This tutorial covers essential principles for creating balanced and fun characters in Jujutsu Shenanigans Skill Builder, including understanding combo mechanics (finishers, starters, extenders), avoiding infinite M1 extends and stun lock moves, limiting move complexity to around 4 unique moves, creating original moves instead of copying in-game skills, designing interesting passives that are game-changing but not massively game-changing, implementing impact frames for satisfying combat feedback, and ensuring moves are not too easy to land or evade.
Deep Dive
Prerequisite Knowledge
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Where to go next
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Deep Dive
If your movesets suck, watch this / Jjs skill builder tips and tricks
Added:What's up, bro? If this video popped in your feed, it was destined to be shown to you, okay? Today, I'll show you tips and tricks in character design in Skill Builder. How to make your character actually go from complete trash, stun lock, infinite i-frames, and and just terrible moves and to actually fun playable character that other players respect and actually like it's actually fun to play, you know? Grab yourself a cookie, get yourself a cup of tea, and let's begin this tutorial. Quick tip, M2 fly, M2 enter the build mode V2 reset your cooldown. Okay, let's begin with the first tip. Learn what are combo finishers, combo starters, and combo extenders, and all of that stuff, okay?
That is important to know that because a lot of people create characters with infinite M1 extends. And actually, I'll show an example to you with this terrible character that was made uh very long time ago, okay? If, for example, we M1 with this character, right?
Deals normal damage, like normal M1 damage as it should, right?
But, if we, for example, use second ability and then start M1-ing again, the damage is almost like 30%, okay?
That shouldn't happen. You shouldn't have skills that extend your M1s. You got to make it so after you M1 and use a skill, you cannot M1 anymore.
Or it makes sure the enemies like knock back or something, all right?
Or if you want to have the M1s after the skill, make sure you can land the skill after your M1s. So, you could do something like this, right? You you can't do this, right? Or but the perfect way to do it, right? The the best way to do it is that it neither let you start it or it doesn't let you end it and only combines with already existing skills, [music] right?
So, for example, if you do 1 2 3, boom, 2, and then [music] use 1, right? This is not a green, of course, but you get the point. You M1 three times, use the second skill, and then use the first skill, then it's fine, right? Of course, you shouldn't have four skills that combo into each other freely.
Uh and we're going to talk about knockback in this video, too. But, you know, having some combos is good to an extent, [music] right? And if your combo just M1 M1 M1 uh move M1 M1 M1 move M1 M1 M1 move M1 M1 move M1 move, I'm already stuttering from this, okay? And imagine if you're playing an opponent like that, it's it's just So, as I was talking about the velocity, make sure your moves do knock back, okay? Don't make moves like this.
Okay, they just stun lock a character and you can M1 from them. A perfect example of what it should be is for example this character, right? Uh no self glaze, [music] of course this character is good and I like lazy myself, but it's not the video to glaze myself, okay?
So, first move knocks the person back.
This move knocks the person back. This move knocks the person back. You want the person to be able to evade out of the ragdoll state sometime in your combo, so the combos are not infinitely easy to do, right? For example, taking this character, the combos here are so simple and inescapable, that's just just great. So, 1 2 3 Boom, and that's already like 70% HP.
This character is trash.
No one said that it's good. But think about it, 70% HP only two moves in one combo. That that shouldn't happen. And even if it was 70 HP with all the moves, if the combo is just stun lock, it's terrible, okay? Let's come to the third tip. And after the third tip, I won't even count them because it's I won't remember to count. Make the character interesting, but don't make it over complex, okay?
By over complexity, I mean let's actually go to the workshop right now and [music] check the over complex characters. So, for example, we have this character right here. Problem with this character, right?
There's there's so many moves, right?
And and this is all moves locked. That's what what I call it personally, okay?
You don't have to call it that way.
Maybe this moves is not moves locked, but well, to me it certainly is, okay?
What I mean by moves locked, it means that you have four moves and you have three moves. Three times four is 12 and then you have ultimate probably moves, too. Which is even more [music] stuff happening, you know?
