Bloxodes

All 397 Moves in Jujutsu Shenanigans

Updated on (4 days ago)

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

9 items

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
ImageNameDescriptionTypeDamageCooldown
G-WarstaffCosmetic cursed tool: the G-Warstaff's white trail slowly reddens as the Awakening bar fills.Cosmetic--
ClairvoyanceMarks 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.SpecialNone, lasts for 25s25s
DespairRapid spear thrusts into an unblockable finishing slash that launches the enemy. Slows down when it misses or hits an unmarked block.Skill16.1, 15 for thrusts, 1.1 for last hit16s
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.Skill7, 3 for stab, 4 for kick16s
Eye CatchingA brief block stance counter: any melee or bullet that connects gets dodged with a spin and the attacker knocked down.Counter914s, none if landed
SacrilegeA twirl into a 20-stud spear dash. Connecting triggers an angry text-box scolding along with the damage.Skill12, 6 for thrust, 6 for kick16s
ForesightA vertical spear guard that blocks a melee hit and smacks the attacker up and away.Counter40-
DespairAwakened Despair: repeated spear thrusts ending in a ground slam.Skill3 for slam16s
ForesightForesight's execution: against attackers at 40 HP or less the cutscene triggers even without a Clairvoyance mark, ending them outright.Counter115-

Character

Black Death

11 items

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
ImageNameDescriptionTypeDamageCooldown
Demon of the Modern EraThe cockroach curse's form itself: towering height, face antennas, an extra pair of arms, and the Festering Life Sword.Passive--
Festering Life SwordInjury system: afflicted players carry an injury meter, and each expended stack ticks 3 damage over time.Passive3 per injury (1.5/s, 1/s if stalled), 14 for hatch-
Earthen Insect TranceSummons two earthen insects carrying blinding sacs that trail the user for 15 seconds before they can be sent at enemies.Special4 if hit by an enemy15s, starts once Earthen Insects are gone
Festering StrikesThree tactical blade swings that apply injury through block and cancel ragdoll, with the final hit damaging through block.Skill3, 1 per swing20s
DetachLaunches the sword-holding arm forward on a bridge of cockroaches; used airborne, it pulls the user along.Skill113s on miss, none on hit
ChokeholdThe spare arms lunge for a neck grab that stalls the target's injury drain while a Festering slash winds up.Skill2 for swing16s
Roach SwarmCommands a roach horde to shred everything 35 studs ahead, ragdolling targets away.Skill6, +2 every 1.5 injuries17s
ParthenogenesisSpends all cursed energy to split in two, with full i-frames once the white highlight appears.Awakening Ability--
InvasionParthenogenesis at a domain border instead sends the roach swarm to chew an entry hole through the dome.Domain Invasion--
ChokeholdFinisher: one clean Festering slash removes the target's legs.FinisherInsta-kill16s
Roach SwarmFinisher: roaches strip the target to a skeleton.FinisherInsta-kill17s

Character

Blood Manipulator

13 items

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
ImageNameDescriptionTypeDamageCooldown
ConvergenceThe special conjures four condensed blood orbs that empower other attacks and change how Supernova behaves.Special-20s
Piercing BloodA hand clap that fires trapped blood as an uncounterable 30-stud beam.Skill1215s
Flowing Red ScaleA technique-boosted short dash that opens a three-hit combo on contact.Skill13, 3 for rush and per kick, 4 for last hit12s
SupernovaWithout orbs, a brief cross-armed guard that hardens the impact point against melee hits and counters.Counter14, 7 per hit15s if missed, none if landed
Blood EdgeTwin blood daggers: a left-hand jab into a front-flip right-hand floor slam that launches the target.Skill11, 5 for grab, 6 for slam13s
Duty as a BrotherThe Awakening call: blood bursts outward as three faint figures answer, opening the awakened kit.Awakening--
ConvergenceThe awakened special works like base Convergence, but all orbs vanish when the Awakening ends.Special-20s
Slicing ExorcismStreams available orbs into a pressurized cutting jet that ragdolls anyone caught to the floor.Skill3 per tick, +12 for every orb, up to 39+3.25s for every orb, up to 13s
Wing KingA lunging flurry of kicks and punches with melee and bullet i-frames, capped by a long-range arm extension.Skill43.75, 28.75 for flurry, 15 for pull and slam16s
Blood RainA giant blood sphere erupts upward and rains pellets over 35 studs while the user acts freely after the windup.Skill2 per tick35s
Plasma WaveThe maximum technique: fourteen orbs spin up a 120-stud cone of blood with scaling damage.Skill95 at minimum range45s
SupernovaFinisher at 7 HP or less: a punch so hard the user's own arm severs on release.FinisherInsta-kill-
Blood EdgeExtended Blood Edge finisher: twelve slashes and stabs before the target is kicked away.Skill15 for kick13s

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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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