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Awakenings

1. Awakenings

Awakenings (also called "Ultimates") are the game's power-up mechanic. The Awakening Bar sits above the skill boxes and fills as damage is dealt. It loses all progress when switching characters. Once maxed, the user briefly flashes white and text appears on the bar indicating the activation button.

Regular character awakening: The user regains some HP during a short invulnerable sequence, then unlocks the Awakening moveset for ~60 seconds before reverting.

Exceptions to normal awakening:

  • Restless Gambler, Defense Attorney, Head of the Hei, and True Cannon: Activating G performs a unique ability (such as a Domain Expansion). Must fulfill a requirement to reach their true Awakening form.
  • Ten Shadows and Perfection: Have a Super Awakening β€” a second, more powerful form attained by using a specific move during regular Awakening.

Base Only characters: Have no Awakening form. G activates a single Awakening-level move. Can restore health when landed and refund some bar if missed.

Early Access characters: Without a finished Awakened moveset, may regain health on awakening, have cooldowns reset, or receive nothing.


Characters

1. Characters

4.1 Character Categories

Characters are accessed via the Characters list in the top-left corner of the screen. Categories:

  • Complete: Fully finished characters, accessible to all players.
  • Early Access: Newly added but unfinished characters; only playable with the Early Access gamepass (300 Robux). Become free once complete.
  • Base Only: Characters without an Awakening form. Their G key activates a single powerful move instead.
  • Overpowered: Locked to Private Servers or specific game modes.

4.2 Complete Characters (13 total)

Honored One

HP: 100 | Awakened form: Six Eyes (heals 25 HP, lasts 60 seconds)

Base moves: Lapse Blue (12.5 dmg, 13s CD), Reversal Red (12.5 dmg, 20s CD), Rapid Punches (17.25 unblockable dmg; Face Grater variant adds 10 more chained with Special), Twofold Kick, Limitless (Special).

Awakened Six Eyes moves: Lapse Blue MAX (44 unblockable dmg), Reversal Red MAX, Hollow Purple (70 dmg), Infinite Void (Domain, 120s CD, 14s duration), Limitless (Special), Unlimited Purple (Reversal Red MAX then Lapse Blue MAX; scales 50–100 dmg based on distance from center). Using R during Six Eyes activates the 0.2 Second Infinite Void variant.

Warning: Reversal Red MAX can deal 15 self-damage if the Red orb misses the enemy.

Vessel

HP: 85 | Passive: Tiger of West Junior High (negates incoming basic attack damage/stuns; M1 attacks are 0.05s faster) | Awakened form: King of Curses (heals 45 HP)

Base moves: Cursed Strikes, Crushing Blow, Divergent Fist (Black Flash Chain variant: chains up to 4 times, 4th hit 15 dmg), Manji Kick, Combat Instincts (Special).

King of Curses moves: Dismantle, Open, Rush, Malevolent Shrine (Domain, 120s CD, 18s duration; 2 dmg per slash, 0.5 if blocked), Cleave (Special; deals 40% of opponent's current HP, minimum 10), World Cutting Slash (1+3+2+R combo: 80 dmg, puts all used moves on cooldown). The Shrine passive replaces M1 with Dismantle slashes (longer range, lower damage).

Restless Gambler

HP: 100 | Awakened form: Idle Death Gamble (heals 15 HP)

Base moves: Reserve Balls, Shutter Doors, Rough Energy, Fever Breaker, Door Guard (Special).

Awakening mechanic: Activating Idle Death Gamble opens a domain where the player casts two visual moves triggering either Transit Card Richii or Travel Emergency Richii. Succeed β†’ Jackpot: full invincibility for 100 seconds. Fail 3 times β†’ Pity Jackpot on the 4th attempt: 50 seconds invincibility. Landing Reverse Balls on opponents twice inside the domain grants the Renewal passive.

Awakened moves: Lucky Volley, Lucky Rushdown, Overwhelming Luck (30 dmg on all hits after first), Energy Surge, Rhythm (Special; reduces all move cooldowns by 0.6s, no awakening cost).

Ten Shadows

HP: 85 | Awakened form: Insanity (heals 15 HP) | Super Awakened: Mahoraga

Base moves: Rabbit Escape (14 dmg), Nue (16 dmg, electric variant), Toad (pulls opponents), Divine Dog: Totality (6 dmg per hit), Lurking Shadow (Special).

Insanity awakened moves: Max Elephant, Great Serpent, Shadow Swarm, Mahoraga (key 4; drains 40% awakening bar, full transformation), Lurking Shadow (Special). Pressing G while awakened toggles between awakened and base movesets.

Mahoraga uses a Ritual Bar instead of Awakening. Depletes when empty (draining HP), refills by landing M1 and most moves. The Adaptation Wheel (R) cycles between Attack, Defense, and Special modes, each granting a unique key 4 move and passive. World Slash (Special Mode) deals 40 dmg. Chimera Shadow Garden domain: cast on domain border, drains 4 HP/s from user.

Perfection

HP: 100 | Awakened form: Essence of the Soul (heals 45 HP, lasts 60s) | Super Awakened: Instant Spirit Body of Distorted Killing (heals 10 HP, lasts 50s)

Base moves: Stockpile, Soul Fire, Focus Strike, Body Repel, Self-Transfiguration (Special; toggles Blade Mode / Club Mode β€” Blade: faster M1s, 6.5 dmg on dash; Club: slower but unblockable M1s, 8.5 dmg on dash).

Awakened moves: Idle Transfiguration (300 dmg on 2nd hit; skips cooldown if it kills), Body Disfigure, Spike Wrath, Embodiment of Self-Perfection (Domain, 120s CD, 14s duration; insta-kill), Self-Transfiguration (Special). Awakening Black Flash (G during awakening).

Super Awakened moves: Widespread Strikes, Face Blitz, Crushing Rushdown, Head Splitter (100 dmg counter), N/A (Special). Sinister Spurs passive: M1 deals 18 dmg with 1.7s CD.

Blood Manipulator

HP: 100 | Awakened form: Duty As A Brother (heals 20 HP, lasts 60s)

Base moves: Piercing Blood, Flowing Red Scale (with Convergence orbs active β€” Stack variant: 25.3 dmg vs. base 17.3), Supernova (counter; 4s CD variant when orbs available), Blood Edge, Convergence (Special; summons 4 blood orbs buffing other abilities).

Awakened moves: Slicing Exorcism, Wing King (43.5 dmg + 5 per remaining orb), Blood Rain, Plasma Wave (minimum 116 dmg at close range β€” one of the highest single-hit values), Convergence (Special).

Switcher

HP: 100 | Awakened form: False Memories (heals 20 HP, lasts 60s)

Base moves: Swift Kick, Brute Force, Pebble Throw, Elbow Drop, Boogie Woogie (Special; position-swap with four variants. Perfect Swap variant β€” M1 timed with the clap β€” has no cooldown, costs only 3% awakening after refund. Fakeout variant β€” M1 before the clap β€” refunds the 6% awakening cost entirely).

Awakened moves: Idol's Debut, Climax Jumping (42.4 unblockable dmg), Dreams, Brothers (key 4; 45s CD counter, 80 dmg on success; 70 dmg variant if nothing is countered), Boogie Woogie (Special).

Defense Attorney

HP: 100 | Passive: Gavel (M1 attacks deal 14 dmg, 1.7s CD) | Awakened form: Death Penalty / Deadly Sentencing (heals 60 HP, lasts 60s; highest HP heal in free roster)

Base moves: Extended Swings, Justice Served, Judgement's Reach, Pressing Charges, No Escape (Special).

Awakened moves: Execution (key 1; 3-hit scaling: 25, 25, then 310 dmg on 3rd hit to same opponent), Final Judgement (key 2; 300 dmg if QTE won; 35 dmg on failure), Verdict, Triple Sentence, Domain Amplification (Special; no dmg; negates incoming damage, stuns, domain sure-hit effects for 8s at 5% awakening cost). Executioner's Sword passive extends M1 range; front dash knocks opponents backward and stuns.

Defense Attorney is one of the few characters that can directly counter domain expansions via Domain Amplification.

Cursed Partners

Awakened form: True Love (heals 15 HP, lasts 60s)

The most mechanically complex character. Played as Yuta with Rika summonable via R (disappears after one move). Base kit: 8 total moves split between Yuta and Rika.

Base Yuta moves: Severing Path, Resolute Slash, Outburst, Second Wind. Base Rika moves (R+1/2/3): Rika Smash, Rika Launch, Rika Haymaker.

Awakened moves: Elbow Rush, Copy, Energy Ripple, Authentic Mutual Love (Domain, key 4; 120s CD, 45s duration; grants 5 copied techniques β€” Shrine, Thin Ice Breaker, Clairvoyance, Cursed Speech, Shikigami β€” activated via katanas inside; only 4 usable before domain ends), Rika (Special), Rika Downslam/Slam/Rika Throw/True Love Beam (R+1/2/3/4; True Love Beam: 117 dmg), Copy Wheel (G during awakening).

