- Azure Latch skill builder lets you design custom shooting, movement, and counter moves.
- Start with a move type before editing animations, effects, timing, or gameplay branches.
- Use wait variables when simultaneous commands cause animations and actions to overlap.
- Build branches carefully so counters can trigger a separate landing sequence.
- Save and test often to catch timing, target, and movement issues early.
Azure Latch skill builder basics
Azure Latch skill builder is a move-construction tool for creating custom abilities inside a move set. The workflow begins with a new style, followed by individual moves, special moves, or awakening entries. The most practical starting point is a standard move because it exposes the core settings used throughout the builder.
A custom style can receive a name and icon ID, then be saved for testing. After creating the style, use the plus button to add a move. The current builder structure supports shooting, movement, counter, special, and awakening-related entries, although some options may behave differently depending on the game version.
Video Highlights:
- Create a custom style and assign a name.
- Add shooting, movement, and counter moves.
- Configure branches for effects, animation, sound, state, and movement.
- Use wait variables to control the order of commands.
- Test the finished move set before refining values.
Build one reliable move before adding multiple effects or complex branches. A small test move makes it easier to identify whether a problem comes from the action, timing, target, or animation.
Main builder areas
| Builder area | Purpose | Recommended first action |
|---|---|---|
| Style setup | Names and stores the custom move set | Add a clear style name |
| Move settings | Defines requirements, cooldown, text, and bind | Choose one move type |
| Move data | Holds the command branch structure | Add commands in order |
| Branches | Connects actions and follow-up sequences | Name branches by function |
| Testing | Checks whether the move behaves correctly | Save, load, and test repeatedly |
The move settings determine how and when an ability can be used. You can define whether it works on the ball, off the ball, or in both situations. Other fields include the move name, display text, cooldown, key bind, header behavior, and awakening status.
For a first shooting move, use an on-ball requirement. For a movement move, decide whether it should work on the ball, off the ball, or both. A counter generally needs its own trigger condition and a separate landing branch.
Create a shooting move step by step
A shooting move is a useful first project because it combines a state, animation, visual effect, timing delay, and kick action. The central design goal is sequencing: the player state and visual presentation should occur before the ball action triggers.
Use a descriptive name such as “Direct Shot,” add a short display label, choose a cooldown, and assign a key bind. The exact values are flexible, but the move should remain easy to test. A long cooldown can make iteration slower, while an extremely short cooldown may make testing less representative of normal play.
Set the move requirements
Select the on-ball requirement for a shooting ability. Add a move name, short display text, cooldown, and key bind. Keep awakening-only settings disabled unless the shot is specifically intended for an awakening state.
Add the player state
Create a state command targeting yourself. Enable the available invulnerability options only when they fit the move’s intended behavior. This can help prevent the shot from being interrupted while it starts.
Choose an animation
Add an animation command and select a suitable shooting animation. Set the target to self, avoid looping the animation, and adjust its playback speed only after checking the normal timing.
Add effects and the kick
Add a flash, afterimage, or highlight effect if desired. Then configure the kick action, including power, speed, direction, gravity, and curve-related values. Leave uncertain settings unchanged until the base shot works.
Insert a wait variable and test
If the animation and kick happen together, place a wait command between them. Start with a short delay, test the shot, and adjust the timing until the animation finishes naturally before the ball is struck.
The order of commands matters because several commands may begin at the same time. A practical sequence is:
| Order | Command | Function |
|---|---|---|
| 1 | State | Establishes the player condition |
| 2 | Effect | Adds a flash, highlight, or afterimage |
| 3 | Animation | Plays the selected shooting motion |
| 4 | Wait | Delays the next action |
| 5 | Kick | Sends the ball with the configured values |
If the kick is placed beside the animation without a wait command, the ball may launch before the visual motion is visible. Move the wait between the animation and kick, then tune the delay in small increments.
A short delay is usually easier to refine than a long one. The goal is not to add complexity; it is to make the action readable and consistent. Once the sequence works, adjust shot power, speed, direction, and effects one value at a time.
Movement moves, effects, and mobility
Movement abilities use many of the same building blocks as shooting moves, but their main action comes from velocity and movement variables. These commands control how far the player travels, how long the push lasts, and how the character’s movement properties change during the ability.
A movement move can use an animation, flash, afterimage, velocity, optional invulnerability, and movement settings. The most important distinction is between visual motion and actual displacement. An animation may look fast without moving the player effectively, while excessive velocity can make the move difficult to control.
Animation
- Choose a movement-focused motion
- Set a readable playback speed
- Keep the target on self
Velocity
- Controls the push direction
- Uses lifetime and power
- Test max force carefully
Movement
- Adjusts walk speed
- Can modify jump power
- Defines the boost duration
The movement setup can be organized around the following values:
| Setting | What it controls | Tuning approach |
|---|---|---|
| Lifetime | How long the push continues | Start short, then increase gradually |
| Power | Strength of the movement push | Raise only when distance is insufficient |
| Direction | Where the player is pushed | Match the animation’s visual direction |
| Max force | Limits or shapes the movement force | Change cautiously and test in open space |
| Walk speed | Movement speed during the ability | Use a moderate value for control |
| Jump power | Vertical movement behavior | Change only when the move needs lift |
Afterimages can make a dash easier to read, especially when the move uses high speed. Flash effects can emphasize activation, but they should not replace clear timing. If an effect lasts too long, it may obscure the action or make the move feel slower than it is.
