r/JJSSkillBuilder

Why does my horse toggle break when I enable "no cancel"?

I think it's because of the loop not cancelling but idrk!!

u/fazal1856 — 11 hours ago

I NEED HELP (video unrelated, but I thought I'd give an update on yuji)

it doesnt seem like a last hit branch can trigger last hit on the user, is there a known workaround to this?

the move im making first checks if last hit is ragdolled via a branch; if they are, it makes them skip to another branch with a large hitbox and a last hit tag. this is to apply a tag to the user and enable a variant

for further clarification, i need the user to receive a tag if last hit is ragdolled

also the video is showcasing that cursed strikes punch now enables second impact rebound

u/Montraria — 11 hours ago

How do I make a use twice move?

I'm making a moveset and there's this one move where you throw 3 projectiles and I want that after at least one of the projectiles hit you can use the skill again to dash towards the opponent. I'm trying to replicate the new Toga moveset from heroes battlegrounds with a couple of small differences

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u/Caflin — 9 hours ago

how do i get the sound fade out to work?

everytime i try and use it, it wont work, is it bugged or am i doing it wrong?

u/simbabutgirl — 11 hours ago

my grading, except i did not think of them beforehand and made it up as i go

grade 4:

You are a move stacker, using jjs skills and specials, you trample around with wait values and the cancel node. The better a grade four is is determined by the timings twixt the wait and the skills to execute their vision.

semi-grade 3:

You now tamper with speeds, hit cancel and start values, alongside incorporating a bit of visuals and audio into your moves, overall reaching the higher ends of the movestacker sphere as of today. However, something else interests you…

Grade 3:
Now you do around with hitboxes and velocity, your animations are fine, your timing sometimes does slip up, maybe you put the wrong conditionals or put the branch at the wrong branch target or branch option, but it is all fine and dandy, these mistakes seldom go unnoticed, Visuals and audio wise, you’ve used more visuals, granted for a hitbox user, but you’ve left only their time and size adjusted, maybe color too, rarely do you ever go to the domains of opacity or decimal amounts.

Semi-Grade 2:
You are indeed getting the hang of it, while your vfx are still a bit choppy, you’ve gotten the hang of synchronizing hitbox, audio and visual to a sufficient extent. You’ve also messed around with teleport, grab, counter and look node, the nuances of which may elude you partially, but you can use them in their elementary principles and utilities. You’ve also tried projectile, but it still mostly eludes you… Tag, however, is something which looms in the back of your head.

Grade 2:
You’ve started to utilize better audio, better visuals, maybe a bit of mesh and texture here and there, billboards and such. Beyond that, you’ve frequently used self-hitting hitboxes, decimal amounts, you know wind effects ought to start in high decimal opacity ascending all the way to one. Counter moves are not so intimidating now, neither are grabs and teleport, you’ve become familiar with them. Your projectiles are good too, sufficient enough and shows your elementary familiarity with them. Tags? You sort of fail half of the times, but in some instances they do work, such as changing a move or two.

Between this grade and semi grade 1 I’d put Arson’s Gojo

Semi-Grade 1:
Not too intimidated of meshes anymore are you? While balancing a move is outside the domain of visuals and grabs, the technicalities of skill builder, one can see it as a parallel skill to familiarizing oneself to the technicals. Being able to create a good moveset with nice playstyle outside of rushdown, or being fun to fight against, is itself a skill which could boost ones own grade evaluation despite the aforementioned descriptions of each grade. Here you often slip in balancing, for it is not as simple as size and damage moderation, for it too includes neutrals and the likes. You’ve become a bit more familiar with tags, able to use them as use twices, or as stance swaps. This is above decent balancing and above decent technical skills sort of grade.

between this grade and grade 1 would be Maverick’s Modulo Yuji

Grade 1:
Visuals and audios are not much of an issue, you just despise Pro Sound Effects. You’ve started to use projectile in a different way, such as ground or collision detection rather than just projectile. You’ve also started to use counters as the cancel variant of no cancel property skills, because the devs did not add a feature to focus properties into branches for gods sake. You went past mode switching with tags here, you can do more than just use twice or thrice but also timing related skills, have become great with passive skills and all.

Semi-Special Grade
You can familiarize yourself with new features better, such as utilizing Last Hit state effectively. You can use tags beyond just a variant move, but also as detection alongside the aforementioned state, as a real variable which has a myriad uses, you understand how it and projectile alongside hitbox can be used to make variants based off of what you’re in, like inside your own skills when it makes an area. Most importantly however, you can make original moves, which means the moves even if bereft of visuals, audio and animations, are in essence different from a base jjs or common workshop move, you don’t just slap a reskinned barrage or brute force, you do know cutscenes are not too important for moves, sometimes they’re accessories wore by the essence. Here you can indeed prioritize the originality of a moves technicalities over its visuals and audio.

