Build Mode Guide
Jujutsu Shenanigans Custom Moveset
Custom movesets are made with the Skill Builder, a Free Build feature (added in V1.57, overhauled in V1.60) that lets you create your own abilities from existing skills, visuals and animations. You open it from a Moveset, Awakening, Special or Character Block in Build Mode, and structure moves across three tabs: Timeline, Conditions and Properties.
What Is the Skill Builder?
The Skill Builder is an extension of the game’s Build Mode: instead of fighting with a preset character, you assemble a custom ability out of building blocks. It supports custom Movesets, Awakenings, Specials and even custom M1 strings and front dashes, which is why the most ambitious community builds are effectively new characters.
How to Access the Skill Builder
There are two entry points. The direct route: place a Moveset, Awakening or Special Block in Build Mode and select Custom in that block’s list of abilities. The full route: place a Character Block, open its Configure menu, and Edit the character’s skills, awakening, specials, M1s (melee) or front dashes (chase).
Either route opens the Skill Builder menu. From there, the ability’s name, cooldown and key bind are customized from the block’s menu itself, not inside the builder.
The Three Tabs
- Timeline — where the custom move is structured, as an ordered list of nodes.
- Conditions — where the move is limited based on selected factors (usage restrictions, situational triggers).
- Properties — miscellaneous tweaks that tune how the move behaves.
The Timeline is the main working tab. It is a sequence of nodes, with two core block types: Wait sets a gap between nodes (time defaults to 1 second), and Skill pulls from a list of every skill in the game organized by character, plus a Cancel skill that halts previous blocks. Moves only account for nodes under the 150-second limit, unless a branch has recent activity with the “no cancel” property enabled.
Timeline Nodes in Practice
The Wait node is your spacing tool: leaving it at the default 1 second makes moves feel floaty, while shorter gaps create snappier strings. The Skill node list is organized by character, so building a “new” move usually means chaining existing animations from different fighters into one sequence — the creative work is choosing which parts, not drawing new ones.
Conditions and Properties
Conditions restrict when a move can fire based on selected factors. The exact condition types are 待确认 — the Fandom page does not enumerate them fully — but the general idea is limiting usage to specific situations so a custom move cannot be abused as a free win button.
Properties handle the miscellaneous tuning: hit effects, visuals and the details that make a move feel distinct. Most builders spend their time here once the timeline works.
Beginner Workflow
A reliable first project: pick one character block, edit a single skill, and just swap its animation before touching anything else. Learn how the Timeline reacts, then add one Wait node, then one Sound ID — and only after that experiment with Conditions and Properties.
This order matches the community’s beginner tutorial chapters (Moveset Block → Animations → Sound IDs → Add-Ons → Toggles) and avoids the most common failure: a timeline that plays every node at once because no Wait node separates them.
What the Community Builds
The custom moveset scene is one of the most active parts of the game’s community. The most-watched showcase video (644K+ views) walks through original community builds including Jogo, Dagon and Hanami movesets, plus Ranta, Jinichi and Nobara concepts — characters that do not exist in the base roster, rebuilt from scratch with the Skill Builder.
Beginner tutorials cover the same workflow in a fixed order: Moveset Block → Animations → Sound IDs → Add-Ons → Toggles, then a full example. If you are new, follow that sequence instead of jumping straight into conditions and properties.
Community conventions matter when sharing: builders name their creations (Jogo, Dagon, Hanami…), and showcase videos are chaptered per build so viewers can jump straight to the moveset they care about. If you publish a moveset, structure the demo the same way — one clean combo per build.
Limits and Pitfalls
Two limits define what is possible. The 150-second node limit caps how long a single move can run, with the “no cancel” property exception for recently active branches. And because every skill in the library is available, the main pitfall is over-engineering: a 40-node move is rarely better than a tight 10-node one, because opponents can punish the long recovery windows built into the source animations.
Sound IDs in Custom Moves
Custom moves accept audio IDs for their effects, the same Roblox audio IDs used for kill sounds. That means a custom move can play a JJK theme, a meme sound, or any audio that is available to the game when it fires. Our sound ID guide covers where to find working IDs and why some fail with the “not authorized to access Asset” error — the same rules apply inside the Skill Builder.
Practice Rooms and Combo Testing
Custom movesets are not just for show: Build Mode doubles as a practice space. Players build practice arenas and destructible setups to test combos — including combos that rely on custom-move extensions — without the pressure of a public match. If a combo route needs a specific setup, this is where you prototype it.
Because custom movesets live in Free Build rather than ranked play, they are the sandbox for the game’s wildest tech: community creations like John Kaisen demonstrate how far the builder stretches the base game’s rules. Custom movesets are also shareable culture: clips of builds spread through the community, and the builder itself is the closest thing the game has to a modding scene. Whether you practice against your own builds or share them with friends in a private server, the Skill Builder turns the game into a laboratory — and that is exactly what it was designed for.