Generally, it's so hard to learn stuff like that, okay? Right now, they added tool tip to a skill builder, meaning that you can like use five twice and stuff, right? But if your character has more than like four uniqueness, which is passive, good special, and two moves that interact uniquely with the world, that should be enough.
That's actually like the the one of the top ceilings.
If your character has like two two times more moves than like moves variants, right? That's not normal. You have this move, right? Then you have another mode, this move, and then another mode, this move. Like like so many moves. You don't need so [music] many moves. It is That's what battleground game have only four moves, right? A good example of this is again, this character. His special, teleport, damage boost, right? For the move. Back to this character, right? So, he has how many special moves?
The fourth move is kind of special cuz the counter is very tight. His all specials completely different from what what is in game, right? There's three variants to move two.
There's a variant to move one.
Uh his awakening differs on the damage you've taken. And also And And the awakening is also counter and also depending on all those variables, the awakening moves change. There's so many variants. That's why I say this move set is terrible and you shouldn't make move sets like this, okay? Tip number I already forgot.
Please don't use the base skills, right? The base moveset skills in your move set, okay? If you want to make like a quick rip off move set just for fun to play around with your friends, sure, go for it. Put up 50 hollow purples in one move. There's nothing crazy in that, right? If you want to just have fun with your friends.
If you want to have have actually competitive move set, don't use the in-game skills for your moves. Create your own. What I I by that is, for example, this move, all right?
It's literally just two moves combined.
I agree, you can you can use the moves for the finishers, right? Just finish it.
But but don't don't use just any game moves on inside your moves. Because why?
Because there's already moves for that in the game, right? You're using skill builders make your moves.
Not just copy end game moves and and just work around that.
Also, it's very customizable, right? If you have if if you just recreate, even if you recreate like move like this, right? You can recreate it easily. You have the animation, the effects, sounds, everything.
You can edit stuff. You can make it longer, shorter, that that that. All the small variables to make it your own unique move right there. For example, a perfect remake of already existing move in the game is this Musou. Piercing blood, you would think this is a normal piercing blood, right? No. You press it. For example, this piercing blood is completely different from in-games, right? And there's this one, right?
>> [music] >> Completely different moves. Maybe one of them is a copy of each other at some point, right? Let's copy the unique you can you can check change the damage, right?
For example, this deals X amount of damage, this deals more, that that that, right? For example, even his R special is just copy of his special, but it's different. It's actually different, right? It's own thing. You can edit [music] how many orbs are flying around.
You can There's so much stuff. It's It's actually like it's own thing, you know? Or we can take team Gojo Musou, right? In here, this Musou was made just for fun. Why?
Because boom, this one was base move.
This is base move. This is base move.
And every single move and there except the infinity is the base move.
Why? Cuz there's no need. But if you're making like Gojo Musou, go for it. You can use a hollow purple on your alt. Of course, that'll be cool if you have own hollow purple, but if you're making just for fun or making it OP or making it just to fight your friends who have who have Suguna Musou, right? It's all good.
Another tip, when you're making a character, have a reference, okay? Or have a plan. By the way, what what do mean by plan?
Plan is if you're making a character like Gojo, right? You're remaking Gojo, and there was never a character Gojo in this game. Why? Because well, most people are going to remake characters that are not in this game already. Uh and yeah, if you're making a character that is Gojo, you're going to go search up Gojo. You're going to just remember all the cutscenes he was in, all the fights, right? [music] And you're going to see the moves he's doing, right? And you're going to recreate that in skill builder. You don't have to. Don't make variants just to make variants, okay?
Actually, let me just show you a good example of what a bad variant is.
Example of a bad variant is the second move. If you press it, boom, just unlocks.
From the top, basically the same thing.
And it And this is a whole variant, right?
Literally both the same thing. Just different animation. You You shouldn't do that. A good example, you wouldn't believe me, is literally Yuji from the original game.
He has the curse strikes base, right?
And then he has the aerial curse strikes, right? What's the difference? The air is longer and you cannot go like M1 into into up, right? You can't do that. That is not true.
But you can do with this one, right? I'm I'm going to show it for the sake of time, right? But that top one, the ones in the air, right? The block breaks, it's ragdolled. The normal one doesn't.
