Jujutsu Shenanigans Custom Moveset Creator: How to Build and Import Your Own Moveset
- FELIX
Guides
13:15, 24.08.2026

Jujutsu Shenanigans has gone far beyond simply letting players swap a few attacks around. With Skill Builder, you can now create complete custom abilities using animations, hitboxes, sounds, movement, visual effects, projectiles, grabs, counters, conditions, branches, and other gameplay logic.
The key is knowing what each system actually does. Skill Builder, Character Blocks, and the Workshop are connected, but they’re not the same thing. Skill Builder is the editor for creating individual custom abilities. Character Blocks bundle those abilities into a full custom fighter, while the Workshop is the private-server browser where players can download and share community-made maps and movesets.
What the Custom Moveset Creator (Skill Builder) Is
Jujutsu Shenanigans custom moveset creator іs a Build Mode/Free Build feature that opens when you create or edit custom abilities through supported blocks such as the Moveset, Special, Awakening, and Character Blocks.
For example, a basic punch could look something like this:
- Animation → Wait → Hitbox → Sound → Velocity
Animation plays the attack motion, Wait handles the timing, and Hitbox decides when and where the attack can actually connect. Sound adds the impact audio, while Velocity can move the user or the target depending on how you've set up the ability.
More advanced custom moves can use conditions, branches, projectiles, grabs, counters, visual effects, states, and other gameplay logic. Jujutsu Shenanigan Skill Builder is also much more powerful than the early version introduced alongside Free Build, so older tutorials may be missing quite a few options.
Where to find Skill Builder in-game
The quickest way to create one custom attack is:
- Enter a private server.
- Press M to Open Free Build/Build Mode.
- Place a Moveset Block.
- Open its settings.
- Select Custom for the move you want to create.


How to Get Access
Custom moveset creation is mainly a private-server feature since Build Mode isn't available during normal public-server combat. That makes private servers the easiest place to both build and test custom moves. Once you're inside one, you can toggle Build Mode with M or enable Free Build through the private-server controls.
1. Enter a private server
Create or join a Jujutsu Shenanigans private server. You'll need one to place Build Mode objects such as Moveset Blocks and Character Blocks.
Private servers are also handy for testing. You can spawn dummies, adjust cooldowns, and repeatedly test attacks without random players getting in the way.

2. Enable Free Build
Once you're in, enable Free Build for yourself through the private-server player settings, or switch to Build Mode pressing M. This opens the build menu and gives you access to the blocks used for custom movesets and characters.

3. Choose How You Want to Build
If you're new to Skill Builder, starting with a Moveset Block is usually easier than jumping straight into a full Character Block. Use a Moveset Block when you want to learn how individual custom attacks work.
Use a Character Block once you're ready to combine multiple custom Skills, a Special, Awakening, and custom Melee or Chase behavior into one playable fighter.

How to Make Custom Moveset Jujutsu Shenanigans
The easiest way to learn Jujutsu Shenanigans Skill Builder is to make one working attack first. Jumping straight into an eight-move cinematic character sounds fun, but it also makes troubleshooting way harder. Start with four basic parts:
- an animation;
- a short delay;
- a hitbox;
- a sound.
Once those work properly, you can start adding movement, VFX, projectiles, and conditional logic.
Step 1: Create a Move Slot
Place a Moveset Block, choose the slot you want to edit, and select Custom. If you're using a Character Block, open Configure, go to Skills, and create or edit one of the available moves.
Some settings, including the move's name, cooldown, slot, and other display options, are handled through the surrounding block menu rather than Timeline nodes.


Step 2: Add an Animation Node
Add an Animation node to the Timeline and choose an animation that fits the attack you're making. Animation nodes do more than simply play a pose. Depending on the animation and current settings, you can control things like:
- playback speed;
- looping;
- fade-in and fade-out;
- which section of the animation plays;
- applying an animation to the most recently hit target with Last Hit behavior.
Skill Builder also includes an animation preview, so you don't have to keep leaving the editor just to check how something looks.
For your first move, stick with a short, obvious attack animation. Long cinematic animations make it much harder to figure out exactly when the hitbox should activate.

