Every character in Jujutsu Shenanigans is really a stack of moves: four skills, a special, an awakening kit, and the finishers that punctuate a won exchange. Damage numbers and cooldowns decide which combos are real and which are wishful thinking, and the difference between knowing your own kit and knowing everyone's is the difference between playing and reading the lobby.
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Showing 33 of 397 items.
Character
Aspiring Mangaka
G-Warstaff
Cosmetic cursed tool: the G-Warstaff's white trail slowly reddens as the Awakening bar fills.
- Type
- Cosmetic
Clairvoyance
Marks an opponent's torso with a glowing manga panel for 25 seconds at up to 35 studs, letting the Mangaka read their future and stack disadvantages on them.
- Type
- Special
- Damage
- None, lasts for 25s
- Cooldown
- 25s
Despair
Rapid spear thrusts into an unblockable finishing slash that launches the enemy. Slows down when it misses or hits an unmarked block.
- Type
- Skill
- Damage
- 16.1, 15 for thrusts, 1.1 for last hit
- Cooldown
- 16s
Shut Up!
A reverse spear stab that punishes anyone standing behind you, with i-frames during the stare-down before the target is spun to the front and kicked away.
- Type
- Skill
- Damage
- 7, 3 for stab, 4 for kick
- Cooldown
- 16s
Eye Catching
A brief block stance counter: any melee or bullet that connects gets dodged with a spin and the attacker knocked down.
- Type
- Counter
- Damage
- 9
- Cooldown
- 14s, none if landed
Sacrilege
A twirl into a 20-stud spear dash. Connecting triggers an angry text-box scolding along with the damage.
- Type
- Skill
- Damage
- 12, 6 for thrust, 6 for kick
- Cooldown
- 16s
Foresight
A vertical spear guard that blocks a melee hit and smacks the attacker up and away.
- Type
- Counter
- Damage
- 40
Despair
Awakened Despair: repeated spear thrusts ending in a ground slam.
- Type
- Skill
- Damage
- 3 for slam
- Cooldown
- 16s
Foresight
Foresight's execution: against attackers at 40 HP or less the cutscene triggers even without a Clairvoyance mark, ending them outright.
- Type
- Counter
- Damage
- 115
| Image | Name | Description | Type | Damage | Cooldown |
|---|---|---|---|---|---|
| G-Warstaff | Cosmetic cursed tool: the G-Warstaff's white trail slowly reddens as the Awakening bar fills. | Cosmetic | - | - | |
| Clairvoyance | Marks an opponent's torso with a glowing manga panel for 25 seconds at up to 35 studs, letting the Mangaka read their future and stack disadvantages on them. | Special | None, lasts for 25s | 25s | |
| Despair | Rapid spear thrusts into an unblockable finishing slash that launches the enemy. Slows down when it misses or hits an unmarked block. | Skill | 16.1, 15 for thrusts, 1.1 for last hit | 16s | |
| Shut Up! | A reverse spear stab that punishes anyone standing behind you, with i-frames during the stare-down before the target is spun to the front and kicked away. | Skill | 7, 3 for stab, 4 for kick | 16s | |
| Eye Catching | A brief block stance counter: any melee or bullet that connects gets dodged with a spin and the attacker knocked down. | Counter | 9 | 14s, none if landed | |
| Sacrilege | A twirl into a 20-stud spear dash. Connecting triggers an angry text-box scolding along with the damage. | Skill | 12, 6 for thrust, 6 for kick | 16s | |
| Foresight | A vertical spear guard that blocks a melee hit and smacks the attacker up and away. | Counter | 40 | - | |
| Despair | Awakened Despair: repeated spear thrusts ending in a ground slam. | Skill | 3 for slam | 16s | |
| Foresight | Foresight's execution: against attackers at 40 HP or less the cutscene triggers even without a Clairvoyance mark, ending them outright. | Counter | 115 | - |
Character
Black Death
Demon of the Modern Era
The cockroach curse's form itself: towering height, face antennas, an extra pair of arms, and the Festering Life Sword.
- Type
- Passive
Festering Life Sword
Injury system: afflicted players carry an injury meter, and each expended stack ticks 3 damage over time.
- Type
- Passive
- Damage
- 3 per injury (1.5/s, 1/s if stalled), 14 for hatch
Earthen Insect Trance
Summons two earthen insects carrying blinding sacs that trail the user for 15 seconds before they can be sent at enemies.
- Type
- Special
- Damage
- 4 if hit by an enemy
- Cooldown
- 15s, starts once Earthen Insects are gone
Festering Strikes
Three tactical blade swings that apply injury through block and cancel ragdoll, with the final hit damaging through block.
- Type
- Skill
- Damage
- 3, 1 per swing
- Cooldown
- 20s
Detach
Launches the sword-holding arm forward on a bridge of cockroaches; used airborne, it pulls the user along.
