Tag Block & Branch Settings Jujutsu Shenanigans (March 2026) Full Guide

If you’ve ever opened the Skill Builder in Jujutsu Shenanigans and stared blankly at a Tag block or wondered why your Branch settings weren’t working the way you expected, you’re in excellent company. These are two of the most powerful — and most misunderstood — features in the entire build system. Most players either skip them entirely or fumble through trial and error for hours before giving up.
I’ve spent a lot of time in private servers testing these features, and I’m here to break everything down in plain language. By the end of this guide, you’ll understand exactly how the Tag block’s value system works, what the Check option does, how to build real conditional combo chains, and how to use the new Branch Randomizer, Branch Finisher, and Branch Collided features properly. Whether you’re a casual creator or someone trying to build a polished, competitive custom moveset, this guide has everything you need.
Quick Answer: The Tag block in Jujutsu Shenanigans acts like a shared variable that tracks a numeric value across multiple skills. You can Add, Remove, or Set that value, and use the Check option to make a move trigger only when the value matches a specific number. Branch settings let you create random skill variations, custom finisher effects, and wall/projectile collision reactions. Together, they’re the foundation of complex combo systems and conditional skill logic.
Tag Block & Branch Settings in Jujutsu Shenanigans — Quick Overview
| Feature | What It Does | Best Use Case |
|---|---|---|
| Tag Block (Add) | Increases a shared numeric value | Starting a combo chain |
| Tag Block (Remove) | Decreases the shared value | Resetting after a partial chain |
| Tag Block (Set) | Forces the value to a specific number | Resetting to 0 after a full combo |
| Tag Block (Check) | Triggers a branch only if value matches | Conditional finishers / unlocked moves |
| Branch Randomizer | Randomly picks one of multiple branches | Adding move unpredictability |
| Branch Finisher | Triggers a custom effect when an enemy is in kill range | Cinematic kill animations |
| Branch Collided | Activates when a projectile hits a surface | Wall-bounce or impact effects |
How to Access the Skill Builder?
Before diving into Tag blocks and Branch settings, you need to know how to access the Skill Builder in the first place. Here’s the process:
- Load a Private Server — Skill Builder is only accessible in private servers. Press M or enable Free Build through the Private Server Players menu.
- Enter Build Mode — The selected player cannot use their moveset, M1, dash, or block while Free Build is active.
- Place a Moveset Block — Drop a Moveset Block anywhere in the build space.
- Select “Custom” — Interact with the Moveset Block and select “Custom” from the move list. This opens the Skill Builder interface.
- Navigate to the Timeline Tab — This is where all your blocks, including Tags and Branches, are placed and configured.
The Skill Builder has three main tabs: Timeline (where you build the move), Conditions (where you limit when it can be used), and Properties (for global tweaks like damage multipliers and invincibility frames). Tag blocks live in the Timeline, while Branch controls are accessed through the same interface.
Understanding the Tag Block in Jujutsu Shenanigans
The Tag block is essentially a shared counter system that connects different skills — or even different parts of the same skill — together. Think of it as a variable in simple programming: you give the tag a name, and any move using the same tag name can read or modify its numeric value.
What the Value Setting Does?
The Value field in a Tag block is the number you’re working with. This can be positive or negative, and it interacts with three key functions:
- Add — Increases the current tag value by the number you input. If the current value is 1 and you Add 1, it becomes 2.
- Remove — Decreases the current tag value. If the current value is 3 and you Remove 1, it becomes 2.
- Set — Ignores everything and forces the tag to the exact number you specify. If the current value is 5 and you Set to 0, it immediately becomes 0.
The Time setting determines how long the tag value persists before it automatically resets back to 0. Setting this to a very high number (like 99999) effectively makes the value permanent until a Set block changes it.
How the Check Function Works?
The Check option is the real game-changer. When Check is enabled on a Tag block, the skill won’t proceed (or won’t branch to a specific path) unless the current tag value equals the number you’ve set. This is how you create combo requirements and conditional moves.