Puppet Master

HP: 85 (increases to 117 on awakening) | Passive: Energy Reserves (second awakening bar fills 1.5x faster) | Awakened form: Absolute

Base moves: Ultra Spin, Boost On, Ultra Cannon, Heat Emission, Offload (Special).

HP literally increases from 85 to 117 upon awakening. Absolute form replaces the small puppet with a giant mech.

Awakened moves: Miracle Cannon, Pigeon Viola (up to 35 dmg via bullets; variant can refill awakening bar up to 39%), Absolute Destruction, Technique Charge, Energy Output (Special; builds 5-segment bar buffing damage but increasing awakening costs per use).

Head of the Hei

HP: 90 (set to 75 on awakening) | Passives: Projectionism, Frame Freeze | Awakened form: Vengeance (lasts 60s)

High-risk character. The character dies when the awakening ends unless the domain expansion is used. Frame Freeze passive builds a Projection Meter that freezes opponents at 100%; frozen enemies take 3x damage. Decisive Strike: 21 dmg vs. frozen targets (vs. base 13).

Base moves: Projection Breaker, Bleedout (applies 3 Bleed stacks), Decisive Strike, Cursory Impact, Projection Sorcery (Special).

Awakened moves: Top Speed, Flash Freezing, Tendril Grab, Time Cell Moon Palace (Domain, key 4; 60s CD, 25s duration; damage inside scales with speed), Acceleration (Special).

Salaryman

HP: 100 | Passive: Ratio Black Flash (final M1 or uppercut powers enemies with Black Flash, dealing 8 dmg) | Awakened form: Overtime (heals 25 HP, lasts 60s)

Base moves: Cleaving Whirlwind, Severance Kick, Blunt Cut, Stabilize, Ratio Point (Special; marks opponents β€” most awakened moves deal double damage on marked targets).

Awakened moves: Ratio Breaker (Variant 2: 35 dmg on Black Flash follow-up, tripled on marked), Sharpen, Interrogate, Collapse, Ratio Point (Special). Overtime passive buffs M1 attacks in awakened form.

True Cannon

HP: Not specified | Passive: Overheat (limits the moveset's capabilities β€” increases endlag; changes moves 1 and 4 to melee moves when active, making True Cannon more aggressive; these modified moves reduce the special cooldown) | Awakened form: Every Last Drop. (unique awakening)

Base moves: Granite Blast, Unsatisfied, Second Helping, Appetizer, Restyle (Special).

Awakened moves: "What are you after?", "I had no idea..", "This is what dessert is like!", "You weren't invited.", Restyle (Special).

Added in V1.75, finished in V1.76.

4.3 Early Access Character

Disaster Plants

Unlocked by owning the Early Access gamepass (300 Robux). In active development; moveset further expands with updates. Will become free to all players once complete.

4.4 Base Only Characters (no Awakening form)

For Base Only characters, the G key activates a single powerful awakened move instead of a full form change. These moves often restore health on landing and refund some awakening if missed.

Locust Guy

HP: 90 | Awakened move: Directed Poison

Pressing G activates Directed Poison: 9 DPS for 10 seconds, unblockable and uninterruptible, heals 25 HP if it connects. Base kit focused on poison application.

Star Rage

HP: 100 | Awakened move: Unrestricted Density

Pressing G activates Unrestricted Density: 500 damage per second, lasts until the user dies (no duration limit). Base kit uses a Mass Bar mechanic via Mass Buildup (Special), enabling variants of Garuda Rebound and Garuda Stab.

Aspiring Mangaka

HP: 85 | Passive: Oracle (blocking just before impact grants 5% awakening bar)

No awakened form. Base moves include Clairvoyance (Special; marks opponents for 25 seconds β€” variant forces marked enemies to side-dash). Oracle rewards precise blocking with bar generation.

Lucky Coward

HP: 70 (lowest in roster) | Passives: Hand Sword, Miraculous (starts with 3 Miracle charges), Miracle Dodge (1.7s CD; dodges incoming melee or bullet attacks) | Awakened move: Jawbreaker (25 dmg; heals 25 HP if it misses)

Miracle charges gained by dodging unarmed, taunting standing opponents, interrupting attacks, or damaging dazed opponents. Helping Hand moveset (R + number keys) changes Ambush, Backstab, and Cheap Shot into Ankle Cutter, High Time, and Dirty Play.

Crow Charmer

HP: 100 | Passive: Fly High (uppercuts deal nearly double knockback, sending targets flying significantly higher than normal; however, none of Crow Charmer's M1s can hit airborne enemies regardless of timing or positioning) | Awakened move: Spatial Transference (heals 75 HP β€” three-quarters of total HP; no full awakening form)

Based on Mei Mei from Jujutsu Kaisen (grade 1 sorcerer, Black Bird Manipulation technique). Added March 20, 2026 as the first Base Only character locked behind Early Access β€” previously all Base Only characters were released free to the public. Crow Charmer is the 20th character and 5th Base Only overall.

Crow Charmer's game plan revolves around bypassing enemy guard and setting up air combos. Her regular M1 chain's final hit can pierce enemy guard (delayed, but catches opponents off-guard). She specializes in remaining airborne and extending air combos through skill usage.

Base moves:

  • (1) Impetus Updraft: Swings her axe upward, dragging herself and the opponent into the air for combo extensions.
  • (2) Gliding Flight: Summons a crow. If standing still or moving sideways, the crow flies to the user who grabs on and glides in the air for 2.5 seconds. This flight can be canceled early with M1, a move, or the Special. Air variant: if aiming at a target within 35 studs while moving forwards, the crow dives and crashes into them, lifting them off the ground. If moving backwards, the crow slams the target into the ground (longer ragdoll, does not reset Spatial Transference's cooldown). The crow disappears if the user is ragdolled; can hit another enemy if standing in the crow's path.
  • (3) Circling: An overhead move β€” if high enough in the air, sends the opponent downward; when they hit the ground they bounce back up to the user's level. Air variant works similarly to Naginata's special. Can be used along a ledge to avoid ground contact and prevent the move from ending (similar to Face Blitz tech).
  • (4) Bird Control: Commands a crow to take total control of. After a circle effect appears, the user guides the crow's flight trajectory freely while the Awakening bar drains at 5%/second. If the crow hits a surface it dies, leaving the user with remaining Awakening. If the user M1s, uses Awakening, or depletes their Awakening while controlling the crow, the bird makes a binding vow β€” exchanging its life for immense cursed energy β€” and speeds forward with a deep harsh caw, detonating on contact with a surface and hurling all nearby enemies away. User regains 40% Awakening if no one is hit, 25% if at least one is hit. If the crow directly impacts an enemy after the binding vow, it explodes on the target with no AoE; no Awakening is regained in this scenario.
  • (R / Special) Spatial Transference: The Awakened move. Summons crows that heal 75 HP (three-quarters of total HP). Saves it for when in a pinch.

After the user's third M1 swing, they swing the axe around more, tearing at the target limb by limb before launching their torso away. A clean final M1 slice beheads the target, launching them away.

Crow Charmer combos (from the wiki):

  • 3 M1s Uppercut β†’ 1 β†’ Forward Dash (air variant/catch) β†’ R β†’ Forward Dash (air variant/catch) β†’ 2 (air variant) β†’ Forward Dash (air) β†’ 3 β†’ 4 (Downslam variant)
  • 3 M1s Uppercut β†’ R β†’ Forward Dash (air) β†’ 3 β†’ 1 (catch) β†’ Forward Dash (air) β†’ 4 (Uppercut variant) β†’ 2 (catch) β†’ Forward Dash (air) β†’ Downslam (M1-ing while enemy is ragdolled)
  • Risks: Extreme difficulty; Forward Dash air variant and move 1 catches are inconsistent; Crow Charmer's M1 has long windup making Downslam after 3 inconsistent; enemies can block M1s after 2 (pull variant), so try dashing behind them before continuing

Notes: Crow Charmer was mistakenly named "Crow Queen" in the Skill Builder (scrapped name). The crows used are the same as the Roulette spectator system and the Crow emote. The bird Strike crow makes the same sound as exploding crows in American Shenanigans. They are the only character who didn't get their name changed during the 2026 April Fools update.

Black Death

HP: 100 | Size: 1.25Γ— taller than average character (6 antennas, extra pair of arms β€” cockroach curse physiology) | Passive: Festering Life Sword (sword-based M1 attacks deal very low damage but apply the Injury status effect; wielding the Festering Life Sword, all hits apply Injury stacks; after 8 Injury stacks the opponent takes additional burst damage) | Awakened move: Parthenogenesis

Based on Kurourushi from Jujutsu Kaisen (special grade cursed spirit, born from humanity's fear of cockroaches). Added May 21, 2026. The 22nd character and 6th Base Only. Black Death is the second character with a domain invasion ability (after Ten Shadows), and the fourth character with an Awakening variant (after Aspiring Mangaka, Honored One, and True Cannon). Has the most Awakening variants of any character, at three.

Status Effect β€” Injury: Applied by sword attacks. Stacks deal damage over time. At 8 stacks, the opponent takes additional burst damage. Every Black Death move applies a set number of Injury stacks.

