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ULTRA SKILL BUILDER TUTORIAL (Jujutsu Shenanigans)

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ULTRA SKILL BUILDER TUTORIAL (Jujutsu Shenanigans)

Overview

  • Updated, practical walkthrough of Jujutsu Shenanigans (JJS) move/move-set building after many updates.
  • Covers basics, every major block type, important parameters, tips, and a step-by-step example (making a punch).
  • References: the creator’s older (now outdated) tutorial, a separate “branches” video for variants, and an invite to the creator’s server.
  • The presenter/creator is the sole speaker in the original tutorial.

Basic build-mode controls / setup tips

  • Enter build mode with M (toggles build menu). Press in to fly (fly mode).
  • Spawn a visible part as a marker since move-set blocks are invisible outside build mode.
  • When placing a move-set block: scale it larger than player hitboxes so players can enter/claim it.

Move-set activation

  • Place a move-set block (Interactions → green block) and a NOT gate to enable it.
  • Match output/input IDs between move-set block and NOT gate (e.g., “power”) so they connect.
  • Use the property Replace Skill If Occupied instead of an erase block to allow repeated re-equips/updates.

    Do not edit the internal “move name” field — use Display Name only. Editing the move name can bug the move.


Variants / Branches

  • Recommended workflow: leave the default timeline empty, create branch blocks (First Variant, etc.), and insert variant branches into the default timeline.
  • For detailed branching techniques, watch the referenced branches video.

Blocks and key parameters (high-level)

1) Skill / Special blocks

  • Choose any character’s skill/special (including early-access/honored ones).
  • Important parameters:
    • Speed: change animation speed.
    • Cancel Last: stop previous move after a time and transition to next.
    • Enable Variance: toggles move-specific variants (air/ground variants).
    • Hold For: for hold-type abilities (e.g., sustained VFX or summons).
    • Start: offsets when the move begins (use decimal seconds for fine tuning).

2) Animation block

  • Access to most animations including enemy animations and animation variants (always watch the full preview).
  • Important parameters:
    • Speed: slow with decimals or reverse with negative values.
    • Loop: repeat animation (requires a time parameter for dummy loops).
    • Last Hit: apply the animation to the last person hit within X seconds (negative = “no last hit”).

3) Sound

  • Parameters:
    • Sound ID (from creator store)
    • Speed
    • Volume

4) Velocity block

  • Format: Vector XYZ (X = side, Y = up/down, Z = forward/back). Time determines force/duration.
  • Parameters and options:
    • Fade: gradual vs instant application.
    • Track: whether camera tracks / player can move (useful vs ragdoll).
    • Last Hit: apply force to the last person hit instead of the user.
    • Ragdoll: time and “true” ragdoll prevents burst/escape until time ends.
  • Use with hitbox to create dashes, knockbacks, sends.

5) Connect block (for items/weapons/audio)

  • Move-set block contains a Connect block with Signal, Time, Range.
  • Add a Connect input (in Inputs menu) with matching Signal and Range (e.g., “easy”, inf).
  • Spawn the target item (Item block) and set matching Input/Output ID. Press the button mapped to the connect action to spawn/give the item.

6) Hitbox block

  • Position X/Y/Z = center; Size X/Y/Z = extent.
    • Trick: set Size = 2× desired dimension and Position = desired distance to get correct hitbox placement.
  • Key parameters:
    • Stun duration
    • Damage
    • Debris (fragment size — smaller = more fragments/lag; recommended 3–5)
    • Blockable, 360 Block
    • Cancel Enemy
    • Can Kill (off → leaves at 1 HP)
    • Hit Ragdoll, Hit User
    • Single Target (on/off)
  • Branch on hit: enables playing a branch when the hitbox lands.
    • Branch Target applies the branch to the target (instead of the user).

7) Visual (VFX) blocks

  • Common effects: blood, glow, distortion, energy sparks, curse energy, beams, wind effects, black flash, flames, etc.
  • Effect properties:
    • Origin (head/torso/arms)
    • Amount (how many sub-particles)
    • Color (RGB — use htmlcolorcodes.com)
    • Alt color (ending color)
    • Opacity (treated as start time)
    • Alt opacity (ending fade)
    • Position & Alt position (start/end positions for moving FX)
    • Rotation & Alt rotation
    • Size & Alt size
    • Time (duration)
    • Last Hit (apply to last hit person)
    • Add Awakening / Health / Evasion modifiers

8) Hit cancels, loops, and sequencing

  • Hit Cancel: gate the move’s continuation on whether damage was inflicted in the last X seconds (time parameter = how far back to check). Useful for hit-confirm follow-ups.
  • Loop / Loop Back: repeat a sequence of blocks.
    • Loop back count = how many blocks back to repeat + 1.
    • Amount = number of repeats.

9) Conditions (when a move can be used)

  • In Air (true/false)
  • Has Target
  • Is Awakened
  • Has Awakening Bar (threshold + flip for inverted behavior)
  • Durability (uses)
  • Has Health (threshold + flip)
  • Is In Domain

10) Properties (move-wide behavior)

  • Damage Multiplier
  • Knockback Multiplier
  • Invincible (i-frames)
  • Replace Skill If Occupied
  • Prevent Override
  • Hide in Awakening
  • Keep When Move Set switches
  • Hide in Base
  • Use When Obtained
  • Use on Death
  • No Stun
  • Etc.

Practical tips and best practices

  • Use small decimal timings (0.1–0.6) for wait/start offsets rather than whole seconds for finer alignment.
  • Watch animation previews fully — they may include variant endings you’ll miss otherwise.
  • For slow/posed animations use very small positive decimals (e.g., 0.1) or near zero; negative speeds reverse animation.
  • For debris effects, stick to 3–5 to avoid excessive lag.
  • Sound timing: place the sound block and tweak timing/volume so hit sound lines up with the impact animation.
  • When using last-hit options: negative last-hit values mean “no target”; positive N applies to the last player hit within N seconds.
  • Use Replace Skill If Occupied on the move-set block instead of an erase block to update skills seamlessly.
  • Remember many parameters are interdependent (e.g., velocity + time + fade = final motion).

Step-by-step example: making a believable punch

  1. Choose a punch animation and align hitbox timing using wait times (example: wait 0.6s then spawn hitbox).
  2. Configure hitbox size/position (use the size-doubled trick) and set damage/stun.
  3. Add an animation block for the target (set Last Hit = 1) so the target plays a reaction animation.
  4. Add a velocity block (Last Hit = 1) after a short wait to send the target back (adjust XYZ and time; note coordinate orientation may invert when targeting others).
  5. Add a sound block timed to the impact (set Sound ID and Volume — example used ~2.5).
  6. Test and iterate timings for visual believability.

Misc / workflow notes

  • Branches and hit cancels allow complex conditional follow-ups and variants (air vs ground, hit-confirm vs whiff).
  • Looping, last hit, and branch-target let you choreograph multi-target or counter effects.
  • Many parameters are interdependent; iterative testing is essential.

Referenced materials & next steps

  • Creator’s earlier tutorial (outdated).
  • Separate video/card on branches for variant moves.
  • Creator may produce a follow-up video rating submitted move sets; join their server to submit or hang out.

Main speaker / source

  • The tutorial’s narrator / video creator (the channel’s skill-builder / JJS creator).

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