For example:
- Move 1 has a Tag block set to Add 1 with Time 99999
- Every time you use Move 1, the tag value increases by 1
- Move 3 has a Tag block with Check enabled and Value set to 3
- Move 3 only activates its special branch if the tag value is exactly 3 — meaning you had to use Move 1 three times first
This system is ideal for:
- Combo finishers that only unlock after a specific sequence
- Charged attacks that require multiple skill hits before they become available
- Timed windows where a powerful move is only usable for a brief period after an opener
Practical Tag Block Example (Step by Step Process)
Here’s a real-world setup that shows how Tags work across multiple skills:
Step 1 — Set Up the Opener (Default Branch)
- Add a Tag block with Value = 1, Time = 99999
- Enable Add/Remove (since the value is positive, this functions as Add)
- Follow this with a Wait block and your Skill block
Step 2 — Build the Chain Counter
- At the end of the Default branch, add a second Tag block
- Set Value = 3, Branch = “finisher”
- Enable Check
- This checks whether the tag has reached 3. If yes, it routes to the “finisher” branch
Step 3 — Create the Finisher Branch
- Add a Skill block with your finisher move
- Follow with a Tag block, Value = 0, function = Set
- This resets the counter to 0 so the combo chain can start fresh
What happens in practice: every time you use the opener, the counter goes up by 1. On the third use, the Check block detects the value is 3, jumps to the finisher branch, executes the finisher, and then the Set block resets the counter to 0. Clean, repeatable, and powerful.
Common Tag Block Mistakes to Avoid
- Using different tag names across skills — If the tag name doesn’t match exactly, the value tracking won’t work. Double-check spelling.
- Forgetting to reset with Set — If you don’t reset after a combo, the value keeps climbing and your Check conditions will never trigger again correctly.
- Setting Time too low — If the value expires before the player completes the combo, the Check will never see the right number. Use a longer Time value (10+ seconds) during testing.
- Enabling both Add and Remove on the same block — Pick one per block. The direction of the value change depends on whether the Value is positive (Add) or negative (Remove).
Branch Settings in Jujutsu Shenanigans — Complete Breakdown
Branches in the Skill Builder are like separate tabs for your custom move. Your Default branch is the main path, and you can create additional branches that the move redirects to based on specific conditions. The updated Branch system added three powerful new tools that go beyond simple ground/air variants.
Branch Basics: What a Branch Actually Is?
Think of each branch as an independent mini-timeline. The Default branch runs normally. If a Branch block is placed in the Default branch pointing to a branch named “jump_variant,” then when the move reaches that block, it stops the Default path and starts running the “jump_variant” path instead.
This is what lets you create things like:
- Ground vs. Air variants — Different behavior depending on whether the player is airborne or on the ground
- Conditional finishers — Special attack paths that only activate under specific conditions
- Randomized moves — Unpredictable skill outcomes each time you use the move
The trick that experienced builders use is to create a Branch Hub in the Default branch. Instead of connecting branches directly, they use Default as a hub that branches into others based on conditions, which helps prevent “branch lag” caused by branches playing inside the custom move itself rather than being treated as separate sequences.
Branch Randomizer
The Branch Randomizer lets you assign multiple branches to the same slot. When the skill is used, the game randomly selects one of those branches. This is a built-in randomization system — no external logic required.
Best uses:
- Adding variety to a basic attack so it doesn’t feel repetitive
- Creating unpredictable combo paths that keep opponents guessing
- Building “wild card” skills where the outcome is always a surprise
- Simulating chance-based abilities that fit certain characters
Pro tip: The Randomizer works especially well on opener moves where the unpredictability puts pressure on your opponent to guess what’s coming next.
Branch Finisher
The Branch Finisher is one of the most visually impressive features in the Skill Builder. It lets you create a custom kill effect that triggers when the opponent’s health is low enough to be finished by a hitbox.
Here’s how it works technically:
- You attach a Finisher branch to a hitbox
- If the hitbox would kill the opponent, the Finisher branch executes instead of (or in addition to) the normal hit
- This lets you trigger special animations, visual effects, or sound cues that only play on killing blows
Why your Finisher might not be triggering: If your Branch Finisher isn’t activating, the most common reason is damage scaling. The hitbox damage needs to be high enough relative to the target’s remaining health. Increasing the hitbox damage value improves the chance of the Finisher triggering consistently, especially against targets with full health pools. Test it on the in-game Dummy by lowering the Dummy’s health first to confirm the Finisher logic is set up correctly before adjusting damage values.
Branch Collided (Projectile Variant)
The Branch Collided setting is specifically designed for projectiles and wall interaction mechanics. When enabled, it activates a separate branch whenever your projectile collides with a surface or wall.
This opens up creative possibilities like:
- Bounce attacks — A projectile that changes behavior after hitting a wall
- Wall detonation — A skill that explodes or triggers an additional effect on surface contact
- Area denial — Projectiles that leave effects on the surfaces they hit
- Punish mechanics — Skills that work differently if the opponent is cornered near a wall
Important technical note: To test Branch Collided properly, your character needs to be very close to the wall or object. If you’re testing from across the arena, the collision detection may not register. Start your tests right next to a wall surface to confirm the branch is triggering, then move back and test again to understand the range of the collision detection.