Test movement abilities both on and off the ball when the move supports both states. Check whether the player travels in the intended direction, whether the boost lasts too long, and whether the animation ends before the movement does.
A practical movement test includes a straight path, a nearby opponent, and a ball-state check. Test from a standstill first, then test while moving. This helps separate problems caused by velocity from problems caused by the animation or movement variable.
Counter branches and landing sequences
Counters require more planning because the initial activation and successful counter result are separate moments. The first branch prepares the counter, while a second branch handles what happens after the counter connects.
Begin with a counter move that uses the correct ball requirement, display text, cooldown, and bind. Add an activation effect and counter animation, then configure the counter block. Important values include the counter lifetime, miss stun, successful-hit stun, power, and target.
The branch name should describe its purpose. A name such as counter_land makes the structure easier to understand when the move contains several commands.
| Counter element | Role | Example design goal |
|---|---|---|
| Activation effect | Signals counter readiness | Use a brief highlight or flash |
| Counter animation | Shows the defensive action | Select a readable static or reactive motion |
| Lifetime | Defines the counter window | Keep it long enough to react |
| Miss stun | Punishes an unsuccessful attempt | Use a clear but manageable delay |
| Counter stun | Controls the opponent’s hit reaction | Match the follow-up animation |
| Landing branch | Runs after a successful counter | Add the reward sequence here |
Prepare the normal branch
Add the activation effect, counter animation, and counter block. Set the target to self and define the counter window, miss stun, and successful-hit stun.
Create a landing branch
Add a second branch with a clear name such as counter_land. This branch should contain the actions that occur after the counter succeeds.
Connect the branches
Set the counter’s follow-up branch to the landing branch. This creates a path from the initial counter command to the successful-hit sequence.
Build the successful result
Add a flash, state protection, animation, velocity, and movement values to the landing branch. Keep the sequence focused on one clear punish or repositioning action.
The normal branch may also need a wait command after a missed counter. This prevents the player from immediately moving before the intended recovery period has finished. The landing branch can use its own animation and movement sequence to create a clear reward when the counter succeeds.
A named landing branch makes counter logic easier to debug. If the counter activates but the reward sequence does not occur, inspect the branch connection before changing animation or movement values.
Counters are especially sensitive to timing. Test both outcomes: a successful counter and a missed counter. The move should provide a visible activation, a recognizable result, and a recovery period that matches the chosen design.
Testing checklist and common fixes
Skill builder projects are easiest to improve through short test cycles. Save the style, load it as the active style, test one move, and return to the branch editor when something does not behave as expected. Avoid changing several unrelated values at once because it becomes difficult to identify the cause of an issue.
Skill Builder Test Checklist:
- Confirm the move requirement matches the intended ball state
- Check that the target is set to self when appropriate
- Verify animation order and wait timing
- Test effects without letting them hide the action
- Save, load, and test each move before adding another
Animation fails
- Check command order
- Add a wait before the kick
- Confirm the animation is not looped
Move feels slow
- Shorten waits
- Review animation speed
- Reduce unnecessary effect duration
Dash lacks distance
- Review velocity power
- Check lifetime
- Test direction and max force
Counter does not resolve
- Check the branch name
- Confirm the connection
- Test the landing branch separately
| Problem | Likely area to inspect | Practical fix |
|---|---|---|
| Ball launches too early | Command order | Place wait between animation and kick |
| Animation is missing | Animation command or target | Confirm the animation exists and targets self |
| Effect appears without motion | Animation timing | Move the animation earlier in the sequence |
| Movement overshoots | Velocity values | Reduce power, lifetime, or max force |
| Counter activates without payoff | Branch connection | Confirm the landing branch is linked |
| Recovery feels unclear | Wait or stun values | Add a visible delay and retest both outcomes |
Change only one value between tests whenever possible. This approach makes it easier to determine whether the issue comes from timing, movement force, animation speed, or branch logic.
The awakening editor may not behave consistently in every build, so treat it as an experimental option until it produces the expected result in your testing environment. Focus first on standard moves, specials, and reliable branch behavior.
Q: What is Azure Latch skill builder used for?
It is used to create custom move sets by combining move requirements, animations, effects, states, movement commands, kicks, counters, and timing variables.
Q: Why does my shooting animation not play?
The kick may be triggering at the same time as the animation. Place a wait variable between the animation and kick, then adjust the delay through repeated testing.
Q: How should I build a movement move?
Start with an animation, then add an optional effect, velocity settings, and movement variables. Test lifetime, power, direction, and walk speed separately.
Q: How do counter branches work?
The initial branch handles activation and the counter window. A connected landing branch handles the successful result, such as an effect, protected state, animation, or movement follow-up.