M1 behavior: Sword M1 set deals 8 total damage (1+2+2+3) and applies Injury stacks. Without the sword (after Detach), M1 set deals normal 14 damage (3+3+4+4) using remaining arms, applies no Injury, and defaults both Festering Strikes and Chokehold to their variants. Downslamming a dead body plays a finisher (user consumes the corpse limb by limb), resetting all cooldowns and healing 20 HP.

Base moves:

  • (1) Festering Strikes: Sword-based combo. A second press triggers a variant with a slightly changed combo and increased damage. Applies 6 Injury stacks.
  • (2) Detach: Launches the right arm (holding the sword) forward up to 85 studs, connected to the body via cockroach bridge. If airborne, gains 360Β° aim with a roach platform under the feet to stall falling. If blocked or misses: arm retracts, move goes on cooldown. If it hits an enemy: blade impales them and sticks to their torso β€” the user is now unarmed until the sword is reattached (see Reattach variant). While unarmed: Festering Strikes and Chokehold default to their variants; cannot apply Injury. The blade can stick to walls/surfaces and act as a tangible platform players can interact with. Applies 6 Injury stacks on hit.
    • Reattach (Detach variant): Retracts the arm, reattaching it. Applies 4 Injury stacks.
  • (3) Chokehold: Grab move β€” stabs the opponent and tosses them away. Applies 4 Injury stacks. Has a Detach variant.
  • (4) Roach Swarm: Sends forth a wave of cockroaches dealing damage. Can be used mid-air. Cannot be blocked. Variant: Activate Earthen Insect Trance Special during Roach Swarm to send the swarm upward as an unblockable grab. Earthen Insects are entities that can be targeted by abilities like Boogie Woogie.
  • (R / Special) Earthen Insect Trance: Compels two large insects to follow Black Death around. When the user is hit by an opponent, the insects explode, stunning the attacker. Builds a Special Bar during combat; once filled, attacks deal significantly higher damage, rewarding extended pressure-heavy fights.

Awakened move β€” Parthenogenesis: Spawns a clone that follows Black Death and copies attacks every second time a skill is used β€” effectively doubling damage output. The Roach Tornado awakened move (G+R): massively increases Roach Swarm size as the clone performs it simultaneously. Unblockable and deals massive damage. Intrude awakened move: when near a domain border, uses cockroaches to deal heavy damage to the domain barrier (Black Death's built-in domain invasion ability).

Playstyle notes: Strongest during extended fights where Injury stacks and Parthenogenesis can be applied. Best in free-for-alls for finding new opponents to engage and build Awakening. Lacks unblockable moves in base form; heavily reliant on Parthenogenesis. Intermediate difficulty. The consume mechanic (Downslam on downed body) resets cooldowns β€” high-risk but immediately enables continued pressure.

4.5 Overpowered Characters (restricted)

Strongest of History

Available in: Private Servers and Roulette mode | HP: 100 | Awakened move: Incomplete Shrine Domain Expansion

Built around the Incantation (Special) system. Each R use upgrades Strong Dismantle through tiers: Strong Dismantle (20 dmg, 4s CD) β†’ Dismantle Barrage (30 dmg) β†’ Disgraced Sovereign (19 dmg) β†’ World Cutting Slash and Dismantle Net (both 150 dmg). Open FURNACE: 70 dmg on 12s CD. Cleave Rush: 150 dmg base. Incomplete Shrine Domain: 3 dmg per slash (0.5 if blocked), 20s duration.

Monkey Kid

Available in: Private Servers only | HP: 100 | Passive: Child of the Clouds (summons Flying Nimbus; front dash deals 4 dmg) | Awakened form: Monkey (heals 15 HP, lasts 60s)

Explicitly described as overpowered. Ki Spam: 49 dmg on 12s CD. In Monkey awakening: M1 attacks become unblockable (10 dmg each), front dash turns into a long hop (20 unblockable dmg). Trade-off: cannot pick up throwables, parkour, or wall bounce in awakened form.

4.6 Special / Limited Character

Cursed Child

Available in: JSD x JJS crossover event and Private Server | HP: 100 (boss version: 250) | Awakened form: Since When Were You The One In Control? (heals ~35 HP, lasts 60s)

Obtained by defeating Jump Showdown's Strongest of History. Boss version triggered by interacting with Worn Dagger, Real Knife, or being chosen by Chara SOUL after defeating a player using the moveset.

Check Special: applies defense reduction debuff (opponents take 1.3x damage for 15s). Awakened moves: Atonement (100 dmg), Reset (50–70 dmg; 20 dmg dealt back to user).

4.7 Domain Expansions Summary

CharacterDomain NameCooldownDurationNotes
Honored OneInfinite Void120s14sSuper awk. variant: 0.2 Second Infinite Void
Vessel (King of Curses)Malevolent Shrine120s18s2 dmg/slash, 0.5 if blocked
PerfectionEmbodiment of Self-Perfection120s14sInsta-kill
Head of the HeiTime Cell Moon Parade60s25sDamage scales with speed
Cursed PartnersAuthentic Mutual Love120s45s5 copied techniques available
Ten ShadowsChimera Shadow Gardenβ€”β€”Cast on domain border; drains 4 HP/s from user
Strongest of HistoryIncomplete ShrineAwakened move20s3 dmg/slash, 0.5 if blocked

4.8 Beginner Character Recommendations

  • Honored One and Salaryman: Straightforward move logic, good for learning fundamentals.
  • Vessel: One of the best passives in the game; reliable for beginners despite lower HP.
  • Honored One (Gojo's Limitless): Strong crowd control once basics are down.
  • Ten Shadows (Megumi): Versatile summon options for intermediate players.
  • Restless Gambler (Hakari): High-risk mechanics tied to randomized jackpot ultimates; requires more game knowledge.
  • Cursed Partners: Most mechanically complex character in the game.

Combat Guide

1. Combat Tips and Strategy

10.1 Beginner Tips

  • Lock in controls first before entering public servers.
  • The Q dash is the most important button in the game. Front dashes close distance fast but are easy to read β€” mix in aerial movement and sprints to stay unpredictable.
  • Neutral state: Neither player has the advantage. Break neutral via M1 trading, trying to punish each other's endlag. Ping, reaction speed, and tracking matter far more than M1 speed passives (which make only a marginal difference).
  • Ragdoll cancel is the single most important defensive technique for new players.
  • Choose Vessel or Sorcerer kits to start β€” forgiving M1 strings and reliable early damage.

10.2 Advanced Combat Tips

  • Bait counters with feints: Fake an aerial attack, let the opponent commit to a counter, then punish their endlag. Not every character can do this; Cursed Partners' Veilstep dive is a clean example.
  • Use the environment: Shinjuku's destructible buildings can create chaos and line up multi-kills or break combo positioning.
  • Anti-team burst chaining: Being hit by a multi-hit grab (like Rapid Punches) after activating burst restores your evasive on each hit, effectively chaining bursts.
  • Save your domain: Don't pop your Awakening when behind. Domains are most effective when you already have positional advantage.
  • Read before you dash: Using mobility moves at a distance where the opponent can interrupt you is one of the most common mistakes in neutral.
  • Avoid over-dashing: Mobility moves often lack armor; opponents can interrupt mid-dash.
  • Blood Manipulator's Supernova operates on low cooldown, has no visible endlag, and forces the opponent to split attention β€” good tool for controlling neutral.

10.3 Character-Specific Notes

  • Honored One: Don't fire Reversal Red MAX blind β€” it deals 15 self-damage on a miss.
  • Defense Attorney: Time Domain Amplification when you see a domain activation animation to counter it.
  • Head of the Hei: Character dies when Awakening ends unless domain expansion is used β€” plan accordingly.
  • Restless Gambler: Landing Reverse Balls on opponents twice inside Idle Death Gamble domain grants the Renewal passive.
  • Ten Shadows: The G key during Insanity toggles between awakened and base movesets, giving flexible play.
  • Perfection: Idle Transfiguration's 300-damage second hit skips cooldown if it kills β€” maximize chaining.

2. Techs (Advanced Techniques)

Techs (short for Techniques) are extended usages of existing moves that take advantage of physics, hitboxes, or the environment. They add difficulty in exchange for additional advantage or style.

16.1 General Techs

Forward-Dash Block Cancel: When using Forward Dash to catch an enemy, if you estimate the dash will be blocked, turn around mid-travel to prevent the punch from landing on the enemy's block β€” avoiding the punishment from blocked endlag.

Uppercut Juggling: Almost every character has a move that launches the opponent into the air. Use this time to immediately start M1ing to extend combos.

Front Dash Block Bypass (180 Flick): Get mildly close to the opponent, use Forward Dash at them, then do a 180Β° camera flick when passing through the enemy block to hit them from behind, bypassing the block. Counter: side-dash away or use the anti-lock-on knockback feature.

Side-Dash M1 Block Bypass: Use a Side Dash while simultaneously M1ing to bypass an opponent's block from the side.

