Video summary

HOW TO MAKE CUSTOM FRIGGIN M1S (Jujutsu Shenanigans)

Main summary

Key takeaways

Technology

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 configureadd/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:

  1. Copy your existing skill/move set
  2. Configure → add the skill → paste
  3. 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)

  1. Spawn/ensure a Character Block
  2. Configure → Melee
  3. 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)
  4. 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).

Original video