- Type
- Skill
- Damage
- 1
- Cooldown
- 13s on miss, none on hit
Chokehold
The spare arms lunge for a neck grab that stalls the target's injury drain while a Festering slash winds up.
- Type
- Skill
- Damage
- 2 for swing
- Cooldown
- 16s
Roach Swarm
Commands a roach horde to shred everything 35 studs ahead, ragdolling targets away.
- Type
- Skill
- Damage
- 6, +2 every 1.5 injuries
- Cooldown
- 17s
Parthenogenesis
Spends all cursed energy to split in two, with full i-frames once the white highlight appears.
- Type
- Awakening Ability
Invasion
Parthenogenesis at a domain border instead sends the roach swarm to chew an entry hole through the dome.
- Type
- Domain Invasion
Chokehold
Finisher: one clean Festering slash removes the target's legs.
- Type
- Finisher
- Damage
- Insta-kill
- Cooldown
- 16s
Roach Swarm
Finisher: roaches strip the target to a skeleton.
- Type
- Finisher
- Damage
- Insta-kill
- Cooldown
- 17s
| Image | Name | Description | Type | Damage | Cooldown |
|---|---|---|---|---|---|
| Demon of the Modern Era | The cockroach curse's form itself: towering height, face antennas, an extra pair of arms, and the Festering Life Sword. | Passive | - | - | |
| Festering Life Sword | Injury system: afflicted players carry an injury meter, and each expended stack ticks 3 damage over time. | Passive | 3 per injury (1.5/s, 1/s if stalled), 14 for hatch | - | |
| Earthen Insect Trance | Summons two earthen insects carrying blinding sacs that trail the user for 15 seconds before they can be sent at enemies. | Special | 4 if hit by an enemy | 15s, starts once Earthen Insects are gone | |
| Festering Strikes | Three tactical blade swings that apply injury through block and cancel ragdoll, with the final hit damaging through block. | Skill | 3, 1 per swing | 20s | |
| Detach | Launches the sword-holding arm forward on a bridge of cockroaches; used airborne, it pulls the user along. | Skill | 1 | 13s on miss, none on hit | |
| Chokehold | The spare arms lunge for a neck grab that stalls the target's injury drain while a Festering slash winds up. | Skill | 2 for swing | 16s | |
| Roach Swarm | Commands a roach horde to shred everything 35 studs ahead, ragdolling targets away. | Skill | 6, +2 every 1.5 injuries | 17s | |
| Parthenogenesis | Spends all cursed energy to split in two, with full i-frames once the white highlight appears. | Awakening Ability | - | - | |
| Invasion | Parthenogenesis at a domain border instead sends the roach swarm to chew an entry hole through the dome. | Domain Invasion | - | - | |
| Chokehold | Finisher: one clean Festering slash removes the target's legs. | Finisher | Insta-kill | 16s | |
| Roach Swarm | Finisher: roaches strip the target to a skeleton. | Finisher | Insta-kill | 17s |
Character
Blood Manipulator
Convergence
The special conjures four condensed blood orbs that empower other attacks and change how Supernova behaves.
- Type
- Special
- Cooldown
- 20s
Piercing Blood
A hand clap that fires trapped blood as an uncounterable 30-stud beam.
- Type
- Skill
- Damage
- 12
- Cooldown
- 15s
Flowing Red Scale
A technique-boosted short dash that opens a three-hit combo on contact.
- Type
- Skill
- Damage
- 13, 3 for rush and per kick, 4 for last hit
- Cooldown
- 12s
Supernova
Without orbs, a brief cross-armed guard that hardens the impact point against melee hits and counters.
- Type
- Counter
- Damage
- 14, 7 per hit
- Cooldown
- 15s if missed, none if landed
Blood Edge
Twin blood daggers: a left-hand jab into a front-flip right-hand floor slam that launches the target.
- Type
- Skill
- Damage
- 11, 5 for grab, 6 for slam
- Cooldown
- 13s
Duty as a Brother
The Awakening call: blood bursts outward as three faint figures answer, opening the awakened kit.
- Type
- Awakening
Convergence
The awakened special works like base Convergence, but all orbs vanish when the Awakening ends.
- Type
- Special
- Cooldown
- 20s
Slicing Exorcism
Streams available orbs into a pressurized cutting jet that ragdolls anyone caught to the floor.
- Type
- Skill
- Damage
- 3 per tick, +12 for every orb, up to 39
- Cooldown
- +3.25s for every orb, up to 13s
Wing King
A lunging flurry of kicks and punches with melee and bullet i-frames, capped by a long-range arm extension.
- Type
- Skill
- Damage
- 43.75, 28.75 for flurry, 15 for pull and slam
- Cooldown
- 16s
Blood Rain
A giant blood sphere erupts upward and rains pellets over 35 studs while the user acts freely after the windup.