M1 Range Extension (Camera Tilt): When performing M1s, turning the camera about 20 degrees will slightly extend their effective range. Useful for catching opponents off guard or winning M1 trades.

Forward-Dash Combo Extender: Can be combined with the camera tilt to extend combos more effectively.

Head Surf Uppercut: When holding Jump during an M1 chain, delaying the input between the 3rd and 4th M1 just enough allows you to jump on the opponent's head while performing an Uppercut β€” gaining height and extending ragdoll time. Alternative: perform 2 M1s, then jump on the opponent's head while holding M1 and Jump for the remainder of the chain. Holding Jump after the surf makes you and the opponent go even higher, making uppercuts near-unpunishable and especially strong for Restless Gambler and Locust Guy.

Get-Up Theory: When the opponent escapes from ragdoll, they briefly have super armor, but if you land a stun at the exact moment they escape, they will be stunned. Applies to all skills that grant stun, front dash, and basic hits. Timing varies per skill. Considered inconsistent/luck-based in practice.

Roll Momentum: The moment you land after falling, pressing Jump simultaneously lets you roll forward, preserving momentum. Can be linked with air parkour or Vessel's R for fast approaches.

Ragdoll Cancel into Punish: Rather than dashing away when ragdolled, dash toward the opponent during their long windup or endlag to turn the escape into a punish.

Forcing Ragdoll Cancel: Using moves that disable ragdoll cancel (such as Nue, Fluttering Pounce's air combo) allows combo extension from a safe distance and forces the opponent to use their ragdoll cancel during the windup to avoid being comboed.

Anti-Team Burst Chaining: Burst can be used while stunned (not just ragdolled). Being hit by a multi-hit grab (like Rapid Punches) after activating burst can restore your evasive on each hit, effectively chaining bursts against multiple opponents.


3. Combos

A Combo is the act of chaining together a series of moves with the intent to deal a large amount of damage without granting any counter or escape window. Most combos require the enemy to have an empty ragdoll cancel bar to prevent escaping. Combo damage and viability are ping-dependent.

17.1 Honored One (Base)

  • Standard: 3 M1s Downslam β†’ 4 β†’ 3 β†’ 1 β†’ 2 β†’ R (Variant, in air) | Damage: ~71.25 | Involves Special + 6% Awakening | Techs: Rapid Kick, RRTP | Risk: Ping dependent
  • Extended: 3 M1s Uppercut β†’ 2 β†’ Downslam β†’ 4 β†’ 3 β†’ 1 β†’ R β†’ (Forward Dash/Side Dash + M1) β†’ 4 M1s | Damage: ~77.75–91.75 | Involves Special + 6% Awakening | Risk: Red Bounce tech difficulty; aerial R hard to extend; enemy may gain full evasive by the time Lapse Blue (1) lands

17.2 Vessel (Base)

  • Simple: 3 M1s β†’ 1 β†’ 3 M1s β†’ 2 β†’ 3 (as they fall)
  • Scout Combo: 3 M1s β†’ Divergent Fist (Black Flash) β†’ Jump β†’ Crushing Blow β†’ Feint (R) β†’ Mid-air Cursed Strikes. Damage: 49. Notes: High-speed momentum combo used to chase enemies blown away by Divergent Fist. Cancel aerial Crushing Blow to scout across air for airborne Downslam. Risk: Crushing Strikes can miss if performed wrongly; Black Flash chaining is extreme difficulty; Manji Kick (4) is required for some tech variants, making combos situational.
  • Note on awakened Vessel: Awakened M1 is blockable from both sides; start awakened combos with Forward Dash instead of M1.

17.3 Restless Gambler (Base)

  • Front dash β†’ 3 M1s Uppercut (Surf) β†’ 3 β†’ 2 (no evasive) β†’ all bounces β†’ 3 M1s Uppercut (falling) β†’ 4 β†’ Side dash β†’ 3 M1s Downslam β†’ 1
  • Awakened: Due to how easily awakened moves chain, there are no fixed combos. A common route: Dash β†’ 3 M1s Downslam β†’ 1 β†’ 2 β†’ 4 β†’ 3

17.4 Ten Shadows (Base)

  • 4 (Summon) β†’ Front Dash β†’ 3 M1s Uppercut β†’ 4 β†’ 1 β†’ 4 β†’ Downslam β†’ 3 (180Β° turn) β†’ Front Dash β†’ 3 M1s Downslam β†’ 2 β†’ 4 β†’ Downslam
  • Risks: After 4, user must avoid getting ragdolled; Front Dash after 3 may ragdoll enemy away due to anti-lockon feature; enemy likely gains full evasive bar after 2nd Downslam

17.5 Puppet Master (Base)

  • R β†’ 3 M1s + R simultaneously β†’ Uppercut β†’ 2 β†’ R β†’ 4 β†’ 1 β†’ 3 (fully held) β†’ R β†’ 4 | Damage: Up to 100.65
  • Notes: First R must be held for a relatively long time before triggering Puppet Barrage, to allow 4 to trigger again after 3 (otherwise 4 activates Ubercharge instead of Offload). Perfect timing required for Ultra Spin after 4. Target might gain evasive near the end, so ensure evasive bar is completely empty before starting.

17.6 Head of the Hei (Base)

  • Front Dash β†’ 3 M1s Uppercut β†’ 1 β†’ 2 β†’ 3 β†’ Side Dash β†’ 4
  • Risk: Need to land counter to perform combo; timing can be tight.

17.7 Basic Community Combos (Various Characters)

  • Honored One (Gogo): 3 M1s β†’ 3 β†’ 1 β†’ 2 + R (or just R then Red) β†’ Dash β†’ 3 M1s β†’ 4
  • Vessel (Sukuna): 3 M1s β†’ 1 β†’ 3 M1s β†’ 3 β†’ 2 (should be a one-shot in some scenarios) or just Domain + any move (aerial Dismantle, Open, Rush, R) except normal Dismantle and M1
  • Restless Gambler (Hakari): 3 M1s β†’ 2 β†’ 3 M1s β†’ 4 β†’ 1 (to stop them) β†’ 4 M1s Uppercut β†’ 3
  • Ten Shadows (Megumi): 4 M1s β†’ 1+2 (as they're downed) β†’ 3+2 β†’ 4 β†’ 4 M1s β†’ 4,4,4
  • Perfection (Mojito): 1 M1 β†’ Focus Strike β†’ 2 M1s β†’ Soul Fire β†’ Stockpile Variant β†’ Side Dash Away β†’ Body Repel. Alternatively: 3 M1s β†’ 2 (Club Mode) β†’ repeated 2 (as many times as possible until escape or die) β†’ 1 β†’ G (Ult Black Flash)

Core Mechanics

1. Core Mechanics

3.1 Basic Melee Attacks (M1)

Basic melee attacks (M1s) are the player's main offensive tool β€” a blockable forward strike with an 8Γ—8Γ—8 stud hitbox after a 0.23s startup. A landed M1 stuns the target for about 0.75 seconds and pulls the attacker ~1 stud toward them. A blocked M1 has longer endlag that can be punished.

Holding or repeatedly using M1 chains up to four hits dealing a total of 14 damage (3+3+4+4) before going on a 2-second downtime. The fourth hit causes destruction and ragdoll, with three variants depending on vertical movement:

VariantTriggerEffect
Neutral M1No vertical velocityKnocks enemy backwards. Shortest ragdoll time.
UppercutMoving upwards (jumping/holding jump)Uptilt, knocks enemy into the air. Longest ragdoll duration due to airtime.
DownslamMoving downwards (falling after jump)Downsmash into floor. Unblockable and bypasses ragdoll.

Note: M1 properties vary by character passive and can be altered by items.

3.2 Block

Block is the main defensive option. It nullifies damage and/or stun of incoming attacks in exchange for slower movement and inability to attack or dash.

  • Effective within an angle of less than 180 degrees in front of the user.
  • Some attacks deal reduced damage on block rather than full negation.
  • Some attacks are entirely unblockable.
  • Some can only be "perfect-blocked" by blocking before impact.
  • Some attacks get stronger when blocked.
  • Blocking only works when facing the opponent. Turning away mid-fight means eating the full hit.

3.3 Dash

Dashing is indispensable for both mobility and combat. Behavior changes based on movement direction:

DirectionDescriptionCooldown
Forward / StillSlides forwards with a jab (~25 studs). Deals 4 blockable damage. High endlag when blocked. Ragdolls enemies hit before traveling half its distance.6s
Side / BackQuick-step, travels ~20 studs. Trajectory can be steered while dashing. Can be used during startup of ability or M1.2s

Dash properties may vary by character passive or items. Mobility moves often lack armor, meaning an opponent can interrupt mid-dash.

3.4 Sprint and Parkour

Walk speed is slightly proportional to current health β€” players move slower at low HP. While sprinting into obstacles, the parkour mechanic automatically activates:

  • Vaulting: Over low obstacles (debris, tables, throwables).
  • Climbing: Up elevated walls and ledges.
  • Sliding: Under obstacles raised slightly above the ground.

