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Jujutsu Shenanigans Skill Builder and Custom Moveset Guide: Nodes, Conditions, Workshop Rules
Guide

Jujutsu Shenanigans Skill Builder and Custom Moveset Guide: Nodes, Conditions, Workshop Rules

Guide
By RBLXGUIDEWednesday, November 4, 202614 min read

Quick Summary

How Build Mode, the Skill Builder and the Workshop fit together, with every node, condition and property in a table plus the upload rules and the wiki's own known issues.

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 The wiki's Skill Builder page carries an "Outdated" banner, so every number here is what that page said on 24 October 2026, checked against the update logs wherever the logs speak to it.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

BlockWhat you customizeLimits
Moveset BlockThe 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 moveTyping a move's name grants it even if it isn't in the list
Special BlockA custom specialOnly the cooldown is editable, not the bar color
Awakening BlockA custom awakening sequenceOnly name and duration are editable, not the bar color
Character BlockA 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 BlockWipes the player's movesetUseful 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.

NodeKey settings and defaults
WaitTime, default 1 second, stalls the next node
SkillPlays 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
SpecialPlays any special. Speed, Cancel Last, Variants (air variants excluded)
AnimationPlays skill, special, melee, Awakening or emote animations. Speed defaults to 1, plus Slider, Loop, Fade In, Fade Out and Last Hit (normally -1)
SoundCreator Store ID. Volume 0.5, Speed 1, Start 0, End 500, Fade In and Fade Out 0, plus Cancel, Global and Projectile Tag
VelocityForce in studs on X, Y and Z, Time, Fade, Track, Relative From Branch, Last Hit, Ragdoll, True Ragdoll
ConnectSends a signal to Connect Blocks with the same Signal. Signal, Time, Range
HitboxPosition 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
BranchGroups nodes, or picks randomly among names separated by commas with no spaces ("A,B,C")
VisualOne of 46 effects, with color, opacity, position, rotation, size, time, limb, tags and easing
GrabSticks a target's limb to yours after damage lands. Last Hit defaults to 1
ProjectileA moving hitbox. Position 0, 0, 4, Size 6, Speed 1, Time 1, Filter Interval 1
CounterA counter window with no animation or damage. Time 1, Stun 1, selectable attack types, Reflect, Continue
TagMarks you with a variable for a set time, or checks for one to trigger a branch
StateApplies one of 25 states (Stun, IFrame, NoM1, NoDash, DamageMultiplier and others) or checks a target for one
TeleportPlaces you at a set position and rotation, with an Ignore Walls option
Particle EmitterFull ParticleEmitter controls. Lifetime tops out at 20
Add AwakeningAdds a percentage of Awakening, default 5%. Negatives subtract
Add HealthDefault 5. Negatives subtract, and Can Kill is off by default
Add EvasiveDefault 5%. The Evasive Bar caps at 50%, not 100%
Hit CancelCancels 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 CooldownPuts one of your moves (Key) on cooldown for a chosen time
LoopRepeats nodes above it. Loop Back defaults to 1, Loop Amount to 3, plus Hold
LookAims the camera. Smoothness defaults to 40, plus Horizontal Only, Camera Direction, Grounded
Set MeleeSets 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:

ConditionSet to TrueSet to False
In AirUsable only on the groundUsable only airborne
Is JumpingUsable only when not holding jumpUsable only while holding jump
Has TargetUsable only if no valid target is in sightUsable only if a valid target is in sight
Is AwakenedUsable only in base stateUsable only while awakened
Has Awk BarAwakening at or below the amount (default 5%)Awakening at or above the amount
DurabilityA use limit that erases the move once reached (default 1)Can't be toggled
Is In DomainUsable only outside a domainUsable only inside one
Has HealthHealth at or below the amountHealth at or above the amount
Is HoldingUsable only when not holding the keybindUsable 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.

PropertyEffect
Damage MultiplierMultiplies the move's overall damage
Knockback MultiplierMultiplies its overall knockback
InvincibleTotal i-frames for the whole move
Replace Skill if OccupiedOverwrites a move already in the chosen slot
Prevent OverrideStops other abilities with the property above from replacing this one
Hide in AwakeningHides the move while awakened
Keep When Moveset SwitchesKeeps it when the kit swaps between base and Awakening
Hide in BaseHides the move in the base state
Use When ObtainedFires the move the moment you get it
Use On DeathFires the move when you die
No StunDisables skill checks on the move
No CancelMakes it uninterruptible, though you can still be ragdolled
Variant TagLets 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:

VariantTriggerWait between nodes
Black FlashFocus Strike, Divergent Fist or Cleave Rush used twice0.3 to 0.4 seconds
Idle Transfiguration Black FlashAfter Focus Strike0.75 to 1 second, depending on distance
Brute Force Black FlashAfter Earthquake0.6 to 0.7 seconds
Reserve Balls variantAfter Shutter Doors0.01 to 1 second
Toad into NueToad then Nue0.3 to 0.4 seconds. A Cancel 0.2 seconds later stops Nue from being summoned
Garuda ReboundUsed again1.27 to 1.53 seconds (2.47 to 2.73 if held)
Rika Downslam, Slam or HaymakerAfter True Love Beam0.6 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.

RuleWhat the wiki says
Free upload slots2 creations per player
Extra slot500$ or 50 Robux. Deleting a creation doesn't give the slot back
Moveset uploadNeeds more than 50 kills and a Character Block export ID. You pick an existing character as the base
Map uploadPublishes the map currently loaded. It fails if the map has no additional parts
Card backgroundA Creator Store decal ID, 9:4 ratio
FavoritesCapped at 90 (the cap came in V1.75)
SortingNew, or trending by day, week or month (the daily, weekly and monthly options arrived in V1.78)
SearchPut an "@" before a name to search creators
DonateSends Robux to the creator, who keeps 60% of the donation
LoadRespawns 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

Key Takeaways

  • Every character has four moves on 1–4, a special on R and an awakening on G once the bar is full.
  • Full characters switch to a second moveset when they awaken; base-only characters fire one special attack instead.
  • New characters usually launch in Early Access (a 300 Robux gamepass) and turn free once they are finished.
  • Codes come from the update notes and give cash or emotes, not characters.