Special Grade:
Not only are you familiar with every nodes, you can interconnect them in your mind casually to form the barebones of a move idea. Hopefully you’ve been doing this all the time but you’re also great and familiar with planning your moves and movesets before you even made them. Most optionally, you tamper with niche spheres such as experimenting with the decrypted or coherent form of the character code to see what you can do by changing the code, or perhaps you mess with moveset types like keystrokes and whatnot. You love yourself a good moveset gimmick which may even break the rules of a standard four skill moveset. What is of utmost importance however is that you are able to quickly familiarize yourself with the elementary functions of new additions or nodes, and even interconnect them with the others as if you’ve already been familiar with it for weeks (for example being able to understand and invent swiftly with Origin Node, upcoming, even if it came out just two days ago, or you’ve been messing with it in your head just three hours after it released). Skillbuilding is practically a composition of music with which you’ve come to see and play all its instruments without much crook or stops. You also understand, and not too intimidated of making your own set of movesets with their own fighting mechanics.

Calamity Grade:
Make your own game gng

Grade 9000
chances gojo

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u/Deicidic_Pilgrim — 16 hours ago
▲ 7 r/JJSSkillBuilder+1 crossposts

I hope TZE adds the Blue Hitboxes into the skillbuilder

It'd be a great help for larger characters, people with weakspots or easier to land counter-windows and stuff like that.

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u/Sea-Code-6423 — 12 hours ago

This in my opinion is how the skillbuilder grades should go:

Grade 4: You've made just one move.

-> VFX on that one move may not even exist, or it may come directly from Jujutsu Shenanigans itself through the skill node.

-> The node you'll most probably use the most, and the most prominent node is the aforementioned Skill Node.

-> You struggle the most with Visual, Sound, Tags, and the Wait Node.

Semi-Grade 3: Improvements on the One Move

-> VFX may be better, though most might still come from Jujutsu Shenanigans itself (aka the presets such as Energy Spark, Wind Expand, etc).

-> You'll have a rudimentary understanding of the Wait Node, though you might struggle to time your moves.

-> Audio and Visual are relatively understandable at your level, but you still struggle with timing them exactly, and your greatest weakness thus far is figuring out what Mass Hit, Camera, Field of View, Dismantle, Light, Overlay, Billboard and Distortion do. You've also likely discovered the melee trail VFX by this point.

-> You've just discovered the animation node. You're mostly experimenting.

Grade 3: Further Improvements

-> You now know how to use the animation node. Audio, Visual and Wait Node may be timed a lot more correctly.

-> You have a basic understanding of the Mesh VFX. You've also discovered what alt position, position, color, alt color, size and alt size does, though you're still confused heavily when it comes to using them on some VFX, especially Mesh.

-> You've figured out what amount does. You've also discovered the Velocity Node and the fact it can move you. There is a possibility you still don't know how to apply it to your enemies however. You've also just discovered the hitbox node for the first time, and projectiles, though you're still confused heavily on what to do with them, especially with projectile.

Semi-Grade 2: Hitboxes, Alt Opacity and Projectiles.

-> Your understanding of VFX, Audio, etc, are a lot better, but still can have one major improvement or many minor improvements.

-> You've figured out how to make hitboxes work, and how to time them with your animations, vfx and audio. You also know how to apply the nodes to your opponent through Branch Target, though you might have a hard time creating a finisher with Branch Finisher. You've finally managed to understand the basics of Tags, though you might abstain from them most of the time. You also discovered the existence of Projectile Tag and Visual Tag, though you still don't know what to do with that yet.

-> You've figured out how to make your VFX—especially your wind VFX—look significantly better through usage of alt opacity, and regular opacity. You've also discovered how the conditions tab and properties tab works.

-> At this point, you might have a Domain Expansion in your moveset, though it might come directly from Skill Node rather than it being a custom move.

Grade 2: Tags

-> At this point, you've probably figured out how to create a move and are now creating two or more moves and possibly an entire moveset. You'll slowly branch out to melee, special, chase (aka dash), and eventually ultimate.

-> You've also realized that to make movesets more complex, you'll need to deploy Tags. You might have a better understanding of Tags by this point, but still get confused by them.

-> Your animation, VFX, and audio work are far better than they were. They're all timed correctly, and the only criticism an outsider could give is that it might not feel impactful enough.

-> You now know how to balance your moves while keeping them flashy if you wanted them to be.