3.5 Wall Jumping

Players can wall hop to climb buildings by moving sideways and forwards alongside a vertical surface while pressing Jump. Wall jump availability scales with HP:

  • 100%–66% HP: 3 wall jumps.
  • 66%–33% HP: 2 wall jumps.
  • 33%–1% HP: 1 wall jump.

Wall jump velocity and distance scales with character size (e.g., larger characters like Mahoraga jump farther).

3.6 Rolling

When falling from a height greater than a jump's distance, players can retain momentum by pressing Jump just before hitting the ground, rolling forward a short distance that scales with fall distance.

3.7 Health

Health (HP) represents how much damage a player can take before dying (entering a brief death ragdoll state). Walk speed is slightly reduced at lower HP.

3.8 Endlag

After using a move, the character enters a brief recovery period called endlag during which they are vulnerable. Blocked attacks and whiffed attacks typically have longer endlag.

3.9 Ragdoll and Ragdoll Cancel

When hit hard enough (e.g., by a fourth M1 hit or certain abilities), the player enters a ragdoll state. During this state, pressing Q while holding M1 toward the enemy cancels the ragdoll and breaks out of the stun β€” this is called Ragdoll Cancel.

  • Missing this window means eating the entire combo.
  • The correct play is to dash toward the enemy during their long windup or endlag to turn the cancel into a punish.
  • Dashing away when ragdolled wastes the cancel.
  • Some players deliberately refuse to ragdoll cancel after being hit to bait the opponent's next move. Against this, shorten your combo and reset to neutral.
  • Burst mechanic: works while stunned (not just ragdolled). Being hit by a multi-hit grab (like Rapid Punches) after activating burst can chain bursts by restoring the evasive on each hit.

3.10 Attack Types and Counters

Every ability belongs to one of five attack types: Melee, Bullet, Explosion, Swarm, or Domain. The game has 10 counter moves, each only working against specific attack types.

Manji Kick is the most flexible counter in the game, covering all five attack types and is the safest default for beginners learning a new character.

World Cutting Slashes and Dismantle Nets are uncounterable by any move in the game β€” dodge or block instead.

3.11 Move Skill Tooltips

Skills can have tooltips at the bottom of the skill box hinting at variants or functions:

TooltipMeaning
TARGETMove can only be used while aiming at a nearby target.
RAGDOLLMove can only be used on ragdolled targets.
HITMove behaves differently if the user is hit during windup.
TOGGLEPressing the move after use deactivates it without cooldown.
1/?Move has multiple stages; progresses when a specific requirement is fulfilled.
USE TWICEPressing the move twice within a timeframe activates a variant.
USE AGAINUsing the move again while tooltip is active initiates a secondary attack.
USE THRICEUsing the move two or three times during windup increases a stat.
SPECIALMove switches to a variant depending on how the special functions.
HOLDHolding the move for a duration activates a variant; timing release may be required.
DIRECTIONMove performed differently depending on last direction moved (forwards, backwards).

3.12 Beam Clashing and Anti-Team

The game includes beam clashing mechanics (when two projectiles collide) and an Anti-Team system. The burst mechanic can be used while stunned against multiple opponents.

3.13 Beam Clashing

A Beam Clash occurs when two awakening beam attacks collide and push against each other (e.g., Plasma Wave vs. True Love Beam vs. Every Last Drop). When a clash begins, each player must win a Quick Time Event β€” pressing one of 3 buttons (W, A, D on PC; locating the button on screen for mobile) to empower their beam and cancel the other.

A meter appears above each player's Awakening Bar indicating how close they are to winning/losing. The meter shows both players' beam colors; each player sees themselves on the left. There is an order of strength that gives a head start in the clash:

Plasma Wave < True Love Beam < Every Last Drop

Note: For True Love Beam, moving away before a clash initiates will prohibit the user from participating in the resulting QTE.

Status EffectDescription
PoisonDeals damage per second. Great Serpent: 2 DPS for 9s. Directed Poison: 9 DPS for 10s.
Damage ReductionBlack Mucus: reduces target's damage by 15% for 13 seconds.
Bleed / HemorrhageBleedout applies 3 stacks of Bleed (3 damage each, 9 total). Applying Bleed again triggers Hemorrhage (50 total damage over time). Hemorrhage cannot kill on its own, but Poison can.
ConcussionRising Rage's charged third kick dazes for 5s. Jawbreaker disables all abilities except walking for 8s.
DazeFlower Field disables all dashes except ragdoll cancel for 5 seconds.

Domain Expansion Guide

1. Domain Expansion β€” Full Mechanics

A Domain Expansion (ι ˜εŸŸε±•ι–‹ / Ryōiki Tenkai) is a move category that, after a short windup, expands a large, destructible dome with either a white or black border. The interior features a unique environment with the user's cursed technique embedded into it, granting a sure-hit property during the full active period.

15.1 Casting

  • Standard windup: 1.25 seconds. Exceptions: Embodiment of Self-Perfection and Authentic Mutual Love each expand in 1.5 seconds.
  • On expansion, a pop-up appears for all players within the domain's range (generally a 37.5 stud radius).
  • Casting restrictions: Domains cannot be cast while inside another domain or near its border, nor while in the air.

15.2 Characters Without Domain Expansion

As of the current version, the following characters cannot use Domain Expansion: Ten Shadows, Blood Manipulator, Switcher, Puppet Master, Salaryman, Disaster Plants, True Cannon, Locust Guy, Star Rage, Aspiring Mangaka, Lucky Coward, Crow Charmer, and Black Death.

Note: Hanami (Disaster Plants), Ryu Ishigori (True Cannon), and Yuki Tsukumo (Star Rage) possess domains in the source material but they have not been added to the game.

15.3 Domain Invasions

Ten Shadows and Black Death are the only two characters with built-in domain invasion moves. Additionally, certain moves can break domains from the outside: Honored One's Hollow Purple, Vessel's World Cutting Slash, Blood Manipulator's Slicing Exorcism and Plasma Wave, and Star Rage's Unrestricted Density can all instantly break most domains.

Entering an active domain from outside: Several methods exist:

  • Being hit by specific moves while next to a domain border
  • Using certain emotes (Yamcha, Guy, Tired, Bathtub, Clash, Clash2, Garbage, Bow3, A Mimir?, Stylish) combined with shiftlock to clip through the barrier
  • Easiest method: uppercut a player after they use evasive, then immediately cast your domain

15.4 Domain Clash

A Domain Clash occurs when two or more players simultaneously cast their domains. When a clash initiates:

  • All expanded domains lose their sure-hit effects and merge into one
  • All player abilities are disabled; M1s and dashes are replaced by passives similar to Head of the Hei's (M1s cannot stun or ragdoll)
  • All domain contestants are highlighted and fitted with a bar under them
  • The bar fills by 6.25% per hit landed on an opposing domain caster (non-contestants don't contribute)
  • This means the bar fills after 16 landed hits (or 4 M1 sets)
  • The player to fill their bar to maximum, or hold the highest percentage at the end of the 15-second timer, wins the clash β€” their domain remains, all others are canceled

15.5 All Domains in the Game

CharacterDomain NameCooldownDurationSpecial Behavior
Honored OneInfinite Void120s14sStuns all enemies inside; sure-hit. In Six Eyes: can use R during Six Eyes to cast 0.2 Second Infinite Void instead
Vessel (King of Curses)Malevolent Shrine120s18sConstant Dismantle slashes (2 dmg each; 0.5 if blocked). Blocking reduces damage and prevents execution
PerfectionEmbodiment of Self-Perfection120s14sInsta-kill via Transfiguration meter that drains until target dies. Long windup; low domain HP pool
Head of the HeiTime Cell Moon Parade60s25sDamage inside scales with movement speed
Cursed PartnersAuthentic Mutual Love120s45s1.5s windup; grants 5 copied techniques (Shrine, Thin Ice Breaker, Clairvoyance, Cursed Speech, Shikigami)
Ten Shadows (Insanity)Chimera Shadow Gardenβ€”β€”Cast on a domain border; creates tunnel of shadows to invade a targeted domain. Disables that domain's sure-hit while active. Drains 4 HP/s from the user
Strongest of HistoryIncomplete Shrine (awakened move)Part of G20s3 dmg per slash, 0.5 if blocked
Defense Attorney (special)Deadly SentencingPart of awakeningβ€”Setup domain; forces opponent into trial mechanic (not a standard combat domain)
Restless Gambler (awakening)Idle Death GamblePart of awakeningβ€”Setup domain; players must interact to determine Jackpot/Pity Jackpot outcome

15.6 Black Flash

Black Flash is a phenomenon from the Jujutsu Kaisen series that amplifies a physical strike by the power of 2.5 when cursed energy is applied within one-trillionth of a second, creating black and red lightning-like sparks. Characters that can use it: Honored One, Vessel, Perfection, Switcher, Cursed Partners, Salaryman, and Strongest of History.

Some Black Flash variants can be triggered cross-move: Switcher's Brute Force Black Flash can be activated by using Brute Force followed immediately by "Earthquake", "Divergent Fist", or "Focus Strike" before the blow lands. Same technique works with Divergent Fist and Focus Strike on other characters.


