57 and got its big rework in V1.60, which added specials, conditions and properties. While Free Build is on you can still use your moveset, M1, dash and block, but you carry constant total i-frames, so a dummy or a second player is the thing to test on. The Private Servers page lists the spawn buttons for dummies and the Players-section toggles that make testing faster.
The builder only edits the ability itself. Name, cooldown and keybind live in the menu of the block that opened it.
The blocks behind a custom moveset
| Block | What you customize | Limits |
|---|---|---|
| Moveset Block | The move, its cooldown, tooltip and slot. "Custom" opens the builder, "Add" fills the empty slot with the smallest number (1 to 8), "Display Name" renames the move | Typing a move's name grants it even if it isn't in the list |
| Special Block | A custom special | Only the cooldown is editable, not the bar color |
| Awakening Block | A custom awakening sequence | Only name and duration are editable, not the bar color |
| Character Block | A whole character built on an existing one, with its own name and icon. "Configure" edits Skill, Special, Awakening, Melee and Chase (the front dash) | "Show In List" puts the character in the selection list with its name in blue |
| Erase Block | Wipes the player's moveset | Useful for clearing a test kit |
For awakenings built through a Character Block you can set the duration and how long the Awakening Outfit gamepass takes to activate. Chase, the front dash, got its own entry on Character Blocks in V1.72.
Timeline: all 25 nodes
The Timeline is where the move gets its shape. Pressing a node places it and selects it, and from there you can remove, copy, paste or reorder it. The move only counts nodes inside a 150-second limit, unless the branch has recent activity and the No Cancel property on.
| Node | Key settings and defaults |
|---|---|
| Wait | Time, default 1 second, stalls the next node |
| Skill | Plays any skill in the game, or "Cancel". Speed, Cancel Last, Enable Variants (on by default), Hold For, Start (default 0). Speed 0 doesn't perform the skill, and 10,000 or more plays every variant at once |
| Special | Plays any special. Speed, Cancel Last, Variants (air variants excluded) |
| Animation | Plays skill, special, melee, Awakening or emote animations. Speed defaults to 1, plus Slider, Loop, Fade In, Fade Out and Last Hit (normally -1) |
| Sound | Creator Store ID. Volume 0.5, Speed 1, Start 0, End 500, Fade In and Fade Out 0, plus Cancel, Global and Projectile Tag |
| Velocity | Force in studs on X, Y and Z, Time, Fade, Track, Relative From Branch, Last Hit, Ragdoll, True Ragdoll |
| Connect | Sends a signal to Connect Blocks with the same Signal. Signal, Time, Range |
| Hitbox | Position defaults to 0, 0, 4 and Size to 6. Rotation, Stun, Damage, Debree, Attack Type, Blockable, 360 Block, Can Kill, Hit Ragdoll, Hit User, Single Target and three branch triggers |
| Branch | Groups nodes, or picks randomly among names separated by commas with no spaces ("A,B,C") |
| Visual | One of 46 effects, with color, opacity, position, rotation, size, time, limb, tags and easing |
| Grab | Sticks a target's limb to yours after damage lands. Last Hit defaults to 1 |
| Projectile | A moving hitbox. Position 0, 0, 4, Size 6, Speed 1, Time 1, Filter Interval 1 |
| Counter | A counter window with no animation or damage. Time 1, Stun 1, selectable attack types, Reflect, Continue |
| Tag | Marks you with a variable for a set time, or checks for one to trigger a branch |
| State | Applies one of 25 states (Stun, IFrame, NoM1, NoDash, DamageMultiplier and others) or checks a target for one |
| Teleport | Places you at a set position and rotation, with an Ignore Walls option |
| Particle Emitter | Full ParticleEmitter controls. Lifetime tops out at 20 |
| Add Awakening | Adds a percentage of Awakening, default 5%. Negatives subtract |
| Add Health | Default 5. Negatives subtract, and Can Kill is off by default |
| Add Evasive | Default 5%. The Evasive Bar caps at 50%, not 100% |
| Hit Cancel | Cancels the rest of the move if you dealt stun or damage in the past Time (default 1 second). Flip reverses it, Endlag defaults to 1 second |
| Set Cooldown | Puts one of your moves (Key) on cooldown for a chosen time |
| Loop | Repeats nodes above it. Loop Back defaults to 1, Loop Amount to 3, plus Hold |
| Look | Aims the camera. Smoothness defaults to 40, plus Horizontal Only, Camera Direction, Grounded |
| Set Melee | Sets your M1 count for a duration. Combo -1 uses the last M1, Combo 0 works like a NoM1 state |
Attack Type is the setting with the biggest effect on how a custom move plays against real opponents. Hitboxes and projectiles pick from five: Melee (counterable by everything), Bullet (counterable by some), Explosion (uncounterable), Swarm (uncounterable) and Domain (uncounterable no matter what). A Hitbox or Projectile with Debree above 0 can also damage domains, which is the hook into the domain expansion rules.