Step 3: Use Wait to Fix the Timing
Putting a Hitbox directly after an Animation doesn't mean the damage will automatically land on the exact frame where the punch or weapon connects. That's what Wait is for.
For example:
- Animation → Wait 0.25 → Hitbox
This starts the animation, waits a quarter of a second, and then creates the damaging hitbox. There's no universal "correct" delay because every animation is different. Test the move several times and adjust the value in small increments until the hitbox lines up with the visual impact.
Bad timing is one of the biggest reasons beginner-made moves feel weird. Even a flashy attack feels off if the enemy takes damage before the punch actually reaches them.

Step 4: Create the Hitbox
The Hitbox node controls where the attack can connect and what happens when it lands. Its position is offset from your character using X, Y, and Z coordinates, and you can also change its size and rotation.
Common Hitbox settings include:
- Position — where the hitbox appears relative to your character.
- Size — its width, height, and depth.
- Rotation — useful for angled or unusual attacks.
- Damage — how much health the hit removes.
- Stun — how long the target can't act.
- Blockable — whether guarding can stop the attack.
- 360 Block — whether blocking works regardless of which direction the victim is facing.
- Cancel Enemy — whether the hit interrupts the target's current action.
- Attack Type — affects how the attack interacts with counters and other systems.
For a normal forward punch, keep the hitbox fairly small and place it just in front of the player. Giant hitboxes are easy to make, but they usually feel cheap and don't match the animation very well. Use the preview while editing instead of guessing the hitbox's size and position.


Step 5: Add Sound
Add a Sound node around the point where you want the audio to play. Sound nodes use a valid Roblox audio ID and include controls such as volume, playback speed, and start/end points. They can also stop matching audio that's already playing and, in supported setups, attach sounds to tagged projectiles.
Try not to blast every basic attack with absurdly loud SFX. Besides getting annoying fast, excessive audio can make it harder to judge whether your timing is actually correct.

Step 6: Add Movement With Velocity
If your character needs to dash forward, jump upward, pull back, or launch an enemy, use Velocity. Velocity works across three axes:
- X — left and right;
- Y — up and down;
- Z — forward and backward.
You can also control how long the movement lasts and whether it fades out instead of stopping instantly. More advanced settings can apply movement relative to targets or recently hit enemies.
The main thing to watch is the timing. If Velocity sends your character through the enemy before the Hitbox activates, the attack can whiff even though it looks like you went straight through them.

Step 7: Add VFX
It's tempting to start throwing particles and flashy effects everywhere immediately, but get the core attack working first. A simple move with clean timing will always feel better than a screen-filling attack whose hitbox lands half a second too early.
Newer Skill Builder versions also offer much more control over visuals and projectiles than the early editor did. Features such as collision behavior for Visual nodes and expanded Projectile settings let advanced creators attach effects and hitboxes to moving projectiles instead of keeping everything centered on the character.


Step 8: Add Conditions and Branches
Once the basic move works, you can start creating alternate behavior. Conditions make certain actions run only when specific requirements are met, while Branches can redirect the Timeline into another sequence.
This is where Skill Builder starts getting much more interesting, but beginners shouldn't start here. Branching logic is much easier to understand once you're comfortable with basic Animation, Wait, and Hitbox timing.

Step 9: Build the Rest of the Character
Once your first custom move works reliably, repeat the process for the remaining slots. A Character Block can then combine your attacks with custom:
- Skills;
- Special;
- Awakening;
- Melee;
- Chase/front dash.
You can also give the character a custom name and icon, then make the finished fighter appear in the in-game character selection menu.
And that's only the basic setup. Modern Skill Builder versions go well beyond simple Animation-and-Hitbox attacks, with support for projectiles, grabs, counters, states, tags, and other advanced logic. Later updates also added tools such as Look, Set Melee, expanded counter behavior, and additional State effects, giving experienced creators plenty of room to make much more complex movesets.

How to Import a Pre-Made Moveset Code
One thing worth clearing up first: a full custom-character export code is usually imported through the Character Block's Configure menu, not by pasting it directly into a random Skill Builder timeline.
Character Blocks include dedicated import/export controls for sharing complete custom-character setups. That's the method most current community guides use for full moveset codes.