Gamemodes

1. Gamemodes

Clicking the magnifying glass icon on the top bar opens a menu with 6 choices:

6.1 Public Servers

The base game. Players spawn into public servers on joining. Shinjuku map, up to 20 players. Best for high kill-count farming. Items spawn every 10 minutes.

6.2 Duels

Compete in 1v1s, 2v2s, and 3v3s+ on randomized maps.

On selecting Duels, players enter a lobby and press "Ready" to search for an opponent. Options include Casual and Ranked duel types.

Party System: Invite friends via the invite menu. Parties hold up to 4 players. A party only matches against others with the same number of players.

Match structure: Players are assigned to "Sorcerers" or "Curses" teams and teleported to a grassy arena with invisible borders. Each team starts with a set of lives (3 for 1v1; 5 for 2v2+). To win: deplete the opposing team's lives, or have more lives when the timer expires.

After a match, the winner's selected Victory Flash plays, followed by "Shenanigan'd!" in cyan. Losing triggers the same screen in purple.

Binding Vows (Casual only β€” all 6): At match start, three random Binding Vow options appear. Players may choose one for buffs/debuffs:

NameEffectCommunity Notes
Revealing One's HandGain 110% health; your move cooldowns, Awakening Bar, and ragdoll cancel progress are visible to the enemy.Often considered one of the best β€” negligible downside unless the opponent is vigilant for counters/ragdoll cancel in combos.
Overtime90% damage for your first 2 lives; 125% damage on your last life (shown by a blue cursed energy aura). Using Salaryman's awakening on your last life with this vow grants the "Overhours" Achievement.Good for aggressive players who can survive to the third life.
EnchainGain 30% more Awakening. On awakening: HP fully restores, but you are unable to do anything except walk, side-dash, or block for 12 seconds. You also awaken as Vessel regardless of selected character.High risk if interrupted during the 12-second window.
Taking a GambleDeal 120% damage but lose a random move each time you respawn (also loses one move immediately at match start). The random move can be cycled each respawn/awakening, allowing you to settle for a usable moveset.Considered good because the move rotation allows for some control over outcomes. Does not account for moves that stay off cooldown (successful Supernovas, Eye Catchings, Star Rage resets).
True LoveGain 30% more Awakening, but you will awaken automatically once the bar is full and die when the Awakening ends (exceptions: Base Only characters, who won't die). All moves cost 5% Awakening while awakened.Not recommended for Base Only characters or Head of the Hei β€” will waste Awakening.
Never AgainDeal 135% damage but lose a move permanently after using it twice in the match.Previously considered the worst vow; the damage boost does not justify permanently losing moves.

Casual rematches: Players can vote for a rematch up to twice at the end of each Casual duel.

Ranked Duels:

  • No Binding Vows.
  • Elo (Estimated Level of Opponent) matchmaking system. Players start at 0 Elo.
  • Win β†’ gain Elo; Lose β†’ lose Elo. Leaving a match causes heavy Elo loss (cannot fall below 0).
  • Players cannot match with opponents if the Elo gap is 50 or higher.
  • Elo gained/lost per match varies (1–10) depending on the Elo difference between players.
  • A leaderboard for highest Elo is displayed on the right side of the Duels menu.
  • Unlike Roulette's SRC and FSD modes, players on the same team can harm each other in Ranked 2v2s.
  • Summoning Mahoraga costs one life in Ranked and Roulette.

6.3 Roulette

Fast-paced minigames voted for by players. There are two terrain types β€” large and small β€” determined randomly per mode:

  • Large terrain modes: SWP (Sorcery Clash With Players), SRC (Single Round Combat), FSD (Final Showdown), EOJ (Elimination of the Judge), AMS (Alone Mode Showdown)
  • Small terrain modes: FTT (First to Twelve), OBA (One-Button Attacks), PFT (Put-'em-Flat), PFC (Pure Fighting Challenge)

Most terrain is inspired by places from the Jujutsu Kaisen universe. Strongest of History is accessible in Roulette. Spectator system: Spectators appear as crows β€” a reference to Mei Mei's Black Bird Manipulation β€” and get swapped into the arena using Boogie Woogie. Summoning Mahoraga costs one life in Roulette. Provides consistent XP and cash with lower pressure than open PvP.

6.4 Custom Servers

Join private servers hosted by players.

6.5 Creator Clash

Fight using custom movesets uploaded to the Workshop by other players.

6.6 Join a Friend

Allows joining one of your friends' servers, provided their server isn't full or in a different region.


Items Guide

1. Items β€” Full List

Items are temporary fight tools that can completely change the outcome of a fight. They are obtained via a delivery drone system, map spawns, vending machines, specific locations, character abilities, or private server Item Blocks.

19.1 How Items Work

  • Items are delivered by a one-HP delivery drone that appears during matches. The drone drops the item crate at a random map location.
  • If the drone is killed before throwing the item, the purchase is lost.
  • Most normal items replace your M1 after being picked up. Being hit while carrying some items drops them; they despawn after 10 seconds if uncollected.
  • Items can be stored using Ten Shadows' special (similarly to throwables).
  • Soda from vending machines costs $2 in person (or $5 via shop delivery/$2 + $3 from shop).
  • Under 25 HP, after drinking a Soda, the can is crushed and can be thrown with M1.

19.2 Public Server Items (15 total)

ItemTypeEffectNotes
SodaHealingRestores HP and evasion to full$5 from shop delivery or $2 from vending machine; under 25 HP, crush and throw the can with M1
CoinThrowableDeflects most projectiles toward nearest target; breaks after 3rd useBased on Megumi Fushiguro's coin; can be donated to the giant Reimu plush by tossing into wooden box (plushie flies away and reappears)
Jet BlackMeleeSends opponent flyingClose range; heavy damage
GunRangedShoots 6 bullets; 10 damage each; blockable but bypass ragdollUse after enemy whiffs a move
Playful CloudMelee5-hit attack with 4 inputs; 18 damage in full combo; damage scales up to +115% (Γ—2.15) as user's HP decreasesBest used at low HP in close range
Transfigured FleshUtilityCreates unbreakable wall for 10 secondsCreated via Perfection's finisher moves; useful for breaking guard / area control
Voice RecorderUtilityEmits Cursed Speech effect on landing after throwing. 3 channels (R to cycle): Don't Move (freeze 3s), Plummet (ragdoll + 14 dmg), Blast Away (fling upwards + 20 dmg). Unblockable; bypasses ragdoll. 30s rechargeMulti-use item; can be re-thrown. Based on Yuta Okkotsu's recorder
Hazenoki's EyeExplosiveExplodes after a few seconds or on contact with an entity; destroys area around itBased on Jujutsu Kaisen character ability
SniperRangedLong-range unblockable shots; recoils user on last shotPunish Awakening startup from range
Transfigured HumanSummonSummons an NPC that morphs into a random-sized ally and fights nearby targetsCreated via Perfection's finisher
Tinted GlassesUtility/BuffReveals cooldowns and Awakening Bar progress for nearby playersUseful for reading whether an opponent is safe to attack
TNTExplosiveAoE explosionThrowable; prime and throw; can be picked up before detonation
Banana PeelTrapCauses enemies who step on it to slip/knockdownStackable; place behind you
NaginataMeleeReplaces M1 with Naginata swings; adds special comboExtended melee reach; outranges basic attacks
Bowling BallThrowableDamages target and re-targets after rollingFound in Shenanigans Ball Bowling Alley; can stop Awakening startup
CrowbarMeleeUnblockable sweep (10 dmg, true ragdoll); on get-up, disables run and jump for 10 seconds; breaking a block applies Bleed; breaking a block on someone with Bleed triggers HemorrhageFound in Shenanigans Ball Bowling Alley

19.3 Private Server Exclusive Items (5 total)

ItemTypeEffect
BroomMobilityFly on a broom for 8 seconds (meter); recharges after use
SnowballThrowablePushes enemy away; can hit ragdolled players (unblockable)
FlashlightUtilityImproves visibility in dark areas
Tiantui Star's BladeMeleeSword moveset with unblockable slashes; special tied to a server-kick effect
ArayashikiSpecialUnique effect (private server only)

There is also a secret item: Nepcard, obtained via a hidden radio and Feline Finder route (not standard delivery).


Map Guide

1. Map (Shinjuku)

The main public server map is Shinjuku. Key features:

  • Destructible buildings β€” smashing into structures can create chaos and break combo positioning.
  • Items spawn every 10 minutes.
  • Soda cans and other interactables spawn and provide temporary buffs β€” worth grabbing when nearby.
  • High kill potential with up to 20 players per server, making it the best cash-farming location.

2. Map (Shinjuku) β€” Detailed

The public server map is Shinjuku, a destructible city environment. Almost all structures β€” floors, buildings, objects β€” can be destroyed by player attacks. The map is notionally set somewhere in the North Pacific Ocean based on map positioning.