The update logs date 17 of the 25 nodes. Hit Cancel came in V1.62. Branches arrived in V1.68 together with Velocity, Connect, Hitbox and the Branch node. Visual followed in V1.69, Loop in V1.70, Projectile, Grab, Counter, Tag and State in V1.71, Set Cooldown and Teleport in V1.76, Look and Set Melee in V1.77 and Particle Emitter in V1.80. The other eight (Wait, Skill, Special, Animation, Sound, Add Awakening, Add Health and Add Evasive) have no arrival date in the logs.
Conditions: the 9 gates
Conditions lock a whole ability or a single branch behind a requirement. The wiki lists each one with a True and a False reading:
| Condition | Set to True | Set to False |
|---|---|---|
| In Air | Usable only on the ground | Usable only airborne |
| Is Jumping | Usable only when not holding jump | Usable only while holding jump |
| Has Target | Usable only if no valid target is in sight | Usable only if a valid target is in sight |
| Is Awakened | Usable only in base state | Usable only while awakened |
| Has Awk Bar | Awakening at or below the amount (default 5%) | Awakening at or above the amount |
| Durability | A use limit that erases the move once reached (default 1) | Can't be toggled |
| Is In Domain | Usable only outside a domain | Usable only inside one |
| Has Health | Health at or below the amount | Health at or above the amount |
| Is Holding | Usable only when not holding the keybind | Usable only while holding it |
For the yes/no gates, the True column reads opposite to the condition's name, and it does so every time. The wiki's own tip about ground and air variants uses the same convention: put a false air conditional on the air variant and a true one on the ground variant. Build with that rule in mind and confirm each gate on a dummy once.
Properties: the 13 switches
Properties are global. The wiki states that a change to a property applies to every branch of the ability.
| Property | Effect |
|---|---|
| Damage Multiplier | Multiplies the move's overall damage |
| Knockback Multiplier | Multiplies its overall knockback |
| Invincible | Total i-frames for the whole move |
| Replace Skill if Occupied | Overwrites a move already in the chosen slot |
| Prevent Override | Stops other abilities with the property above from replacing this one |
| Hide in Awakening | Hides the move while awakened |
| Keep When Moveset Switches | Keeps it when the kit swaps between base and Awakening |
| Hide in Base | Hides the move in the base state |
| Use When Obtained | Fires the move the moment you get it |
| Use On Death | Fires the move when you die |
| No Stun | Disables skill checks on the move |
| No Cancel | Makes it uninterruptible, though you can still be ragdolled |
| Variant Tag | Lets the move ignore cooldown and skill checks while the inputted tag is active |
Variant Tag came in V1.72, and No Stun as a property came in V1.70.
Branches and variants
Branches are named groups of nodes that behave like tabs. The Default branch can't be deleted, and a Hit Cancel can jump to another branch instead of ending the move. Put two branches with different conditions on the Default branch and one custom move turns into two variants. The wiki's tips suggest using the Default branch as a hub, because branches playing inside one move aren't treated as separate and cause "branchlag".