-> Your work on a domain, Open or Closed, could have some significant improvements.

Semi-Grade 1: The Loop Node

-> You have now discovered that you don't need to manually create VFX over and over to have a charging move. You've also discovered that it can work in tandem with the wait node.

-> You'll now have a basic understanding of how Variant Tag works, and don't have too much of a hard time creating moves similar to Toad + Nue. You also have a more advanced understanding of how to balance your moveset now.

-> You know how to create a Domain Expansion, especially Open Domains, but might struggle with being able to figure out how to create a Closed Domain.

Grade 1: Completed Base

-> By this point, you've most definitely finished your base moveset and might be on your way to work on the ultimate moveset. You have a special, chase, melee, four skills, and a passive.

-> Your animation work, VFX, and audio work could genuinely be applauded. Most might call your work the baseline standard or nice.

-> You've made one or two moves that can be considered a cutscene move, you have an advanced understanding of complex VFX (such as Mass Hit, Camera, etc), you understand greatly how amount works & know that negative opacity and debree exist, you know how to use mesh and how to work with alt position, position, rotation, and alt rotation.

Special Grade: Cosmic Garou

-> If you don't understand why this is named Cosmic Garou, just scroll through this subreddit and you'll eventually find a reddit post of a guy asking for feedback on his cosmic garou cutscene.

-> You are apart of the top 0.1% of skillbuilders. You are, in simple terms, apart of the community of skillbuilders many look up to. Your camera work is not only impressive, but it is on par with or even surpasses the camerawork of games like The Strongest Battlegrounds, Hero Battlegrounds, etc. Your VFX and SFX can also manage to get a person who's never seen JJS to confuse it for another game, and you have an extraordinary understanding of how to balance your movesets at the same time.

-> By this point, you'll most likely not even focus entirely on skillbuilding anymore and may take up other work in Jujutsu Shenanigans like map building. Your movesets may or may not be on the Top Page, and may or may not have the most amount of favorites.

(Any suggestions on how I can improve this grade system?)

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u/Alexander_852091 — 23 hours ago

How the hell do these buttons work now?!?!

https://preview.redd.it/dn788fudkdbh1.png?width=224&format=png&auto=webp&s=9594463f75b542a2bf6aa2d182340df8b118afec

nowadays im always having trouble with the copy and paste and losing tons of progress because i accidentally pasted over an entire branch instead of something small like a visual, but now that i want to paste over an entire branch, it just keeps pasting the small thing!!! this still happens even if the last thing i copied was the visual, and its driving me CRAZY!!!

TLDR how do you decide when to paste over something big (like a branch) or a single node

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u/Successful_Mud_647 — 19 hours ago

Any way I could improve this?

Its the spawn for my Mahoraga moveset and here are a few things I will already add soon:

  1. The string things

  2. The megumi that summons it

  3. The animals from the ritual

Also no, this moveset is NOT meant to change the user into Mahoraga, I find it annoying when movesets do that, it just gives the wheel and blade

u/bob_cheeze — 1 day ago

Does anyone know how to make an limited time auto dodge?

I know how to make an auto dodge move, but, it has one problem, it is ALWAYS for unlimited time, and right now I need a limited time auto dodge, does anyone have it?

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u/JacksBr37 — 24 hours ago

First version of the VFX Pack!!! (Code in the body text)

I've finally finished the FIRST VERSION of the VFX/SFX pack I've been working on.

If you're just here for the code, here's the Google Doc (10 pages 💔).

You have full permission to publish your own updated versions of it; I only ask that you give proper credit. Thank you.

I've given credit to the specific people who either helped me directly or from whom I obtained various resources for the pack. They are all listed in the credits section within the character.

The pack includes various meshes, overlays, billboards, sounds, etc. It also includes unique presets, which are custom effects that I've included as a gift. (For example: a Sandevistan effect!) It also includes a full melee set and a dash identical to JJS.

I don't know what else to add. I hope you enjoy everything the pack contains and can make good use of it.

Btw, I won't be updating it often. I want to focus on characters.

u/RexmineXD — 1 day ago

The fact we have to rely on meshes because the ingame VFX (other than Clash, Energy Spark, Mass Hit, Black Flash, yadda yadda) is so buns 😭

u/Alexander_852091 — 1 day ago

is this good?

sorry if it haves lags or smth, first time posting and searching for tips for this infinity (made with a tutorial but will improve it and do a proper finisher)

u/Z4t3rEpicGuy — 1 day ago

need help finding good sfx

i want a good sound effect for the start up or the dash part itself since its so buns

u/YOLKYISME — 1 day ago