18.1 Notable Locations

Twin Towers: The two tallest buildings on the map. Two 11-floor towers conjoined at the 9th floor by a bridge. Ladders run along the corners for roof access. The roof has fire extinguishers. Second-to-last floors have vending machines. Each tower has a customizable billboard (editing panel on the 4th floor; costs $15 to edit). Destroying one ladder section collapses the rest, making it unclimbable.

Shinjuku Station: A train station with rails inside. Features a train station floor connected to 2 elevated platforms via escalators and stairs, plus an underground-level subway station divided into clean and dilapidated portions. The station has a control room with two buttons: one broadcasts through the station (requires voice chat), the other calls a speeding train along the rails that heavily damages players in its path.

Shenanigans Ball / Mall: A mall complex connecting storefronts, escalator movement, the Bowling Alley, and sewer access. Useful for route planning. The Bowling Alley contains a Bowling Ball item unique to that location, a Karaoke machine that starts a Yakuza-style rhythm game (player gains total i-frames during performance; score is displayed on completion), and connects to a gap to the void.

Comedy Club / Karaoke House: A simple house with a stage, a microphone (requires voice chat), 2 speakers, and an interactable piano.

Courthouse: A small white courthouse inspired by where Hiromi Higuruma awakened his technique. Includes microphones and speakers usable with voice chat.

Sorcerer Appliances Store: Contains an interactable painting of a distant land near the entrance.

Underground Sewer: Connects to the main map and the mall. Used for routing and positioning.

NEP Easter Eggs (hidden items):

  • EVILNEP (NEP): On the sewer hallway floor, in front of the radio
  • ICENEP (4A): Hidden behind a speaker on the subway's fourth column
  • ANGRYNEP (3Q): Hidden behind the menu board at Tze's

18.2 Interactables

Interactables are map objects players can use during fights or side activities.

Throwables (added V1.12): Spread around the map. Picking up a throwable replaces your M1. Thrown items deal 15 unblockable bullet-type damage and ragdoll on contact before breaking. Abilities that can interact with throwables: Combat Instincts (Vessel), Lurking Shadow (Ten Shadows), Boogie Woogie (Switcher), Severance Kick (Salaryman). The 6 throwable types: Trash cans, Fire extinguishers, Chairs, Arcade machines, Gravestones, and the Piano.

  • Fire extinguisher: Explodes into white mist when it breaks
  • Chair: Higher launch angle than default
  • Arcade machine: Explodes into coins when it breaks; walking up to one lets you play one of two mini-games

Vending Machines (added V1.20, functional since V1.37): Red brick-like structures found in/outside buildings and in Shinjuku Station. Buy a Soda for $2 in person ($3 extra for delivery). Previously cost $5.

Billboards: 2 billboards on the map (one on each tower). Editing panel on the 4th floor of each tower. Costs $15 to display a custom image via Roblox image ID. Inappropriate images result in a ban.

Station Control Panel: Two buttons in the station control room β€” one calls the train (damages players on the rails), one makes an announcement (requires voice chat).

Karaoke Machine: Located in Shenanigans Ball's Bowling Alley. Starts a rhythm game with 5 snippet choices. Player gains total i-frames during performance.

Arcade Machines: Two playable mini-games available by interacting with them (Unlicensed Catch and others).


Overview and Controls

1. Game Overview

Jujutsu Shenanigans is a physics-driven anime fighter on Roblox developed by Tze's Shenanigans, released publicly in April 2024. It is based on the Jujutsu Kaisen anime/manga universe. The game has cleared 3 billion visits on Roblox and supports up to 20 players per server. Players fight other players, earn money per kill, and master a roster of fighters pulled from the Jujutsu Kaisen universe. Each character plays completely differently, from free-to-use brawlers with straightforward combos to domain-expansion powerhouses locked behind specific game modes.

The game belongs to the "Battlegrounds" genre, meaning you can M1, dash, block, and use character-specific skills.


2. Controls

2.1 PC Controls

ActionKey
MoveW / A / S / D
SprintPress W twice (or hold W)
JumpSpacebar
Basic Melee Attack (M1)Left Mouse Button
DashQ
BlockF
Skill 11
Skill 22
Skill 33
Skill 44
Special MoveR
Awakening / DomainG
Build Mode (Private Server)M
Flight Toggle (Private Server)N
Interact / PromptE

All keybinds can be changed in the Keybinds settings.

2.2 Xbox Controls

ActionButton
MoveLeft Stick
Attack (M1)B
BlockX
DashY
JumpA
Skills (1/2/3/4)LB / LT / RT / RB
Special MoveD-Pad Left
AwakeningD-Pad Up

2.3 PlayStation Controls

ActionButton
MoveLeft Stick
Attack (M1)O (Circle)
BlockSquare
DashTriangle
JumpX
Skills (1/2/3/4)L1 / L2 / R2 / R1
Special MoveD-Pad Left
AwakeningD-Pad Up

2.4 Mobile Controls

  • Move: Virtual joystick (touch)
  • Sprint: Hold the forward touch joystick
  • Block: Shield icon button
  • Attack (M1): Punch icon button
  • Jump: Up arrow icon button
  • Dash: Running icon button
  • Special Move: Star icon button
  • Skills: 1 / 2 / 3 / 4 buttons at the bottom of the screen
  • Awakening: Tap the Awakening Bar above the Skills menu
  • Auto-run can be enabled in Settings for mobile, PlayStation, and Xbox players.

Private Servers and Build Mode

1. Private Servers and Build Mode

11.1 Private Servers

Private servers allow players to play in an isolated environment with admin-like commands over other players. Overpowered characters (Monkey Kid) are only available in Private Servers. Strongest of History is available in Private Servers and Roulette.

Build Mode can only be accessed in a Private Server.

11.2 Build Mode

Build Mode (added in V1.15) allows building structures and logic-based creations in a Private Server.

Activation: Press M, or enable "Free Build" via Private Server commands in the Players section. While Free Build is active, the selected player can still use their moveset, M1, dash, or block but has constant total i-frames.

Build Shortcuts:

  • M β€” Toggle Build Mode
  • N β€” Toggle Flight
  • Ctrl+X / Ctrl+C / Ctrl+V β€” Cut / Copy / Paste (works between saves)
  • Ctrl+Z β€” Undo
  • Hold Ctrl β€” Multi-select blocks
  • T β€” Cycle between selection tools (Position, Rotation, Size)
  • Y β€” Cycle between local and global axis

Building Blocks (6 types):

  • Part: Default block
  • Spawnpoint: Player spawnpoint; assigning a color assigns it to a team of that color. Toggle "Neutral" off to limit it to specific teams only.
  • Trusses: Default cubic truss/ladder
  • Image: Black square with decal on one side; customizable via Image/Decal ID
  • Wedge: Default ramp
  • Texture: Repeating decal across surface dimensions; customizable width/length

Selection Menu properties: Can Collide, Cast Shadow, Breakable (Wedges/Trusses unaffected), Delete Part. Color via RGB values or color picker. Transparency (0 = opaque, 1 = invisible). Materials: Plastic, Smooth Plastic, Glass, Metal, Brick, Slate, Grass, Wood, Wood Planks, Neon, Forcefield, Concrete, Sand, Diamond Plate, Granite, Fabric, Marble, Foil.

Logic Blocks (added V1.32): Invisible outside Free Build. Operate via an ID system (blocks send and receive signals to blocks with the same ID). Four types:

Input Blocks (4 types):

  • Touch: Activates when a player's torso fully enters it (not in i-frames).
  • Prompt: Activates when E is pressed/held. Configurable name and hold duration.
  • Voice Relay: Microphone β€” streams voice chat to a speaker part placed elsewhere. Does not send output signal.
  • Connect: Activates when a custom ability with the matching Connect node signal is used nearby. Configurable range and signal duration.

Output Blocks (6 types): Include Sound Block (plays audio by Roblox Marketplace ID), and others (Moveset Block, Character Block, etc.) for assigning characters or custom abilities to players.

11.3 Skill Builder

The Skill Builder (added V1.57, major overhaul V1.60) lets players create custom abilities using pre-existing abilities, visuals, and animations as an extension to Moveset, Awakening, Special, and Character Blocks.

Access: Place a Moveset, Awakening, or Special Block in Build Mode β†’ select "Custom" in the block's ability list. Or place a Character Block β†’ Configure β†’ Edit a character's skills/awakening/specials/M1s/dashes.

The Skill Builder has 3 main tabs:

Timeline Tab: Structured sequence of nodes. Custom move accounts for nodes under 150-second limit.

NodeFunction
WaitAdds a time gap between nodes (default: 1 second).
SkillSelect any game skill. Settings: Speed (0 = no execution), Cancel Last (cancel previous nodes and start this skill), Enable Variants (allows skill variants to trigger), Hold For (hold duration in seconds for "Hold" variants), Start (start point in seconds).
SpecialSelect any game special. Settings: Speed, Cancel Last, Variants.
AnimationSelect any game animation. Settings: Slider (cut/trim), Speed, Loop, Fade In, Fade Out, Last Hit (duration to apply animation to target).
SoundPlays a sound by Roblox Creator Store audio ID. Settings: Volume, Speed, Start, End, Cancel (cancels same audio ID playing), Global (plays for all players), Projectile Tag (attaches to projectile).
VelocityControls movement during the custom move. Settings: Force (XYZ coordinates in studs), Time (duration in seconds), Fade (gradual stop vs. sudden stop), Track (velocity follows facing direction), Relative From Branch, Last Hit (apply velocity to last hit target), Ragdoll (duration), True Ragdoll (disables ragdoll cancel).