Vanilla variants are the other trap. "Enable Variants" is on by default for the Skill node, and a variant fires when the timeline reproduces its inputs. The variants tab gives these waits:
| Variant | Trigger | Wait between nodes |
|---|---|---|
| Black Flash | Focus Strike, Divergent Fist or Cleave Rush used twice | 0.3 to 0.4 seconds |
| Idle Transfiguration Black Flash | After Focus Strike | 0.75 to 1 second, depending on distance |
| Brute Force Black Flash | After Earthquake | 0.6 to 0.7 seconds |
| Reserve Balls variant | After Shutter Doors | 0.01 to 1 second |
| Toad into Nue | Toad then Nue | 0.3 to 0.4 seconds. A Cancel 0.2 seconds later stops Nue from being summoned |
| Garuda Rebound | Used again | 1.27 to 1.53 seconds (2.47 to 2.73 if held) |
| Rika Downslam, Slam or Haymaker | After True Love Beam | 0.6 seconds |
Hold variants use the Hold For setting instead: Earthquake needs 0.75 to 0.9 (0.85 is the ideal), Garuda Rebound 0.55 or more, Ultra Cannon "1.2+", and Piercing Blood 1.4 or more with a Convergence Orb. Max Elephant holds as long as needed. Aerial variants only trigger if you jump before the custom move starts. Body Repel's Focus Strike wait is listed as TBA, with 0.7 seconds as one working value. These are the wiki's timings, and the wiki warns that real timing shifts with ping.
To see what these moves do outside the builder, open the page of the character that owns them. Focus Strike, Idle Transfiguration and Body Repel belong to Perfection, Toad, Nue and Max Elephant to Ten Shadows, Reserve Balls and Shutter Doors to Restless Gambler, True Love Beam and Rika to Cursed Partners, Divergent Fist to Vessel and Garuda Rebound to Star Rage.
Sharing a moveset: export codes
Inside a Character Block's Configure menu, clipboard icons at the bottom import and export the whole configuration, which is how players trade custom characters. Several log entries describe how that code works:
- V1.71 moved importing and exporting in the Skill Builder to the whole timeline instead of each node.
- V1.72 made exports autoselect their text.
- V1.80 split exports longer than Roblox's 200k-character textbox limit across multiple boxes.
- Mobile copy-paste of export codes needed fixes in both V1.80 and V1.82.
The Workshop's Moveset tab also has a Custom Upload button that loads a moveset straight from its import code and respawns you with it.
The Workshop: uploading and loading
The Workshop arrived in V1.72, replacing the old Presets menu. You reach it from the PS menu's Workshop tab, or by switching on the Workshop Access setting, which adds its icon to the top bar. It has four tabs: Maps, Movesets, Favorites and Uploads.
| Rule | What the wiki says |
|---|---|
| Free upload slots | 2 creations per player |
| Extra slot | 500$ or 50 Robux. Deleting a creation doesn't give the slot back |
| Moveset upload | Needs more than 50 kills and a Character Block export ID. You pick an existing character as the base |
| Map upload | Publishes the map currently loaded. It fails if the map has no additional parts |
| Card background | A Creator Store decal ID, 9:4 ratio |
| Favorites | Capped at 90 (the cap came in V1.75) |
| Sorting | New, or trending by day, week or month (the daily, weekly and monthly options arrived in V1.78) |
| Search | Put an "@" before a name to search creators |
| Donate | Sends Robux to the creator, who keeps 60% of the donation |
| Load | Respawns you with the moveset or map. Loading a build removes the base map's spawns |
V1.80 made Workshop movesets display their usernames, which helps when you want to find the person behind a moveset you liked. Report sends a creation to the moderators, and the game warns you about fake reports before you confirm.
Creator Clash: where uploaded movesets get played
Creator Clash is the mode built around the Workshop. Every player can fight on a special map with custom movesets from the community. The wiki says many limits on visual effects and abilities were added after broken movesets such as the infamous Wonder Of U one. Private servers carry a Creator Clash Changes setting that applies the same balance measures, disabling overbearing visuals and one-shot hitboxes. V1.83.2 added universal limits to visual effects and stopped other players' effects from showing when they're out of range. Details on the mode sit on the game modes page.
