Summary of "ULTRA SKILL BUILDER TUTORIAL (Jujutsu Shenanigans)"
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- References: the creator’s older (now outdated) tutorial, a separate “branches” video for variants, and an invite to the creator’s server.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
- Choose a punch animation and align hitbox timing using wait times (example: wait 0.6s then spawn hitbox).
- Configure hitbox size/position (use the size-doubled trick) and set damage/stun.
- Add an animation block for the target (set Last Hit = 1) so the target plays a reaction animation.
- 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).
- Add a sound block timed to the impact (set Sound ID and Volume — example used ~2.5).
- 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).
Category
Technology
Share this summary
Is the summary off?
If you think the summary is inaccurate, you can reprocess it with the latest model.
Preparing reprocess...