How to Build a Combo System Using Tags and Branches Together?
Now let’s combine both systems into something practical. Here’s a 3-hit combo chain with a branch finisher using Tags to gate the final move:
Setup: 3-Hit Combo with Conditional Finisher
Move 1 — Opener
- Skill block: Divergent Fist (or any fast hit)
- Tag block: Name = “combo_counter”, Value = 1, Add, Time = 8
- This adds 1 to the counter and keeps it active for 8 seconds
Move 2 — Second Hit
- Skill block: Twofold Kick (or mid-range skill)
- Tag block: Name = “combo_counter”, Value = 1, Add, Time = 8
- Counter is now at 2 (if Move 1 was used recently)
- Tag block: Name = “combo_counter”, Value = 2, Check, Branch = “second_hit_bonus”
- This routes to a bonus hit effect if the counter is exactly 2
Move 3 — Finisher
- Tag block: Name = “combo_counter”, Value = 3, Check, Branch = “finisher”
- If counter = 3, execute the finisher
- Finisher branch: Skill block (powerful move), Tag block: Name = “combo_counter”, Value = 0, Set
- Resets combo counter to 0 for the next engagement
Why this works: Each move is independently usable. But if you chain them in sequence within the 8-second time window, the combo counter accumulates and unlocks the conditional branches. The Check blocks act as gates — no sequence, no finisher.
Advanced Tips and Pro Strategies for Tag & Branch Builds
Here are the advanced techniques that most guides don’t mention:
Use Long Time Values During Testing
Set your Tag Time to 99999 during development so you can test Check conditions without rushing. Once the design is finalized, reduce the Time to a value that makes gameplay sense (typically 3–10 seconds for combo windows).
Create a Ground/Air Branch Hub
Instead of adding both ground and air variants directly to the Default branch, build a hub:
- Default branch checks the air condition and routes to either “air_variant” or “ground_variant”
- Add the air variant branch block before the ground variant branch block in the hub
- Use a false air conditional for the air variant and a true air conditional for the ground variant
This prevents “branch lag” by keeping the variants separate rather than nesting them inside the main flow.
Stack Tags for Multi-Stage Abilities
You can have multiple Tags with different names running simultaneously. A move that requires both a position requirement AND a combo counter requirement can Check two separate tags in sequence — if either fails, the special branch doesn’t trigger.
Use Hit Cancel to Gate Tag Increments
Add a Hit Cancel block before your Tag increment block. This way, the combo counter only increases if the skill actually landed on an opponent. Missing moves won’t advance your combo chain, making the system feel more competitive and fair.
Reset Tags on Whiff
If a skill misses (using Hit Cancel with FLIP enabled), add a Set block that resets your combo counter. This adds a risk/reward element — if you miss a move in the chain, you lose your combo progress and have to restart.
Increase Hitbox Damage for Finisher Reliability
Branch Finisher checks whether the hitbox damage would be lethal. A hitbox set to 1 damage will almost never trigger a finisher. Set the hitbox damage to something meaningful — test values between 50 and 200 — and increase the Damage Multiplier in the Properties tab if needed.
Common Mistakes and How to Fix Them?
| Problem | Likely Cause | Fix |
|---|---|---|
| Tag Check never triggers | Tag names don’t match | Ensure exact spelling including capitalization |
| Finisher never plays | Hitbox damage too low | Increase hitbox damage and test on weakened Dummy |
| Branch Collided not activating | Character too far from wall | Stand directly next to a wall surface when testing |
| Combo counter keeps growing past the Check value | No Set block to reset it | Add a Tag Set block at the end of the finisher branch |
| Branch plays at wrong time | Wrong block order in timeline | Move Branch block to the exact point in the timeline where the redirect should happen |
| Tag value expires before combo is finished | Time setting too short | Increase Time value on Tag blocks to 8–15 seconds |
| Randomizer always picks the same branch | Branches not properly assigned | Ensure all intended branches are linked to the same randomizer slot |
Understanding the Full Skill Builder Context
Tag blocks and Branch settings don’t exist in isolation — they work best when combined with the full toolkit. Here’s a quick refresher on other blocks you’ll be using alongside them:
- Wait Block — Adds a time gap between blocks. Essential for timing when Tag Checks run relative to skill execution.
- Hit Cancel — Checks whether stun was dealt before this point in the timeline. Works brilliantly as a condition layer alongside Tags.
- Skill Block — Executes in-game moves. These are what your Tag checks ultimately unlock or gate.
- Hitbox Block — Defines a damage area. Used with Branch Finisher and Hit Cancel.
