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  4. Moves page 6

All 406 Moves in Jujutsu Shenanigans - Page 6

Updated on October 22, 2026 (about 14 hours ago)

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Showing 32 of 406 items.

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Character

Disaster Plants

15 items

Arm Wrap

Form passive: a 1.25x-height frame with the left arm wrapped, restricting all melee to the right hand.

Type
Passive

Flower Field

Front dashes instead scatter a 25-stud flower field that lingers two seconds and feeds the kit's setups.

Type
Passive

Plant Guidance

Aim within 65 studs to mark a glowing zone for a delayed plant attack, castable mid-move.

Type
Special
Cooldown
0.5s for mark, 12s for attack

Root Swarm

An arm plunged into the earth grows a 50-stud straight line of roots over two seconds.

Type
Skill
Damage
10 for roots, 7 for spike bounce
Cooldown
15s

Surging Thorns

Two thorned wooden balls shove targets in a 35-stud range back into three rising thorn spikes.

Type
Skill
Damage
15, 5 per hit
Cooldown
16s

Bud Shot

Chucks two cursed buds 70 studs that latch on and refund 7 seconds of Plant Guidance cooldown.

Type
Skill
Damage
8, 4 per bud
Cooldown
16s

Defense Response

A reclined surge into a violent arm smack with short stun knockback.

Type
Skill
Damage
12
Cooldown
15s

Unwrap

The Awakening: the wrap comes off, revealing a flower-budded arm and the unrestricted kit.

Type
Awakening

Unwrap

Unwrapped, both hands join the fight with a full M1 string again.

Type
Passive

Energy Absorb

Draws cursed energy from nearby foliage into a golden-aura boosted state.

Type
Special
Cooldown
18s

Root Rampage

Kneels to steer a tangible root line for seven full seconds, guided in any direction.

Type
Skill
Damage
5 per hit
Cooldown
16s

Flower Field

The awakened field: an aimed flower carpet that erupts a giant launching spike.

Type
Skill
Damage
4 on interruption7 for spike launch, 7 for bounce
Cooldown
16s

Cursed Buds

A massive turret flower fires 15 cursed buds at the nearest enemy.

Type
Skill
Damage
26.75, 8 for summon, 1.25 per bud
Cooldown
16s

Shining Sea of Growing Branches

The domain: a lakeside grove that saps foliage energy to supercharge its caster.

Type
Domain Expansion
Damage
4 per interruption
Cooldown
120s

Surging Thorns

Finisher: the middle thorn stakes the target through the chest; uppercuts share it.

Type
Finisher
Damage
Insta-kill
Cooldown
12s

Character

Head of the Hei

17 items

Projectionism

Form passive: 2-damage M1s and altered movement rules that define the projection playstyle.

Type
Passive

Projection Sorcery

Aim within 50 studs to cross the distance in one second, leaving an afterimage behind.

Type
Special
Cooldown
18s

Projection Breaker

A 15-stud backdash with melee i-frames spinning back into a heavy throwing kick.

Type
Skill
Damage
9
Cooldown
18s

Bleedout

A tanto spin-stab to the abdomen that layers on status effects rather than extending combos.

Type
Skill
Damage
5 for stab, 3 per Bleed stack,1.3 per tick for Hemorrhage
Cooldown
20s

Decisive Strike

A 35-stud technique-boosted run into a punch that unloads a flurry on contact.

Type
Skill
Damage
6 for first hit, 8 for barrage (0.5 per hit)
Cooldown
18s

Cursory Impact

A speed-boosted quick step reappearing with an immediate backhand smack.

Type
Skill
Damage
12, 6.5 for smack, 5.5 for sweep
Cooldown
16s

Vengeance

The Awakening opens with a slowed Bleedout that counters any melee interruption.

Type
Awakening
Damage
10 for spikes

Vengeance

The reincarnated form: faster movement and hovering, courtesy of a vengeful curse's physiology.

Type
Passive

Acceleration

A rapid spin that damages everything nearby while stacking up movement speed.

Type
Special
Damage
7, 1 per spin
Cooldown
9s

Top Speed

Air intakes fire the user forward to crash their shell into whatever stands in the way.

Type
Skill
Damage
5, +1.5 for every Acceleration, up to 15
Cooldown
14s

Flash Freezing

Freezes the air into a line of 15 glass frames; each shattered frame damages whoever broke it.

Type
Skill
Damage
7 per frame
Cooldown
18s

Tendril Grab

Underground tendrils erupt to grab and hold enemies within 25 studs for about a second.

Type
Skill
Cooldown
10s

Time Cell Moon Palace

The handsign expands Time Cell Moon Palace, dropping the curse form back to the base moveset inside the domain.

Type
Domain Expansion
Damage
Depends on speed
Cooldown
60s, yet ends Awakening

Projection Breaker

Finisher: the post-dash kick lands with everything behind it, sending the target barreling.

Type
Finisher
Damage
Insta-kill
Cooldown
18s

Bleedout

Finisher: the abdomen stab blitzes into a neck stab, tossing the body aside.

Type
Finisher
Damage
3 for toss
Cooldown
20s

Decisive Strike

Finisher: the barrage accelerates until one arm suffices, the other idly fixing their hair.

Type
Finisher
Damage
8.5 for extra barrage, 20 for last hit.
Cooldown
18s

Flash Freezing

Finisher: the target shatters along with the glass frames.

Type
Finisher
Damage
Insta-kill
Cooldown
18s
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