Conditions Tab: Limits the move's usage based on selected factors (e.g., requires a target, requires ragdolled enemy, etc.).

Properties Tab: Miscellaneous tweaks for the custom move.

Ability name, cooldown, and keybind are customized from the block's menu, not inside the Skill Builder.

11.4 Workshop

The Workshop allows players to upload and share custom movesets created with the Skill Builder. These are used in the Creator Clash game mode.


Progression

1. Cash, XP, and Progression

8.1 Earning Cash

Cash (displayed as $ in-game) is earned from kills and match performance. Fastest farming methods:

  • Public Servers (Shinjuku): Highest kill potential, up to 20 players.
  • Roulette minigames: Consistent XP and cash with lower pressure.
  • Events: Can double cash rates β€” check the Notebook icon in the top menu for active bonuses.

Items spawn every 10 minutes on the Shinjuku map. Soda cans give temporary power-ups.

8.2 Spending Cash

Spend early cash on functional upgrades before cosmetics. Cash is used in the Shop.

8.3 Mastery

Each character has a mastery level that improves as you use their skills and M1 combos in matches. Higher mastery improves damage output, shortens cooldowns, and unlocks the technique's full potential. Max mastery is achieved by repeatedly using all four skills and M1 combos in actual matches. Efficient mastery path: spam safe moves against bots or lower-level players in private servers, then bring that muscle memory into public matches.


Settings

1. Settings

The in-game Settings menu allows customization of:

  • Keybinds (all major actions are rebindable)
  • Auto-run (on by default for mobile/console; toggleable)
  • Visual and audio preferences

Shop Codes Gamepasses

1. Shop, Codes, and Gamepasses

9.1 Shop

Open the Shop by clicking the Notebook icon at the top of the screen. The Shop contains:

  • Items: In-game consumables and power-ups.
  • Victory Flashes: Cosmetic animations that play after winning a Duel.
  • Gamepasses: Permanent upgrades/access (e.g., Early Access).
  • Codes: Redeem codes for rewards.
  • Emotes: Cosmetic emote animations.

9.2 Codes

Enter codes in the text field within the Shop/Notebook. Codes expire quickly β€” redeem as soon as seen.

Known codes (as of early 2026; validity subject to change):

  • A7D2L26RNEPG74A3Q β€” Nep Achievement + "Woven Insight" Emote
  • RIPBOWE β€” "Bowedown" Emote
  • X6X31F47UN8JM1NEP β€” Nep Achievement + "Scripture" Emote (first 100 players only)

Check the official wiki or community sources for current working codes, as they change with updates.

9.3 Gamepasses

  • Early Access: 300 Robux. Grants access to newly added characters before they become free to the public.

2. Shop β€” Full Details

The Shop is accessed via the Notebook icon (top of screen). The developer avatar (Tze) sits at a desk in the lower right corner of the interface, changing pose each visit; pressing the avatar causes it to express pain with a squeaking noise.

20.1 In-Game Currency ($)

The $ symbol represents the in-game cash currency. It can ONLY be used for: Emotes, Soda, Items, Victory Flashes, Arcade Machines, Customizable Billboards, and Workshop Upload Slots.

Ways to earn cash:

  • Killing a player in a Public or Ranked server: +$5. Rules: You must have dealt the highest damage to the player in the 30 seconds before they die to get the reward. Cannot "steal kills" at the end. Dying before the kill is confirmed removes the reward.
  • Daily/weekly quests: Pay in cash for completion.
  • Events may double cash rates.

Not purchasable with cash: Gamepasses and UGCs β€” those require Robux.

20.2 Shop Tabs

  • Items: Buy items for delivery; costs $10 per item delivery (Soda is $5 separately)
  • Victory Flashes: Purchasable cosmetic win animations; random each purchase (100 Robux); King of Curses is given by default
  • Billboards: Purchase image display for $15 in-game
  • Gamepasses: Buy/gift Robux-only permanent upgrades
  • UGCs: Buy Jujutsu Shenanigans avatar items (Robux only; items at 1 Robux are off-sale)
  • Codes: Redeem code field

20.3 Gamepasses

GamepassCostEffect
Early Access300 RobuxAccess to newly added unfinished characters before they go free
Custom KillsoundRobuxCustomize the sound that plays when you get a kill
More Emote SlotsRobuxAdditional emote binding slots
Awakening OutfitRobuxCosmetic outfit when in Awakening form
More Build SavesRobuxAdditional build save slots in Build Mode
Second Emote PageRobuxAn additional page of equipped emotes

Sources

1. Sources and Additional Information

Sources Successfully Compiled (Pass 1 + Pass 2)

Pass 1 β€” Direct fetches:

Pass 2 β€” web_search snippets (content retrieved via search result extracts):

Remaining Gaps (after 3 passes)

The following content was not fully retrieved and could be covered in a future pass if needed:

  • Private Server commands β€” the full admin command list for server owners
  • Emotes full list β€” the game has ~347 emotes; no full listing obtained
  • Titles full list β€” 18 titles identified but not individually enumerated
  • Update Log history β€” all version notes from V1.00 to V1.76+
  • Quests full list β€” individual daily/weekly quest details not captured
  • Disaster Plants moveset β€” Early Access character; moveset not retrieved
  • Crow Charmer additional skill details β€” move 3 and Special full damage values not confirmed

Titles Achievements Emotes

1. Titles and Achievements

  • Titles: Unlockable display names earned through specific in-game accomplishments.
  • Achievements: Tracked via the Achievements interface. Some codes grant "Nep Achievements" as special achievement completions.

2. Emotes and Taunts

  • Emotes: Cosmetic animations purchasable or unlockable via codes/shop.
  • Taunts: Separate cosmetic animations listed under Taunts in the interface. Some Miracle charges for Lucky Coward are gained by taunting standing opponents.

3. Achievements and Quests

21.1 Achievements vs Quests

  • Achievements are permanent one-time goals tracked in the Trophy menu. Categories include: kill milestones, mode clears, domain interactions, character-specific challenges, combat state interactions.
  • Daily and Weekly Quests are rotating Cash tasks from the same menu. They refresh periodically and pay out Cash on completion.

The game has 74 permanent achievements total.

21.2 Kill Milestone Achievements (examples)

Your First Kill β†’ 50 Kills β†’ 200 Kills β†’ 500 Kills β†’ 1,000 Kills β†’ 2,500 Kills (and beyond).

21.3 Mode Achievements

  • Win a duel match without losing a single life.
  • Earn $0 total in Roulette (zero-payout run).
  • Win as Strongest of History in Final Showdown β†’ rewards the Phenomenal Victory Flash (the ONLY confirmed achievement cosmetic reward).

21.4 General Achievements (examples)

  • Drink 20 sodas in one life
  • Achievements related to domain expansion, Awakening usage, Playful Cloud, train kills, duo emotes, custom settings, combat states, and map physics.
  • Some achievements are bugged/unobtainable: "Don't Move!" and "I love the taste of iron!" are marked broken.
  • "Adapt to all damage types fully at least once as Mahoraga" β€” must be done without dying.
  • "Truly Innocent" β€” awarded to every player except the domain caster upon the 5th confession without a guilty verdict (in Defense Attorney's domain). Can be earned by invading the domain right before the 5th confession.
  • Hitting yourself with a train counts toward train-related achievements.
  • The daily quest for using specials 15 times cannot be progressed by Lucky Coward's Helping Hand.

4. Victory Flashes

Victory Flashes are cosmetic win animations that play after winning a Duel or getting MVP in a Roulette minigame.

Current Victory Flashes (6):

  1. King of Curses β€” Given to all players by default
  2. Stand Proud β€” Shop purchase (random, 100 Robux)
  3. Domain Invasion β€” Shop purchase (random, 100 Robux)
  4. Watch Your Head β€” Shop purchase; unique in that it features two people. Music: "Limitless Cursed Technique" by Yoshimasa Terui.
  5. Phenomenal β€” Earned via achievement ("The Strongest of History" / win as Strongest of History in Final Showdown). Reference to Alan Bowe's short film on King of Curses' transformation; voiced by Relia, one of the game's testers.
  6. Meditation β€” Shop purchase (random, 100 Robux)

Total cost to collect all: $4,000 in-game cash + 400 Robux (King of Curses is default, Phenomenal is free via achievement).


5. Titles

Titles are visible labels equipped from the inventory. When equipped, the title appears above the player's head and in front of the player's name in chat. The game has 18 total titles.

Title categories include: standard progression titles, leaderboard/kill-board rank titles, staff and team reserved titles (e.g., CONTENT CREATOR, which also grants Free Cam permission in private servers), and custom/creator grants.


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