If you're writing for Creator Clash, assume big visuals and one-hit kills get filtered, and design around damage, stun and clean timing instead. The tier list shows how the official base kits balance damage against cooldown, which gives you a yardstick for your own numbers.
What Presets were
Presets were official maps made by selected community members and loaded from the private server menu. They went in on 3/24/2025 and left on 2/20/2026 when the Workshop replaced them. The wiki says 21 presets existed over the run and that four never released, but its notes only mark three as never released (Brick Floor, TEST and Tze's Bizarre Adventure).
Known issues from the wiki
- All custom abilities show delay the first time you use them.
- Rika can be summoned inside a custom move but can't be desummoned.
- Specials have no Hold For setting, so one Mass Buildup node won't fill the Mass Bar. The wiki says at least four are needed.
- The Sound node's Fade Out is broken.
- A custom special's cooldown switches to the awakening special's cooldown when you awaken.
- A lone Grab node can teleport you to the target when the move ends before the grab registers. A Wait node of the same length fixes it.
- A Look node placed on a dummy or NPC makes the rig disappear.
- Moves get more laggy and delayed as more of the map is destroyed.
- Since V1.80 you need the Early Access gamepass (300 Robux) to use unreleased characters' moves through the Skill Builder.
The character pages show which kits are public and which still sit behind Early Access.
Where the wiki contradicts itself
The Hitbox entry says a hitbox can affect multiple targets if Single Target is off, while the Projectile entry says a projectile can affect multiple targets if Single Target is on. Both can't be right, so test that toggle on a pair of dummies before relying on it. The Moveset Block says "Add" fills the empty slot with the smallest number, while the Character Block entry says it overrides the chosen slot and randomizes which of keys 1 to 8 the moves bind to. The 4-versus-3 Presets count above is the third mismatch.
FAQ
How many nodes does the Skill Builder have?
The wiki's Timeline lists 25 node types. The page also lists 9 conditions, 13 properties and 46 Visual effects, though the page itself is flagged as outdated.
Do I need Early Access to use unreleased characters' moves in the Skill Builder?
Yes. The V1.80 log says you need the Early Access gamepass to access its moves through the Skill Builder. The pass costs 300 Robux according to the Gamepasses page.
How do I import a moveset code?
Open a Character Block's Configure menu and use the clipboard icons at the bottom to import or export. The Workshop's Movesets tab also has Custom Upload, which loads a moveset from its import code and respawns you with it.
What do I need to upload a moveset to the Workshop?
More than 50 kills, a Character Block export ID and a free upload slot. Every player starts with 2 slots, and extra ones cost 500$ or 50 Robux.
How many build saves do I get?
Three save slots, or six with the More Build Saves gamepass at 125 Robux. Each slot holds a little over 4.3 MB, and Load Version reaches any save made on that slot in the last 30 days.
Can I use the Skill Builder outside a private server?
Build Mode only works in a private server, and the Skill Builder opens from Build Mode blocks. The public way to play custom movesets is Creator Clash, which loads Workshop uploads on a special map.
Sources
- https://jujutsu-shenanigans.fandom.com/wiki/Build_Mode/Skill_Builder
- https://jujutsu-shenanigans.fandom.com/wiki/Build_Mode
- https://jujutsu-shenanigans.fandom.com/wiki/Build_Mode/Workshop
- https://jujutsu-shenanigans.fandom.com/wiki/Build_Mode/Presets
- https://jujutsu-shenanigans.fandom.com/wiki/Private_Servers
- https://jujutsu-shenanigans.fandom.com/wiki/Gamemodes
- https://jujutsu-shenanigans.fandom.com/wiki/Gamepasses
- https://jujutsu-shenanigans.fandom.com/wiki/Update_Log/V1.60_to_V1.51
- https://jujutsu-shenanigans.fandom.com/wiki/Update_Log/V1.70_to_V1.61
- https://jujutsu-shenanigans.fandom.com/wiki/Update_Log/V1.80_to_V1.71
- https://jujutsu-shenanigans.fandom.com/wiki/Update_Log/V1.90_to_V1.81

