JJS Skill Builder Nodes Guide – Every Node & Link User

JJS Skill Builder node reference: learn Hitbox, Link User, Animation, Visual, State, Projectile, Counter, and the timeline workflow for custom moves.

Updated for the current JJS Skill Builder feature set. Last reviewed: September 1, 2026.

How the JJS timeline works

A custom move is a timed sequence. Nodes do not work in isolation: an animation introduces the action, a hitbox creates contact, sound and visual nodes communicate impact, and logic nodes decide which path should continue. Build the shortest working version first, then add complexity.

Animation → Hitbox → Sound / Visual → Recovery

Hitbox: Link User in V1.81

V1.81 added Link User to Hitbox settings. In a move plan, mark this option when the hitbox is intended to remain associated with the user instead of treating its starting offset as the whole story. It is especially worth checking on movement-heavy attacks, grabs, and multi-stage sequences.

The Skill Builder Planner now saves this setting with each Hitbox. Use it to keep the build specification readable, then verify the result in the live game before sharing a code.

JJS Skill Builder node reference

Presentation nodes

Control what the player sees and hears.

AnimationPlays the movement or pose that sells the action.
SoundAdds impact, voice, charge, or ambient audio.
VisualCreates effects such as meshes, overlays, billboards, afterimages, screen color, and field-of-view changes.
Particle EmitterCreates configurable texture-based particles for bursts, auras, smoke, sparks, trails, and flipbook effects.
LookControls where the user looks during a sequence.

Combat nodes

Create contact, movement, and reactions.

HitboxDefines the damaging or stunning area of a move, including position, size, damage, stun, attack type, blockability, and the V1.81 Link User setting.
ProjectileCreates an object or attack that travels away from the user.
GrabHandles a target-catching sequence that moves or locks the opponent.
CounterOpens a reaction window and responds when its condition is triggered.
VelocityPushes, launches, or repositions the user or target.
Set MeleeChanges or prepares melee behavior inside the custom sequence.

Logic and control nodes

Decide when a path runs and what happens next.

BranchSplits the timeline according to a condition or result.
TagStores or checks a named marker used by connected logic.
StateApplies, removes, or checks a gameplay state.
CounterCan branch into success and recovery paths.
LoopRepeats a bounded section of the timeline.

Utility nodes

Change timing, position, or cooldown behavior.

TeleportMoves the user or target, with an Ignore Walls option in newer versions.
Set CooldownChanges cooldown behavior for the selected move or sequence.
StateCan modify health, damage, knockback, movement, blocking, ragdoll, and other states.

A reliable node-building workflow

  1. Create one short animation and one forgiving hitbox.
  2. Test timing, damage, stun, and recovery before adding effects.
  3. Add sound and one visual layer so success is easy to read.
  4. Add movement, projectile, grab, or counter behavior only when the core hit works.
  5. Use Branch, Tag, or State for alternate outcomes.
  6. Preview each path and test hit, block, miss, ragdoll, and interruption cases.

Common node mistakes

  • Too many effects: visual noise hides the hit timing and makes debugging harder.
  • Long untested timelines: one bad condition can prevent everything after it from running.
  • No miss path: grabs and counters need a safe recovery when they fail.
  • Permanent states: every temporary state should have a clear end or cancel path.
  • Untested imported IDs: verify animation, sound, mesh, and texture assets separately.

If a sequence already fails, use the common mistakes and fixes guide before adding more nodes.

Frequently asked questions

Which JJS Skill Builder node should a beginner learn first?

Start with Animation, Hitbox, Sound, and Visual. Those four nodes are enough to build and test a readable basic attack before adding branches or states.

What is the difference between a Branch node and a State node?

A Branch chooses between timeline paths. A State changes or checks a gameplay condition. A branch can use a state-related result, but the two nodes have different jobs.

What does Link User do on a JJS Hitbox?

Link User is a Hitbox setting added in V1.81. It is useful to record when a hitbox should stay associated with the user during a move. Test the final timing and behavior in JJS after publishing, because the game can change node behavior between updates.

Why does a custom move break after a JJS update?

Node behavior, limits, conditions, and saved data can change between versions. Reopen the move, check missing settings and branches, then test each timeline section separately.

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