Also, the the air one can be used as as a [music] tool and as an engage tool, right? So, they're blocking all the time, you can go boom, cancel. Also, quick note on passives. By the way, I've made a videos on passives, so check it out on my channel. So, the thing is, right, with passives, a lot of people make boring passives like extra HP heal, extra speed, extra something, extra old gain, old just passive old gain, passive old reduce, or like mode change over time, or like like or just mode change, right? Make passives actually interesting. Use your imagination. If you can't use your imagination, that's too bad, and you you should use AI if you can't use your imagination, but I prefer you using your imagination. A good example of passive, it should be so simple, right? This character all all all the passives he has is his is four from one it though doesn't have a a down slam and his upper cut goes higher. And old his four from one just block break and doesn't have any variance. It's all the passives this character has.
And still it's already so complex and the passives are not even that deep.
It's not like if you have less than 50% HP your your old old old game will increase by X amount of percent, right?
It it doesn't have to be complex. It has to be something [music] interesting, something game-changing, but not massively game-changing, right?
Also, a quick tip on skill builder itself and the passives themselves, I already have a tutorial as I said.
There's there's something you we can talk about, right? Uh back in the day, I was fooled by the thing that you got to use a wave block and loop to make passives when you can just put like your passive right here and then just make it go back to the branch where where where it is, so just cycles through it always. That's how you make passives.
Once they're short, but if you want more detailed guide, you know, no stun on it and stuff, all that, just check out my guide. This tip, we're going to need another character. So, right here, right? We have this third move. Okay?
So, the impact frames, this is a tip about impact frames, right? I don't know if you know what an impact frame is, but it's when you hit something and it's like such a heavy impact, the time like around you stops for a little bit, right? So, in this case the impact feels very heavy. The sound, the particles, the everything. And when you hit an enemy, the animation doesn't just continue. Kind of stops for a little bit. And I actually have a good example of what the impact frame is as a character, but I'll show you later.
So, as you can see the impact frames are very important.
It's also very important make good visuals, right?
Make everything very well. When hits the enemy there's this little stop right here.
This has an impact frame.
There's sound, velocity, everything. And when enemies [music] hit, there's there's so many things happening to them, too. But, yeah, impact frames is very important. We also combat the impact frames, but we have a custom move right here that I want to show you.
Right, this is normal move.
Right, we don't have that in the game.
Let's It's so simple. Like, it it literally can take you like 1 minute to make.
Right? And if And if you just use the game's moves, like the actual skills, it's just there. Which is don't do it, please. Season move is bad, right? As you can see, it cuts off weirdly. It's not very good at all. Or it's not I'm just not very good at all. It's not good at all. Let's check this impact frame.
Perfect example of an impact frame in the actual game is flowing red skill for Choso, okay? But, when we use the move, in the end, as you can see, there's shake, and it's kind of stop. [music] And each time he kind of punches, there's a stop in the animation. I don't know if you can see it. Uh boom, boom, boom. And there's there's a stop. I'll even I'll even do it one last time.
Another tip, make sure that your moves are not just stun lock. Some moves in the workshop, they don't feel good to play as, right? I stun lock, I mean is that you do have rag dolls, but it's true rag doll the time. So, even if you rag doll, you cannot escape it.
That's the problem. That's why they added a base in this game, right? Even if you waste your evasive, their combos of some characters are so easy. Like like Gojo, right? The actual Gojo from in game.
If If you waste the evasive against him, it's GG. All right, the combos are so easy. And and And it is even easier than that. Their hitboxes are much bigger, right? And sometimes GG is When you hit somebody, right? There's slight chance you won't see it, or your reaction is too slow, and you won't notice it, and you won't continue the combo. Well, their moves is the windup is 1 second, but the sound is 3 seconds. So, it's impossible for them [music] not to miss their aim once, which is very annoying. So, yeah, this video was mostly focused on the tips and tricks, not the actual skill builder stuff. Mostly how to design a correct move set. [music] So, I can sub, bro?
Don't forget to heart this video cuz this hyping it helps like a lot, bro.
Like more people can see this video [music] and actually improve on their movesets. Also, don't forget to click one of those videos. They're very peak.
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