How to Import a Character or Moveset Code
- Join a private server.
- Enable Free Build.
- Place a Character Block.
- Select Configure.
- Press the Import/Clipboard button.
- Paste the full export string into the input field.
- Confirm the import.
- Add a name and icon if needed.
- Enable Show In List or configure the character-selection option so you can equip it.
These export strings can be extremely long, so make sure you copy the entire code. Even one missing character can cause the import to fail. A code may also break after an update if the original build relied on content or behavior that has since been removed or changed.

Where Do Custom Moveset Codes Come From?
Players usually share exported builds through community servers, creator videos, social platforms, and other Jujutsu Shenanigans moveset-sharing spaces. You don't need to understand the massive encoded string before importing it. Think of it as configuration data containing the Jujutsu Shenanigans custom character and its Skill Builder setup.
That said, importing a community build doesn't guarantee it'll be balanced or polished. Some movesets are made purely for memes and may include over-the-top VFX, obnoxiously loud audio, or intentionally broken mechanics.
The Easier Option: Use Workshop
The Workshop gives you an in-game browser for published custom movesets. Open the private-server Presets menu, or use the Workshop button when Workshop Access is enabled, then switch to the Movesets section and browse available uploads.
It's especially useful if you just want to play a community moveset instead of manually transferring or studying its Character Block configuration. Workshop also includes features such as search, paginated favorites, and improved page navigation, making it much easier to browse larger collections.

How to Test a Moveset
Don't judge a custom attack only by how it looks in the editor preview. What really matters is how it behaves against an actual target during gameplay.
Spawn a Test Dummy
Private-server controls let you spawn different dummy types for testing and clear them when you're done. Dummies are great for checking:
- hitbox range;
- whether attacks connect consistently;
- stun duration;
- knockback direction;
- combo timing;
- projectile tracking;
- on-hit branches;
- interactions with blocking targets.
Start with a normal dummy, then test more specific situations like blocking or ragdolled targets if your move is supposed to work with them.

Enable No Cooldowns
Turn on No Cooldowns for whoever is testing the move. This is one of the most useful private-server settings because it lets you spam the same attack while tweaking its timing instead of waiting around after every attempt.
- Use the attack.
- Watch what goes wrong.
- Open Skill Builder.
- Change one value.
- Test it again immediately.

Test the Move Several Times
Don't assume the first attempt tells you everything. Custom abilities can occasionally behave a little differently on their first use while certain assets, effects, or interactions initialize. Some Skill Builder setups can also behave inconsistently depending on the nodes involved. Run a new move several times before deciding that your timing or hitbox values are wrong.

What’s Trending Right Now
Custom characters have become one of the biggest creative parts of Jujutsu Shenanigans, especially now that Character Blocks let builders do far more than just swap out four basic skills.
Sukuna-inspired movesets are still an obvious favorite. Skill Builder works especially well for slashes, explosive effects, fast combo strings, and huge Awakening attacks, so it’s no surprise that custom Sukuna kits keep showing up in community showcases.
Mahoraga builds and reworks are popular too. His adaptation gimmick gives creators plenty of room to mess with counters, states, defensive mechanics, and attacks that behave differently depending on the situation.
Yuta-style custom characters are another natural fit. Sword animations, Rika-assisted attacks, grabs, beams, and Awakening-heavy kits all work well with the current editor. With support for projectiles, grabs, counters, tags, states, and branching logic, experienced builders can recreate much more complicated character concepts than before.
The bigger trend, though, goes well beyond Jujutsu Kaisen characters. Thanks to the Workshop and export system, players now regularly make cross-franchise fighters, alternate versions of existing characters, and completely original movesets.
That’s where Skill Builder really shines. Copying a popular character can be a fun starting point, but once you understand Animation, Wait, Hitbox, Sound, Velocity, Conditions, and Branches, you’ve got enough control to make something that actually feels like your own.
For your first project, keep it simple: make one attack that looks good, lands when it should, and doesn’t feel completely busted to fight against. Once that works, turn the idea into four moves, then build the Special, Awakening, and melee behavior around the same concept.
That’s a much smoother way to learn than trying to build a full Sukuna, Yuta, or Mahoraga kit while your first hitbox is still whiffing half the time.



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