Video summary
HOW TO MAKE CUSTOM FRIGGIN M1S (Jujutsu Shenanigans)
Main summary
Key takeaways
Overview: Custom M1 attacks (how they work)
- You first need a Character Block. Custom M1s are configured inside it.
- If you already have move sets, you can import/copy them:
- copy a move set → go into configure → add/paste the skills
- then adjust cooldowns/keys/names as needed.
To create a custom M1
- Go to Character Block → Configure → Melee
- The configured melee entry replaces the character’s M1s
- Build attacks by adding the usual components (punch/normal attack setup) inside the melee block.
Transferring skills into a character
Workflow described:
- Copy your existing skill/move set
- Configure → add the skill → paste
- Adjust parameters like:
- cooldowns/keys
- correct naming/type for the move set
Example behavior: Custom M1 for a specific character
The creator demonstrates a Yuji-like setup:
- When switching to that character, the dummy’s M1 becomes the custom punch created in the melee block.
Making consecutive M1 hits (1st hit, 2nd hit)
Key idea: the order matters, and you can make combos by stacking multiple melee/hit segments.
They test a “second M1” by:
- adding another melee/hit section (back-to-back)
- using timing such as wait time (e.g., ~0.5 seconds)
- using multiple hitboxes/segments
Claim:
- setting up two sequential entries produces a first M1, then a second M1.
Custom effects / VFX for the punch
To match a specific “cursed energy” style effect on other players:
- After adding the hitbox, add the visual effect (VFX/animation) you want to appear on the target.
- Important parameters mentioned:
- “Last hit” timing: set it so the effect applies within the intended window
- they suggest Last hit = 1 for immediate application to whoever gets hit
- they also mention potentially using -0.5, but state -1 should work fine
Configuration recap (checklist)
- Spawn/ensure a Character Block
- Configure → Melee
- Create your melee/punch using:
- Hitboxes (controls damage)
- Order of entries (controls which M1 happens first/next)
- VFX/animation blocks (controls what the target sees)
- Control knockback using:
- Properties (general approach)
- Velocity blocks for more specific movement (including direction changes)
Hit timing & alignment (making the punch believable)
They emphasize lining up hitbox timing with the punch animation:
- The hitbox should not activate until the punch is actually thrown.
- They iterate using wait time / weight time to get perfect contact timing on a dummy.
Sending the target back using Velocity
After the hitbox connects:
- Add a short wait (example: ~0.1)
- Then add a velocity block to push the target away
Notes from testing:
- They use negative values and adjust magnitude (try ~-100, then reduce to around 20).
- Directionality can feel “opposite” depending on whether you’re testing dummy vs. another player.
Target animation (using “stabilize target”)
To make the dummy/player react credibly:
- Add an animation block (they reference using Nomi animations)
- Example reaction: “stabilize target short” (fits getting punched in the gut)
Again:
- Last hit = 1 is used so the target triggers the animation within the intended time window (and ideally not the puncher).
Adding sound effects
- Add a sound block under/near the hitbox.
- Then:
- set volume (example ~2.5)
- adjust timing (move sound slightly earlier/later, e.g., ~0.55 vs 0.5) so it syncs with the hit.
Main speakers / sources
- Single primary speaker: the uploader/creator describing the workflow (no other distinct person is identified in the subtitles).