- Velocity Block — Controls character movement using XYZ coordinates. Useful for adding dashes or repositioning moves to your combos.
- Connect Block — Requires a logic signal to activate. Used for more advanced logical flows.
- Animation Block — Plays a specific animation. Useful for cleaning up leftover animation residue after move cancels.
The interplay between all these systems is what makes JJS Skill Builder one of the deepest creation tools in any Roblox fighting game.
How to Test Your Tag and Branch Builds Effectively?
Good testing methodology saves hours of frustration:
- Start in a completely empty private server — Fewer variables means cleaner testing.
- Use the Dummy — Adjust the Dummy’s health in server settings to test Finisher triggers at various health thresholds.
- Test branches in isolation first — Build and test each branch independently before connecting them through Tags.
- Use extreme Time values (99999) during testing, then tighten them once the logic is confirmed working.
- Test the reset path — Confirm your Set block is actually zeroing the counter by checking whether a second complete combo chain works correctly after the first.
- Record your builds — Screenshot or video your Tag and Branch settings. If something breaks after making changes, you’ll have a reference to roll back to.
- Join the developer Discord — The community in TZE’s Discord (discord.gg/bKaUchYTZK) is incredibly active and experienced builders often share debugging tips in real time.
Frequently Asked Questions
What does the Tag block do in Jujutsu Shenanigans?
The Tag block works like a shared variable that tracks a numeric value across your custom skill. You can Add to the value, Remove from it, or Set it to a specific number. The Check option makes a skill only proceed (or branch) if the current value equals the number you’ve set. It’s the foundation for building combo chains and conditional moves in the Skill Builder.
How do I make a combo finisher in Jujutsu Shenanigans Skill Builder?
To make a combo finisher, set up a Tag block on your opener skill with Add enabled to increment the counter each time it’s used. On your finisher move, add a Tag Check block that only allows the finisher branch to execute when the counter reaches a specific number. Then use a Tag Set block inside the finisher branch to reset the counter to 0 after the finisher plays. This creates a chain that requires specific setup before the finisher becomes available.
Why is my Branch Finisher not triggering in Jujutsu Shenanigans?
The most common reason is that the hitbox damage is too low relative to the target’s health. Branch Finisher checks whether the hitbox damage would be lethal. Increase the hitbox damage value and test against a Dummy with reduced health to confirm the logic is working. Once confirmed, adjust the Damage Multiplier in the Properties tab to fine-tune the damage output.
What is Branch Collided used for in Jujutsu Shenanigans?
Branch Collided is designed for projectile-based mechanics. When enabled, it triggers a separate branch when your projectile or skill collides with a wall or surface. This can be used to create bounce attacks, wall detonation effects, or impact-based skill variations. Testing must be done close to a wall — if you’re too far from a surface, the collision detection may not register.
How does Branch Randomizer work in the Skill Builder?
If you assign multiple branches to the same slot, the Branch Randomizer will randomly select one to execute each time the skill is used. This is a built-in randomization feature that requires no additional logic blocks — just assign your branches to the randomizer slot and the game handles the random selection automatically. It’s great for adding unpredictability to offensive skills or creating “wildcard” moves.
Can you use multiple Tags at the same time in Jujutsu Shenanigans?
Yes! You can have multiple Tags running simultaneously as long as they have different names. This lets you build multi-condition systems — for example, a skill that requires both a combo counter Tag to be at 3 AND a positioning Tag to be active before the special branch triggers.
What are the three Branch Settings in the latest JJS update?
The three Branch Settings added in the latest update are: Branch Randomizer (randomly picks between assigned branches), Branch Finisher (triggers a custom effect when the hitbox would be lethal), and Branch Collided (activates when a projectile hits a wall or surface). Each adds a different layer of conditional logic to how skills behave in combat.
How do I reset a Tag value after a combo in Jujutsu Shenanigans?
Place a Tag block at the end of your finisher branch with the Set function enabled and the Value set to 0. When the finisher executes, this Set block will override any accumulated value and force the counter back to 0, resetting the combo chain so it can be used again in the same match.
Conclusion
The Tag block and Branch settings in Jujutsu Shenanigans are genuinely one of the most creative systems in any Roblox fighting game right now. Once you understand the Add/Remove/Set/Check logic behind Tags, you realize you’re essentially writing simple conditional programming — and the Branch tools give you the output channels to make those conditions actually do something impressive in combat.
My advice: start simple. Build a two-move combo with a single Tag Check before trying a five-move chain with multiple conditions. Get the logic working cleanly at small scale, then build outward. The most frustrating builds fail not because the concept is wrong, but because a tag name has a typo or a Time value is too short.