- Type
- Skill
- Damage
- 2 per tick
- Cooldown
- 35s
Plasma Wave
The maximum technique: fourteen orbs spin up a 120-stud cone of blood with scaling damage.
- Type
- Skill
- Damage
- 95 at minimum range
- Cooldown
- 45s
Supernova
Finisher at 7 HP or less: a punch so hard the user's own arm severs on release.
- Type
- Finisher
- Damage
- Insta-kill
Blood Edge
Extended Blood Edge finisher: twelve slashes and stabs before the target is kicked away.
- Type
- Skill
- Damage
- 15 for kick
- Cooldown
- 13s
| Image | Name | Description | Type | Damage | Cooldown |
|---|---|---|---|---|---|
| Convergence | The special conjures four condensed blood orbs that empower other attacks and change how Supernova behaves. | Special | - | 20s | |
| Piercing Blood | A hand clap that fires trapped blood as an uncounterable 30-stud beam. | Skill | 12 | 15s | |
| Flowing Red Scale | A technique-boosted short dash that opens a three-hit combo on contact. | Skill | 13, 3 for rush and per kick, 4 for last hit | 12s | |
| Supernova | Without orbs, a brief cross-armed guard that hardens the impact point against melee hits and counters. | Counter | 14, 7 per hit | 15s if missed, none if landed | |
| Blood Edge | Twin blood daggers: a left-hand jab into a front-flip right-hand floor slam that launches the target. | Skill | 11, 5 for grab, 6 for slam | 13s | |
| Duty as a Brother | The Awakening call: blood bursts outward as three faint figures answer, opening the awakened kit. | Awakening | - | - | |
| Convergence | The awakened special works like base Convergence, but all orbs vanish when the Awakening ends. | Special | - | 20s | |
| Slicing Exorcism | Streams available orbs into a pressurized cutting jet that ragdolls anyone caught to the floor. | Skill | 3 per tick, +12 for every orb, up to 39 | +3.25s for every orb, up to 13s | |
| Wing King | A lunging flurry of kicks and punches with melee and bullet i-frames, capped by a long-range arm extension. | Skill | 43.75, 28.75 for flurry, 15 for pull and slam | 16s | |
| Blood Rain | A giant blood sphere erupts upward and rains pellets over 35 studs while the user acts freely after the windup. | Skill | 2 per tick | 35s | |
| Plasma Wave | The maximum technique: fourteen orbs spin up a 120-stud cone of blood with scaling damage. | Skill | 95 at minimum range | 45s | |
| Supernova | Finisher at 7 HP or less: a punch so hard the user's own arm severs on release. | Finisher | Insta-kill | - | |
| Blood Edge | Extended Blood Edge finisher: twelve slashes and stabs before the target is kicked away. | Skill | 15 for kick | 13s |
How kits are built
A character's base form carries numbered skills on cooldowns, a special on its own logic (counters, stances, resources), and M1 basic attacks that many skills feed into. Filling the awakening bar unlocks a second kit layered on top, often with its own special, domain, or transformed movement rules. Finishers are the cosmetic executions that trigger when specific moves end a low-health target.
Reading the numbers
- Damage values are per move as the wiki records them, with multi-hit breakdowns kept where stated. Compare within a character first, since kits balance internally.
- Cooldowns are the honest currency of a fight. A kit with three sub-10-second skills pressures forever; a kit of 16-second haymakers has to make each one count.
- Counters and stances (the Manji Kicks and Foresights of the roster) list no damage worth chasing; their value is the turn they steal.
Learning an opponent's kit fast
Skim their character's section for three things: which move is the grab (blockable rules change), which move is the counter stance (stop hitting it), and what the awakening changes (some kits become entirely different games). Most losses to an unfamiliar character come from pressing into a counter or blocking a grab, and both are listed on every card.
FAQ
How do moves unlock in Jujutsu Shenanigans?
Each character comes with their full base kit: four skills, a special, and M1 attacks. The awakening kit unlocks mid-match by filling the awakening bar through combat, not by purchases or progression.
What is the difference between a skill and a special?
Skills are the numbered cooldown moves that do the fighting. The special is a kit-defining utility on its own button: counters, stance changes, companion summons, or resource mechanics, depending on the character.
What are finishers?
Cinematic executions that play when certain moves defeat a low-health target. They are cosmetic: the damage that ended the fight came from the move itself.
Do variants count as separate moves?
Variants are alternate behaviors of the same move under specific conditions, like using it airborne or during another animation. They share the base move's slot and cooldown, so each move is listed once with its core behavior.
Which characters have the biggest movesets?
Characters with layered forms carry the most moves. Cursed Partners tops the roster thanks to Rika's separate kit and copied techniques, with Perfection and Puppet Master close behind through their transformation modes.








